Initial commit

This commit is contained in:
root@procul
2021-04-15 13:31:59 -05:00
commit 278a90f7ce
57951 changed files with 34606208 additions and 0 deletions
+24
View File
@@ -0,0 +1,24 @@
from: the Asimov collection
Ten little indians mysterious adventure 10
Wait/Wait/E/D/Get spanner/U/E/Examine table/Get matches/S/Dial 1983
Examine safe/Get yellow/N/N/N/Drop yellow/Drop matches/E/E/Examine mud
Get brass/W/S/Examine crates/Examine crates/Get rope/Get candle/N
Stamp foot/Swim/Dive/Get violet/Swim/N/Go station/N/N/Drop violet
Get matches/W/W/Go gate/U/Tie rope/Climb rope/W/Open door/Go door
Pull arm/Break suit/Get grey/S/E/Examine plants/Drop brass/Get green/W
S/W/N/Drop grey/Drop green/S/E/N/E/S/Get hammer/N/W/N/Drop hammer
Drop spanner/Go stairs/U/N/E/Go opening/Light candle/D/S/Get silver/E
Get trowel/U/U/Unlight candle/W/S/E/E/Get blue/W/W/D/D/S/S/W/N
Drop blue/Drop silver/S/E/N/N/Drop matches/E/E/Climb rope/D/E/N/E/E
Dig mud/With trowel/Get black/N/Go station/N/N/Get yellow/Get violet/W
W/Go gate/U/Climb rope/W/Go door/S/S/W/N/Drop black/Drop violet
Drop yellow/S/E/N/N/Go stairs/U/E/Go window/D/Climb fountain/Get pink
D/E/Get chisel/W/U/Climb balustrade/Jump/E/S/Get white/S/Jump/N/W/W/W
Go door/Drop trowel/Get matches/S/S/W/N/Drop white/Drop pink/S/E/N/N
Get hammer/Get spanner/Break tiles/Drop spanner/Light candle/Go hole
Get red/U/N/E/S/S/W/N/Drop red/S/E/Examine safe/Get golden
+62
View File
@@ -0,0 +1,62 @@
Some things about the 6502 simulator "Step and Trace" function.
When you initially enter you are in the "Change Registers" mode. At
this point you can change any and all of the 6502 registers. When
done, hit ESC and you will be in the execution mode. Now you can
change and/or display memory locations, set up a break point, execute
an instruction at a time, or run at "full" speed.
When you boot or when you hit "R" while stopped in the execution mode,
you will be in the Change Registers mode. Keys have the following
meanings:
A = Change the Accumulator
C = Change the Program Counter
ESC = Go back to the execution phase
P = Change the Program Status register
S = Change the Stack Pointer
X = Change the X register
Y = Change the Y register
When you hit any of the keys above (except ESC), you will still not be
able to change the chosen register until you hit the space bar. The
contents of the register will then become high lighted and you can
change it at will. When through with a particular register. Hit
<RETURN> and the changes will be permenant. When through, hit ESC to
exit to the execution mode where the keys have the following
meanings:
C = Toggle the display of code execution (on/off)
G = GO. i.e. start code execution.
S = Toggles SUBS (???) on and off
W = Set Stop At address.
X = Wipe out current Stop At address
M = Display current memory dump start address and eight values.
Space bar highlights the contents of the first displayed memory
location. You can change it to any legal hex value and have it
accepted by typing <RETURN>. Use the arrow keys to move across to
any of the eight where you can change it.
A second "M" highlights the start address of the display. You can
change it by typing or by using either of the two horiz arrow keys
to move it eight addresses at a time. As before, acceptance is by
<RETURN>. Note that if you type in an address, the program will
force the least significant digit to either 0 or 8.
+83
View File
@@ -0,0 +1,83 @@
The Apple II Computer Series - Complete Echo Card Software Collection
February 26, 2000
Status: Freeware - for non-commercial distribution and use only!
The following gives a general review of the ShrinkIt archives you will find
within the A2.ECHO.SW.ZIP archive.
============================================================================
1. Echo Phrases = a text file I compiled listing of all of the 110 (#0
through 109) phrases on that 800K extended vocabulary disk that you sent me.
Now, folks can find what they're looking for almost as easily as point and
clicking in the standard vocabulary files.
2. Echo.User.Docs = The text files that make up the on-disk manual.
3. Echo.Word.Editr = This allows a menu of preselected words and phrases to
be drawn from. It also includes the smaller version of the high quality,
prerecorded, female speech that the 800K extended vocabulary disk contains,
but this one runs on a 5.25" floppy.
4. Textalker.DOS3 = The DOS 3.3 version of Textalker. This program is
loaded into memory before your application software so that text (not hi-res
equivalents) will be recognized from your programs and spoken aloud. I've
always thought that this would make a great companion for typing in a long,
long Nibble program from the magazine.
5. Textalkr.PRODOS = ProDOS version of Textalker
6. Echo2C = The Apple IIc basic Echo II disk. When I bought my first Echo
][, I bought it through the catalog or through Street Electronics directly (I
don't remember any more) at full price, but it took four tries and four
months before I receive the Apple IIe version. They sent me an Echo for the
Macintosh, for IBM and the Apple IIc before they finally ran out of options.
I tried the disk, read the manual and discovered that they hadn't sent what I
bought the Echo for: to use with Tutor-Tech to import the speech. After
contacting them, I received disks containing the sides of numbers 2, 3, 4 & 5
above.
7. Echo2E = The Apple IIe basic Echo II disk
8. Echo.T.Tech.Stk = A couple of Tutor-Tech stacks that are set up so that
the 110 Echo Phrases from the extended vocabulary disk can be easily tried
out for clarity. It does take some time to pick out each phrase and paste it
into a stack, so this makes browsing through the phrases quick and easy.
There are two stacks that cover all 110 phrases and a couple of other words
that are thrown into the phrases file. Tutor-Tech Demo, Teacher and Student
disk version 2.5, 2.6 and 2.7 all support this high quality speech.
9 & 10. Echo.S1 and Echo.S2 = sides one and two of a commercial reading program
that uses the Echo. The programs can be bit copied and I found out today that
they will shrink and expand without any trouble.I don't have the manual to this
reading series, but I've poked around enough to know that there are options, at
least in the high reading level versions of this, that allow the teacher to
preselect whether the programs doesn't speak, speaks only key words, or speaks
everything. If you or anyone else can figure out what needs to be done to
access these options, I'd be interested. I seem to remember that they also
contain letters to parents, record keeping and so on. I keep a master set
untouched so if a record keeping directory decides not to let another student
log on until the teacher downloads the current directories scores to make room,
I can just recopy the disk (since I don't know how to access the records, let
alone delete any of them.
==========================
11. Tutor.Tech.Stks = are just a couple of my early Tutor-Tech stacks that I
came across that have nothing to do with the Echo. They're basically the
same stack, CIRCUS, but ezCIRCUS has a simplified vocabulary. CIRCUS is a
choose your own adventure type of story that I had actually forgot all about.
------------------------------------------------------------------------------
Now you all have available the entire Apple II series Echo card software
collection, plus a few nice extras too. Special thanks to Jay for his TutorTech
Echo card Talking stacks and for his effort with item number 1 also.
That¹s All Folks -- Enjoy!
MacProbrer
GS WorldView Editor
+96
View File
@@ -0,0 +1,96 @@
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
-------------------------------------------------------------------------------
BROUGHT TO YOU BY :
THE STORK
WITH HELP FROM.....
ERNST ROHM & THE PROTECTORATE OF BOHEMIA
AAARGH! DOCUMENTATION:
The monsters are on the loose, heading out of their caves in the badlands and into the cities. They are coming to cause chaos, wreck havoc and inflict terrible destruction, as they search for the Roc's eggs.
The giant horned ogre and the hideous lizard are out to seek revenge on the humans who have for so long driven them back into the highlands.
CRUSH! MAIM! DESTROY!
Pulverize towns to find Roc's eggs, take them back to your cave, then providing that you can beat off the challenge from the other monsters and collect a hoard of five eggs, you will head off to the volcano and find the golden egg to win the game.
OGRE
Born in a damp cave in the north of the island, you have always had a hard life. When you were just a little ogre none of the other monster children would play with you, and now if you go into town, all the humans scream and fire cannon at you. It could have something to do with the fact that you are twenty feet tall, with 2 horns in the middle of your forehead. Alternatively,
it could be your halitosis, which is so bad it sets things on fire. Or even the fact that you can knock down stone wall with your fists. Anyway, now it is your turn to get your revenge, you are going to claim the golden egg.
LIZARD
So what do you do if you happen to be an eighteen foot tall green scaly lizard, with a spiked tail and a penchant for young ladies, preferably flame grilled in your own breath? Well, you set up home in the mountains and start work on your first hoard and try and terrorize the neighborhood. So when you learn that that infuriating ogre is after the golden egg that lies under the volcano, there is nothing to do but to head into town and try and get there first.
THE ISLAND
Darance is a quiet, peaceful island, where the humans go about their daily business with a smile on their face and a song in their heart, ah! They are totally unaware that they are about to receive a visit from two of the most terrible and ferocious monsters ever to see the light of day.
THE CITIES
Awaiting your destruction there are ten cities. These include a primitive village of straw huts, a wild west fort, a Chinese pagoda, an Indian temple, and many others before your final goal of the famous volcano.
GAME PLAY
In each city you need to destroy the buildings until you find the Roc's egg. There is an egg hidden in most but not all of the cities. You will need to punch the buildings to demolish them, or flame them to set them on fire, while fighting off the other creatures on the screen. Watch out for the hornets that fly across the screen and sting you. Be wary of the weapons the humans try to bring to bear. You will need to destroy these before they destroy you.
FOOD
You can eat the junk food and the people. These increase your health, thus enabling you to continue your destruction for longer.
FIRE POWER
Eat the lightning to revitalize your fire power.
HEALTH
Every time you are hit your health decreases. Your health is represented by the word "Aaargh," by your character at the top of the screen. When the word is completely formed, you will die a very bloody death.
COMPLETING A LEVEL
Wen you hve captured the egg you will take this back to your treasure cave. Unfotunately, life is never easy and you will need to fight to keep your treasure.
You have a limited amount of time to find the egg. After a certain period, the natives will have had time to hide the egg from you, and you will have to go on to another scene.
When you have succeeded in gathering a hoard of five eggs, you can go to the volcano and try to capture the big one, the final Roc's egg, a golden egg to surpass all others.
CONTROLS
Either joystick or keyboard.
Joystick
Use the stick to move left, right, up, down, or diagonally.
To flame, first face the direction you want to flame. Then press the appropriate joystick button.
To punch, first face the direction you want to punch. Then press the appropriate joystick button to punch straight out, or press the joystick button while pushing the stick up or down to punch up, punch down, or to pick up people or other nourishment.
KEYBOARD
Use the number keypad to move left, right, up, down, or diagonally. Press 5 to stop.
To flame, first face the direction you want to flame. Then press the spacebar to flame.
To punch, first face the direction you want to punch. Then press the Shift key to punch straight out, or press shift and the directional key to punch up, punch down, or to pick up people or other nourishment.
OTHER CONTROLS
ESC - Pause
S - Sound off/on
Q - Quit
R - Restart
+265
View File
@@ -0,0 +1,265 @@
INFORMATION ON THIS ABBS
TO TEMPORARILY STOP THIS (OR ANY OTHER
LISTING), TYPE CTRL-S. TYPE ANY OTHER
CHARACTER TO RESUME. TO GO BACK TO
THE COMMAND PROMPT, TYPE CTRL-C OR
CTRL-K.
THIS ABBS ALLOWS YOU TO ENTER AND
RETRIEVE MESSAGES, FIND OUT INFORMA-
TION BY LISTING FILES, AND SEND AND
RECEIVE PROGRAMS TO AND FROM THE ABBS.
THE ABBS USES YOUR W.A.P. NUMBER
(WAPXXX OR WPXXXX) TO KEEP TRACK OF
SENDERS AND RECIPIENTS OF MESSAGES.
MESSAGES ARE REFERENCED BY AN ARBI-
TRARY NUMBER (1-138) BUT YOU CAN USE
THE S (SUMMARY) AND L (LIST MULTIPLE
MESSAGES) COMMANDS TO REVIEW THEM IN
CHRONOLOGICAL ORDER WITHIN A SPECIFIED
NUMBER OF DAYS.
MESSAGES:
ENTERING A MESSAGE:
YOU WILL BE ASKED TO GIVE THE WAP
NUMBER OF THE PERSON TO WHOM THE MES-
SAGE IS INTENDED. FOR MESSAGES TO
EVERYONE, USE "ALL". YOU THEN ENTER
A 20-CHARACTER SUMMARY OF THE SUBJECT
OF THE MESSAGE. YOU CAN THEN ENTER UP
TO 10 LINES OF UP TO 39 CHARACTERS
EACH. YOU CAN FIND A PERSON'S WAP
NUMBER WITH THE "W" (WHO) COMMAND. IF
SOMEONE HAS SENT A YOU A MESSAGE,
THEIR NUMBER WILL BE IN THE MESSAGE
HEADER ("FROM WAPXXX"). THE ABBS
WILL KEEP YOUR LINES TO LESS THAN 40
CHARACTERS. USE BACKSPACE (LEFT-
ARROW), RIGHT-ARROW (CTRL-U) AND
CTRL-X AS YOU NORMALLY DO. YOUR MES-
SAGE CAN ONLY BE 10 LINES LONG. IF
YOU DON'T NEED 10 LINES, JUST ENTER A
RETURN WHEN YOU ARE THROUGH. THEN THE
ABBS WILL ASK IF YOU WANT TO EDIT THE
MESSAGE OR SAVE IT AS IS. IF YOU DO
NOT SAVE IT, YOU CAN USE THE EDIT COM-
MANDS (SEE "A" BELOW) TO MAKE CHANGES.
TO EXIT MESSAGE ENTRY, USE "CANCEL".
RETRIEVING A MESSAGE:
THERE ARE THREE WAYS TO RETRIEVE
MESSAGES: "L" WILL LIST ALL MESSAGES
WITHIN A SPECIFIED NUMBER OF DAYS; EN-
TERING JUST A MESSAGE NUMBER WILL RE-
TRIEVE THAT MESSAGE.
AFTER YOU HAVE READ A MESSAGE
SENT ONLY TO YOU, YOU WILL BE ASKED
WHETHER YOU WANT TO DELETE THE MES-
SAGE. UNLESS YOU MUST KEEP IT ON THE
SYSTEM FOR SOME REASON, PLEASE DELETE
IT TO FREE UP THE SPACE FOR ANOTHER
MESSAGE. ALSO, DELETING IT WILL TELL
THE SENDER THAT YOU HAVE READ THE MES-
SAGE. ONLY THE YOU, THE SENDER AND
THE SYSOP CAN DELETE A MESSAGE TO YOU,
AND I ONLY DO SO AFTER IT HAS BEEN ON
THE SYSTEM FOR MORE THAN A MONTH.
MESSAGE SUMMARIES:
SUMMARIES CAN BE OBTAINED WITH
EITHER THE "Q" COMMAND OR THE "S" COM-
MAND.
THE "Q" COMMAND WILL GIVE YOU THE
MESSAGE NUMBERS OF MESSAGES SENT TO
YOU, TO ALL, AND FROM YOU. WHEN YOU
SIGN ON, THE ABBS ALSO LISTS THE
NUMBERS OF MESSAGES SENT TO YOU.
THE "S" COMMAND ASKS YOU HOW FAR
BACK YOU WISH TO SEARCH, AND WHETHER
YOU WISH TO FLAG MESSAGES FOR LATER
READING IN FULL. THE SUMMARY WILL
LIST THE SENDER, THE RECIPIENT, THE
DATE THE MESSAGE WAS SENT, AND THE
SUBJECT OF THE MESSAGE.
DELETING A MESSAGE:
THE "D" COMMAND WILL LIST THE
SUMMARY OF THE MESSAGE AND ASK YOU
IF YOU WANT TO DELETE IT. ONLY THE
SENDER, THE RECIPIENT (IF NOT TO ALL)
AND THE SYSOP CAN DELETE MESSAGES. SO
THAT EVERYONE CAN USE THE ABBS, PLEASE
DELETE YOUR OLD MESSAGES!!
AMENDING A MESSAGE:
THE "A" COMMAND AND THE EDIT OP-
TION OF THE "E" COMMAND ALLOW YOU TO
CHANGE THE RECIPIENT, SUMMARY OR TEXT
OF A MESSAGE. IF THE MESSAGE HAS
FEWER THAN 10 LINES, YOU MAY ADD A
LINE. YOU CAN'T DELETE A LINE, BUT
REPLACING IT WITH 1 OR 2 SPACES WILL
HAVE THE SAME EFFECT.
INFORMATIONAL PRINTOUTS:
THE "H" COMMAND GIVES A SHORT
DESCRIPTION OF ALL AVAILABLE COMMANDS
AND CONTROL CHARACTERS. NEW USERS MAY
WANT TO MAKE A PRINTOUT OF THIS LIST
FOR HANDY REFERENCE. (IF YOUR PRINTER
IS TOO SLOW, SEE THE "N" COMMAND,
EXPLAINED BELOW.)
THE "?" COMMAND LISTS ONLY THE
LETTERS OF ALLOWED COMMANDS, AND IS
FOR QUICK REFERENCE.
THE "B" COMMAND LISTS OTHER COM-
PUTER BULLETIN BOARD SYSTEMS. IF YOU
KNOW OF ANY CHANGES THAT SHOULD BE
MADE -- AND CHANGES OCCUR FREQUENTLY
AS SYSTEMS START UP OR SHUT DOWN --
PLEASE LEAVE THE SYSOP A MESSAGE.
THE "P" COMMAND WILL PRINT OUT
THE BULLETIN THAT YOU WERE GIVEN THE
OPTION OF SEEING WHEN YOU SIGNED ON.
IT ALSO PRINTS OUT THE LIST OF MES-
SAGES FOR YOU.
THE "M" COMMAND LISTS THE MEETING
DATES, TIMES AND LOCATIONS OF ALL
MEETINGS OF WASHINGTON APPLE PI AND
THE NORTHERN VIRGINIA APPLE USERS
GROUP, NOVAPPLE. ALSO LISTED IS IN-
FORMATION ON MEETINGS OF W.A.P.'S
SPECIAL INTEREST GROUPS, KNOWN BY THE
ABBREVIATION "SIG", AND TUTORIALS,
CLASSES ON SPECIAL SUBJECTS FOR WAP
MEMBERS.
THE "$" COMMAND LISTS THE CURRENT
ITEMS AND PRICES OF ITEMS OFFERED FOR
SALE THROUGH THE CLUB STORE. THESE
PRICES ARE NOT OFFICIAL, AS THIS IS
NOT A COMMERCIAL BULLETIN BOARD.
POTENTIAL CUSTOMERS SHOULD CALL THE
CLUB STORE FOR FURTHER, DEFINITIVE
INFORMATION.
THE "O" COMMAND IS A USERS' OPIN-
ION POLL. THIS IS AN IMPORTANT FEED-
BACK DEVICE FOR THE SYSOP AND FOR THE
CLUB. QUESTIONS ARE CHANGED WEEKLY.
PLEASE GIVE EVERYONE THE BENEFIT OF
YOUR OPINION!
THE "I" COMMAND LISTS THIS INFOR-
MATION ABOUT THE ABBS.
HOUSEKEEPING COMMANDS:
LINEFEEDS AND NULLS:
IF AT ANY TIME YOU SEND THE ABBS
A LINEFEED, THE ABBS WILL BEGIN TO
SEND YOU LINEFEEDS. IF YOUR COMPUTER
SENDS A LINEFEED AFTER CARRIAGE RE-
TURNS, THE FIRST "ENTER A CARRIAGE
RETURN" SHOULD ENABLE LINEFEED INSER-
TION. (LINEFEEDS ARE NEEDED BY CP/M
SYSTEMS AND SOME PRINTING TERMINALS.)
YOU CAN USE THE "N" COMMAND TO TURN
LINEFEED INSERTION ON OR OFF.
NULLS ARE THE ABBS' WAY OF ALLOW-
ING YOUR PRINTER TO KEEP UP WITH THE
ABBS. CRT'S AND SOME PRINTERS DON'T
NEED THEM. IF YOU DO NEED THEM, THE
"N" COMMAND WILL TELL YOU THE CURRENT
DELAY AFTER CARRIAGE RETURNS, WHICH
CAN BE 0-2.55 SECONDS, AND SPEED. BE-
CAUSE NORMAL TRANSMISSION IS ONLY AT
30 CHARACTERS/SECOND, ONLY SPEEDS OF
100 OR LESS HAVE ANY EFFECT. "SPEED="
IS IN EFFECT AT ALL TIMES REGARDLESS
OF WHETHER LINEFEED INSERTION IS ON.
"SPEED=" IS JUST APPLESOFT'S "SPEED="
COMMAND.
KNOWLEDGABLE USER:
WHEN YOU KNOW THE WORKINGS OF THE
ABBS WELL, YOU CAN USE THE "K" COMMAND
TO ELIMINATE SOME OF THE PROMPTS.
THIS WILL SPEED UP OPERATIONS SOME.
TO TURN IT OFF, ENTER "K" AGAIN.
80-COLUMN MODE:
IF YOU ARE USING A PRINTER OR 80-
COLUMN BOARD, YOU CAN CHANGE EVERY
OTHER CARRIAGE RETURN INTO A SPACE
WITH THE "+" COMMAND. TO TURN IT OFF,
ENTER "+" AGAIN.
USERS AND WAP NUMBERS:
THE "W" (WHO) COMMAND ALLOWS YOU
TO FIND A PERSON'S WAP NUMBER IF YOU
KNOW THE FIRST TWO LETTERS OF THE PER-
SON'S LAST NAME, AND TO FIND HIS OR
HER NAME IF YOU KNOW HIS OR HER WAP
NUMBER.
LOWER CASE:
USE CTRL-L LIKE A SHIFT-LOCK KEY
TO TOGGLE OFF OR ON LOWER-CASE TRANS-
LATION. IF YOU WANT TO SEE LOWER
CASE, ENTER CTRL-L ANY TIME THE ABBS
EXPECTS INPUT. ENTERING CTRL-L AGAIN
MAKES ALL LOWER CASE INTO UPPER CASE.
ONLY THE SUBJECT AND TEXT OF MESSAGES
CAN BE MADE LOWER CASE; EVERYTHING
ELSE WILL ALWAYS BE UPPER CASE.
CHATTING WITH THE SYSOP:
OCCASIONALLY, I WILL BE ABLE TO
CHAT WITH YOU. TO SEE IF I AM AVAIL-
ABLE, ENTER "C". IF I AM LISTED AS
"NOT AVAILABLE", IT DOES NOT MEAN THAT
I AM NOT PHYSICALLY HERE, IT MEANS
ONLY THAT I AM OTHERWISE OCCUPIED WITH
MY MUNDANE EXISTENCE (EATING, SLEEP-
ING, DOING CHORES, ETC.) IF I AM
LISTED AS AVAILABLE, YOU CAN RING ME.
CONTINUE USING THE ABBS, AND WHEN I
COME TO THE KEYBOARD, I WILL BREAK IN
FOR A FRIENDLY CHAT ABOUT WHATEVER
INTERESTS US.
FILE TRANSFER SYSTEMS:
THE "X" COMMAND ENTERS A FILE
TRANSFER SUBSYSTEM. IT HAS A SEP-
ARATE HELP COMMAND.
GENERAL INFORMATION:
THIS SYSTEM RUNS ON AN APPLE II
IN APPLESOFT AND ASSEMBLY LANGUAGE
USING A D.C. HAYES MICROMODEM II UNDER
A PROGRAM WRITTEN BY THOMAS S. WARRICK
(BASED ON SOME EARLIER WORK DONE BY
JOHN MOON) FOR WASHINGTON APPLE PI,
THE WORLD'S SECOND LARGEST APPLE COM-
PUTER USERS' GROUP.
YOUR CURRENT SYSOP IS: (INSERT
YOUR NAME)
THE POLICY OF THIS ABBS PROHIBITS
COMMERCIAL MESSAGES. "COMMERCIAL"
MEANS ANY OFFER OR SOLICITATION OF AN
OFFER FOR A PRODUCT OR SERVICE BY ANY-
ONE IN THE TRADE OR BUSINESS OF SEL-
LING THAT PRODUCT OR SERVICE. CASUAL
SALES OF PERSONAL PROPERTY ARE PERMIT-
TED. THESE RULES SHOULD NOT BE CIR-
CUMVENTED THROUGH THE ACTIVITY OF
OTHERS.
EXCEPT FOR CONTROL CHARACTERS C,
H (BACKSPACE), K, L, M (RETURN), S,
AND U (RIGHT-ARROW), ALL CONTROL CHAR-
ACTERS ARE IGNORED. (THIS MEANS NO
"BEEPS".)
I WELCOME ALL YOUR COMMENTS AND
SUGGESTIONS. MANY OF THEM WILL BE
ACTED ON AS SOON AS THEY CAN BE IN-
CORPORATED INTO THE PROGRAM. MANY
OF THE MOST USEFUL FEATURES IN THE
SYSTEM WERE SUGGESTED BY USERS.
ARTICLES EXPLAINING THE ABBS AP-
PEARED IN THE JULY AND AUGUST 1982
ISSUES OF WASHINGTON APPLE PI MAG-
AZINE.
ENJOY!
(YOUR NAME)
SYSOP
Binary file not shown.
+26
View File
@@ -0,0 +1,26 @@
Subj: European Lode Runner GS (SHK) 91-02-14 02:00:47 EST
From: AFA Parik
File: LODERUNNER.SHK (105984 bytes)
DL time (2400 baud): < 12 minutes
Download count: 1
EQUIPMENT: Apple IIgs
NEEDS: Apple 3.5" drive,ShrinkIt to unpack
Here is a very good version of Lode Runner from Germany. Its in english, don't worry. It must be unpacked to a blank 3.5" disk (it will erase the contents of the ENTIRE disk!) and you must boot the disk to run the game. The drive MUST be a apple 3.5" drive!
In case you don't know, Lode Runner is one of THE classic Apple II games. You've gotta pick up little treasure chests and avoid the little men chasing you. There is also a maze, FYI, to navigate around. One joystick button will make a little "hole" to the left of you, the other to the right of you. The holes aren't permanent, and there are some squares you can't melt away. Use the holes to entrap/kill the men chasing you! Unfortunately, they have a tendency to regenerate quickly...
Again, the disk must be booted. The easiest way to do this is to run basic.system from Finder, and type in "PR#5".
** NOTE **
Surak TFF kindly let me know of the following commands:
CTRL-K = enable keyboard
CTRL-J = enable joystick
CTRL-E = level editor (!)
CTRL-R = start on a random level
+45
View File
@@ -0,0 +1,45 @@
MidiMate - A Midi File Utility for the Apple IIGS Computer
Copyright 1990 by Lindsay B. Hough, Ph.D.
Version 1.1 - Compiled by TML Pascal II
MidiMate is a program for the Apple IIGS that allows users to convert Industry Standard Midi Sequence Files to the new format supported by the program SynthLab. SynthLab is a powerful instrument editor and Midi-compatible sequencer written by Apple Computer that allows users to build instruments and play them with their Apple IIGS. Synthlab uses the new Apple IIGS Tool 35 (MidiSynth).
With MidiMate, standard Midi files from MasterTracks Pro, MasterTracks Jr, Audio Animator, and others can be converted to the SynthLab format. This version of the program will convert the first 7 midi tracks of standard files up to file sizes of about 40K (the acutal limitation is 64K of SynthLab format, but the maximum size of the midi standard file depends somewhat on the type of midi data). Only Midi file format 1 (multi-track) is supported, which means that if your sequencing software gives you a choice of midi standard files to produce, always choose the multi-track option. The program also supports NDAs (but see bug report below).
MIDIMATE REQUIRMENTS- The program requires an Apple IIGS with at least 1 MB of memory running GSOS 5.02. The program will run in any disk configuration, but special instructions are required for single disk drive users (see installation, below). The program DOES NOT require Tool 35, SynthLab, or a Midi Interface.
MMDemo - This is a demo version of the program that is installed and run exactly like the actual program. MMDemo will let you load and convert files, allowing the user to get the look and feel of the program. The demo will not save converted files.
INSTALLATION OF MIDIMATE OR MMDEMO- For users of hard disk drives or more than a single 3.5 inch drive, just launch the MIDIMATE application file from the Finder. Users of single disk drives must create a bootable system disk containing the MIDIMATE or MMDEMO file, re-boot with that disk, and launch the program. If necessary, get rid of extra fonts, or unneeded desk accessories. The program doesn't use custom fonts. MidiMate needs constant access to the system (boot) disk, so make sure that the system disk is in another disk drive (or on the hard disk) while MidiMate is running. If you like icons and have the room, copy the file MidiMate.Icon to the Icon folder of your boot disk (optional).
RUNNING THE PROGRAM - To convert a Midi Standard File, perform the following 3 steps in order:
1) Choose "Load Midi Sequence" from the File Menu. After a brief pause, you will see a "Standard Midi File Window", showing, among other data, the actual midi data in hex format. You can use the sidebar to scroll through the midi data (if you're interested). You don't HAVE to do anything with this window - it's just there to tell you that the file was loaded correctly. Since the TextEdit tool was used in displaying the midi hex data, you can also EDIT the midi hex data. However, in the present version of the program, MidiMate will ignore whatever you do to the data.
2) To convert the loaded midi data, choose "Stnd Midi --> SynthLab" from the Convert Menu. Depending on the file size, the conversion make take several minutes. During the conversion, MidiMate tells you exactly what it's doing (info on number of tracks, number of seq items converted, etc). At any point during the conversion, you can interrupt this process and go back to the Midi Window by choosing the "Cancel" button at the bottom of the screen. MidiMate informs you of any problems encountered during the conversion. At the end of a successful conversion, you will see a "SynthLab" window displaying data on the converted file. If, for any reason, the conversion was not successful, the program informs you and tells you the nature of the problem (e.g. bad file, file too big, etc.). MidiMate can convert files up to 64K of converted sequence image, which corresponds to 8,192 seq items (seq items are counted on screen during conversion).
3) When the file has been successfully converted, choose "Save Sequence (Synthlab)" from the File menu. You can save it to any folder with any name. The file created has the "synth" instrument has the default for SynthLab. Of course you can change that after the file is loaded into SynthLab, but it is most convenient to place converted sequences in a folder with "Synth.bnk" and "Synth.wv" files (see the SynthLab manual). MMDemo will not save converted files.
OTHER MENU OPTIONS - The apple menu has an "About" choice, a "Help" option, along with your favorite NDAs. Choosing "Close" from the file menu or clicking the close button on the MidiMate windows does nothing to NDA windows, but will remove any open midi or SynthLab files (You get a warning). After closing the open window, you will have to start the conversion process all over again.
FILES WITH THIS PACKAGE:
MMDEMO - A GSOS application file that is the demo program. No other files are needed by the program, but the program uses both the data fork and resource fork of this file..
AboutMMDemo.Txt - This manual.
BUGS AND BUG REPORTING - So far there is only 1 known bug. The program is incompatible with some NDAs, but I'm not sure which.
When the program can't translate a file, it almost always tells you and tells you why. So it seldom crashes. However, it does translate a file incorrectly once in a while - no problems with Midimate, but SynthLab gags on it (crashes while playing). Use "turn off all notes" option in synthlab if needed, and also choose "view sequence". Sometimes you will see the seq items out of ascending order with a crash like this. THE FIX for this problem is removing NDAs. I can't tell you which ones cause the problem - only that file translation errors like this are not reproducible (they produce different bad files, not the same bad files) and they are ALWAYS (so far) fixed by removing the desk.Accs folder from my hard disk. What DAs do I have? Memory, WriteIt, IIGS Text Printer, along with BG sound and label grabber. I haven't had time yet to figure out who the culprit is.
If you have a reproducible bug or a file that won't convert after removing ALL NDAs (by renaming Desk.Acc), please record the sequence of events that causes the bug, and send me the report, along with the file that wouldn't convert and the file that MidiMate produced if any (that SL won't play):
Lindsay Hough
PO Box 212
Slingerlands, NY 12159
To Order MidiMate, send $18.00 + $3.00 shipping and handling to the above address. Include your AOL handle for E-mail shipping, which saves you the $3.00
E-mail (AOL): LindsayGS
Binary file not shown.
+62
View File
@@ -0,0 +1,62 @@
&&&&&&&&&&& && &&&&&&&&&&&&&&
&&& && && &&&& && &&
&& && && && && && &&
&& && && && && && &&&&&&&
&& &&&&&&& &&&&&&&&&& && &&
&&& && && && && &&
&&&& && && && &&&&& &&&&&&&&
&& &&&&&&&&&&&&&&
&&&& && &&
&& && && &&
&& && && &&&&&&&
&&&&&&&&&& && &&
&& && && &&
&& && &&&&& &&&&&&&&
_______________________________________________________________________________
Mini - Cheat
By Mach Three 10/9/90
_______________________________________________________________________________
Here is a quick and dirty way to give yourself more lives in Space Ace:
1) Before booting the game, enter the monitor by typing CALL -151 from BASIC.
Type in # and then return. This will enable the ENTER MONITOR CDA.
2) Boot Space Ace.
3) Whenever your lives are running low, enter the control panel. The
ENTER MONITOR CDA should be active, so select it and you will be in the
monitor.
4) Type in 1846:09 and then return. Music will still be playing and interrupts
active, so type slowly or some characters will be missed.
5) Type CTRL-Y to return to the game.
You now have 9 lives. This process can be repeated whenever your lives starts
to get low. DO NOT GIVE YOURSELF MORE THAN NINE LIVES! If you attempt to do
so, the game will probably crash. When displaying the graphics screen with
the number of lives, it tends to mess up if there are more than two digits
present.
Mach Three
P.S. I realize this is not the greatest cheat, but if someone wants to look
into it further, it should not be difficult to find the code which decrements
location $1846. However, this location is not references absolutely, so
you'd have to do some dissasembling and poking around to find the code.
I can be reached on:
Private Storage 215-745-0495, #22
Apple Rebel 916-457-0624, #28
Next Generation 619-966-0114, #5
+500
View File
@@ -0,0 +1,500 @@
This document is provided by HARDWARE HEISTER and input by BELLE STARR, for
your playing pleasure.
%%%%%%%%%%%%%%%%%%%%%%%%%%
% ARCHON DOCUMENTATION %
%%%%%%%%%%%%%%%%%%%%%%%%%%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
INTRODUCTION
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
THE GAME. ARCHON depicts the eternal struggle between Light and Darkness as a
contest of action and stategy between opposing forces wrought from myth and
legend. The Light Side and the Dark Side are equal in number, balanced in
strength, but not identical. Their aim, however, is the same: conquest of the
five "power points" or the elimination of the opposite side.
ICONS. The various fantastic creatures at your command are represented by
specific images - "icons" - stylized pictures of knights, goblins, manticores,
and the like. There are 18 icons - a total of eight different kinds on each
side. None of yours are identical to any of the icons on the other side.
THE TWO SCREENS. ARCHON is played on two screens. On one - the strategy
screen - you and your opponent take turns maneuvering your icons into favorable
positions. When you place an icon on a square already occupied by one of your
opponent's icons, the game shifts temporarily to the second display, the combat
arena.
HOSTILITIES. In old-fashioned and - admit it - somewhat dull board games
(chess, backgammon, and their ilk), the "defending" piece gets removed quietly
from the board, and the "attacker" wins the "battle" - and the square -without
a blow being struck. In ARCHON, we do not allow such docility, such rank
defeatism on the part of the defender. No! If you want that square, you have
to fight for it! When you try to occupy a square held by the enemy, the
disputed square expands to fill the entire screen ... and then, in the words
of a certain orange-skinned monster of comic-book fame, "IT'S CLOBBERIN'
TIME!!!"
THE LUMINOSITY CYCLE. ARCHON's strategy screen *changes*. While some squares
are always white or always black, others - "luminance" squares - vary in
brightness throughout the game in a simple pattern: black-dark-barely
dark-barely light-light-white... and reverse. Back and forth, throughout the
game, the cycle continues, the luminance shifting after every other turn. Your
fortunes in the game tend to ebb and flow with the luminosity cycle. This is
because icons of the Light Side are harder to defeat on light squares than on
dark ones. conversely, DarkSide icons are stronger on dark squares and weakest
on white ones.
POWER POINTS. The five "power points" are indicated on the screen by flashing
red symbols. Icons on power points heal faster than usual and are protected
from the effects of magic spells. If your icons occupy all five power points,
you win the game.
MOVEMENT. If the hollow square or "frame" is on your side, it's your turn.
(Simple, eh?) Use your joystick to move the frame atop the icon you want. Once
you push the button to confirm your choice, you >must move that icon
somewhere<. (If an icon has nowhere to go, the computer will not allow you to
"pick it up".) Once you move the icon to its destination (again with the
joystick), push the button again, and the obedient image will freeze in place.
Movement comes in three flavors: ground, fly, and teleport. Ground movers
cannot move through occupied squares; fliers are restricted only in where they
land. fliers can also move diagonally; ground icons cannot. Only the Wizard
and the Sorceress can teleport, but for practical purposes you can think of
them as fliers in disguise. On any turn, you can move an icon as far as its
range allows in any direction or comtination of directions. It can stop on any
square not already occupied by one of your own icons. Note: If you change
your mind while maneuvering a ground mover, you must backtrack. Otherwise, the
computer, being very literal-minded, will assume you are trying to extend your
move unlawfully.
COMBAT. Action in the combat arena is immediate and simultaneous; there is no
taking turns. Joysticks direct movement of the icons. Pressing the button
initiates an attack - swinging a sword, firing an arrow, casting a fireball -
in the direction the joystick is pointed. You can attack or move in any of
eight directions: up, down, left, right, and the four diagonals. Important:
your icon cannot move while the button is pressed. Combat is of three general
types. Knights and Goblins are sword-swingers and club-wielders; they must be
very near an opponent to inflict damage. The Banshee and the Phoenix inflict
damage in a circular area around themselves; the longer the opposing icon is in
that circle, the greater the damage it sustains. Such "area" attacks need not
be aimed. All the other icons "throw" missiles of some sort and can,
consequently, do damage from a considerable distance. See the Quick Reference
Card for a detailed comparison of the speed of and damage done by the different
missiles.
THE ATTACK INTERVAL. while combat is fast and furious, you can't just fire
away as fast as your finger twitches. It takes a moment to raise a sword into
position to strike; longer to conjure even a fast fireball; and the better part
of two whole seconds (!) to rip a boulder out of the ground and lift it high
enough to throw. Pushing the button before your icon is ready to strike will
accomplish nothing - except to keep your icon from moving. At the exact
instant you can launch another attack, the computer rings a bell - a high note
for the Light Side, and lower one for the Dark Side - to let you know.
BARRIERS. The obstacles or barriers in the arena go through luminosity cycles
of their own. Be careful; they can be as tricky as an opponent! Normally, a
barrier is impenetrable. However, when its cycle changes a barrier's
luminosity to exactly match the color of the background, the barrier disappears
... for a few seconds. You can walk over it, shoot past it, anything. It's
gone. Furthermore, for a few seconds before a barrier vanishes and after it
reappears, you can walk or fire a missile through it, but you (or the missile)
will be slowed down. If this seems at all confusing, just remember that the
more solid a barrier looks, the more solid it is. If you have any doubts,
avoid the barriers entirely - and get out of the way of oncoming missiles.
LIFE, DEATH, AND WOUNDS. The "lifelines" at either end of the arena indicate
the current lifespan of the two battling icons. When an icon is wounded, its
matching lifeline is reduced in proportion to the severity of the wound. When
its lifeline is gone, the icon is "dead" and combat is over. A victorious icon
returns to the strategy screen in control of the disputed square. However, a
seriously wounded icon is easier to defeat the next time it is forced to fight.
Even the strongest icon can be worn down by waves of attackers. On the
strategy screen, wounded icons are healed slowly by the simple passage of time;
more quickly, by resting on a power point; or instantly and completely, by a
Heal spell.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ARCHON - MAGIC SPELLS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Magic is arguably the most significant strategic element of ARCHON. Only the
two mages - the Wizard and the Sorceress - can cast spells, and each mage can
cast each spell only once. While the spells are powerful, they have one
drawback; each spell weakens the mage casting it, leaving that mage
progressively less able to defend itself against direct attack.
A spell may be cast instead of a regular move on the strategy screen. Simply
move the frame atop your mage, as if you were going to move it. Push the
button, and the usual message appears. Without moving the icon, however, just
push the button again, and you will get a new message: SELECT YOUR SPELL."
Push the joystick up or down to survey the spells still available, and push the
button when you find the one you want. If further actions on your part are
required, additional messages will direct you appropriately. Remember that you
can't conjure the same spell more than once, and you can't cast a spell against
power points or icons on them. Details are given below.
--------------------
TELEPORT
EFFECT: This spell moves-teleports-any one of your icons any distance from one
square on the strategy screen to another.
ACTIONS REQUIRED: After selecting the spell, move the frame to the icon you
want; push the button; and then move the icon to its destination-just as if it
were a normal move.
RESTRICTIONS: You cannot move an enemy icon. You cannot move onto a square
already occupied by one of your own icons (as usual). You cannot teleport onto
or off a power point. You cannot teleport an imprisoned icon. (See IMPRISON.)
ADDITIONAL NOTES: Do not confuse this spell with a mage's normal three-square
movement. That is minor magic, on the same order as casting fireballs, and is
not bound by the restrictions of the seven major spells.
------------
HEAL
EFFECT: This spell instantly heals any icon of all wounds it has sustained in
the cambat arena.
ACTIONS REQUIRED: After selecting the spell, move the frame to the wounded
icon, and push the button.
RESTRICTIONS: You cannot heal an icon resting on a power point. You can
"heal" an already healthy icon, but why bother?
------------
SHIFT TIME
EFFECT: Two effects are possible. Most often, the spell reverses the flow of
time: i.e., the direction of the luminosity cycle of the delta squares.
Squares that had been growing gradually darker would now grow lighter-until the
cycle peaked. However, if the spell is cast when the luminosity cycle is at
either peak, Shift Time will cause the cycle to shift abruptly to the opposite
extreme (from black to white, or vice versa).
ACTIONS REQUIRED: None after selecting the spell.
RESTRICTIONS: None.
--------------
EXCHANGE
EFFECT: This spell causes any two icons on the strategy screen to trade
places.
ACTIONS REQUIRED: Move the frame to one of the icons you wis h to transpose,
and push the button. Then do the same to the other icon.
RESTRICTIONS: Neither icon can be imprisoned or on a power point.
--------------
SUMMON ELEMENTAL
EFFECT: This spell allows you to attack any enemy icon with a new, temporary
icon representing one of four elementals-animated spirits of the ancient
elements of earth, air, fire, and water. Combat is conducted in the combat
arena as usual, except that the elemental vanishes after the battle, win or
lose.
ACTIONS REQUIRED: Once the spell is selected and the elemental appears on your
side of the strategy screen, move it to the icon you wish to attack. In the
combat arena, direct the elemental just as you would any other icon.
RESTRICTIONS: You cannot attack an icon on a power point. You cannot direct
the elemental to a vacant square or one occupied by one of your own icons. You
cannot choose which elemental will respond to your summons.
-------------
REVIVE
EFFECT: This spell restores to the game an icon previously lost in combat.
ACTIONS REQUIRED: the procedure is similar to a Teleport spell or a normal
move, except that the revived icon comes from a special display by the side of
the strategy screen, and its destination must be a vacant square next to the
mage.
RESTRICTIONS: You cannot "revive" an icon not already dead. One of the
squares adjoining your mage must be vacant, and you must put the revived icon
on one of those vacant squares.
------------
IMPRISON
EFFECT: This spell keeps an icon on the strategy screen from leaving its
square. The icon can fight its attackers in the combat arena, but it cannot be
moved off its square. Important: an imprisoned mage cannot cast spells!
Imprisonment is temporary. A Dark Side icon would remain imprisoned until the
delta squares turn black; a Light Side icon would be freed when delta squares
turn white.
ACTIONS REQUIRED: Once the spell is cast, move the frame to the target icon,
and push the button.
RESTRICTIONS: You cannot imprison an icon on a power point. You cannot
imprison any icon at a time when the luminosity cycle would automatically free
it.
---------------
CEASE CONJURING
This is not a spell; it is a way to avoid casting a spell if you miscalculate.
If you change your mind while selecting a spell, or if the spell you want is
unavailable or canceled, you may push the button when CEASE CONJURING is
displayed. This will allow you to start your turn over.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ARCHON - THE OPPOSING FORCES
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LIGHT SIDE
WIZARD. An ancient man of vast supernatural power, the WIZARD is the leader of
the Light Side. In battle, the Wizard casts devastating balls of fire. He
rarely ventures from the safety of his home power point, however, and is more
commonly used to cast on of the seven spells.
UNICORN. Resembling a great white horse with the tail of a lion and a sharp,
spiral horn set at its brow, the UNICORN is swift and agile. The beautiful
creature can fire a blinding bolt of energy from its magical horn.
ARCHERS. The ARCHERS are fearless Amazon warriors of legendary skill with
their fine whitewood bows. They are endowed with magical quivers that can
never be emptied.
GOLEM. A GOLEM is an artificial being, shaped from stone and gleaming metal,
and animated by magic. Roughly man-shaped, it is huge, twice the height of a
man. Its weapons are boulders ripped from the earth and hurled with
devastating force.
VALKYRIES. VALKYRIES are beauteous blonde war maidens from the legions of
Valhalla. Each of these ferocious females is endowed with two great magical
gifts: first, the ability to stride the air as if it were solid ground; and,
second, an enchanted spear, which, when thrown, returns to her hand of its own
accord.
DJINNI. The DJINNI is a magical being from another dimension, a plane of
tempest and storm. In form he is a huge superbly muscled man whose body is
partly flesh and partly swirling currents of air. A cousin to the wind itself,
the Djinni can raise a smnall tornado with a gesture and control it with a
thought.
PHOENIX. The PHOENIX is a flaming bird of immense size and power. In battle
it can explode into a seething mass of fire, scorching anyone on the perimeter
of the blaze and burning severly any enemy unfortunate enough to be caught near
the incandescent core. Not only is the Phoenix unscathed by its own flames,
but, while undergoing its fiery metamorphosis, it cannot be harmed by any
attack known.
KNIGHTS. The KNIGHTS are foot soldiers armed and armored against foes far
larger than themselves. Although they cannot withstand more than one blow from
many of their enemies, they need not be mere cannon (or dragon) fodder.
Provided they are swift and clever, their speed of attack gives them a chance
to survive and triumph.
-------------------------
DARK SIDE
SORCERESS. The equal of the old Wizrd only in power, the eternally young and
ever beautiful SORCERESS is his counterpart in all ways. Her lightning bolts
are swifter and surer than his fireballs, if a shade less potent. fierce in
battle but safest on the black power point, she is most often used to cast the
seven spells.
BASILISK. The BASILISK is a small, crested reptile with the scaly body of a
lizard and the bulbous, glowing eyes of a gorgon. Although it is relatively
short-lived, the beast's quick movements and deadly glance make it a terrifying
opponent.
MANTICORE. The MANTICORE resembles a large, golden lion with a human face and
a scorpion's thorny tail. This nasty appendage bristles with great quills like
spikes, which the fell beast can fling over its head with surprising accuracy.
TROLL. A dweller in caves and dark places, the misshapen TROLL is a shambling
giant, dull but strong, clumsy but hard to slay. Like the Golem, if carries no
ready-made weapons; instead, it seizes boulders, tree trunks-whatever comes to
hand-and catapults the massive objects at its enemies.
SHAPESHIFTER. The SHAPESHIFTER is a doppleganger, a demonic creature without
true shape or form, save what it steals from its enemies. In battle it becomes
the mirror image of its opponent, strongest on squares where its enemy is
weakest, turning the enemy's powers against itself. It has no fixed lifespan;
all wounds that do not prove fatal will heal as soon as it assumes a new form.
DRAGON. The DRAGON, a monstrous, serpentine reptile, is without peer in the
combat arena. One gout of its flaming breath will kill many creatures, and a
second blast is almost always fatal. Highly mobile and very difficult to slay,
its awesome powers make it second in value only to the Sorceress.
BANSHEE. The BANSHEE is an undead spirit that feeds off the souls of her
opponents, a ghastly apparition that attacks with her keening wail, draining
the life from anyone in range of the sound (the shaded area around her).
Prolonged exposure to the terrifying shriek can be fatal.
GOBLINS. GOBLINS are hideous dwarves, twisted of limb and misshapen of
feature, unfriendly and often violent. Their mutual antagonism is kept in
check only by the powers of the Sorceress. On dark ground their gnarled clubs
are more than a match for the swords of the Knights, and if well-directed they
can bring down the most potent of enemies.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ARCHON QUICK REFERENCE CHART
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
THE LIGHT SIDE
WIZARD MOVEMENT: Teleport-3
SPEED: Normal
ATTACK MODE: Fireball
ATTACK FORCE: Great
ATTACK SPEED: Medium
ATTACK INTERVAL: Average
LIFESPAN: Average
NUMBER ON SIDE: 1
UNICORN MOVEMENT: Ground-4
SPEED: Normal
ATTACK MODE: Energy bolt
ATTACK FORCE: Moderate
ATTACK SPEED: Fast
ATTACK INTERVAL: Short
LIFESPAN: Average
NUMBER ON SIDE: 2
ARCHER MOVEMENT: Ground-3
SPEED: Normal
ATTACK MODE: Arrow
ATTACK FORCE: Minor
ATTACK SPEED: Medium
ATTACK INTERVAL: Average
LIFESPAN: Short
NUMBER ON SIDE: 2
GOLEM MOVEMENT: Ground-3
SPEED: Slow
ATTACK MODE: Boulder
ATTACK FORCE: Great
ATTACK SPEED: Slow
ATTACK INTERVAL: Long
LIFESPAN: Long
NUMBER ON SIDE: 2
VALKYRIE MOVEMENT: Fly-3
SPEED: Normal
ATTACK MODE: Magic spear
ATTACK FORCE: Moderate
ATTACK SPEED: Slow
ATTACK INTERVAL: Average
LIFESPAN: Average
NUMBER ON SIDE: 2
DJINNI MOVEMENT: Fly3
SPEED: Normal
ATTACK MODE: Whirlwind
ATTACK FORCE: Moderate
ATTACK SPEED: Medium
ATTACK INTERVAL: Average
LIFESPAN: Long
NUMBER ON SIDE: 1
PHOENIX MOVEMENT: Fly-3
SPEED: Normal
ATTACK MODE: Fiery explosion
ATTACK FORCE: Great
ATTACK SPEED: Slow
ATTACK INTERVAL: Long
LIFESPAN: Long
NUMBER ON SIDE: 1
KNIGHT MOVEMENT: Ground-3
SPEED: Normal
ATTACK MODE: Sword
ATTACK FORCE: Minor
ATTACK SPEED: Instant
ATTACK INTERVAL: Very short
LIFESPAN: Short
NUMBER ON SIDE: 7
---------------------------------------------
THE DARK SIDE
SORCERESS MOVEMENT: Teleport-3
SPEED: Normal
ATTACK MODE: Lightning Bolt
ATTACK FORCE:
Moderate
ATTACK SPEED: Fast
ATTACK INTERVAL: Average
LIFESPAN: Average
NUMBER ON SIDE: 1
BASILISK MOVEMENT: Ground-3
SPEED: Normal
ATTACK MODE: Eye beam
ATTACK FORCE: Great
ATTACK SPEED: Fast
ATTACK INTERVAL: Short
LIFESPAN: Short
NUMBER ON SIDE: 2
MANTICORE MOVEMENT: Ground-3
SPEED: Normal
ATTACK MODE: Tail spikes
ATTACK FORCE: Minor
ATTACK SPEED: Slow
ATTACK INTERVAL: Average
LIFESPAN: Average
NUMBER ON SIDE: 2
TROLL MOVEMENT: Ground-3
SPEED: Slow
ATTACK MODE: Boulder
ATTACK FORCE: Great
ATTACK SPEED: Slow
ATTACK INTERVAL: Long
LIFESPAN: Long
NUMBER ON SIDE: 2
SHAPESHIFTER MOVEMENT: Fly-5
SPEED: Varies
FORCE: Varies
ATTACK SPEED: Varies
ATTACK INTERVAL: Varies
LIFESPAN: Unknown
NUMBER ON SIDE: 1
DRAGON MOVEMENT: Fly-4
SPEED: Normal
ATTACK MODE: Fiery breath
ATTACK FORCE: Very great
ATTACK SPEED: Medium
ATTACK INTERVAL: Long
LIFESPAN: Very long
NUMBER ON SIDE: 1
BANSHEE MOVEMENT: Fly-3
SPEED: Normal
ATTACKMODE: Scream
ATTACK FORCE: Moderate
ATTACK SPEED: Instant
ATTACK INTERVAL: Long
LIFESPAN: Average
NUMBER ON SIDE: 2
GOBLIN MOVEMENT: Ground-3
SPEED: Normal
ATTACK MODE: Club
ATTACK FORCE: Minor
ATTACK SPEED: Instant
ATTACK INTERVAL: Very short
LIFESPAN: Short
NUMBER ON SIDE: 7
-----------------------------------------------
Enjoy! Edited By The Slipped Disk

+295
View File
@@ -0,0 +1,295 @@
[-----------------------------------------------------------------------]
[ A C O S Tutorial ]
[ ver 1.2 ]
[ Written by . A RIPCO System... Upgraded By UPS Network ]
[ ]
[ ]
[-----------------------------------------------------------------------]
ACOS COMPILER RELEASE 1.2 SPECS
-----------------------------
Hardware Required : Apple ][ series
Memory Required : 64k
Operating System : DOS 3.3 or PRODOS
Hardware Supported : printer, modem, display cards, clock, etc.
Total Program Space: 24k
Total Variable Space: 24k - program space
Internal Editor Space: 4k
Disk Channels: 2 (plus 1 for message base use)
Ram Drive: 128 bytes
Scratch Ram: 192 bytes
Compiler Info: standard 2 pass compiler built on assembler principles
for label oriented languages.
Pass 1 Info: compiler pass 1 takes text source code and tokenizes all
statements and functions into single byte tokens. All text
and symbols are marked as such for fast recognition.
All label addresses are stored into a table. All label
references are also put into a separate table. Tokenized
code is generated into memory without addresses.
Pass 2 Info: Compiler pass 2 goes through the label reference table
and searches for the address of the desired routine. If a
match is not found, a LABEL NOT FOUND message is displayed.
Otherwise, the address is saved into the second table.
Afterwards, all references that were found are inserted
into the actual code. The compiled code is then saved
to disk.
Code Execution: Actual code execution is based on a "fetch-and-go" method.
Each token is fetched from the compiled code. The routine
is then found via a lookup table and is executed. When
label references are made, the address is already known so
no time is taken searching for it.
-------------------------
ACOS REFERENCE FOR ACOS RELEASE 1/2
---------------------------------
GENERAL INFORMATION
Welcome to the world of ACOS. The following document was written to help give you an introduction to ACOS and to help you to learn to write your own programs or modify others written in ACOS.
ACOS is a full featured language just like BASIC, PASCAL, FORTRAN, or any other language. it resembles BASIC more than any other language due to the fact that almost everyone involved with computers is familiar with BASIC because it comes standard with most personal computers. Since the aim was to make ACOS as easy to use as possible, it was modeled after BASIC. At the same time, there are also many differences also.
This package contains a proprietary ACOS compiler which you will be using. Unlike many interpreted BASICs which have their editor built in, ACOS requires the use of some form of text editor for you to manipulate your source files. All ACOS source files are stored as text, so any editor that can modify standard text files can be used.
-------------------------
WRITING A PROGRAM
Since actually doing something tends to be a better teacher than just reading about something, we will be writing a small sample program in ACOS. The first thing you need to do is start your text editor/word processor you plan on using to write your code. Once you are ready, enter the following program:
LOOP
print "this is an acos program"
print "i hope it works!"
goto loop
The important points to note are these: ACOS is not based around line numbers as is the BASIC language. It is free form like PASCAL or ASSEMBLY LANGUAGE. It uses labels as markers for groups of code instead of line numbers that marks the beginning of a line of code when the requirement arises to identify a specific point within the program. Since your labels can have descriptive names to begin a section of code, it makes it easier to see what this code does. Also, you can add extra blank lines at the top and bottom of a group of code to identify it more clearly. If you add comments within your code it helps you remember what you are trying to do in that section.
When you begin to write your program there are a few rules that must be followed in order for ACOS to process your code. LABELS must ALWAYS begin at the column 0 at the left side of the screen. The rest of the code always begins in column 1. The only exception to this deals with the use of quotes (") to identify text. When you open a quote at the start of the print statement, all following text will be printed to the screen until another quote is encountered. This includes normal text, any control character and blank lines as well.
Once you have typed in this test program, save it to your ACOS compiler disk under the name "TEST.S". You must ALWAYS add a ".S" to the end of any source file for ACOS so that ACOS knows it is a "source" file. Then exit from your editor back to your operating system. Insert the disk with the ACOS compiler and log to that disk. Execute the ACOS compiler with the appropriate operating system command (-ACOS, BRUN ACOS, ACOS).
At this time, the ACOS loader will execute and check through you directory for any ACOS source files and do some file maintenence at the same time. You will then be asked for the name of the ACOS program to be executed. Hitting return will execute the default starting program which is indicated in brackets. This default filename will differ from application to application. Type in "TEST" and return. You will see "TEST" displayed as the default filename. Enter a return and the compl'iler will start to execute.
The screen will clear and you will get a "COMPILING 1..." message. This means that the compiler is in the first phase of its two phase compile. This first phase takes the longest. After a quick wait, the message will change to "COMPILING 2...". This indicates that the compiler is in the second phase. This generally is very fast. Once the second phase is complete and has created a new file, which in this case is called "TEST.G", the message will be cleared and the program executed.
In this case, the following will be displayed:
THIS IS AN ACOS PROGRAM
I HOPE IT WORKS!
THIS IS AN ACOS PROGRAM
I HOPE IT WORKS!
THIS IS AN ACOS PROGRAM
I HOPE IT WORKS!
The two lines will be repeated over and over again, unless you stop the program via the RESET key. Lets see how this program worked.
The first thing that happend is that the ACOS interpreter looked at the first line of code for a label that begins at the very left most column of the screen. This told ACOS that the first line is actually a LABEL. A LABEL is a reference point in a program to a section of code. A LABEL has no effect when the program flow passes through it, but it directs the operation from the line executing from one section of code to the beginning of the section where the LABEL is.
Execution then is passed to the next line, the first having no actual effect. ACOS looked and saw that the second line did NOT start at the leftmost column but started at column 1 instead. This tells ACOS that the data on the line is the actual program code. ACOS then looked at the first word which in this case was PRINT. ACOS then went into its internal PRINT routine as you asked it.
Once within the PRINT routine, special rules take over that govern the PRINT statement. Summing it up quickly, PRINT will display to the console whatever text or data is in between the " " marks. In this case, it printed "THIS IS AN ACOS PROGRAM". This data was placed within quotes to show that it was text. Once the end of the line was encountered, execution passed to the next line.
The next line was another PRINT statement which was displayed: "I HOPE THIS WORKS!". This is the same text that you typed in when you wrote the short program. It works in the same way as the first PRINT statement. This is the simplest form of the PRINT statement. Its function is by no means limited to this basic form since there are many other variations that can be used.
The last line of the program contained another statement to be executed by virtue that it was indented 1 space. This time, the STATEMENT or COMMAND was GOTO. This statement does what is called FLOW CONTROL. This is the process by which the point of execution of the program is changed from the last line executed to a new line.
When the GOTO routine is executed, it searches for the name of the LABEL and when it finds the LABEL it executes the next line of code. In this case, the label was LOOP. ACOS then looks through the program to find a label called LOOP. As it happens, that label is on the first line of the program, though it could have been in any line. The program execution point is then moved to the label LOOP which happens to be at the beginning of the program in this case. Thus, the text is printed again and again. This situation is called an INFINITE LOOP. That is, the loop will never stop (unless you as operator stops it via RESET or some other means).
After you hit [RESET], you will be faced with a group of choices labeled "RESTART: S,M,Q ?". By pressing "S" you will restart the original program you told ACOS to execute. By pressing "M" you will restart the program in memory. In this case, they are the same, but programs can link to other programs so that the original one is different from the one in memory now. This is helpful for debugging so you can re-start that program in memory without starting with the original program first. By pressing "Q", you will quit ACOS and return to your operating system.
At this point, you have successfully written, entered, and executed an ACOS program. Though this was a simple example, the steps are the same for advanced programs. The following is a summary of the steps involved with writing an ACOS program:
1) Enter some form of word or text processor that can accommodate
standard text files.
2) Type in your ACOS program. All labels start at column 0 while all
actual code starts at column 1.
3) Save the program to disk adding a ".S" suffix onto your filename
(ex: TEST.S) so that ACOS can identify it as an ACOS source file.
4) Execute ACOS from your operating system via whatever commands are
needed. (ex: -ACOS, BRUN ACOS, ACOS).
5) Enter the name of the module you wish to execute if it is
different from the default name. Don't add the ".S" suffix or
the file will not be found.
6) The compiler will then compile and execute your program. If you
execute the program again without changing the source code, the
compiler will NOT re-compile, it will just run the old code.
The following section contains information on all the data formats, variable types, and disk access methods that can be used with ACOS. A working knowledge of BASIC is recommended to help you along. If you don't know ant other language, try and use the examples as much as possible. They will be the best teacher. Also, try modifying existing code. This is another easy way to learn.
-------------------------
PROGRAM STRUCTURE
Under ACOS the structure of a program is very much "free-form". That is, the compiler is very tolerant of different styles of programming. You are allowed to add blank lines and comments anywhere in your code for ease of reading. Any line within an ACOS source program must be in one of the following formats:
Blank Line: If the line is blank, this line will be skipped by the compiler. Blank lines are a good way to separate blocks of your code apart from other bloacks for ease of reading.
Comment Line: By placing a semi-colon (;) as the first character of the line in column 0, all data until the end of the line will be ignored. In this way, you can enter comments so that when you come back to work on a program, you will have some idea of what you were trying to accomplish.
Label Line: By entering just a keyword of your choice starting at column 0 of the line, you can enter a label. The first character of a label must be alphabetic. The rest of the label can consist of alphanumeric characters. The first 8 characters of the label are significant. That is, the labels TEST and TEST2 are considered different labels by ACOS while SHOWFILE2 and SHOWFILE8 would appear the same to ACOS since the first 8 characters are the same.
Statement line: A statement line is always indented 1 space from the the left side. That is, at column 1, not column 0 like the previous line types. Statements are just entered on the line in the order you want them executed. If you wish to put multiple statements on a line, separate the statements with a colon (:). Statements may be typed in either upper,lower or mixed case.
-------------------------
SPECIAL CHARACTERS
There are several special characters that ACOS recognizes within your program code and uses them for different purposes. The following list show characters that have special meanings to ACOS. There are other characters which when encountered will be ignored. Any character including those below can be displayed by the program without problem, they just have special meanings when encountered outside the PRINT statement.
Character Meaning
space or blank
= equals sign and also used for assignment statements
+ plus sign also used for adding strings
- minus sign used for subtraction
* multiply sign used for multiplication
/ divide sign used for division
( open parenthesis used to begin a function
) close parenthesis used to end a function
$ dollar sign used to indicate a string function
, comma used as a data separator
; semi-colon used for text formatting
: colon used as a statement separator
" double quote or string delimiter
? question mark or PRINT abbreviation
\ backslash or new-line character
< less than for IF statement
> greater than for IF statement
-------------------------
RESERVED WORDS
Under ACOS, certain reserved words have predefined meanings. These words all correspond to ACOS statements, functions, and operands. When encountered, they will be executed as an ACOS command. These may NOT be used for variable names.
It is always best if you separated reserved words from data or each other by use of a space or a colon or whatever special characters the particular command syntax allows. One of the keys behind writing a good program is making sure you can understand what you wrote. For example, PRINT A$;B$,C PEEK(27):HOME uses a (;), a (,), a ( ), space and a (:) between data.
The following is a list of reserved words:
ADDINT APPEND BYTE CHR$ CLEAR CLOCK CLOSE
COPY CREATE DATE$ ECHO EDIT END FILL
FLAG FOR FREE GET GOSUB GOTO HOME
IF INFO INPUT INSTR KEY KILL LEFT$
LEN LINK LOG MARK MID$ MODEM MOVE
MSG NEXT NIBBLE NOT ON NOCAR OPEN PDL
PEEK POKE POP POSITION PRINT PUBLIC PUSH
RAM RAM2 RANDOM READ READY RETURN REWIND
RIGHT$ RIPCO RND$ SET SETINT STR$ TEXT
THEN TIME$ TONE UPDATE USE VAL WHEN$
WIDTH WRITE
-------------------------
VARIABLES
One of the most powerful parts of any language are the use of VARIABLES. ACOS contains two basic variable types. The common ways of using them are listed below:
Numeric Variables: Under ACOS, numberic variables are just integers. Floating point numbers are not supported. ACOS is not a good language if your application demands heavy math support. The integers are in the range -32767 to +32768. Numbers outside this range will either "wrap-around" or give an OVERFLOW ERROR. Numeric variables are represented as names of your choice. They must start with an alphabetical character, but can contain any alphanumeric characters that you desire. For instance, ABC, Z7, AS76D are all legal numeric variables.
String Variables: Under ACOS, string variables are the same as they are under most BASICs. They can be between 0-255 characters in length, they can accept any type of characters (control, upper/lowercase, numeric, etc.), and can be manipulated in a number of ways. String variables must start with an alphabetical character and can contain any alphanumeric character as can a numeric variable. However, the variable name nust be terminated by a dollar sign. For example, ZQ$, A7$, NAME$ are all legal string variables.
Unlike many basics, ACOS does NOT support arrays. Due to speed and memory considerations, array support is impractical. Fortunetly, ACOS has been engineered to handle large groups of data that will out preform most normal array systems.
Under ACOS, variable names can be of any length, though only the first two characters are used within ACOS for identification. For example, you can use the variable VOTE throughout you program without a problem. Internally though, ACOS only looks at it as VO. As a result, if you have a second variable named VOLUME, internally, it will be the same as VOTE. Thus the two variables will be the same as far as ACOS is concerned. The ability to use variable names greater than 2 characters is only for your reading convenience.
You can assign a variable a value the same way you do in any BASIC. You can use: LET VOTE=1 to set the variable VO to a value of 1. As a shortcut, you can just say VO=1, and ACOS will figure out what you mean. The LET is an optional operator. When assigning a string variable to an absolute value, the string to be assigned must be enclosed in quotes and must be no more than 255 characters in length.
-------------------------
ARITHMETIC OPERATORS
There are several standard srithmetic operators that can be applied to numeric and string variables. Though they are somewhat limited in nature under ACOS, most common functions can be accomodated.
Addition: A=B+C or A=B+5 or A=3+7 are all legal operators. Whenever a number is needed for whatever purpose, an equation may be substituted with its place. A$=B$+C$ or A$=B$+"HMMM" or A$="THIS IS "+"A TEST" are all legal string addition commands. Under string addition, the contents of the second string are appended onto the contents of the first.
Subtraction: A=B-C or A=B-5 or A=3-7 are all legal operators. It is very similar to using the addition operator. There is no string subraction operator.
Multiplication: A=B*C or A=B*5 or A=3*7 are all legal operators. If you combine multipication/division operands with addition/subtraction operands, the multiplication/division will be executed first. ex: 4+5*3=19 not 27.
Division: A=B/C or A=B/5 or A=3/7 are all legal operators. Since ACOS is an integer based language, with division operands, the results are rounded to the nearest integer and the remainders are thrown away. Thus 10/2=5, 10/3=3, 10/7=1, 10/11=0.
Modulo: A=B MOD C or A=B MOD 5 or A=3 MOD 7 are all legal operators. The MOD operand is a sub function of division. Instead of returning the quotient as with division, the remainder is returned. Thus, 10 MOD 2=0, 10 MOD 3=1, 10 MOD 7=3.
Grouping: By using the parenthesis, you can create complex equations and control the method of expression evaluation. Arguments within a set of parenthesis are always executed first. You may also nest several levels of paranthesis if needed. Thus ((3+4)*5)/(3+4) is evaluated in the following steps: step 1 (7*5)/(3+4) step 2 35/(3+4) step 3 35/7 step 4 result is 5.
-------------------------
RELATIONAL OPERATORS
Relational operators are used to compare two values and return a true/false result. Strings may be compared with other strings but not to numbers. The same is true for numbers. A "TRUE" result is returned as the value of 1 while a "FALSE" result is returned as the value 0. The following are the legal relational operators:
Operator Relation Example
= equality X=Y
<> or >< inequality X<>Y or X><Y
< less than X<Y
> greater than X>Y
<= or =< less than or X<=Y or X=<Y
equal to
>= or => greater than X>=Y or X=>Y
or equal to
examples: (1=0) with the result of false or (0), (1=1) with the result of true or (1), (5<4) with the result of false or (0), (5>4) with the result of true or (1), (7<7) with the result of false or (0), (7>=7) with the result of true or (1).
You may always substitute more complex variables in place of simple variables. You can replace ((X)>(Y)) with a more complex expression like ((4+5*6)>(3/4+12)) or expressions that are even more complex. If you do have a complex expression on a side, you should put parenthesis around it to separate it from the relational operator so it is processed as one side.
When used in conjuction with the IF statement, you have one of the most powerful statements with in ACOS. When used with the IF statement, you have a conditional branch, the single most important program execution statement.
-------------------------
LOGICAL OPERATORS
Logical operators perform simple logic operations on numeric values. They can be used to increase the power of the IF statement by allowing more conditions to be evaluated. Under their simplest form, logical operators work with true (1) and false (0) values. The following truth tables show the results of all the possible logical operators in action.
z= not x z=x and y z=x or y
x z x y z x y z
-------- --------- ---------
1 0 1 1 1 1 1 1
0 1 1 0 0 1 0 1
0 1 0 0 1 1
0 0 0 0 0 0
The following examples show the IF statement being used with the relational and logical operators:
IF (X=5) AND (Y=9) GOTO label
IF (NAME$="SHIT") AND (UN=1) GOTO label
IF NOT ((A=3) OR (B=4)) GOTO label
Again it is important to use parenthesis when complex equations are being evaluated so that ACOS can understand the order the operand is processed. Since execution order is normally sequential, without grouping, ACOS will be on its own to decide what order you wanted to do things. Many times it will guess correctly, but on occasion, it will guess wrong. Using grouping is an easy way to avoid this problem.
-------------------------
PRINT STATEMENTS
The two most frequently used versatile statements have to be PRINT and INPUT. These are the basic means by which you input data into variables and print data out to the screen. Dur to the frequency of use, a basic understanding of these two statements is very important.
The PRINT statement has the function of taking data and displaying it on the console/modem. There are many options in PRINT that can be used. The basic form of print is PRINT [expression]. In the simplest form you can use PRINT [any absolute data]. This would include numbers (PRINT 563) or text within quotes (PRINT "HELLO"). To include multiple arguments, you need not even separate them, though a space or semi-colon between them makes it easier to read. PRINT "THE VALUE 4+5=";9.
Of course, in place of absolute data, you can have statements, equations, and variables. For example the above print statement could be written as: PRINT"THE VALUE 4+5";4+5. If we wish to print a function, just enclose the function within the print statement. For example, PRINT PEEK(456), would display the contents of memory location 456.
To print a variable, just include the name of the variable in the PRINT statement. A PRINT NAME$ would print the contents of NAME$ on the screen. To combine multiple statements, just use the semi-colon or a space. PRINT NAME$;UN;PEEK(465);4+5 would display all the above data.
There are several special characters that can be used with the PRINT statement to format the data. If you use a comma instead of a semi-colon, the comma will also be printed. There is also a print-at character (@) that can be used. PRINT@5,0;"HELLO" will display the word HELLO at verical location line 5 horizontal location column 0.
-------------------------
INPUT STATEMENTS
The INPUT statement is used to enter data in variables from the console/modem by the user. It also has a quick directive so the text can be displayed (like a PRINT statement) before the data is entered. This works well as a prompt.
In its simplest form, INPUT is used to enter either a string or numeric variable from the console/modem. INPUT NAME$ would wait for the user to enter a string from the keyboard. That string would then be put into NAME$.
To enter multiple variables, separate the variable names with either the comma or the backslash character. When you separate variables with a comma, the input must correspond to the number of commas used in the input. For example, INPUT A,B,C would wait for 3 numbers to be entered. Typing 1,2,3 would enter 1 for A, 2 for B, and 3 for C.
If you enter a backslash between variables, then each value must be on a separate line. This avoids having to do multiple INPUT statements all in a row. Thus INPUT A$\B$, would enter two lines worth of data into the two string
would enter two lines worth of data into the two strin
+254
View File
@@ -0,0 +1,254 @@
subset would be a different volume number. For example, "n ACOS config program.
To change drives within ACOS, you can always prefix the filename with the drive specifier. Whenever you access a drive, the default drive is set to the last drive used. Also, to set the default drive without doing any real disk access, the LOG statement can be used. For example, the syntax for LOG is LOG "drive spec" or LOG "B:".
-------------------------
DISK FILES
The last part of this introduction deals with using disk files. This is one of the most important features of ACOS. You can OPEN a file, manipulate the data within, and then CLOSE the file. If you wish to use a new file, the CREATE statement can be used. If you wish to delete an old file, the KILL statement can be used. The following is a list of disk commands:
APPEND CLOSE CREATE INPUT
KILL LOG MARK OPEN
POSITION PRINT READ WRITE
The first thing to do is open the file. You use the OPEN#channel,filename statement. There are 2 disk channels that may be used. The two channels are 1 and 2. Only one file per disk channel may be open at any one time. Thus, there are a maximum of two files open at any one time. The filename format differs from operating system to operating system. ex: OPEN #1,"USERS" would open the file USERS on disk channel 1.
Once you have opened a disk file, all further access is done with reference to the disk channel you opened the file under. At this point, the following commands can be used to access the file.
APPEND #channel - This will set the file so that all new data written to the file will be appended onto the end of the file.
INPUT #channel,expression - This is just like the normal INPUT statement except that input will be taken from the open disk file instead of the console/modem.
MARK (channel) = current byte location within the file. With the MARK statement, you can select the actual byte number from the beginning of the file. This is generally not used.
current location within file= MARK (channel)- In this form, the MARK function will return the current pointer location within a disk file.
POSITION #channel,record size, record number, offset. - The POSITION statement is used in conjunction with random access files. If you wantedd to use a file as random access with record lengths of 64 bytes, you can use: POSITION #1,64, record number. The offset argument is optional and defaults to 0 if not used.
PRINT #channel,expression - The PRINT statement can be used in the normal way except that the output will be directed to the disk file instead of the modem/console.
READ #channel,memory location,number of bytes to read - This is a direct disk to memory transfer method. A maximum of 255 bytes can be read at a time.
WRITE #channel, memory location, number of bytes to write - This is a direct memory to disk transfer method. A maximum of 255 bytes can be written at a time.
After you are finished with the file you are using, you must issue a CLOSE command to tell ACOS you are finished with the file. If you add a #channel after the CLOSE statement, only that channel will be closed. If you just issue a CLOSE without an argument, all the open files will be closed. If you are only using one file at a time, it is generally a good practice to issue just a CLOSE command with no channel number.
-------------------------
ACOS ERROR MESSAGES
starting module not found
ACOS was not able to locate the starting program module. By default, this file is named "LOGON.SEG", but may be changed via the ACOS loader program.
-------------------------
module too large
the comiled segment was too large to be loaded into memory. If this error occurs, you may want to break the program into several segments.
-------------------------
label not found
The ACOS compiler could not find a label that was referenced in the program.
-------------------------
symbol table full
There are too many labels in the symbol table. ACOS will only allow a maximum of 255 labels within a segment.
-------------------------
syntax error
Missing parenthesis in line, misspelling of a keyword, misuse of punctuation, etc....
-------------------------
missing symbol
There is no label following a GOTO, GOSUB or a PUSH.
-------------------------
undefined label
Execution phrase label. This occurs when a segment is being executed and cannot find a label. During the compiling phase, you will also be informed that the label was not found.
-------------------------
missing data
Occurs when a program statement has no valid argument. For example, X=CLOCK() is missing data because there is no valid number between the parenthesis.
-------------------------
type mismatch
The left hand side of an assignment statement was a numeric variable and the right hand side was a string, or vice versa, or a function which expected a string argument was given a numeric one or vice versa.
-------------------------
overflow > 32767
ACOS cannot handle numbers which exceed 32767.
-------------------------
division by zero
dividing by zero is always an error.
-------------------------
string too long
An attempt was made to create a string larger than 255 characters.
-------------------------
gosub stack full
ACOS will not allow you to nest more than 16 GOSUB or PUSH statements.
-------------------------
return without gosub
A RETURN or POP statement was encountered without a corresponding GOSUB or PUSH being executed.
-------------------------
bad device number
You have accessed a device that is not OPEN or READY, or you have accessed a device that does not exist.
-------------------------
illegal filename
The syntax of the filename is illegal or an attempt is made to use a disk channel that is already open.
-------------------------
for stack full
ACOS will not allow you to nest more than 16 FOR statements.
-------------------------
next without for
A NEXT statement was encountered without a corresponding FOR statement being executed.
-------------------------
link label not found
you attempted to LINK into a segment at a label that is either PUBLIC or does not exist.
-------------------------
message file not found
You tried to READY a message file that doesn't exist.
-------------------------
end of program
An END statement has been encountered or ACOS has reached the end of a shell.
-------------------------
bad drive specifier
An attempt was made to access a drive or pathname that does not exist.
-------------------------
unable to load external
ACOS was unable to find and execute an external module.
-------------------------
unclosed quote at EOF
You didn't end a PRINT statement with a quotation mark.
-------------------------
ACOS MEMORY MAP
$C000 ----------------
| PRODOS MLI |
$BF00 ----------------
| |
$BE00 ----------------
| |
$BD00 ----------------
| |
$BC00 ----------------
| |
$BB00 ----------------
| |
$BA00 ----------------
| |
| |
| PROGRAM |
| BUFFER |
| |
$6000 ----------------
| MODEM BIOS |
$5E00 ----------------
| CLOCK BIOS |
$5D00 ----------------
| PRINTER BIOS |
$5C00 ----------------
| CONSOLE BIOS |
$5900 ----------------
| CONFIG DATA |
$5800 ----------------
| |
| ACOS |
| |
$2000 ----------------
|FILE BUFFER #1|
$1C00 ----------------
|FILE BUFFER #2|
$1800 ----------------
| |
|EDITOR BUFFER |
| |
$0800 ----------------
|TEXT PAGE #1 |
$0400 ----------------
|PRODOS DATA |
$03D0 ----------------
|SCRATCH RAM |
$0300 ----------------
|INPUT LINE |
$0200 ----------------
| 6502 STACK |
$0100 ----------------
| ZERO PAGE |
$0000 ----------------
16K CARD BANK 1 16K CARD BANK 2
$DFFF --------------- $FFFF ---------------
| | | |
| | | |
| ACOS DATA | | PRODOS |
| | | KERNAL |
| | | |
$D600 --------------- $E000 ---------------
| | | |
| PRODOS QUIT | | PRODOS I/O |
| | | |
$D000 --------------- $D000 ---------------
SCRATCH RAM
$03D0 ---------------------------------------
| |
| CURRENTLY UNUSED BY ACOS OR SHELL |
| |
$0380 ---------------------------------------
| |
| 64 BYTE BUFFER [RAM2] |
| |
$0340 ---------------------------------------
| |
| 64 BYTE BUFFER [RAM] |
$0300 ---------------------------------------
* end of file
le
[Ripco] Which 1-241 ?=menu,<CR>=abort:
+364
View File
@@ -0,0 +1,364 @@
[--------------------------------------------------]
[ A C O S Tutorial 2 ]
[ ]
[--------------------------------------------------]
-------------------------
ACOS COMMANDS & FUNCTIONS
-------------------------
ADDINT
syntax: ADDINT (string1 [,string1...])
the ADDINT command will add more keys to the existing interrupt keys table. previous keys will not be cleared. the functions of the keys is the same as with the SETINT command.
-------------------------
APPEND
syntax: APPEND #device
the APPEND statement is generally used to add data to an existing file. if you issue an APPEND statement,the file pointer will be moved to the end of the file. you can also find out the length of a file by doing an APPEND and then using the MARK function. Mark will then return the length of the file in bytes.
-------------------------
BYTE
syntax: BYTE=number
BYTE=(number)
BYTE=(number)=number256
the BYTE function is similar to the FLAG function. it is a low overhead data storage unit. just point to where in memory you want the data to be stored using the first syntax, and you can then access the data using the second or third syntax's.
-------------------------
CHR$
syntax: string=CHR$(ascii code [,number chars])
appears to be same as in Applesoft with the exception of [,number chars] which allows user to define how many ascii codes are to be assigned to string.
-------------------------
CLEAR
syntax: CLEAR
CLEAR #device
the forms to clears share only one thing in common; they both clear data in one form or another. in the first syntax, without an argument, CLEAR will reset all the variables to nil, clear all the addresses from the for-next and gosub-return stack, and close all open files. suggested use is at beginning of program.
in its second syntax, CLEAR is used to clear out device buffers. the legal device channels are 8,9,10. CLEAR #8 will clear the editor so that any output into the editor will be appended to a clear editor. CLEAR #9 will clear the top of screen display. You must clear the top of screen display before you write any info into it. CLEAR #10 will clear the ram drive. any further writes will be appended on to the end.
-------------------------
CLOCK
syntax: CLOCK(0)
CLOCK(1)=expression
expression=CLOCK(2)
the CLOCK function/statement is used for setting a time limit. it can also be used to find out how long someone has been using the system. the following options are available.
CLOCK(0)- this statement is used to reset the clock time to zero.
it should be executed when your program begins.
CLOCK(1)- you will need to set CLOCK(1) equal to the number of
minutes you want as a time limit, or 0 for no limit. when
the time limit expires, it will be handled as a "no carrier" situation. The program will jump to the NOCAR
routine.
CLOCK(2)- the CLOCK(2) function will return the number of seconds
that a user has been connected. divide this number by 60
to find how many minutes they have been connected.
-------------------------
CLOSE
syntax: CLOSE
CLOSE #device
the CLOSE command is used to close a disk file after you are done with it. if you give a device channel with the close command, only that file will be closed. if you CLOSE by itself, all open files will be closed.
-------------------------
COPY
syntax: COPY filename [,#device]
COPY #device [,#device]
the COPY command is used for displaying and copying information from device to device. the first argument can be a filemane, in which case, the file is opened and input is taken from that file, or it can be a device. the second device is optional. if present all output will be routed there, otherwise it will be displayed to the modem/console. the second argument may not be another filename. if you wish to copy to a file, open the file with the OPEN command, and copy to that device.
-------------------------
CREATE
syntax: CREATE filename
the CREATE statement is used to create an empty file on the disk. the new file can be opened and read and written to just as any other file would be. this is the only way to create a file under acos. unlike some other basics, acos will NOT create a file using the OPEN command.
-------------------------
CRUNCH
syntax: CRUNCH
the CRUNCH statement is used in conjunction with the MSG commands. it is used to "CRUNCH" together a message file in while messages have been killed. this allows you to maintain a sequential message file and get rid of all the blank deleted entries that might be there.
-------------------------
DATE$
syntax: string=DATE$
the DATE$ function returns the current date in MM/DD/YY format. the input will be taken from whatever device was configured as a clock. if 00/00/00 is returned, then there is no clock in the system and the date hasn't been set.
-------------------------
ECHO
syntax: ECHO=string1
ECHO=""
the ECHO statement is used to set the echo character to be used with the INPUT statement. once the echo has been set, that character will be sent each time a user types a character when entering text. the ECHO statement in the second syntax will reset the echo to the character that is being typed.
-------------------------
EDIT
syntax: EDIT(number)
the EDIT statement is the command used to interface acos with its editor. with the different EDIT statements, you can clear the editor, see how much space is free, etc. the following list gives all legal calls....
EDIT(0)- clears the editor. there will be a total of 4096 bytes free
after a clear takes place.
EDIT(1)- enter the editor. if no data is present, the editor will
start to accept input right away. if other data is
present, the editor will start in the prompt mode.
EDIT(2)- this is a function that returns the number of bytes used
within the editor. if this number equals 0 the editor is
empty.
EDIT(3)- this is used to set the video width to be used within the
editor. any value from 1 to 255 is legal. the most often
used widths are 32,40,64,80,128. all operations within the
editor will be based around this width. you can also read
the current width using EDIT(3) as a function.
EDIT(4)- this is used to set the 'back-space mode' that the editor
will use. certain modes allow more control than others.
mode 0 indicates that the actual mode is not known. the
editor will work fine, but some functions will be
disabled. under mode 1, the editor will assume that the
user has a 'non-destructible' backspace. this allows all
the editor functions to be used and is how the local console
is setup. mode 2 tells the editor that the user has a
'destructible' backspace. under this mode, some functions
are disabled, but the editor speeds up certain other
functions.
-------------------------
END
syntax: END
same as applesoft, terminates program. returns to acos restart state.
-------------------------
FILL
syntax: FILL start,length,data
the FILL statement is used to fill an area of memory with some bytes of data. generally it is used to zero out memory. START is a 16 bit memory address, length is an 8 bit [0-255] number, and DATA is the byte that will be used to fill memory.
-------------------------
FLAG
syntax: expression=FLAG
FLAG=number
FLAG=(number)
FLAG(number)=number1
the FLAG function is a low overhead way to store 1 bit information. you just need to point the FLAG function to a point in memory that you wish to store your data in, and you can manipulate as many flags as you need. each byte of memory can contain 8 flags. to setup the FLAG function, use the first syntax to point the function to a point in memory where the flags will be stored. once the pointer is setup, you can use the FLAG just like a variable using the second and third syntax for reading and writing the flags.
-------------------------
FOR
syntax: FOR numvar=number TO number STEP number
; NEXT
appears to have same function and limits as applesoft FOR-NEXT loops.
-------------------------
FREE
syntax: FREE
appears to have same function as applesoft FRE(0) command.
-------------------------
GET
syntax: GET varstr
the GET statement is used to get a single keypress from the keyboard. when encountered, the system will wait until a key is pressed. the key will be returned in <varstr>. control characters will not be filtered out as they are with INPUT.
-------------------------
GOSUB
syntax: GOSUB label
appears to have same function as applesoft GOSUB. only thing worth noting is that acos uses labels as targets instead of line numbers.
-------------------------
GOTO
syntax: GOTO label
appears to have same function as applesoft GOTO, again with the exception that acos uses labels not line numbers.
-------------------------
HOME
syntax: HOME
appears to have same function as applesoft HOME. clears current window.
-------------------------
IF
syntax: IF argument [THEN] statement [ELSE] statement
appears to have same function as applesoft IF-THEN except it supports the ELSE directive when the statement was false. ELSE is optional. THEN is also optional but if you use THEN, it cannot be followed by a label directly.(use IF arg THEN GOTO label).
-------------------------
INFO
syntax: expression=INFO(optional)
INFO(optional)=expression
INFO can be used as either a statement or as a function. it is really a 'catch-all' in nature. many values that are more or less unrelated are returned. the following table gives the meanings of all the INFO data.
argument r/w function
-------- --- -----------------
INFO(0) r is there a caller online? (0=no)
INFO(1) r capacity of current message file.
INFO(2) r callers baud rate /300 (1=300)
INFO(3) r/w current number of nulls.
INFO(4) w top screen stats. (1=chat, 2=exec)
INFO(5) r/w executive user online? (1=yes)
INFO(6) r checks bit map for mail/msg bases for room.
-------------------------
INPUT
syntax: INPUT [#device,] [@number,] [\] ["text"]
variable [{,\}] variable..]
the INPUT statement is broken down into 4 different parts. the first part is the input device to be used. when omitted, the input is taken from the modem/console, otherwise input is taken from that device. the second part is the input mode. there is a restrictive mode placed on the input so that the inputed data is what you desire. the third part of INPUT is the prompt. the prompt is basically just a text string that will be printed prior to getting the input. the newline character '\' can be used at the beginning of the text. the last part of INPUT is the variable list. this is a list of variables that will be assigned the input. each variable in the list is separated by either a comma or backslash. if separated by a comma, then the actual typed input must be divided by a comma. if divided by a backslash, then the text must be separated by a carriage return.
INPUT default- set the input mode to uppercase, don't accept a
blank line.
INPUT mode 0 - set the input mode to uppercase, don't accept a
blank line, just return the first character.
INPUT mode 1 - set the input mode to uppercase, don't accept a
blank line, don't accept any commas.
INPUT mode 2 - set the input mode to uppercase, blank lines will
be accepted.
INPUT mode 3 - accept everything. (upper & lower).
-------------------------
INSTR
syntax: expression=INSTR(string,string)
the INSTR function is used to search within a string for the existance of another string. the first string is that string which you are searching for. the second string is what will be searched. the case of the text will be ignored. the function will return the number of the first character where the match was found. if the function returns zero, no match was found.
-------------------------
KEY
syntax: expression=KEY(0)
expression=KEY(1)
expression=KEY(2)
the KEY function is used to check and see what if any keys have been pressed. it is generally used to check to see if a routine needs to be interrupted and is used in conjuction with the SETINT and ADDINT statements. this routine does not wait for a key, it returns either a zero for no key or the ascii value of the key. in the KEY(1) form, a non-zero byte will be returned if the key pressed was the 'file stop' character. in the KEY(2) form, a non-zero byte will be returned if the pressed key is the 'file next' key define in config.
-------------------------
KILL
syntax: KILL filename
KILL #MSG(expression)
the KILL statement can be used in two different ways. in both ways it is used to delete data. in the first form, with the filename, it will delete the file from disk. in its second form, it will kill a message within the currently active message base. after using KILL on a message, it is always a good idea to follow it with an UPDATE.
-------------------------
LEFT$
syntax: string=LEFT$(string,length)
appears to have same function as applesoft LEFT$.
-------------------------
LEN
syntax: expression=LEN(string)
appears to have same function as applesoft LEN.
-------------------------
LINK
syntax: LINK filename [,string-label]
this statement will allow two program segments to be linked together. it is in this way that the problem of not enough memory is dealt with. the filename argument is mandatory and is in standard filename syntax. if you wish the execution to begin at a point other than the beginning of the module, then add on a comma followed by the name of the label IN STRING FORM. the label must be enclosed in quotes or must be in a string. ex: LINK "A:MSG.SEG","BULLETINS". you must also make use the PUBLIC command within the segment you are linking to so that the labels address is available to the link command.
-------------------------
LOG
syntax: LOG drivespec
the LOG statement simply changes the default disk drive to the <drivespec> drive. if the drive is not legal, a BAD DRIVE SPECIFIER error will occur.
-------------------------
MARK
syntax: expression=MARK(device)
MARK(device)=number
the MARK function will allow you to either set or check the point at which a file is doing i/o. if you want to go to the beginning of a file, you would issue a MARK(1)=0 assuming it was file 1. MARK has a second function in that it can be used to see if a file exists. normally acos will not generate an error if a file exists, so it can be hard to tell if there is one. to see if a file exists:
OPEN #1,filename
IF MARK(1) PRINT "FILE EXISTS"
CLOSE #1
-------------------------
MID$
syntax: string=MID$(string,start [,length])
appears to have same function as applesoft MID$.
--------------------------
MODEM
syntax: MODEM(number)
the MODEM command is multiple function for controlling the modem.
MODEM(0)- this command needs to be issued before any other
modem command is used. its function is to
initialize the modem driver for later use.
MODEM(1)- this command waits for an incoming call and
establishes a connection. execution will continue
when either a call is connected or the user goes
into local mode.
MODEM(2)- this command causes the modem to hangup. all
further output will be sent to console only.
-------------------------
MOVE
syntax: MOVE start,length TO destination
the MOVE statement is used to move segments of memory around. the only limitation is that only a maximum of 255 bytes can be moved at any one time. both START and DESTINATION are 16 bit memory addresses while LENGTH is an 8 bit [0-255] number.
-------------------------
MSG
syntax: expression=MSG(number)
MSG(number)=expression
device={#MSG(number)}
the MSG function is a specialized function for the acos message handling routines. once a message file has been opened via the READY command, the MSG function is used to access individual messages within the message file. the MSG function has two radically different syntaxs. under the first and second syntax, it is being used to access and set information about a message. for each message, you can maintain one number that gives information about it via the MSG function. the MSG(0) function returns the number of messages within the message file and may not be changed. to access a message, it is used as a device channel. while to show the editor COPY#8 would suffice, since the message file is made up of many messages, it is necessary to tell which message you want to work with. COPY#MSG(3) would show message number three within the currently open message file.
-------------------------
NEXT
syntax: NEXT
similar to the applesoft NEXT statement which is used with FOR-NEXT loops but with the exception you cannot use a variable after NEXT. (NEXT X is illegal).
-------------------------
NIBBLE
syntax: NIBBLE=number
NIBBLE(number)
NIBBLE(number)=number16
the NEXT function is similar to the FLAG function in that it is a low overhead data storage method. with the NIBBLE function, you can store 4 bit numbers that have the range 0-15. use the first syntax of NIBBLE to point to the point in memory where the data will be stored. use the second and third syntax to read and write the actual data.
-------------------------
NOT
syntax: expression= NOT expression
the NOT operator is a booleon logic operator. it changes the value of an expression from true to false or from false to true. in booleon logic, false is considered to be zero while not false or true, is considered to be any other number. the NOT operator is most commonly used in IF statements.
-------------------------
ON NOCAR
syntax: ON NOCAR GOTO label
the ON NOCAR statement is used to setup a routine that can be used whne carrier is lost from a remote user. when the carrier is lost, acos will then hang up the modem. it will then change the current execution point to the label that was setup. whenever you link to another segment you must set up a new ON NOCAR vector to a routine within that segment. if you don't have a vector set up and a remote caller drops carrier, the system will just sit there until it times out.
-------------------------
os will then hang up the modem. it will then change the current execution point to the label that was setup. whenever you link to another segment you must set up a new ON NOCAR vector to a routine within that segment. if you don't have a vector set up and a remote caller drops carrier, the system will just sit there until it times out.
-------------------------
+218
View File
@@ -0,0 +1,218 @@
OPEN
syntax: OPEN #device,filename
the OPEN statement is used to make disk files ready to do i/o with out a program. you open a disk file using either device channel 1 or 2, and all further references to that channel will access the file associated with it. when you are finished with the file, use the CLOSE command. this will free up the device channel for later use. if you try to use a channel that is already in use, or one besides channel 1 or 2, you will get a BAD DEVICE CHANNEL error. if the file you open does not exist, no error will be generated. if you try to read from the file, it will appear to be empty. use the CREATE command to make a file.
-------------------------
PDL
syntax: expression=PDL(number)
the PDL function is used to read one of the paddles on the system. you can read paddle zero through three. the number returned will be in the range 0-255.
-------------------------
PEEK
syntax: expression=PEEK(address)
appears to be the same as the applesoft PEEK function.
-------------------------
POKE
syntax: POKE address,value
appears to be the same as the applesoft PEEK function.
-------------------------
POP
syntax: POP
appears to be the same as the applesoft POP statement with the exception of it also can be used with the acos PUSH command.
-------------------------
POSITION
syntax: POSITION #device,number,number [,number]
the POSITION statement is used to position within a random access file. the first argument is the disk device channel number that was used to open the file. the second field is the length of each record. the third field is the record number to be positioned to. the fourth field is the offset with in the record that is to be positioned to.
-------------------------
PRINT
syntax: PRINT [#device,] [expression]
[,expression] [;]
rules for PRINT:
control: ',' - the comma is used to separate expressions within the
print statement and will be printed literally.
control: ';' - the semi-colon is also used to separate expressions
it will not be printed when encountered, if a semi-
colon is the last character in the line, then the
carriage return will be suppressed.
control: '\' - the backslash is used to generate a newline character
using the backslash, there is no need to put a bunch
of print:print... statements.
exprs: TEXT - text must be contained within quotes and will be
printed exactly as typed. within quotes, you may have
any special characters including return. having an
open quote with no close can prove to be an
interesting experience.
exprs: STRING- the contents of the listed string will be printed.
exprs: NUMBER- the content of the listed number will be printed.
-------------------------
PUBLIC
syntax: PUBLIC label
the PUBLIC statement is used to make a label within a program module available to other modules to link to. if you wish to link to another program module, and start execution at a point other than the beginning of the module, you will need to make that point public. you can have a maximum of 8 public labels within a program module.
-------------------------
PUSH
syntax: PUSH label
the PUSH statement is a sub-set of the GOSUB statement. it does not actually change the current point of execution, but places a return address in a table so that the next time a RETURN statement is encountered, control will return to this present point. a POP statement will remove the last address added to the return table.
-------------------------
RAM
syntax: RAM
the RAM function is really just a constant pointer. it just points to a free 64 bytes of memory that has been set aside for program use.
-------------------------
RAM2
syntax: RAM2
the RAM2 function is the same as the RAM function except that it points to a different 64 bytes that are available for program use. generally this memory is used in conjunction with the READ, WRITE, NIBBLE and BYTE functions.
-------------------------
RANDOM
syntax: expression=RANDOM(number)
the RANDOM function is used to generate a random number within the range 0-number. a new random number will be generated everytime the system goes to get input. if you take two random numbers in a row, they will always be the same. if you need more than one, use the RND$ string between. the will do a temporary re-random.
-------------------------
READ
syntax: READ # device,memloc,number
the READ statement is used to load data from a file into memory in its binary form without any processing or changing. the input does not have to come from a file, it can come from the editor or a message file. it is similar to an apple dos BLOAD command.
-------------------------
READY
syntax: READY filename
READY #MSG(number)
the READY statement is used to make a message file ready for use. it is similar to an OPEN statement being used before a file is accessed. after a message file is ready, all the following references to MSG will be directed to that file. once a message file has been made ready, it can also be used in its second syntax to ready a specific message within the file.this is generally used if further references to the file will use the device channel associated with the message base.
-------------------------
RETURN
syntax: RETURN
appears to have same function as the applesoft RETURN statement.
-------------------------
REWIND
syntax: REWIND
the REWIND statement is to change the pointer within a message file to some previously accessed point within the file. normally this is used in conjunction with the READY MSG(x):COPY #7 statements. using REWIND will put the internal pointer back to where it was before the last message operation took place. this is generally used for doing a 're-read' function of sorts.
-------------------------
RIGHT$
syntax: string=RIGHT$(string,length)
appears to have same function as the applesoft RIGHT$.
-------------------------
RND$
syntax: char=RND$
the RND$ function is used to generate random characters. each time RND$ is accessed a new random character will be returned. be warned: the random number is generated from timing how long a user takes to enter his input. this is really a pretty random number since it is based on the users typing skill and speed. the only problem is that the random character generator can start repeating patterns after about 15-20 characters have been generated and before another input has taken place.
-------------------------
SET
syntax: SET string=memloc,number
the SET statement is another statement set up for the optimum management of memory. with SET you can manually set up pointers for strings anywhere in memory. along with the locations of the string, you can also specify the length. whenever the string is accessed, the text present at the memory locations will be returned.
-------------------------
SETINT
syntax: SETINT (string1 [,string1...])
SETINT ("")
SETINT (number)
the SETINT command is used to set up 'interrupt' keys. once setup the system will check for those keys whenever text is being displayed. if one of the keys are encountered, all further output will be supressed until an input statement of some kind is encountered or the SETINT is reset. to reset the SETINT command, use the second syntax. if you wish to set the interrupt keys to those pre-defined by the acos config program, use the third syntax. SETINT(1) will set the interrupt key to the 'file stop' character. SETINT(2) will set the interrupt keys to the 'file stop' and 'file next' characters.
-------------------------
STR$
syntax: string=STR$(number)
appears to have same function as the applesoft STR$.
-------------------------
TEXT
syntax: TEXT
used to clear the screen and any window on the local console.
-------------------------
THEN
syntax: THEN
same as applesoft THEN, separates statements within IF statements.
-------------------------
TIME$
syntax: string=TIME$
the TIME$ function is used to get the current time from your clock. if your system is equipped with a clock, the time will be returned in a "HH:MM:SS XM" format. if your clock is in the 24 hour configuration then it will be returned in the "HH:MM:SS" format. if you have no clock, then your estimated time on will be returned. the estimated time is based upon the number of characters output and the speed they were sent. the format for estimated time is "HH:MM:SS ET". when the clock is first reset via a MODEM(0) command, the time will be "00:00:00 ET" and will advance from there.
-------------------------
TONE
syntax: TONE (number,number)
the TONE function is used to generate a tone from the speaker in your computer. the first argument is the pitch and the second is the duration.
-------------------------
UPDATE
syntax: UPDATE
the UPDATE statement is used to write any information about the current message base from memory out to disk. normally, certain things are buffered and will stay within memory for long periods of time. in the event of a power failure or a system reset, this data will be lost before it is written out to disk. use the UPDATE statement to force the data to be written out to disk.
-------------------------
USE
syntax: USE filename [,any options]
the USE statement is used to access a routine that is external to the acos language. what happens is that the USE statement loads in an external command and transfer control to that command. the command will normally get parameters from the continuation of the line after the filename argument.
-------------------------
VAL
syntax: expression=VAL(string)
appears to have same function as applesoft VAL.
-------------------------
WHEN$
syntax: WHEN$=address
string=WHEN$
WHEN$=string
the WHEN$ function is really just a data compression scheme. you initially point WHEN$ to a address in memory. at this address there must be 2 free bytes. when you read from WHEN$, the 2 bytes will be retrieved from the memory location and translated into a "MM/DD/YY" format. when you assign WHEN$ a value, the current date will be read and changed into a 2 byte compressed format and saved at the current address pointer.
-------------------------
WIDTH
syntax: expression=WIDTH(number)
the WIDTH function is really an interface to the config program. it will return 4 widths that were setup as the most commonly used widths under config, along with the width that should be used for a default when the video width is not known. WIDTH(1-4) will return the 4 most commonly used widths. WIDTH(0) will return the number of the width(1-4) that should be used as a default.
-------------------------
WRITE
syntax: WRITE #device,memloc,number
the WRITE statement is the opposite of the READ statement. it is used to write unprocessed binary data from memory to a file or other device. almost all the device channels can be written and none will generate errors. just specify the memory location and length to be written.
-------------------------
* end of fiLE
[Ripco] Which 1-241 ?=menu,<CR>=abort:
Binary file not shown.
Binary file not shown.
View File
+967
View File
@@ -0,0 +1,967 @@
178
[ The Courts of Chaos ] - [ 312/915-0947 ]
ASCII Express Southwestern Data Systems
"The Professional" Santee,California 92071
3.4x Version 714/562-3670
Copyright 1982
AE PRO is part of the "Professional Series" pioneered by Southwestern Data
System (SDS). For the first time ever, there is communications software
which operates similarly in all three major operating systems of the Apple
II computer; CP/M,Pascal, and the native Apple DOS. The comprehensive set
of software is conversive with each of its members -- CP/M files can be
transferred via modem or direct connect interface to Pascal, Pascal to DOS
or any combination.
-=+*> BAUD RATES <*+=-
AE PRO supports all standard telecommunications baud rates as well as the
higher direct connect rates up to at least 4800 baud when interfaced to
conventional 80 column boards, or in excess of 9600 baud when interfaced to
an external terminal capable of those higher rates. Its supports full
terminal emulation -the ability of AE PRO and your 80 column board or
external terminal to mimic screen display characteristics of other popular
terminals. Thus you can communicate with host computers which may require
a particular display characteristic. This provides maximum flexibility
while minimizing connect time.
-=+*> HARDWARE <*+=-
AE PRO also supports all currently available hardware for the Apple II
including all modems, whether plugged into the Apple mother-board or
operating externally, all display devices from the internal Apple 40 column
screen to 80 column boards and external terminals compatible interfaced.
The same versatility applies to printer interfaces as well. With most
printer interface cards, AE PRO's unique printer "ring" buffer prevents the
loss of data while on-line with the printer enables simultaneously.
-=+*> COMPACT CODE <*+=-
AE PRO is written in very compact efficient form. Code overlays are used
frequently which allow different sections of AE PRO's code to share the
same section of memory. The result is a very large data buffer without
wasting space anywhere in memory. Micro PRO's Wordstar word processor and
Microsoft's A.L.D.S. assembler-linker package were used exclusively for its
development.
-=+*> POWERFUL EDITOR <*+=-
AE PRO contains a powerful built-in editing system. The editor can utilize
either the same memory as AE's data buffer, or a special expanded buffer.
In the expanded mode, your already large 18k byte data buffer is expanded
further by another 7.5k. You can switch between buffers quickly & easily,
but may not maintain data in both simultaneously. The Editor is line
oriented in nature, but utilizes a flexible screen-oriented editing system
in which the cursor may be freely moved around in text. Characters may be
added or deleted at will. Also featured are recursive global find and edit
commands, which allow you to locate particular characters or strings
anywhere in your file, instantly move into the edit mode,make necessary
changes, and continue on to find the next find occurrence.
-=+*> BUILT-IN MEMORY MANAGEMENT SYSTEM <*+=-
AE PRO goes one step further. If your Apple II is equipped with a standard
16k or greater ram card in slot zero, AE will automatically relocate the
DOS operating system to higher memory and increase your data buffer size
even further. In this mode of operation, your minimum buffer size will
increase from 18k bytes to approx. 28k bytes. In the expanded editor mode,
another 7.5k bytes is added above that.
-=+*> MOST POWERFUL MACRO SYSTEM EVER <*+=-
AE PRO provides you with the ultimate in flexibility. Complete system
parameter assignment as part of the normal macro library. Now not only do
you have full macro libraries with which to make complex operations easier,
each separate library can completely reconfigure AE PRO. Things such as
the system phone number, baud rate, parity, various menu parameters, even
terminal emulation tables are part of this powerful system.
Once configured, all you need to do is tell AE PRO which system to call.
It will call,connect,reconfigure itself, and complete the log-on
automatically while you sit back and watch.
-=+*> UNATTENDED AUTO-ANSWER <*+=-
AE PRO allows completely unattended answer mode with password log-on. If
the Novation Apple CAT modem is utilized with the Bell 21a option, AE PRO
will auto-search baud rates and adjust to that of the caller automatically.
In the unattended mode, the caller can view standard text files to the
screen, do blind copy of data, or send or receive any type of file in the
Christensen error-free mode. The unattended mode can be set up for
complete turnkey operation too. If configured to so, you can power-up your
computer on the AE disk and automatically enter the unattended remote mode.
-=+*> AUTO-ANSWERBACK MODE <*+=-
AE PRO also have the ability to function as an ANSWERBACK DDD or TWX mode
to forwarding mail systems such as Telenet's Telemail and many others.
In this mode, AE PRO will pick up the phone, and wait for the forwarding
system to activate it with special HERE-IS character. AE PRO will then
identify itself, and accept the incoming data into its buffer. At the
conclusion of the exchange, the forwarding computer will hangup, and AE PRO
will automatically save its buffer to disk (the printer may be
simultaneously supported also) and wait for the next call.
-=+*> ERROR FREE TRANSFERS <*+=-
A wide range of send modes are provided. Everything from the simplest
blind block dump, to a very complex packet-oriented error checking mode
ensures that you'll be able to quickly and easily transfer all sorts of
data to practically any host computer you can find. Even the slowest or
most awkward systems are easily accommodated.
-=+*> MENU DRIVEN <*+=-
AE PRO is unobtrusive. It remains quietly on the sidelines until you
request something. It can display extensive help menus if you want them,
or none if you don't. An extra feature, the BRIEF mode allows the more
experienced operator to turn off AE PRO's extra prompting. This keeps the
screen clear of announcements and prompting you may not always need.
-=+*> SOPHISTICATED INSTALL PROGRAM <*+=-
AE PRO's install program is very user friendly and easy to use.
It requires no programming knowledge to operate but encompasses all aspect
of the basic set-up of AE PRO including various automatic modes which allow
you to move AE PRO from one system to another of different hardware
configuration. It will figure out what is there and work correctly without
further attention. There are no line numbers to change or internal
programming changes to make. If AE PRO cannot adjust for a particular
hardware incompatibility, it will inform you and automatically run the
INSTALL program if present on that drive.
-=+*> MANUAL ABBREVIATIONS: <*+=-
Throughout this manual,
certain abbreviations for keys or characters may be used:
c/r carriage return key
BS backspace character (^H)
RUB RUBout character
ESC ESCape character
^ Control character
^# RUBout character (screen display only)
<c/r> execute c/r
Also note that a HEX value may be indicated by a numbe being
preceded by a dollar sign ($) or followed by "H" (letter H)
-=+*> AE PRO DISKETTE CONTENTS <*+=-
Type Name Description
T HELLO This file is EXEC'd upon boot, and can perform many
different set-up steps. See "Advanced Programming Info"
for details.
B AE PRO AE PRO's itself. Can be BRUN any time.
B INSTALL AE PRO's installation program. Can be BRUN any time.
B BDOS A Library file used by INSTALL.
T MACRO.LIB The macro library file. Keeps track of the other various
macro files for quick load and access from within a main
program.
S STPMS.MAC One of several macro data files. They are indexed from
within the MACRO.LIB file and can be directly produced
and configured from the "U" option of AE PRO.
All "S" files are macro data files.
B CHFORM A utility program which changes the FORMAT or a DOS text
file to that of Pascal or CP/M, or vice versa. Use this
when you transfer files in protocal mode with AE PRO and
one of the other "PRO" series packages, P-TERM
(Pascal 1.1) or Z-TERM (CP/M).
T MPF.A An EXEC file which is used to produces a TEXT file from
an Applesoft program.
A PFM.A Used internally by MPF.A.
T MPF.I An EXEC file which is used to produce a TEXT file from an
Integer Basic program.
I PFM.I Used internally by MPF.I.
A SPACECRUNCH A program which removes all nonessential spaces and other
text from a Basic program file. This utility is also
built-in to MPF.A. as a user option.
B BFD8 A utility program designed to produce a TEXT file from a
Binary block of data, if that data does NOT reside from
$800:$A00.
B BFD92 A utility program designed to produce a TEXT FILE FROM A
Binary block of data, if that data does NOT reside from
$9200-$9600.
NOTE:
AE PRO itself does not rely on any non-macro files to operate normally.
Therefore, you can produce diskettes which contain on HELLO, AE and
associated macro files, to allow you the largest possible disk space.
If you also would like to be able to operate INSTALL from AE PRO,
you must include INSTALL and BDOS on the AE disk.
--------------------------------------------------------------------------
-=+*> A TYPICAL QUICKIE SET-UP <*+=-
For our example, we'll take a pretty "standard" hardware configuration
found in many reasonably equipped Apple II's used in the home.
It would consist of:
1 Apple II Plus, 48k RAM
1 16k RAM card - any manufacture
2 Apple mini-drives on one controller card
1 80 Column board (optional)
1 Hayes Associates MicroModem II
1 Epson MX70/80/FT Printer
1 Parallel Printer Interface
First, like running any other new software, MAKE A COPY OF AE PRO DISKETTE.
Any conventional copy program may be used. When done, put the master aside,
and "use the copy". Insert the AE PRO copy disk in you boot drive, and
either power up the computer or type PR#6 to initiate the boot process.
After a few seconds of disk activity, AE PRO will attempt to run and
discover it has not yet been installed. It will display a message on the
40 column screen.
The first install--RUNNING INSTALL
Another few seconds will pass the screen will again clear and you will see:
ASCII EXPRESS "THE PROFESSIONAL"
INSTALLATION PROGRAM
FOR AE VERSION 3.4x
(C) 1982 BY
SOUTHWESTERN DATA SYSTEMS
CAN YOU DISPLAY LOWER CASE? (Y/N)
If you can ON THE DEVICE THAT WILL BE USED WITH AE PRO, answer YES.
If you cannot under any circumstance, display lower case, answer NO.
Then it will ask: CAN YOU DISPLAY IS NOW? (Y/N)
If you can, at the moment, display lower case on your 40 column screen,
answer yes. This question only affects the display of Install's menus.
Since you are running AE PRO for the first time, the screen will again
clear and you will see the next display stage:
(This level also accessed by option I of install's main menu)
YOU MUST SELECT ONE OF THE FOLLOWING:
1 Novation Apple CAT
2 Hayes Assoc. Micromodem II
3 CCS 7710A/D, 7711, SSM AIO, Apple Comm-Card, Prometheus VersaCard
4 Mountain Computer CPS
5 ESI Lynx
6 MPC MicroConnection
7 Apple Super Serial Card
Current: 0 New: ---
Since for this example, you have a MicroModem II installed, select option 2
Next: SLOT of communications device (0-7)
Current: 2 New: ---
Enter the slot in which you modem is installed.
The message: Installing Communications Driver!
Will appear indicating you choice is valid and the proper code has been
installed. If you had given invalid answers to the previous questions,
Install would inform you and allow you to try again. AE PRO configures
itself automatically for various display devices, as well as most printer
interfaces, so for this installation, all that remains is to tell AE PRO
which slot the printer interface (if present) resides, and which slot the
display board (if present) resides.
No other hardware adjustments need be made.
The printer slot may be set with the "P" option and the display slot with
the "L" option. Most other user parameters have already been set for you
and need not be changed at this stage.
Look at the various options of Install and their descriptions in the
instructions. You need not make any further changes now, but make a note
of any changes you might want to make in the future after you understand
this program better.
When your through looking around, use the "S" command at Install's main
menu to save the changes you have made and run the program.
--------------------------------------------------------------------------
-=> End Of Dox File #1 <=-
THE FIRST RUN:
As AE PRO is running, it configures itself for the various hardware you
have installed in your computer. It should always come up onto the
selected display device with:
ASCII EXPRESS "The Professional"
Version 3.4x (c) 1982 by
Southwestern Data System
"->"
The "->" is the system prompt as long as you are NOT currently connected to
a host computer. At this point you can type "?" or "1" to display command
menu #1 or "2" to display command menu #2.
DIALING A NUMBER:
You type "D" to dial a number. AE PRO responds: Number?
You enter the phone number of the system you wish to call and hit return.
If you change your mind, just enter a c/r (carriage return) alone to abort
this command.
AE PRO has the number now and displays: AE: Dialing: 853-1212
The numbers are output to the screen as they are dialed. When dialing is
completed, it reports: AE: Waiting for connect..
and "listens" for the host computer's carrier. If no carrier is detected
within about 40 seconds, the message: AE: Connection terminated
-> will overprint the previous message, display the "->" prompt and wait
for further instructions. If carrier was detected, a different course of
events occurs. First the screen will clear, and the message: AE: Term-->
will appear in the upper left hand corner of the screen. You are not in
terminal mode. Anything you type now, will be directed to the computer you
called. Any time you wish, you can temporarily exit the terminal mode with
the ^Q key (control-Q). AE PRO will respond with: +> This is the TERMINAL
ESCAPE key. At this prompt you can issue most AE PRO Commands. For Example:
If you wish to record a session, you would type "^QR" and the message:
AE: Copy ON
AE: Term-->
will display. To turn the copy buffer OFF, just type "R" again, or "^QR"
from terminal mode if you are connected. For now, you have the copy flag
enabled, but are not currently connected. Call the same computer again,
but since AE PRO remember's previous commands, type "D" to invoke the dial
mode. Instead of re-entering the number, enter the "/" character.
"/" recall the last input used for most commands that require a more than
one character response.
AE will again dial the previously specified number and attempt to connect.
Once carrier is established, sign on to the system as you did before.
Remember that now we are copying all data on your screen to the copy buffer
Wait for the host computer (the one you called) to ask you a question
(a time when it is not sending anything) and type "^QF". AE will display
something like: AE: Used-456, Free- 17009
AE: Term-->
this means you have 456 characters in the copy buffer, and 17,009 unused.
Remember, you are back in terminal mode at this point.
Now type "^QV". What happened. You just saw a repeat of everything you
just did in signing on to that computer. This was the "V" view buffer
command. At any time, you can view the contents of your buffer.
To clear the current buffer at any time, type "^QC". AE PRO will respond:
Ok to clear? (def=n)
to make sure you really want to do this.
Answer "Y" if you do, or any other response if you don't.
Experiment with some of the other basic commands such as "^QW" to write the
current buffer to disk or "^QI" to catalog the current disk. Remember that
most any of the commands can be executed while on or off line and AE PRO
will always keep you informed of your connect status and various other
parameters.
If at any time you want a complete summary of current system parameters,
type "!" or "^Q!" from the terminal mode.
--------------------------------------------------------------------------
WHAT ARE MACROS?:
Now that you have been able to connect to a system and operate the dial
option, the copy buffer and possible the printer,we'll take a brief look
at another powerful section of AE PRO-Macros!
By definition, and AE PRO macro is a two key sequence that represents a
whole string of characters. The first of the two keys always begins with
the TERMINAL PREFIX CHARACTER defined in INSTALL (the shipped default is ^W.
When the terminal prefix character is typed, a special mode is set within
AE PRO which performs an analysis of the NEXT character you type. If that
second character is not designated in the keyboard substitution table, it
will check the macro table. If it finds no match in the macro table either,
the character you typed will be sent out to the host as-is.
Macros are numbered form 0 to ";" in this order: 0,1,2,3,4,5,6,7,8,9,:,;
If you were to type "^W0" from terminal mode, the string in the zeroth
element of the currently loaded macro, would be sent to the host computer.
It can consist of any data and is programmed by you in the "U" section of
the program.
MACRO STRUCTURE FUNDAMENTALS:
AE PRO's macro system is quite versatile and allows you to define a whole
set of basic parameters for each host computer you intend to communicate
with. There are four basic pieces to the macro system structure:
1. THE MACRO LIBRARY FILE:
The library file which indexes all other macro files is "MACRO.LIB".
Its sole purpose is to keep track of the other macro related data on disk,
and provide quick access to it for loading or display purposes. It is this
file's contents that are displayed when the "M/" command is issued.
2. THE MACRO DATA FILE:
The macro data file is that which contains all data pertaining to
configuration, emulation and the actual macro elements themselves. You can
create a separate data file for each host computer you intend to deal with,
and each of these data files can be configured, saved or loaded from within
AE PRO. These are "S" type files on the disk and the file-name always ends
with ".MAC".
3. THE MACRO DATA:
This is the part of the data file which actually performs the configuration changes to AE PRO when that respective macro is selected.
4. THE MACRO ELEMENTS:
This is the part of the data file which contains the actual sequences
unique to each dual keypress, index numbered "0" to ";". Any one of these
may be called from the terminal mode keyboard by the ^W prefix character.
Additionally, one of the elements may be selected to be executed auto-
matically when the host it repres%nts is called.
MAKING A SIMPLE MACRO:
Let's take one of the macro files on the AE PRO disk and use it as an
example and a basis to start from in creating your own macro. You should
still be sitting at the "->" command prompt. At this point you can type:
"M" to select a macro request
"/" to view the contents of the library file
Your display should look something like this:
A PMS Santee stpms
D Source source
E Online online
I MicroNet mnet
J Smartmodem hayes
Basically this is giving you a library list of the various macro files you
have to choose from. Of course, this can be customized to suit your
individual needs.
If you were now to type "M" "A" you would be directing AE PRO to load the
file for PMS Santee which on the diskette is an "S" file names "STPMS.MAC".
The second field displayed is the system which the first field selection
represents, and the third field is the name of the macro data file which
will be loaded at that time.
AE PRO should respond: PMS Santee <macro loaded>
->
DISPLAYING MACRO PARAMETERS:
Now let's check out what we actually loaded. Type the "U" command (this is
displayed on menu 2) to enter the macro configuration section. You'll see
a complete display of the data parameters of that file:
Current loaded: STPMS.MAC
Phone: 561-7277!:
B = Baud rate 300
D = Macros display/edit
E = Duplex FULL
F = Data word format 8N1
K = Chat mode OFF
L = Load macro from disk
N = XON character $11=^Q
O = XOFF character $13=^S
P = Change macro phone #
S = Set terminal parameters
T = Transpose ^H/RUB OFF
U = Update from current macro
W = Write macro to disk
X = Exit to main command prompt
Z = Format screen OFF
$ = Emulation mode ON
^ = Apple CAT port INT
We won't get thru all this now, but rather step through a basic macro
set-up to get you going in the right directions. First pick a system that
you can call so you have a "target" for this macro fill. We'll consider it
a bulletin board for simplicity, but the same procedure would apply to any
set-up. Update the phone number displayed to that of the system you are
creating this macro for. Do this with the "P" command.
AE PRO will respond:
Enter new number:
Enter the phone number of the new system followed by c/r. For the purpose
of demo, we'll call it "BBS Yourtown". After the number is correctly
entered, the menu will re-display and the number just entered should be in
place. Change any other obvious parameters dealing with that system, such
as baud rate or parity in a similar manner. Once you are done with the
parameters section, enter the "D" command to enter the actual macro element
editing section.
EDITING MACRO STRINGS:
AE PRO will display:
#0 g;n
#1 yourid
#2 yourpassword
#3 alt'%)y'
#4
#5
#6
#7
#8
#9
#: <a programmed macro>
#; <a programmed macro>
Macro to edit? (C=Clear)
--------------------------------------------------------------------------
P=PRINTER INTERFACE/DRIVER SELECT:
Previous: Main Install
Menu Current: PRINTER SETUP
A = Printer msg.terminator.....^@ ($00)
I = Install printer driver
L = Line feed strip (Y/N)..... NO
P = Message:
S = Printer interface slot.....1
X = Exit Choice?
This section defines all aspects of standard printer operation.
A=Printer message terminator:
This defines the key used in Install which signals the end of the Printer
message string (see "M" below) when being entered into computer. Since
carriage returns (^M) are sometimes needed within set-up strings, it must
be typeable as part of the string. By setting string keyboard terminator
to something else (like,control-shift-P or ^@"null") the c/r may be typed
just as any other character. If you have no need for imbedded c/r's, you
may assign it as the terminator. Your keyboard must be able to produce any
characters entered in this,or any other string entry mode.
I=Install printer driver:
Previous: Printer set-up
Current: PRINTER INTERFACE TYPE
0 = Auto
1 = User routines (PRINTER.USER)
2 = 6522 parallel card
3 = Comm-card
4 = Apple serial card
5 = Apple parallel card
6 = Special
7 = CPS
8 = CCS-7728 parallel card
Current 0 New:
Choices are somewhat similar to video display options. If zero is selected
and as long as AE PRO can,it will recognize the interface card installed &
configure automatically.
ALWAYS SELECT ZERO OPTION UNLESS YOU HAVE SPECIFIC REASON NOT TO!!
Like video, if you do not desire the auto function,or have a card not
recognized by AE PRO select one of the below.
1 = User routines is a custom section,you may install a custom driver.
2 = An interface using the 6522 chips
3 = Comm-type card in any interface using the 6850 chip.
Examples: SSM AIO board,CCS 7710 SERIES,standard Apple comm. card,
modified as printer driver. The firmware on these is NOT utilized.
4 = Apple HS Serial Card: Only one card that fits this - the original Apple
High Speed Serial-some firmware IS used on these cards, but part of it
dealing with linefeeds or protocol.
5 = Apple Parallel card- This is the most popular, as well as the most
copied interface mode. Most printer cards designated as parallel will
fall into this section,including many of the universal types of EPSON
printer,its own parallel card and many others.
6 = Special is any type card using TYPE 6 FIRMWARE protocal.
Apple SSC BOARD,GRAPPLER & MICRO-BUFFER.
7 = CPS-- only one card in this category -MOUNTAIN COMPUTER CPS card-- may
be used as serial or parallel driver. If selected you will be asked as
to the mode of drive. Be careful here if using same CPS card for both
modem,screen driver, as well as printer driver. Inadvertently
specifying the same section as two different drivers may cause unusual
results.As screen driver, it may be used ONLY in the serial mode.
8 = CCS 7728 Parallel card or Micro-Buffer system.
L=LINEFEED STRIP:
AE PRO supplies linefeeds directly to the printer at all times.
This normal default mode is not dependent on the type of printer interface
you are using, only the printer internal drivers themselves. If printer is
doing double-linefeeds all the time when driven by AE PRO set this to YES.
Otherwise set at NO.
M=PRINTER MESSAGE:
If your printer requires any kind of initialization characters be sent when
accessed, set them up here.These don't include sequences which are normally
designated as FIRMWARE initialization. Things such as ^I are usually
firmware initialized are ineffective here. Thus it is unnecessary to send
^I commands to set printer column width as that is a function of the
interface card firmware rather than the printer itself. The message to the
printer can be entered directly from the keyboard,including all control
characters.
Current printer setup message:
Enter new message or RETURN:
(you type) HELLO THERE ^S ^S ^[ ^[
Of course, HELLO THERE control-s control-s ESCape ESCape won't do anything
useful to your printer and is shown only as an example. Entering c/r as
the FIRST character of the line, will immediately exit this mode and leave
the original string intact. Note each time printer is enabled from AE PRO
these characters are sent. If you want to clear the entire contents of the
printer set-up buffer, enter the printer terminator character as the first
and only character.
S=PRINTER INTERFACE SLOT:
0 = No printer installed
1-7= Printer interface slot
Current = 0 New:--
Set to slot in which printer interface card resides.
--------------------------------------------------------------------------
-=> End Of Dox File #2 <=-
T=PREFIXED TERMINAL KEYS:
Previous: Main Install Menu
Current: PREFIXED TERMINAL KEYS
Prefixed key Output character
, ($2C) [ ($5B)
. ($2E) ] ($5D)
^O ($0F) ^_ ($1F)
O ($4F) _ ($5F)
/ ($2F) ($5C)
? ($3F) ($5C)
^H ($08) ^# ($7F)
^# ($7F) ^H ($08)
! ($21) | ($7C)
= ($3D) ~ ($7E)
( ($28) { ($7B)
) ($29) } ($7D)
' ($27) ^ ($1C)
A)dd D)elete eXit?
The terminal prefix key is very powerful. It commands all macro functions
as well as a means of producing any ASCII character from the keyboard.
In the prefixed terminal table,you program which characters are to be
converted, and to what,when preceded by the terminal prefix key, up to 16
substitutions.
NOTE: If you are operating install pgm. totally in upper-case, or intend to
us AE PRO in upper case only, some of these characters will actually
display as their upper-case counterpart. Thus {,|,},~, will be [,",], ^,.
This is unavoidable because Apple see some ASCII values this way.
A=Add character:
This mode allows you to add a character substitute. Either the character
prefixed, or the character to be output, you can enter from the keyboard,
or "$xx" as the HEX value.
D=Delete character:
Just like the above "A" mode, except it deletes the
character and its substitution from the existing table.
--------------------------------------------------------------------------
U=UNATTENDED REMOTE PARAMETERS:
Previous: Main Install Menu
Current: UNATTENDED/REMOTE PARAMETERS
C = Ring count before answer..... 1
R = Remote password: .AE.
S = Slots remotely accessible:
4 5 6
X = Exit
Choice?
C=Ring count before answer:
Sets the number of incoming rings before AE PRO will pick up the phone.
Values are from 1-9.
R=Remote password:
This is the sequence of characters which must be entered by a called at the
"ENTRY:" level of AE PRO. No reaction from AE will occur unless exactly
the correct combination of characters is entered. Any alphanumeric
characters including control char. are legal except ^M, (c/r), ^H,^J.
A maximum of six char.may be installed.
S=Disk slots remotely accessible:
Only those slots specified here will be legal for remote access.
If not legal,will be ignored.
--------------------------------------------------------------------------
1=SYSTEM DEFAULTS (menu 1)
B = Auto disconnect .... ON
C = Copy ................. OFF
D = Duplex................. FULL
E = Emulation ................ ON
F = Data word format .... 8N1
G = Screen formatting .... OFF
H = Chat.... ............ OFF
I = Baud rate................. 4
J = Apple CAT using aux port.. NO
K = Keyclick ................ OFF
N = XON char.... ^Q ($11)
O = XOFF char.... ^S ($13)
P = Printer... ............OFF
S = Control-show... OFF
T = Transpose ^H/RUB OFF
X = Exit Choice?
B=Auto-disconnect:
Determines the run-time default of the ":" auto-disconnect function.
C=Copy:
Determines whether the "R" copy flag comes up on or off.
D=Duplex half/full:
Determines if the duplex default comes up half or full.
This may be superseded by a macro file,if active.
E=Emulation:
Determines if the AE emulation mode ($) mode comes up on or off.
This too may be changed by a macro file.
F=Data word format:
Determines the default word length, parity and number
of stop bits the modem will default at run-time.
Can be changed by macro file.
Install will show another chart which allows all possible combinations.
Select by # or c/r's
G=Screen format default:
Determines whether the "Z" screen format command in on or off.
H=Chat:
Set run-time for the chat (K) mode.
I=Baud rate (0-8):
Sets default baud rate,also modifiable by macro files.
0= deaf (45.5 BAUDOT) 4= 300
1= 50 5= 1200
2= 75 6= 2400
3= 110 7= 4800
8= 9600
not all baud rates are supported by all modems and interfaces,
consult modem or interface manuals.
J=Apple CAT using Aux port:
Set port default. NO means the internal modem is being used.
YES directs all I/O to external port.Macro files can also modify.
K=Keyclick:
Set the default for the audible key-click option (").
N=XON character:
Sets the char. which is used to re-start a sending host temporarily on
"hold" by the auto-save mode. Install displays the ASCII char. as well
as its HEX value.When Install request input,you can type from the local
keyboard or type in "$xx" Hex value.
O=XOFF character:
Sets the char. which is used to stop a sending host while in the
auto-save mode.Option same as above. It also responds to chars.
sent from the host while in ASCII mode.
P=Printer mode:
Sets the run-time default of the printer (P) mode.
S=Control-show:
Sets the run-time default of the control-show (A) mode.
T=Transpose ^H/RUB:
Sets the run-time default of the transpose (T) mode.
--------------------------------------------------------------------------
2=SYSTEM DEFAULTS (menu 2)
See above menu breakdown, the letters are different but the menu
construction is the same. This is menu 2 of the default system.
Typed below are the explanations of that menu in order as to how
they are viewed on the screen:
B=Prefixed break key:
This is the second char. of the break key sequence. In the current
setting, to send BREAK, you would type ^W^B from within the terminal
mode. ^W char. can be defined as can this, the second char. It is
recommended that it be a control char., as a dual control char.
sequence is easier to type that if the second of the two is non-control.
^B is easy to remember for the word break.
C=BREAK send time:
The standard BREAK time is actually 250ms (milliseconds) but many systems
may require a break to be sent for as long as 500ms (one half sec.).
Try it this way first (menu setting) and redefine it necessary.
D=Dial mode default:
Novation Apple CAT only.
Set the dialing default mode, pulse (rotary type) or TouchTone.
E=Screen clear char.:
Actual screen clear char... $0C ^L Lead-in ... $00 ^@ (none)
Defines the char. when used internally will cause the display screen to
clear.
Note:
This serves a different purpose that the similar function in the Terminal
emulation table.The emulation table converts incoming characters to those
required by your display. This option,is used only by AE PRO during
internal clear screen option. The "Actual" screen clear char. above serves
an additional function when used in the 40 col. screen mode. In 40 col.
the defined char. determines which INCOMING char will cause 40 col. screen
to display while in terminal mode.
F=Screen clear delay:
Some external terminals may require a small "settling" time directly
after a clear screen before it can accurately accept further data.
This value is equivalent to the time delay in milliseconds.
G=Backspace char.:
This causes your display device to move the cursor one space to the
left-non-destructively. DO NOT confuse this with the key to type on your
keyboard. That will ALWAYS be the BS or RUBout (left-arrow) key. There
are a handful of terminals that might require a char. other than ^H to
perform this act.
DO NOT CHANGE THIS FOR LOCAL SCREEN OR 80 COL.BOARD USAGE.
H=Copy ON char.:
Like the "here-is" char., the copy on char. is that which when received
in terminal mode cause AE to immediately turn on its copy buffer. It is
normally at ^R. To disable, enter zero.
I=Copy OFF char.:
Corresponds to the copy on char., except that when encountered in
terminal mode,instruct AE to turn OFF its copy buffer.
Normally set to ^T. To disable,enter zero.
J=Literal send mode:
This mode sets whether or not blank lines in ASCII text file are being
sent non-protocol,are sent exactly as-is or "padded". Padding converts
blank lines (c/r alone) to space-c/r. Most host computers take a blank
line (c/r alone) as a command, so this sequence would occur during a text
send, the host would change mode. If the literal send mode is OFF, any
blank line consisting of c/r would be converted to space-c/r to avoid
being taken as a command. This in no way modifies the appearance of the
text. Set to suit. AE PRO is shipped with this mode disabled (off).
K=Keyclick duration:
The Apple speaker will emit a "click". The higher the value the longer
the delay,and the louder (or more obvious) the click. The range is 1-40.
L=Pre-sub case insensitive:
This decides if prefixed char.are to be sensitive to input case. Example:
you have defined ^WA to send ^A or another char. What this option
determines is whether the case of the letter you type after the ^W is
significant. If set to YES, case would be insensitive, thus a lower case
A would be treated the same as a upper case A. If NO,lower and upper
case letters are regarded as different chars.
Q=Brief AE PRO:
This selects default condition for the Brief (non-verbose mode).
It is also managed by the "#" command in the main menu.
S=Shift key hardware mode:
This is between the connection of your keyboard and PB2 of the game I/O
connector that is used with 80 col. boards. You can install this jumper
even with 40 col. screen in use and tell AE to use the shift key for its
case shifting.
V=View speed:
Sets the default of all commands which display text on the screen, and is
controlled from within by the non-shifted "<" & ">" keys. Command
affected are "V","J",& "L" within the editor. Range is 0-14 with zero
being no delay.
W=Screen formatting width:
In the forced width of the display device when the (Z) is selected.
Use this for 80 col. boards that can't perform their own screen wrap
if a line exceeds its total width.
--------------------------------------------------------------------------
3=SYSTEM DEFAULTS (menu 3):
See menu 1 break down.
A=Auto-dial from boot:
This determines whether or not AE should dial in the number at run-time.
Note the difference between this and the "D" dial after loadng a macro.
The "D" will cause the macro to be automatically dialed after a macro is
loaded any time EXCEPT right after boot or the first run of a session.
B=Bells after connect:
This works only if you are in auto-redial loop with a cycle number
("/x" or "//").It selects the number of ^G's(bells) your Apple or
external terminal will sound if and when you are connected to the host.
Set from 0 to whatever you can tolerate up to 255.
If a high number is chosen you can terminate by pressing any key.
C=Case toggle key:
Is the key in 40 col. mode which will shift between upper and lower case.
Lower case is the starting default.Typing this key once, shift to upper
case for the next character only. Twice in a row is a shift lock. Once
again after twice returns to lower case & etc. The key is normally (and
recommended) as the ESCape key.
D=Dial after loading a macro:
This determines whether you automatically dial the host after loading the
macro file. If set,dialing will start immediately after a successful
macro load. If not set,dialing may be done only by first selecting "D"
to dial followed by "M" to select macro.
E=Terminal escape key:
This key, if in terminal mode, exits that mode and takes your to the
prompt "+>". You will remain connected to the host.
F=80 column board firmware:
This determines whether chars. coming from your Apple keyboard are to be
processed by the firmware in your 80 col.board. If you do not wish to
use the "features" some of the boards have,set this option to NO. Since
bypassing the 80 col. board also stops shifting capabilities AE auto-
matically handles these according to shift mode and toggle. Note this is
similar to "V" described later, except "V" only affect control chars.
typed.
J=Run from hard disk(or 8" drive)
This has to do with AE and DOS volumes during load, save and catalog.
If this option is set to NO, the disk volume default is zero, which
allows exchange of disks freely without concern for volume parameters.
If YES the vol. which AE runs from becomes the default for further load,
save and catalog operations do not default to zero wildcard, but to the
specified volume. The hard disk option may also apply to 8", single,
double density systems which vol. parameters are significant.
S=Send LINE delay:
This default delay value of AE's "N" command,the delay after each line
sent in the NON-prompted send mode. Legal values are from 0 (no delay)
to nine (maximum)
R=Block mode send rate:
This default RATE is which char. are sent out the modem port in ALL send
modes except C)haracter mode. It is continuously variable during the
actual send with the "<" & ">" keys (non-shifted). Each time "<" key is
pressed the speed will slow one "notch". The reverse is true for the ">"
key. Range is 0 (full speed) to 7 (very very slow).
T=Terminal prefix key:
This key serves as the prefix to special chars.and macros.
--------------------------------------------------------------------------
-=> End Of AE Dox File #3 <=-
[ The Courts of Chaos ] - [ 312-915-0947 ]
[ 09/10/88 ][ 10:04:21 AM ]
[74][ Documentation ]
[ Library ] Read #(1-193)/(U)pload a file/[Q]uit:
:
This key, if in terminal mode, exits that mode and takes your to the
prompt "+>". You w
+943
View File
@@ -0,0 +1,943 @@
Ae Pro Docs continued
4=SYSTEM DEFAULTS (menu 4)
Same as other menu's--following instructions below.
A=User abort char.:
This char. is used as a way of "escape" from any command operation.
It can be entered at any time within a string input.
J) do not operate any disk utility pgms "fix file sizes".
Permanent damage to the disk and contents.
k) if AE has been run, and exited while still connected to host, the next
time it is run (no power-down done) many modem related defaults will be
the same.
L) response for prompts are from operator, specific defaults are assumed
if c/r is entered,or def=n or def=y or specific answer.
--------------------------------------------------------------------------
KEYBOARD HARDWARE/SOFTWARE OPTIONS:
S = Shift key hardware mod (menu 2)
C = Case toggle key (menu 3)
F = 80 col board firmware (menu 3)
S & C options:
S&C are used together. If 40 col. screen & "S" is set to ON, it assumes
you shift key has been electrically connected to game port like some of the
80 col boards are. If "S" is set to OFF, it assumes case conversion will
be done via software and the key will be typed to act as shift in the "C"
option. ESCape key is defined as toggle for upper/lower case. ONE press
next char. will be typed, TWO presses shift-lock enabled.
F option:
This is used to process incoming chars. you can support case shifting is
the same fashion as the card would have done, but without the extra
processing it may perform on chars like ^A ^V ^K. This is accomplished by
turning "F" OFF and "S" ON. If you like all of the functions of your 80
col. board then set "F" to ON. Then make necessary substitutions in the
editor cursor key definition table.
--------------------------------------------------------------------------
MAIN COMMAND MENU: Menu 1
MENU DISPLAY IS !,C,D,F,G,H,I,J,L,M,P,R,S,V,W,X,-,2 = 40 col.
In 80 col. the format will change to split screen left and right
Note: Anytime you are connected to a host,
you can re-enter terminal mode by press SPACE BAR.
-> = NOT presently on line
<- = ARE " " "
!= Display Program Status:
Used Free
Interrupts Control show
Baud select Transpose
Emulation Format
Copy Printer
Auto-save Answer-back
Auto-disconnect Keyclick
Chat Cat
Brief Duplex
Above display a status report of parameters.
It can be called any time from "->" or "+>" by "^Q"
C=Clear Buffer:
Clears any data currently in copy buffer. If brief mode is OFF,
you will be asked if you're sure you want to continue.
D=Dial or Connect:
Prepares to accept a number to dial or macro dial.
If you modem doesn't support dialing capabilities, this is ignored.
"#" & "*" are valid. Also special characters.
Special dialing command char.:
A=AutoSearch mode this char. appears as the first and only char. specified.
AE will pick up the line and search back & forth between answer and
originate until it finds a valid carrier. This auto mode ends the need
to know which mode you in.
C=Carrier wait - use this to "pace" dial. Novation CAT modem will stop the
dialing in progress to wait for a second "carrier" or steady tone.
You would use this for "pace" or switchboard outgoing lines. Tone waiting
is auto at the initiation of the dialing
H=Hold for keypress- this will work with any dialing modem. Halts any
dialing sequence in progress, displays the fact on screen and prompts
user to type any key to continue dialing, or ESC to abort.
M=(as first and only char.)- dial from currently selected macro file.
Mx=(as first and only char.) - dial from currently selected macro file and
auto-log with element "x" of macro instead of one selected. If space is
specified instead of "x", direct AE to auto-log at all,even if auto-log
operation is specified within macro
P=Pulse mode. Only effective with Apple CAT modem. Will start or continue
dialing with pulsing dial instead of TouchTone.
T=Tone mode. APPLE CAT only - Returns to Touchtone mode if previously set
to pulse mode.
:=Delay character.Causes dialing to pause for approximately two seconds.
+=Receiver one. Cause the APPLE CAT earpiece to be turned on so you can
monitor the phone line. Does not enable the mouthpiece. It will remain
on until carrier is received from host. "+" if first char. in dialing
string the receiver will activate immediately when on-line, if first
picked up instead of first digit is actually dialed.
&=Voice mode APPLE CAT only. If at end of dialing string, will enter voice
mode at completion of dial sequence. If encountered prior to end, will
immediately abort dialing at current position and jump to voice mode. If
dialing is completed a human answered, manually enter "&" , you will
abort loop & enter voice mode as if you are talking on a standard phone.
/=(as first and only char.) repeat last sequence executed at this level.
/x or //= (as only char) repeats the last sequence executed at this level
"x" times. "//", repeat, indefinitely. Use this on auto-redial very busy
systems and keep doing x times until connection is made. When connection
is made, a number of bells will sound, as specified in Install.
F=FREE BUFFER SPACE:
Number of bytes currently used in the date buffer & total space remaining.
G=GET FILE FROM HOST (protocol)
Special protocol file receive mode. Note: "/" =if used with "Filename?"
will recall the last filename, optional drive parms can be specified.
Example: "TEST,S6,D1" is the same as "TEST,S6D1" either is OK.
Also c/r with "Filename?" =catalog current drive, any key displays next
page of catalog. c/r or ESC will return to "Filename?".
H=HANG UP:
Only effective with modem with auto-dialing.
If Brief is OFF, there will be a double-check to hang-up.
I=DISK COMMANDS:
CATALOG,DELETE effective. Catalog will also show remaining space on disk.
One page at a time-SPACE BAR =continue.Abort=c/r or ESC
Delete - after specified a c/r alone will catalog disk.
J=VIEW DISK FILE:
Display any sequential text file--any key will stop or start.
ESC or c/r will abort. "<" ">"(non-shift) --fast/slow speed.
If "P" enabled file will go to printer.
Other commands same as "G" this instruction
L=LOAD FILE TO BUFFER:
Loads sequential text file into buffer. Same as ".G" in editor, also
append to file is active here. If buffer size is exceeded by file being
loaded, option given to restore buffer to original (no new data) or
accept data that has been loaded so far. If latter buffer will be in
full status
M=MACRO SELECT/REVIEW:
Select "/" or "?" to review particular macro group.
P=PRINTER ON-OFF:
Turns printer on/off. If turned on will initialize printer with string
from Install pgm. "^I80N" and others are not necessary.
For most printers the 255 byte "ring" buffer is automatic, except Apple
High Speed and customer user drivers.
R=COPY BUFFER ON-OFF:
Toggles buffer on/off. ON-all data seen on screen in terminal mode is
stored in buffer. If free space is exceeded "BUFFER-FULL-COPY-OFF
*beep*" is displayed and copy flag is disabled.
S=SEND A FILE:
Sends a disk file or current memory (M) to the host. Enter filename,
drive specs., or enter just (M) follower by c/r.
M=send Memory-the contents of the current buffer. Contents can be data
loaded from disk,created in editor,or captured from another host, or any
combination. If sent from memory all send modes except Christensen
protocol are supported. If Char (K) is enabled, the send is non-protocol
mode (standard ASCII), linefeeds will be appended to outgoing text's
c/r's automatically.
Send Options:-Protocol- send a file in the Christensen protocol
Standard- L = text will be sent one line at a time until whole file is
transferred. "<" ">" apply here also
C = data will be sent one char. at a time, the next char. will not be sent
until echo of previous is recd
Prompt? - c/r = text will be sent in continuous stream, with specific
delay after c/r or "N" option. Any other char. typed at this level will
be taken as the char. to wait for after each line.
Example-Bulletin board- boards line prompt "?", you would enter "?", one
line of data would be sent and then wait for host to send the "?". You
could also set up a manually controlled "pulse" send mode by specifying a
prompt char. that could not come from the host, and enter the char.
manually each time from your own keyboard to send another line.
Note: during standard ASCII text file block sends (line mode with no
prompt),AE will respond to XON/XOFF char. To abort any of the above ESC.
V=VIEW BUFFER:
Displays current contents of data buffer. "<" ">" apply here also.
If (P) is enable,text will go to printer.
W=WRITE BUFFER TO DISK:
Writes current buffer data contents to disk.When the data has been saved to disk,it will automatically clear buffer.
X=EXIT PROGRAM:
Terminates and returns to operating system it was in at execution time.
If BRIEF is on,and double-checks will be in effect.
-=DISPLAY PREFIXED CHARACTERS:
This shows its character substitute table as defined in Install pgm.
It's a visual "reminder" to you as to the set-up.
--------------------------------------------------------------------------
2=DISPLAY MENU TWO:
Will display menu 2,when pressed.
SECONDARY COMMAND MENU: Menu 2
MENU DISPLAY IS: A,B,E,K,N,O,T,U,Y,Z,1,:,^,+,",/,$,#,%,':
40 col.display/ 80 col.will be split. Anytime connected to host,
you can re-enter terminal mode by pressing SPACE BAR.
-> = NOT on-line +> = ARE on-line
A=SHOW CONTROL CHARACTER ON/OFF:
If enabled, shows the upper case equivalent of control characters being
represented. RUBout is displayed as "^#". Linefeed not preceded by c/r
will be shown. This is useful in trouble-shooting problems.
B=BAUD RATE:
Displays current baud rate.
E=ECHO DUPLEX FULL-HALF:
Toggles to full from half duplex, or half to full. In full, chars. you
type do not appear on your screen unless echoed by host. In half it is
assumed that host is not echoing. If you see two of each char. you type,
or none at all,toggle between full or half.
K=TERMINAL CHAT ON-OFF:
Enable or disables the interactive terminal chat mode.
Used when typing to another terminal package, or when typing to a host
which requires linefeeds after any c/r typed. It also puts you in half
duplex so out-going char. are displayed on the local screen. If Chat is
enabled during a text file send (not protocol mode), linefeeds will be
append to each c/r sent during transfer. If linefeeds are necessary
during keyboard communication, they will be needed during transfers as
well.
N=SET DELAY (0-9):
This is used in standard send mode when line at a time with no prompt
checking is used. It sets a fixed delay interval after sending each line
of data. Zero is standard, approx. 60 ms delay. If host has no prompt
to handshake, and host cannot receive incoming data without losing some
of the first chars. try setting this mode. Increase by one, the number
of default for each char. that seems to be lost. This value is not used
in send mode using prompted handshaking.
O=AUTO-SAVE ON-OFF:
If a file is specified, this option will be enabled. All disk options
are valid. c/r alone will disable command. After name is specified the
copy flag "R" is enables. When the buffer gets to within 1k of full,
used defined XOFF char. will be sent and a wait for data sending stop
will go into effect. Data will be automatically saved to disk when
buffer is full,the added name ".AEx" will be added to the file name.
(x= save cycle number). First file will be .AE1, second .AE2,etc. After
save,buffer will be cleared,there will be a beep to indicate that another
buffer is being started and the XON char. to the host is sent to tell it
to continues sending. This process is indefinite as long as there is
space on the disk. You are free to exchange disks between saves, should
you get a full disk message during one of the saves, put in new disk, use
the "W" command to continue. Used "/" as the filename to save under.
This will get the files intact. When the save is over, manually type the
XON char. from the keyboard to signal the host to continue. From then on
its back to automatic mode. By using the "/" command you are recalling
the last name used in the related buffer.
T:TRANSPOSE ^H/RUB ON-OFF:
Left arrow sends the BS (backspace) char. which tells the host to
backspace one char. Some systems, require a RUBout char. to be sent to
perform the same operations. RUBout is not available on the Apple
keyboard. Two solutions-- One = defin the char. in the substitution table,
then invoke by typing "^W^H"(^H is a backspace, or left arrow) this retains
the left arrow key. Two=if you do not want to do two keystrokes, you can
enable Transpose mode (T), this converts the left arrow key to send a
RUBout instead of a backspace.
If Transpose OFF = ^H is ^H and ^W^H is RUBout
" " ON = ^H Is RUBout and ^W^H Is ^H
U=ENTER MACRO UPDATE/DISPLAY SECTION:
See section on MACROS
Y=EDITOR:
System Editor. It has its own command chars.Contents of data buffer
will remain intact and become that of the editor unless you clear it either
before or after entering the editor mode. Upon entry, display will be the
buffer status and your prompt will become the next new line after the
existing text.
Z=SCREEN FORMAT ON-OFF:
Normally OFF, when OFF it does not modify the display of incoming data.
When ON it will cause the screen to wrap to the next line at a pre-set
column width set up with the master Install pgm. This is useful for 80
col. that does not handle its own line wrap when the column width is
exceeded.
If must be OFF to use terminal emulation mode for actual emulation.
--------------------------------------------------------------------------
-=> End Of AE Dox File #4 <=-
1=DISPLAY MAIN MENU:
Displays the main command menu.
: =AUTO DISCONNECT ON-OFF:
Normally ON. When ON,and AE loses carrier while connected to host it instructs AE to immediately terminate the connection by hanging up. If
disabled prompt "->" will return indicating carrier is lost, but will not
have disconnected the line. This is useful when you have to deal with
unstable connections and there are momentary losses of carrier,that are so
short that connection can be maintained as far as host is concerned. Press
SPACE BAR to re-enter terminal mode. If host has hung-up, you can't
re-enter terminal mode. To end issue the "H" command.
^ = APPLE CAT PORT SWITCH: (INTernal/EXTernal)
Normally internal. The EXTernal port will function at any baud rate,
whereas the INTernal port external 212a card mode will function only at
1200 baud.
+ = AUTO ANSWER (data)
This command enters the unattended remote mode. It works only with
modems capable of direct dial and answer capabilities, or externally inter-
faced modems that can answer independently of the Apple and control the DCD
(data carrier detect) line to indicate valid carrier.
" =KEYCLICK ON-OFF:
Default is in master Install pgm. If ON, speaker will emit a "click"
for each key pressed. Intensity of sound is adjustable.
/ =Do CRC:
Performs a Cyclic Redundancy Check On a specified file. Is not accurate
on Random text files. Use for verification of accurate transfer or
determine it two files of the same name exist. It is also the final status
check of Christensen protocol transfer. If this matches,which it will
99.9% of the time,the transfer is perfect.
$ =EMULATION ON-OFF:
Normally ON,directs AE as to whether or not to consult the terminal
emulation table defined in the macro section. If on the table conversion
chars are installed and it will convert as per the table. Use this with 80
col or external terminal. If you don't want a particular conversion to
take place, or are talking to host, that does not sent l/f char. after each
c/r,you must disable. L/R's will be appended by AE.
% =RUN INSTALL PROGRAM:
Quick update of Install program.
Must operate on 40 col.ONLY. Be prepared to switch if in 80 col.
' =ANSWERBACK ON-OFF:
This is used when you wish to operate a mail receive node for automatic DDD
or TWX forwarding messages.Much like auto-save in command and filenames.
"O" performs exactly the same when enabled.
# =BRIEF MODE ON-OFF:
This mode determines how much operator prompting AE does when various
commands or displays are issued. When OFF, its in VERBOSE mode. If will
ask for confirmations to various commands or display additional information
to other commands when issued. It is recommended that you use the program
for awhile with brief OFF and become familiar with the various options.
--------------------------------------------------------------------------
UNATTENDED OPERATION-- Christensen Protocol:
SDS THE PROFESSIONAL,Z-TERM,P-TERM,PASCAL,CP/M
Auto-answer mode:
"+" enter mode by this command.
Call received = number of call received to date since the running of pgm.
Waiting for ring = pick up line and wait for carrier without seeing initial
ring pulse add another "+.
Apple CAT= auto-search between 300 - 1200 baud and select the rate of the
caller to operate.
Press user abort key (ESC) will exit and return to command prompt.
When a call comes in and prompt Entry: is displayed, caller is required to
type the password defined in the Install pgm. If not password or incorrect
AE will hang-up and recycle. Once the correct password is issued "->" will
appear at this point caller must use the following commands:
C=Copy incoming data:
Will ask for filename under which to save,if ok prompt "!" will appear,
signaling that AE is ready to receive data. It can handle dumps at full
speed with no regard to c/r or l/f. If file already exists caller will be
notified. Two "^C"'s received in a row will cause the copy mode to close
and save it contents to disk. No further data can be received until
another "C" is issued. Two "^D"'s in a row will abort the copy mode and
return to remote. Data in buffer will be cleared and no data will be saved.
D=Directory:
Display the directory of currently logged or specified drive.
c/r will catalog. ESC or c/r will abort.
H=Help:
Short menu of options available at this level.
R=Receive file:
Enter the Christensen receive mode. Will open specified filename (drive
parms accepted) and let you know when its ready to receive data. If file
exists and message will appear. If a maximum number of errors is exceeded
during receive, abort will be valid. Re-dial and try again.
S=Send file:
Enter the Christensen send mode. Any file of any type or size may be sent
to another AE PRO in this mode. The file will be opened and the caller
will be told how many Christensen blocks there are to send and the wait for
the receiving AE PRO to signal it is ready. Ten consecutive sending errors
will abort transfer. In certain type of files sending might be in LETTERED
instead of NUMBERED blocks. This is a special info packet of data.
V=View ASCII text file:
Same as previous commands, display of the contents of any sequential text
file. ^S Will stop display any key continue. c/r or ESC will abort.
--------------------------------------------------------------------------
REMOTE ANSWER-BACK OPERATION:
To be used with DDD or TWX forwarded messages.
"here-is" function valid here.
The calling computer will dump forwarded mall at 300 baud
(if DDD) or 110 baud (if TWX).
--------------------------------------------------------------------------
THE EDITOR:
This powerful editor can be used anytime, on-line or off-line.
You can modify data, be it just loaded from disk, captured from another
system or from any other source. It's really a minimal word-processor for
composing letters, mail, or other data files, or creating programs or EXEC
files. You have line oriented editing for listing and text display or
screen oriented edition on an individual line of text. You can enter and
exit the editor anytime, the editor is a "overlay".
Expanded Buffer:
The editor shares the same buffer as the capture buffer (18k).
There is a special mode, that enlarges it by 7k. This is the "R" command.
In this mode the editor is NOT common to the main data buffer & the two may
not co-exist. Therefore, to continue work on data that originally was in
the data buffer, you have to save it to disk, issue the "R" command and
re-load from disk. The reverse is true on exiting. If you wish to save
the editor buffer, the data must be saved to disk.
Editor Commands:
Command can be displayed in brief form any time from within the editor, by
typing .H or .? command. All editor commands are in the DOT COMMAND. Each
command begins with "." as the first char. of a line of text. It can be
input at any level within editor, as long as its the first char and not the
line being currently edited with "E" edit command. Any text NOT preceded
with dot, is taken literally. To type a line that ends up with a dot as
its first char. you must type two dots.
EDITOR COMMANDS: .C .D .E .F .G .H .I .L .M .O .P .R .S .X .
.C=Clear buffer:(C<y>)
This resets the buffer to zero.You will be asked to confirm before actual
clearing. If you get tired of being asked and wish to anticipate inputting
the answer, you can type "CY".
.D=Delete lines:(Dxx,<yy>)
This will delete a single line or range of lines. The line ranges are
optional, if not specified, AE will ask. If a single line is specified as
".D4", just line 4 will be deleted. If a ranges is desired ".D4,6" will
delete lines 4,5,&6. If FROM or TWO is out of range a range error will be
displayed. If TO range is high, it will take the highest line number as a
wild card. If you had 10 lines of data and typed ".D4,50" all lines from 4
to the end (this case 10) would be deleted. NOTE: since editor is line
oriented, it is assumed each line is ended with a c/r. If it is not, the
new line prompt will be the same number as the last line listed, AE will
give a range error. Solution hit c/r once as a new line, the use ".D" to
delete it. Also you can't edit a line that is not properly terminated by
c/r. Example: editing data that was just captured--when the "R" command is
turned off it sets the end of file. This may not correspond to the c/r at
end of line. Thus,there may be several char. left-over that are not ended
by c/r.
.E=Edit line:(Exx)
This is the screen oriented edit mode. This means actual display of data
you about to edit. You can move the cursor around within the line to add,
exchange, insert, or delete chars. The chars. that effect cursor movement
are setable by you,from the factory they are set as follows:
^A = cursor left one WORD. Cursor will settle on first char. of a word.
^S = cursor left one character. Control chars. are displayed as uppercase,
with "^".
^D = cursor right one "^U,(right arrow) is the same, but not redefinable.
^F = cursor right one WORD. Same rules as ^A.
^X = cursor to beginning of line.
^C = cursor to end of line.
^P = prefix character. Example: If you want to enter ^C into text, you
type ^P^C. ^C normally can't be entered cause its a cursor command.
To enter ^P itself enter ^P^P,
^G = gobble character. Destructive forward delete and not user definable.
^H = delete char. to left of current cursor position. (left arrow).
If using external terminal RUBout key will do same.
These keys are not definable.
^R = recalls original line unedited.
Use to quickly restore garbaged line to original condition.
^V = toggles editing insert. If ON,any other char. typed will be inserted
into existing text at cursor position. If OFF, any char. typed will
be exchanged for whatever char. cursor is currently on. As insert is
toggled the bell will sound to indicate change. Do not confuse this
with the editor .I operation in the editor itself.
^Z = zaps the current line. Completely eliminates the contents of the line
being edited. If accidentally pressed, typed restore with ^R.
To exit this level, c/r. Note: Since editor is line oriented each
line is terminated with a c/r. If not new-line prompt will be same
number as the last line edited.
.F=Free space/buffer status:
Displays current number of chars. in buffer,
as well as the number remaining.
.G=Get file from disk:
Load sequential text from disk. If no file is specified, AE will ask.
The last file can be recalled by "/". A c/r alone will Catalog Directory
can be scrolled by pressing any key. c/r will abort catalog. AE will
check to see if buffer is full, and you will be asked to append/load a new
file if buffer has data. If buffer has data typing anything except "A"
(including c/r), will clear the buffer. If file is to large for buffer
message will be displayed-any key except "N" will cause whatever has just
been added to the buffer to be disregarded. If "N" is entered, whatever
part of the file that was loaded will remain to the end of buffer.
.H=Help:
Displays the editor menu-all options available in edit mode.
.I=Insert lines:
Enters repeating insert loop starting at whatever line number specified.
The editor prompt, which is usually ">n" (n is the line # you're working
on), will change to ">n>" in insert mode. You can remain as long as you
like, all dot commands are valid here. If N is included in the insert
directive, the line numbers prompt will be turned OFF (this is "blind"
insert mode). .I = OFF .In = ON
.L-List lines:
List line on screen. If no staring point, list will start from beginning.
A specified range is possible. .lxx,yy= xx is starting line, yy is ending
line. "N" is valid and "<" ">" .
.M=Margin set (right):
Sets the column that will no longer accept input in any mode, also screen
edit. Preset to 78 chars. per line, can be modified by the Install pgm.
Value 1-255.
.O=Output to printer:
Outputs specified range of line to printer. Normally line numbers are
not printer, but if "N" is also entered line number will be supplied too.
All other options are the same as .L.
.P=Put file to disk:
Write the current buffer contents to disk. Options same as .G command.
.R=Reset maximum memory:
This is a special mode that expands memory capabilities (buffer size) by
just over 7k. If does this by overwriting particular parts of AE that are
disposable when your NOT using them at this time. You cannot maintain your
current buffer when you enter this mode. Buffer must be written to disk,
mode activated and file loaded back in. Also you cannot exit the editor
without first clearing your buffer. If you wish to retain data with the .C
command, then you can exit. When exited, overwritten part is restored
automatically. Use the mode when you just need the editor itself with a
larger buffer and not on-line.
.S=String search:
Searches entire buffer for the specified string (series of chars.).
When match is found, the line the match is on will be displayed on screen.
To find the next occurrence of the same match type ".", if no match the
message "Nothing" will appear. If you want to edit the line where the
match was found type .E by itself, the cursor will position itself at the
end of the match found, edit the line and accept with c/r. If you want
more matches after edit type "." again to continue. If any other command
is issued the operation is aborted and must be restarted.
If ":xx" (xx=line #) is added to search,the search will begin on the line
specified instead of the beginning of the file.
.X=eXit editor:
Exits the editor and returns to main command mode. May not exit if under
the ".R" mode. If not in ".R" mode, you can move back & forth between edit
and main part of pgm.with no changes to the current buffer.
.=Search for next occurence:
A manual recursive search mode used only after a search has been
initially entered.
--------------------------------------------------------------------------
-=> End Of AE Dox File #5 <=-
PREFIX CHARACTERS-SUBSTITUTION:
This prefix char. system allow complete versatility in producing char. that
are not normally available on the Apple keyboard. A prefix char. is one
that signals the system that the NEXT char typed should be acted upon a
special way. By prefixing, new chars. & macros can be produced without
sacrificing any other keys including the prefix key itself.
Example: Install pgm. table converts "," to a "[", we don't want to lose
typing a "," so we prefix the comma with TERMINAL PREFIX KEY (usually a ^W).
Now when we type "^W,", we actually output a "["
--------------------------------------------------------------------------
INTERRUPTS:
One of the powerful features of AE is the ability to INTERRUPT.
An interrupt is a function within the Apple's 6502 processor which causes
it to halt an operation currently in progress, do something else for awhile
and then resume what was going on originally. Under normal conditions the
processor does only one thing at a time. Each step takes thousands of
processor "cycles" to complete. When that project is done, it will do the
next in line. Any pgm. may take millions of these operations to do some-
thing simple like printing a menu of commands on the screen. Since a new
operation can't begin until the processors has finished the previous one,
it is clear to see that multiple operations cannot normally be carried out.
----Enter INTERRUPTS----
With Interrupts, a whole new world of possibilities emerges.
When interrupt occurs,the processor is internally told to "put on hold"
what it is doing and to handle the interrupt request. When the interrupt
request has been fulfilled,the processor will pick up exactly where it left
off.
Interrupts will allow you to operate various menu commands, status displays
or status changes such as COPY ON or OFF, PRINTER ON or OFF all without
losing any incoming data. There are limitations, YOU MANY NOT PERFORM DISK
ACCESSES SUCH AS LOAD, SAVE OR CATALOG and expect incoming data to be
intact. DOS does not allow interrupts to remain enables while accessing the
disk, so a small portion of incoming data may be lost at these times.
Also, modems do not support interrupts as shipped, & may need minor
modifications before they become operative in that mode, there are a
handful of modem that flat out do not support interrupts at all. It
possible employ interrupts. At 300 baud you can live without them, but
1200 baud & up THEY ARE MANDATORY if using 40 col or any 80 col boards.
These hardware devices simply can't maintain the throughout required at all
time, and tie up the processors while writing to their screens. Since
interrupts put precedence on incoming data, none will be lost with the
slowest of displays. As a rule, external terminal will not require them,
but unless you have a specific reason not to use them,use them.
INTERRUPTS Apple CAT:
Novation Apple CAT comes ready to operate in an interrupt driven mode and
is completely controllable from software. No hardware changes are needed.
AE will automatically enter the interrupt mode with this modem.
MicroModem:
Hayes II is capable of operating in interrupt mode if a certain jumper is
installed on the card itself.Soldering is necessary, if not experienced let
a technician do it.
MicroConnection: hardware modification is necessary--soldering again.
LYNX:
No provision for operation of the ESI LYNX in an interrupt driven
environment.
CPS CARD:
Not normally available but with simple hardware change they are enabled.
--Soldering again-
SSM AIO board: Hardware modification is necessary-soldering required.
CCS Card: Already supported with no hardware changes.
Comm Card: Hardware modification is necessary--soldering required.
SSC Card:
Fully ready and is automatically compensated for at run-time.
SW1 switch be enabled see SSC MANUAL for further details.
--------------------------------------------------------------------------
EMULATION INFO:
There are two parts to terminal emulation. Input & Output.
Input is always what the data will be coming in, i.e. the codes for the
terminal your host THINKS it is talking to. The output is what those
incoming codes are actually converted to for whatever terminal you are
actually using. 80 col. boards used the DATAMEDIA terminal, the codes are
always entered in ASCII HEX.
Terminal emulation Table -software/input-Vt52
bytes 1-12 1a 20 2a 1B 3a 0C 4a CA 5a CB 6a 00 7a 00 8a C8 9a D9
10a C1 11a C3 12a 00
Hardware/Output-Datamedia-
bytes 1-12 1b A0 2b 00 3b 0C 4b 0B 5b 1D 6b 00 7b 00 8b 19 9b 1E
10b 1F llb 1C 12b 00
BYTE 1 - Cursor offset - this has to do with actual ASCII values used to
direct the cursor during a gotoxy sequence. Such a sequence has 4 char.,
but some may require 3. Start with lead-in char., followed by address
cursor char. The next 2 bytes after the x,y coordinates, usually transmit
in yx order. Most terminal used ASCII 20h are the "base" or 0th row or
column at upper left corner. That is the space char. (space bar), as you
add positions, you increment up the ASCII chart for the different locations
on the screen. All terminals do not use the same offset. When converting
from one type of terminal to another this offset must be known for both
terminals. We make two uses of the same byte, high bit clear, we assume a
normal sequence order of YX, high bit set-the terminal requires the
sequence in XY order. Example: Bytes 1a & 2a both indicate a cursor offset
of 20hex, but the 2nd one, A0hex, (a 20h with the high bit set) tell us the
coordinates will need to be sent in reverse order.
BYTE 2- Lead-in char- many terminals use a lead-in char. to perform certain
functions on the screen. This char. will precede one of several function
chars. Doing this can build functions in the screen without taking up more
ASCII chars. Typical lead-in char. ESC (1Bh), when a function requires
this char., it high bit will be set in the table.
BYTE 3- Clear screen- the clear screen in this example is 0Ch(^L) for both
input & output. Whenever these locations are the same, the exact results
can be produced by setting both to 00, no modification, just passing the ^L
right on thru unmodified.
BYTE 4 & BYTE 5 - Clear to end of page and line - not available on all
terminals, set to zero if not implemented.
BYTE 6 & BYTE 7 - Hi-lite ON/OFF - this char. if encountered, will cause
the terminal to go into or out of a highlighted or inverse text mode.
BYTE 8 - Home cursor - causes the terminal cursor to "home".
Most terminals it will be the upper left-corner, some, lower left-corner.
BYTE 9 - Load cursor- part of the gotoxy sequence - tells the terminal to
look at the next two chars. as the actual xy coordinates for positioning.
May be prefixed with previous described chars.
BYTE 10- Cursor up causes the cursor to non-destructively move up one line.
BYTE 11- Cursor forward - non-destructive move forward 1 char.
BYTE 12- Extra - this is an extra value which may be used for code
conversions, to support functions not already being converted.
Remember-- if any two terminals or setups requires the same char. sequence
to execute a particular function (except the first two bytes of each half
of a table), the entry position in both sections of the table may both be
zeros,so the original sequence will pass through unaltered.
--------------------------------------------------------------------------
UTILITY PROGRAMS:The following utilities on on the AE disk.
MPF.A - converts Applesoft Basic programs to ASCII text.
MPF.I - " Integer " " " " "
BFD8/92- " Binary blocks of data to ASCII text.
Once conversion has taken place,this text may be transferred to any
practically any dial-up computer system. Typical use is to forward a
program file to anyone in another part of the country via the Source or
other public access time sharing system. The file would be temporarily
stored on the mainframe until downloaded, once transferred back to an
APPLE,it may be EXEC'd into memory and appropriately saved to disk.
MPF.A Applesoft->text:
To create a text file from an Applesoft pgm. first type "FP" and "LOAD"
the pgm. from disk. Then, type "EXEC MPF.A". MPF.A is an EXEC file that
manipulates internal Applesoft pointers and the LOAD PFM.A, which is the
pgm. that actually does the file writing.
PFM.A is not runable--it may only be used by MPF.A.
Next, you will be prompted for the filename to create & which slot/drive
you want the file written to. When the file is written to disk, you will
be asked if you want to CRUNCH it. Crunching removes all spaces and
punctuation from a file which has been created from a pgm. This should be
on occasion when crunching is not used unless it is on files that were not
created from a Basic pgm. When CRUNCH begins, it asks what the maximum
line length should be. Defaults 160 chars. uploading a pgm to another
APPLE you could use 255. Example: uploading to the Source you use 140,
cause that is the maximum legal line length. CRUNCH doesn't cut off lines,
it just keeps track of which lines are too long & how much. If you need to
modify the lines, load them into the editor. The crunched version of the
file will be the same name as the original with a /C appended to the end.
Crunched files can be 35 percent smaller that a non-crunched one.
MPF.I Integer->text:
MPF.I and PFM.I do the same as MPF.A & PFM.A doe for Applesoft, except
the crunch is not built into it. A crunched Integer file will not show
quite the savings an Applesoft file will.
SPACECRUNCH:
SPACECRUNCH is the pgm which is used in MPF.A.It can just as easily be
used as a stand alone to crunch previously uncrunched files, or to crunch Integer files as well.
BFD8/BFD92 Binary->text
These two create text files from binary blocks of data.
The only difference between the 2 versions is their location in memory.
BFD8 = $800( 2048 DEC.) BFD92 = $9200 (37376 DEC.) Select appropriate the
one to use depending on where the binary block resides. BLOAD the block of
data into memory,then BRUN BFD from Applesoft basic. It will NOT work from
Integer. You'll be asked starting & ending addresses of the block, give
address in HEX & the new filename.
CREATING A PROGRAM FILE - SCENARIO
Example: Applesoft pgm called "KLUDGE" that has a binary called
"KLUDGE.OBJ". You want to make a file from the two and send it.
Load pgm and a look at the really long lines,break them up into two smaller
ones, (being careful of internal logical operation).
Then "EXEC MPF.A" and follow the prompting and crunch it.
Now "BLOAD KLUDGE.OBJ".Find out its starting & ending addresses.
One way is to CALL-151, TYPE AA60.AA73, the last 2 bytes of the displayed
block are the starting address,and the first 2 will be the length.
Now "BRUN BFD8",again follow prompting, after all of this is done type FP
to reinitialize Applesoft pointers. Now "BRUN AE" and use the Y to get
into the editor. In editor type .G to get converted file into the buffer.
Keep in mind that this file will eventually be EXEC'd into another APPLE.
INSERT at the beginning of the file (.I0):
FP
MONI
on separate lines in UPPER case. Then exit the insert mode of the editor
by a "." by itself. This insures that when the following pgm. lines are
EXEC'd the system will be clear and initialized. "MONI" also allows you to
see the contents of the EXEC file being loaded into memory. Now .G the
binary part of the file, & APPEND it to the current buffer. Remember the
last editor line number of the basic part of the pgm, once loaded, start
listing 5 lines before your noted line. You should see the Basic part of
the pgm & 2-3 blank lines, the binary pgm. Now ".D" (delete) the blank
lines. Now,INSERT at the junction of the end of the Basic part and
beginning of the binary part, these lines:
CALL-151
MONI
Go to end of file and add,
3D0G
SAVE KLUDGE
BSAVE KLUDGE.OBJ,A$300,L$B0
your file is now complete, use the ".PUT" command to save the finished file
to disk. You may delete the earlier two parts. When EXEC'd into an Apple
all loading will be automatic & save everything to disk.
CHFORM PROGRAM:
This is used when necessary to transfer ASCII text in Christensen Protocol
to software unlike AE, like SDS "PROFESSIONAL", P-TERM, Z-TERM, CP/M.
ASCII text stored on disk in APPLE DOS does not include linefeeds after
c/r's; CP/M text files require linefeeds after c/r's.
--------------------------------------------------------------------------
-=> End Of AE Dox File #6 <=-
ADDENDUM FOR = VERSION 3.46B
I=INSTALL:
8 - Intra computer PSIO serial card -
9 - Apple /// serial port.
L=LOCAL CONSOLE SELECTION:
Select #6 for 40 col. mode only option,not only when using the APPLE
with its 40 col screen,but also with another device such as a modem plugged
into the default screen slot.
P=PRINTER INTERFACE/DRIVER SELECT:
3=System defaults (menu 3)
G= deaf letter set key-
H= Videx Enhancer- take full advantage of your Videx keyboard.
I= Half duplex auto-linefeed
K= Expand tabs - 80 col.
4=System defaults (menu 4)
G= Here-is RUBout key, as described in the manual incorrectly labeled "F"
M= Re-send with bell
N= wait after-bell (recommended ranges 100ms (as shipped) to 1000ms
(one second))
O= Printer host XON/XOFF
P= console Output w/pass thru
U= Update macro immediately -
SENDING A FILE:
S= send a file- additional option for those that us
CHARACTER mode of sending for timeshare system
N= Null (set delay after c/r)-used before for sending data,
now its in addition to handshaking.
MACRO CONFIGURATION SECTION:
- = Printer - Host- determines if the status of the printer buffer will
cause XON/XOFF protocol to be in effect while printing is in progress.
If not sure how to use leave OFF.
L = Load Macro File- now the first time you access any old format macro
file, whether it be in Macro Configuration or main command prompt
(";" or "-") with the "Mx" command, an automatic update will occur and the
modified macro save back to the disk under the same name.
S= Set terminal parms -
B= Change single parms -
M= cursor down (before "extra")-most terminal this will be ^J ($0A)
N= extra- reserved for additional conversions
O= extra- " " " "
P= Printer ON -this option is only operational if on the INPUT side of the
emulation table.
Q= PRinter OFF-
" = Internal command char:
G= Get another macro file and execute a specified element "Gx<filename>
This is an instruction to GET macro file (do not use .MAC extension) & when
loaded, execute element #x.
S= Set current macro parms.- synonymous with "U".
<xyzzy> Macro string handshaking:
Handshake whole word or phrases syntax is <string>.
"<" ">" are required to delimit the search string.
Example: ***^C%:70315,1305'%*password'<ok>r maug
***^C = wait 3 time intervals and send ctrl-c to "wake-up"
Compuserve node
%: = handshake (wait for) the ":" char before outputting account number
70315,1305'= account number followed by c/r
%: = wait for next ":" char before sending password
password' = send account password follower by c/r (')
<ok> = wait for OK string sent by Compuserve before sending next
command (assuming you have default set to exit)
r maug = following the above release of the macro,send the "r maug"
command to Compuserve to Run the MicronetApple UsersGroup
bulletin board (maug)
--------------------------------------------------------------------------
PROTOCOL ERRORS:
As data is being transferred,there are little messages on the screen that
indicate the current status such as block number being sent, re-sent, error
indication and type of error and error count. The first of the two numbers
in the error counter indicate the total number of errors that have occurred
in this session, the second number indicates the total
number of
consecutive errors.
If more than 9 consecutive errors occur, the send will abort.
Examples: <ERR# 1-1> Host did not send an acknowledge of block #2.
<ERR# 2-1>Someone got confused and sent the wrong block.
<ERR# 3-1>Still confused.
Timeout error (no activity within x time)s
Checksum error.
Received total not what was sent
Bad start.
Improper data format usually.
Wrong block # received.
Filetype specified invalid.
SYNC ERROR! Irrecoverable synchronization error
Non AE PRO Protocol: CP/M used the XMODEM program (vers 4.3)
--------------------------------------------------------------------------
-=> End Of AE Dox File #7 <=-
+53
View File
@@ -0,0 +1,53 @@
A.E.
by Jun Wada and Makoto Horai
Published by Broderbund Software 1982
First came Sonys, then Toyotas, and then, from the research labs of
Mitsubishubuku, the A.E. Designed as a pollution-fighting robot
intended to save the world, the A.E. slipped through quality control out
into the unsuspecting universe. While the fate of the Free World does
not depend upon getting rid of the A.E., they have become a nuisance,
much like motorcycle gangs or geese on the runway.
The Mitsubishubuku Company, in conjunction with Broderbund Software, has
made this disk available to computer owners to allow us to aid in
controlling this pest. Note: the A.E. is not an endangered species.
A.E. is the Japanese word for ray, as in Manta Ray or Sting Ray.
Instructions:
After you boot the front side of the disk, turn it over and load the
flip side by pressing the spacebar. If you want ot speed up this
process, you can skip part of the title screen by pressing the spacebar
right after the initial boot up.
Controls:
Use joystick or paddle. Press button 0 to start play. Joystick or
paddle controls left/right movement. Button 0 launches anti-AE blaster
missiles. Letting go of button 0 causes launched missile to detonate.
To destroy the waves of AE, you must detonate your missiles directly in
their path.
Objective:
Your task is to drive these pestering waves of AE from the earth and
push them far off the planet to the outer wastelands of the known
universe.
You start with three missile batteries. There are 8 levels of play as
you drive the AE deeper and deeper into space. To move onto the next
level, you must make at least three perfect attacks--more than three as
you move to advanced levels. A perfect attack is when you annihilate
every AE in a wave using your missiles.
Only when you have pushed the AE all the way up and out of our corner of
the cosmos, to about 600 billion light years up and to the left of the
Milky Way, will the finally leave us alone. We hope.
Special keys:
ESC Pause
Ctrl-R Restart
Ctrl-S Toggle sound
+152
View File
@@ -0,0 +1,152 @@
_______________________________________________________________________________
AGTxT069 AGATE MANUAL Tony Marques
_______________________________________________________________________________
LEGALITIES
AGATE is copyright 1991 by Tony Marques, and is released as ShareWare to be
freely transfered and copied for the purpose of distribution. However, as
ShareWare there is an expectation that users register the software with the
author, and offer whatever they may feel the software is worth. Registered
users shall be entitled to any future updates. AGATE bears no warrentees or
guarantees and it shall not be libal for any damage or loss inccured during
it's use or possession.
_______________________________________________________________________________
Tony Marques 2602 Molitor Street, Terrace, B.C., V8G-3A2, Canada
_______________________________________________________________________________
AGATE was archived as AGATE069.SHK and contains the following members:
AGATE.SYSTEM - system file - essential component
AGATE.SCREEN - title screen - not necessary for execution
AGATE.URDATA - user data - essential component
AGATE.PIECES - AGATE pieces - essential component
AGATE.FONTS8 - graphic fonts - not necessary for text operation
AGATE.MANUAL - 'documentation' - not necessary for execution
_______________________________________________________________________________
REQUIREMENTS
AGATE requires an enhanced Apple II computer with 128k. AGATE will disconnect
the 64k ProDOS /RAM disk located in Slot 3, Drive 2 on 128k machines. AGATE
does not support disk swapping so source and destination paths have to be
on-line when performing select disk functions. Consequently, multiple drives
are recommended. It is also recommended that AGATE be placed on a /RAM or
/HARD disk when used.
WARNING: To ensure that AGATE is compatible with your /RAM disks, it is
recommended that the first time you use AGATE check the validity of your /RAM
disk before and after use. It has no problems with AE /RAM or GS /RAM disks
and most others.
_______________________________________________________________________________
ON-LINE
AGATE has not been provided with dialing facilities and acts as a dumb
terminal. Consequently, dialing and other modem commands must be issued by
users using the basic 'AT' commands. Refer to your modem manual to learn about
the 'AT' command set and how to use them.
Basic commands include:
ATE1 - 'AT'tention, 'E'cho on ('1') - turn on echo while in command mode.
ATD911 - 'AT', 'D'ial '911' - 'T'one or 'P'ulse may prefix the
number to determine dialing mode.
+++ - three '+' with brief pauses - enter command mode after connected
ATH - 'AT', 'H'ang up - after '+++'
ATO - 'AT', 'O'n-line again - after '+++'
_______________________________________________________________________________
EMULATION
AGATE's ANSI (DEC VT100) emulation has been further refined and now also
supports ANSI Music (which may someday be tuned for all computers).
_______________________________________________________________________________
OMEN (OA-A)
The option menu allows you to configure some stuff. The left and right arrow
keys shift menus while up and down select settings. Pressing OA-S saves
whatever you have chosen to disk.
Of the several options two need to be explained.
SAY -o This option allows you to tell AGATE the system speed of your
SPEED computer. AGATE is incapable of setting or reading the system speed
and so it relies on you to SAY what the system speed is. The value of
the system speed controls the cursor blinking rate, the length of the
tones, and most crucially timing during file transfers. This is a
MOST important setting.
KEY -o This option re-interprets keystrokes. Naturally, keys pressed in
MAPPING conjunction with the solid apple key have their most significant bit
set and so they are interpreted as an IBM characters.
o KEYPAD allows those users without SA-Q W E --> 7 8 9
keypads to more easily emulate them. A S D --> 4 5 6
Uppercase is important. Z X C --> 1 2 3
o ARROW causes the arrow keys to send the ANSI sequences as opposed to
the true arrow control codes. To allow you to send the actual arrow
control codes while this option is active, solid apple combinations
will send the arrows.
NOTE: LFT and CTRL-H, RGT and CTRL-U, DWN and CTRL-J, UP and CTRL-K
are all synomous on Apple computers.
_______________________________________________________________________________
FILE UTILITIES
Generally, AGATE ignores all file errors. AGATE is also incapable of handling
volumes which are off-line so it is necessary to keep the SOURCE and DESTIN
paths in the drives at the same time -- no disk swapping is supported.
PIZZA AGATE supports unZIPing and is capable of unSTOREing, unSHRINKing,
EXPLODING members of .ZIP archives. AGATE is currently unable to
unREDUCE members, but because of it's GREAT rareity no one should
miss it's presence. AGATE recognizes ZIP files by their .ZIP
extensions. PKZIP and ZIP are rigistered trademarks of PKWARE.
.ALZ Before writing PIZZA, I gained some practical experience in the field of
data compression by writing my own shrinker. The 12bit LZW algorithm
is capable of producing compressed files smaller than either LZW/1 from
SHKiT or LZW/2 from GSHKiT, and this is taking into account the overhead
produced by NuFX archives. It is not as effective as SHRINKing as
implemented within PKZIP, but not because I am not capable.
o To prevent it from becoming used as a compression utility, this
implementation intentionally lacks any means of preserving file
attributes including filename or filetype, and it also is devoid support
for multiple members, disk archival, or other any other features
o Compressed files are named 'FILE.ALZ', but they may be renamed and any
file may be decompressed which has the '.ALZ' suffix. Decompressed
files create or replace 'FILE.UNC'.
VIEW The view option may be slowed with the Open Apple or stopped with the
Solid Apple. The space bar pauses while ESC abort the viewing.
_______________________________________________________________________________
TRANSFER PROTOCOLS
Currently, only YMODEM and ZMODEM downloading has been implemented.
Those of you who feel that the user interface is lacking, I must agree.
YMDMR This YMODEM implementation, by default, supports YMODEM-4k as proposed
by Morgan Davis, but will also fall back supporting XMODEM-1k or -CRC,
and even plain XMODEM. Optionally, you may select to use 4MODEM by
responding 'Y' to the initial prompt. This variety of YMODEM has been
implemented within METAL and ACOS, but it is also called YMODEM-4k.
Files downloaded without BATCH (i.e. with any of the XMODEMs) will be
downloaded under the name 'DOWNLOAD'. Finally, all downloads will be
placed within the current DESTIN path and will replace existing files.
o ESC - Abort
ZMDMR The ZMODEM implementation will again download to the DESTIN path, but
it will not replace existing files. Instead, it will attempt to resume
the file transfer from the end of the file, and allow you to resume
incomplete, interrupted, or aborted transfers.
o ESC - Abort TAB - Skip file
_______________________________________________________________________________
Tony Marques 2602 Molitor Street, Terrace, B.C., V8G-3A2, Canada
_______________________________________________________________________________
+89
View File
@@ -0,0 +1,89 @@
AIRBALL
Typed in by the ===================== ROAD WARRIOR
{ 6/27/89 }
System requirements:
Airball will run on an APPLE IIgs with at least 768k and a
color monitor. A joystick is recommended, but not
necessary. To load the game, simply place the master disk
in your default disk drive, then double click on the
"AIRBALL.NODRAG" icon ( the fastest mode of play). Or
"AIRBALL.DRAGONS (has the dragon on both sides of the screen
but sacrifices some speed) the game will then load.
Introduction
"Now you're really in trouble" said the Evil Wizard. "I've
warned you about trespassing in my mansion. Now, since you
did not take heed of my warnings, I'm turning you into a
ball of air and sending you deep into my mansion of over 250
rooms, to search for my spellbook that may give you clues on
how to transform yourself into a human again. It will not be
a simple task, for you, as the ball of air, have a slow
leak, and you'll need to jump on the air pump in some rooms
to stay inflated. Take heed, for if you pump up too much you
will burst! If you are lucky enough to find the spellbook in
these rooms, you'll next have to pick up the objects I've
left such as: crosses, tins of beans, a Buddha, a dragon
statue, a pumpkin, a flask and even crates that you'll need
to get over treacherous obstacles! This is your one chance
of survival", he cackles.
"Sounds easy," you laughingly boast to the evil wizard. "Oh!
Does it now!" He sneeres. "Well I'm also putting spikes in
these rooms that will take your breath away, as well as
killer pads on the floor. You have no chance for
success...Hee! Hee!"
Playing instructions
At the start of the game you will be put on a pump. As long
as you remain on the pump your internal pressure will
increase. If your pressure becomes too high you will burst.
At the bottom of the screen your pressure is represented by
a yellow bar, pay close attention to this bar because this
is how much air you have left until you find another pump.
Once you have acquired sufficient pressure you must search
for the spellbook. Watch out for hidden dangers, as your
skin is easily punctured. There are rooms that require help
to gain access. {Hint: you need to find the flashlight to
enter the dark room.} If you are lucky enough to find the
spellbook, return it to the starting room and follow the
wizard's advice.
Game controls
Tab selects keyboard/joystick
Spacebar starts game
Escape pause/restart
Delete forfeit game/aborts demo
F key speeds up movement
S key slows movement
Control Q exits game
Control S sound on/off
Control M music on/off
Up/down arrows adjust volume
Player controls
Movement keyboard joystick
Up 8 or i up
Down 2 or (.) Down
Left 4 or j left
Right 6 or l right
Bounce
+69
View File
@@ -0,0 +1,69 @@
---AirBall Cheat by >>Joe User-----------------------------------------------
---Call the InfoManiac: (813)-584-4447-----------------------------------------
Note from the Author
====================
Ok, the reason I didn't make one of my regular cheats is that AirBall required
modifications which couldn't practically be applied on a relocatable (S16)
file. The AirBall cheat is therefore a CDA. This in itself poses a problem,
as the program must be searched for in memory (after all, it IS relocatable).
The advantages of having extra code space for the cheat in memory, however,
outweigh the AirBall-relocation-searcher problems. Because of the CDA, I was
able to actually install an extra key-command into AirBall, as documented in
the use of the cheat below.
How to Use the Cheat
====================
First of all, put the CDA into either your /AIRBALL/SYSTEM/DESK.ACCS/ sub-
directory, or in the corresponding subdirectory on your hard drive, if you like
to launch AirBall from the Finder or whatever. Reboot your system to get GS/OS
to load the CDA.
Next, launch either AirBall.Dragons or AirBall.NoDrag. The cheat does not
completely work with the dragons version; this is because I like the no-dragons
version better. Therefore, you're better off running the no-dragons version.
Get to the point where the AirBall is being inflated on those air-blower
gizmos, and press Control-Open Apple-ESC. Select "AirBall Cheat by >>Joe
User".
If the cheat installs fine, it will make a low-pitch to high-pitch chirp and
then put you on Quit in the Control Panel. If you haven't loaded AirBall and
you try to run the cheat (or AirBall has been damaged), the cheat will wait
some time then give you a high-pitch to low-pitch chirp. (The reverse of the
other one!)
The first thing you'll notice upon returning to AirBall is that you have
infinite men. (This works on either the dragons or the no-dragons version.)
When you press Control-C, the cheat will give you a low-high chirp, telling
you it's on. Your AirBall will no longer leak air, nor will it explode when
you stay too long on the blower gizmos, and it is now INVUNERABLE to those
various pointy objects lying around the castle. Press Control-C to turn the
cheat off again, giving you the high-low chirp. (Control-C crashes in the
dragons version.)
Hints
=====
Having an invunerability cheat can get you into T-R-O-U-B-L-E. The original
author of the game (Jason Harper) didn't intend for that little AirBall to be
in some of the places you can get it to with the cheat. Therefore, if you
find yourself hopelessly stuck somewhere (happens all the time), press Control-
C to turn off the cheat. You'll die, but you DO have infinite men, and you'll
be returned to the last air-blower gizmo you touched. This is a good reason
to land on evey air-blower gizmo you see, even though with the cheat you don't
need to use them.
Have fun!
>>Joe User
Binary file not shown.
+157
View File
@@ -0,0 +1,157 @@
[Alcazar: The Forgotten Fortress ]
---------------------------------------
(K)racked by The Micron & Lord Rama
(D)ocs by (the new improved) Lord Rama
---------------------------------------
[INTRODUCTION]:
The country is covered with castles and curioes, with bridges and carpets that fly. And the's no way around it. Your destination is on the other side.
What perils lurk in these mysterios castles? Which path is quick and sure?
With map in hand, you'll dare across. collecting the tools you'll need. Tools to master the grandest of castles, the lure, the dream, the goal
.......The legenday keep.....
: ALCAZAR :
(A LORD RAMA & MICRON PRESENTATION)
---------------------------------------
[THE TASK AT HAND]
You are an explorer moving through a countryside of castles, enroute to Alcazar. Along the way, you must gather the implements needed for a successful journy. You goal is to enter Alcazar, find your way to its crown room and reach its fables throne - but not while a demon is chasing you.
---------------------------------------
[Getting Started]
* TO SELECT THE DIFFICULTY LEVEL, press appropriate number key, 1-4
LEVEL 1-BEGINNER
LEVEL 2-INTERMEDIATE
LEVEL 3-ADVANCED
LEVEL 4-EXPERT
* TO BEGIN ADVENTURE, press RETURN after selecting difficulty level.
* TO PLAY THE SAME DIFFULTY LELEL AFTER ADVENTURE HAS ENDED, ress the coresponding number key and then press the joystick button or RETURN
* TO BEGIN ANEW ADVENTURE AT ANY TIME during a game, press 'Q' and the SHIFT key. This ends the game in process and displays a skull on the strategy map. Using the previous steps, proceed as through the adventure had just ended.
* TO PAUSE THE ADVENTURE AT ANYTIME, press the SPACE BAR. to resume the action press it again.
* If none of the controls are activated for some time, your screen will black out. Press the SPACE BAR, To resume the action, press it again.
* To turn off the music accompanying the strategy map, press M and the SHIFT key TO turn the music back on, press both keys again.
---------------------------------------
[PATHWAYS TO ADVENTURE]
The first thing you'll see is a large strategy map. It displays a countryside dotted with castles connected by paths. Your explorer is presented on the map as a falshing dot. You'll enter the country on the left side and mover toward Alcazar, the largest castle, on the right. Plan your route wisely. This map changes with each new game and can be referred to often. (SEE "CONTROLSS")
THE FIRST THING YOU'LL DO is move the white dot on the map screen into one of the castles. You will immediately see your explorer standing in the corridor of that castle. Now, you can move through the castle finding tools and fighting demons
---------------------------------------
[CONTROLS]
* To move your explorer, move joystick left, right forward or backward.
* To pick up an item, simply walk over it. If you walk over an objext while your hand and pockets are full, the new object will be switched with the object in your hand. If you don't want the new object, just repeat the process.
* To switch things from pocket to hand, press and release the lower joystick button.
* To refer to the large map, press and hold the lower joystick button (This won't work when a demon is on screen)
* To throw or fire an item in your hand, press the lower joystick button then quickly move the joystick in the desired direction. to fire muliple shots, follow the same procedure but hold the button.
---------------------------------------
[Castles]
* All castles are two stories high, execpt for Alcazar, which has three stories.
* TO ENTER A CASTLE, simply follow a pathway which leads into it.
* UPON ENTERING, the screen displays a top-down view of the room you've just stepped into. It changes as you move room to room.
* The three squares at the top left of the screen display the contents of your pockets to thier right, a fourth square displays what you are holding in your hand.
* The line-up a the upper right epresents the number of explorers in reserve; the explorer at the extreme right of this line-up represents the one currently in use. The number at the lower left displays the number of doorways you've passed through.
* After you've defeated the first required demon (see "Difficulty levels"), a small map of the castle you are in appears at the screen bottom. The square on the left represents the first floor, the square on the right represnts the second; the blinking purple square shows where you are in the castle, and the room you've entered are shown in white
---------------------------------------
[Contents of castles]
* The contents of a castle are indicated by its color. Its most sought-after object (in brackets below) is always guarded by that castle's major demon (also bracketed). Guns, oil, water, bleach and raw meat aare scattered randomly throughout the castles. However, they will be in larger supply mentioned below.
CASTLE COLOR CONTENTS DEMONS
-------------------------------------------------------------------------------
BLUE [Rope], guns [tigers],griffen, trantulas, flies
PURPLE [ring], oil [oilmoebas],guard, trantulas, flies
RED [raft], water [griffins],genie, trantulas, flies
BLACK [Extra explorer in dungeon] [guards],tiger, oilmoeba, trantuals flies
ALCAZAR [throne in crown room] [genies],tiger, oilmoeba, griffin,
tarantulas, flies
-*- Visual and audible warnings are given when danger is nearby. Avoid a confrontation or gather the proper defense.
---------------------------------------
[Monster information]
1> Demons & dangers
2> warning
3> defense
[1] TIGER
[2] pawprints on floor
[3] 3 BULLETS
[1] GRIFFEN
[2] raspy breathing sound
[3] oil or 6 bullets
[1] OILMOEBA
[2] black slime on the floor
[3] bleach or 5 bullets
[1] GUARD
[2] tinkling sound of keys
[3] 4 bullets
[1] GENIE
[2] genie jar on floor
[3] water or 6 bullets or ring
[1] TARANTULA
[2] no warning, but they're slow
[3] 1 bullet or the raft
[1] FLIES
[2] loud buzzing sound (obcures all
otheraudible warings!)
[3] 1 bullet or the rope
[1] BOTTOMLESS SHAFT
[2] very dark flames on-wall torches
[3] Do not enter
-*- NOTE: Audible clues are not immediatly heard while you are moving. This it is advisable to stop for a moment upon entering a room, in order to hear the warning sounds as soon as possible
-*- Your relative health os indicated by the color of the last explorer in the reserve line-up. White is healthy, green is injured, purple is critical and red means you're close to 'extinxtion'. Another few bites from a demon and you've had it. RENEW YOUR STRENGTH BY LEAVING THE CASTLE!
-*- ANOTHER DEFENSE: The raw meat scattered about is laced with tranquilizers. All demons (except flies) will be stunned for 10 seconds when you toss them this handy between-meal snacks. Tigers, however, will noy yake the raw meat while they are chasing you. Hence, you must toss it to them from a ajoining room.
-*- MORE ABOUT DEMONS: All demons (except flies & tarantulas) will lie in wait until they see or hear you. Shooting a gun, bumping into a genie jar or using your keys will attract the demons in the adjacent rooms. If a demon is chasing you, try to leave a room before he enters it. Doing so will end the chase. Demons will return to a castle when you enter anyother castke, but the useful objects are never restocked, during a game.
---------------------------------------
[CONCLUSION]
To succeed, you must be able to predict which rooms contain demons. The best method is to draw 2 floor plan maps- one for the small castles (all basicly the same) and one for Alcazar. Become sdept at correlating those floor plans whith warning signs you see and hear along the way
Learn how to give demons the shaft! You can stand on the farthest edges of a bootomless shaft and shoot into the adjoining roo. When the demon runs out toward you, he'll fall into the shaft. It's a great move when you're down to 1 bullet (Unfortunately, a guard will take his keys with him.) Demons can also be tricked into flying carpets, though you won't know where they'll turn up later. Neither of these tricks works with genies, flies or tarantulas (they'll fly up or spin web)
Plan ahead! Know where you're going and carry only what you'll need. Enter Alcazar with a bucket of water to survive the first genie and, in level 3 and 4, bring keys, too, since there are no guards in ALCAZAR
Using the strategy map to note where a catle's entrances/exits are. Remember that some are on the first floor and some are on the second.
---------------------------------------
[Docs written by Lord Rama]
+296
View File
@@ -0,0 +1,296 @@
Alert Sound Control Panel Device (CDEV)
By Joshua M. Thompson
Copyright (c) 1991 Frontier Technologies
This program contains material from the ORCA/Pascal
Run-Time Libraries, copyright 1987-88
by Byte Works, Inc. Used with permission.
Apple IIGS and Macintosh are trademarks of Apple Computer, Inc.
Disclaimer
----------
I have tested this program extensively and found no problems with it. However,
this does not mean that the program is guaranteed to function under all
possible conditions. Neither Joshua Thompson nor Frontier Technologies are
responsible for any damages, direct or indirect, resulting from the use of this
program.
Introduction
------------
Alert Sound is an accessory to the graphic control panel NDA which allows you
to change the beep sound on your IIGS. Unlike other such programs currently
available, Alert Sound works from within the control panel, and also allows you
change your beep easily and instantly (no more copying a new beep file and
rebooting). Plus, Alert Sound gives you control over the sound volume and over
the pitch of the standard beep, making the old Sound Cdev unnecessary.
Alert Sound is *shareware*! You may try this program out free for one week.
After that, either send in the shareware fee of $8.00 or delete all copies of
this program from your system. By paying the fee, you will help support future
projects from Frontier Technologies. The address can be found at the end of
this file (please make all checks payable to JOSHUA THOMPSON).
See the section "Revision History" for a list of changes made in this version.
Requirements
------------
First and foremost, Alert Sound requires System Disk 5.0.4 or higher. While it
will work with any version above 5.0, versions below 5.0.4 contain some nasty
bugs with resources and may cause problems in the future.
System Disk 5.0.4 is available on America Online or from your local Apple
dealer.
Your boot volume will need at least 14k of free space to install Alert Sound
Cdev. If you wish to install the default sounds as well, then you will need
an additional 40k of free space. I strongly recommend a hard drive if you
don't already have one.
Alert Sound will not function with the program launcher Wings by Vitesse. It
appears that Wings installs its own beep routines for its custom beeps, and
disconnects Alert Sound. At this time there is no known way around this.
Installation
------------
Installing Alert Sound is very simple...simply copy two files!
The first file you must copy is the file "AlertSound". This is the actual
Cdev, and must go in your *:System:Cdevs folder.
The second file to copy will depend on how you want to run Alert Sound. If you
wish to use the default sounds included with the Cdev, then copy the file
"Sounds" into your *:System folder. If you don't want to install the default
sounds, or don't have enough space free, then copy the file called
"Sounds.Empty" into your *:System folder and rename the copy of the file to
"Sounds".
Please be aware that these files contain resource forks, and must therefore be
copied with the Finder or another program which is "Post-System 5.0" (such as
ProSel/16 by Glen Bredon or Wings by Vitesse).
Once you have successfully installed Alert Sound, you can delete the Sound Cdev
from your *:System:Cdevs folder. Alert Sound duplicates the functions of the
Sound Cdev, making it unnecessary.
Using the Cdev
--------------
Functionally, the Alert Sound CDev is very similar to the Macintosh Sound CDev.
The first thing you must do is open the Control Panel NDA (isn't this so
easy?). If Alert Sound is not already selected, then click on its icon to
select it. After a short pause and some disk access, a list of available
sounds will appear. Below the list will be four buttons : "Beep", "Add",
"Remove", and "Extras". And below the four buttons will be two scroll bars
labeled "Volume" and "Pitch".
To change your beep sound, you simply highlight it in the list of available
sounds presented to you. To return to the normal GS beep, select the sound
labeled "Standard Beep", which is always at the top of the list. You can hear
the currently selected beep sound by clicking the "Beep" button.
I have set up Alert Sound with an initial set of sounds, all taken from the
Macintosh. These are Simple Beep (the standard Mac beep tone), Clink-Klank,
Boing, Monkey, and Mac II Chime (the startup chime for the Mac II). To find
out how to add your own sounds, keep reading!
The volume scroll bar is used to control the sound volume. Any changes to the
volume will be saved in your battery RAM and reflected in the text control
panel.
The pitch scroll bar is only useful if you are using the standard beep. It
is used to change the pitch of the beep, and like the volume control, the
setting is saved in battery RAM. If you are not currently using the standard
beep, then the pitch control will not affect the beep.
The "Extras" button is for future use, and is currently dimmed.
The "Add" button is used to add more sounds to the list of those available.
After clicking this button, you are presented with a Standard File dialog from
which you can select the sound file you wish to add to your list (this sound
file must be a standard raw data file; Alert Sound cannot currently handle any
special sound formats such as ASIF). After selecting the file to add, you are
presented with a window in which you can type in a 1-32 character title for the
sound. When you are finished typing the name, click the Add button in this new
window, and Alert Sound will go to work and add the file to your list. If for
some reason an error occurs, Alert Sound does its best to clean up after
itself, including removing any resources which were created. However, no error
message is displayed since it will be obvious if an error occurred as the new
sound will not be in the list.
To remove a sound from the resource file, simply select the sound in the list
of sounds, and click on the "Remove" button. The sound will be removed from
the Sounds file, and the Standard Beep entry will be selected. Please note
that you cannot remove the Standard Beep sound.
Due to the nature of the Resource Manager, deleting a sound does not make the
Sounds file physically smaller. However, the space used by the deleted sounds
will be freed up, and as you add new sounds to the file, this space will be
automatically re-used.
The limit to the number of sounds you can have is 16,383. If you need more
sounds then that, then perhaps you need a larger computer!
Quirks, etc.
------------
From time to time I have noticed that Orca/Pascal programs can do strange
things. The Add and Remove function of Alert Sound is written with
Orca/Pascal, so if they does anything strange, please let me know so I can
attempt to remedy the problem. Often times I can simply "program around" bugs
in Orca/Pascal.
Make sure that any sounds you add are terminated by at least four consecutive
zero bytes. If you don't, you may get a small burst of static or noise (very
short, but annoying) at the end of your beep sound. Many sound programs will
do this for you when you save, so check the documentation of your favorite
sound program.
I have noticed that some sounds would not play completely when added to the
sound list. It turned out that these sounds had spurious zero bytes in them
which caused them to end prematurely. Once I filtered them out, the sounds
played perfectly. At this time I have absolutely no idea why Alert Sound seems
to be more sensitive to these zero bytes then some other programs.
If the program which you are currently running makes use of the Sound Tools,
then Alert Sound will simply beep normally (until you exit that program).
Right now there is no way to avoid this, since Apple has stated that any
program using the sound tools has total control over the sound hardware.
Alert Sound does not function with the program launcher Wings by Vitesse. It
appears that Wings installs its own beep routines which disconnect Alert Sound.
At this time there is no way around this.
The Future
----------
At this time, I have further plans for this CDev, including ideas such as
direct digitization and the ability to handle other sounds formats (ASIF, Sound
Shop, etc). However, much of this depends on how much response I get regarding
the cdev.
If you have any more ideas for Alert Sound, or even ideas for other nifty
programs, drop me a line at one of the places listed at the end of the docs.
I'm always looking for something to program!
Revision History
----------------
v1.0 : First release.
v1.1 : Added "volume" and "pitch" controls, making the old Sound Cdev
unnecessary.
Added "Remove" button to remove sounds from the resource file. Also
added an "Extras" button for future use.
Wrote a built-in check so that Alert Sound will realize when it's been
disconnected (ie, by Wings). When such a situation occurs, Alert Sound
simply displays an error message informing the user that Alert Sound has
been disconnected and cannot function.
Fixed a strange bug that caused Alert Sound to blow up when the system
beeped while inside BASIC System.
About the Author
----------------
I am currently a freshman at the University of Michigan-Dearborn, studying
computer and information science. Some of my other projects include Nupak (an
uncompression utility), some parts of the Metal BBS software, and Future Vision
(a networking BBS which runs under Metal).
A Personal Message from Steven Yuhasz
-------------------------------------
I'm very pleased to be able to say that Frontier Technologies is again
releasing another fine product by Joshua M. Thompson. I am proud to have
Joshua as a fine partner in a growing company. Our first product, Nupak, (the
first StuffIT file unpacker for the IIGS) was mentioned in March 1991 issue of
inCider/A+ and has made us realize that all is not impossible. Frontier
Technologies is dedicated to new and innovative products that bridge the gap
between Apple II and Macintosh computers. Expect more exciting products to be
released in the next few months as Frontier Technologies makes its return to
the computer scene.
Steven Yuhasz
President
Frontier Technologies
Technical Stuff
--------------
Alert Sound hooks itself into the bell vector using the Miscellaneous toolbox
call _SetVector. The beep routine installed has several "dummy" instructions
which are used to store important parameters across uses of the Cdev (such as
Alert Sound's permanent user ID number and the handles of the sound parameter
block and the wave form). Since the Cdev code is disposed of when Alert Sound
is closed, these parameters cannot be stored in the cdev code itself. The ID
check added in version 1.1 is necessary to prevent Alert Sound from retrieving
erroneous parameters when another program patches out the bell vector.
Sounds are stored in the Sounds file in the System folder. This is essentially
huge resource fork containing four types of resources: an rListRef resource
($801C), rPString resources ($8006), rSoundSample resources ($8024), and an
rCDevSetup ($0004).
The rPStrings are simply the titles of the sounds. No big deal.
The rSoundSamples are exactly as defined in Technical Note #76 for the GS,
except that I ignore the Rel Pitch and Stereo Channel fields. Again, no big
deal.
The rListRef resource consists of 10-byte members with the following format:
+0 : reference to title string. Should be ID of pstring resource
+4 : item flags. Always leave the low two bits set to %10 to signal
refIsResource
+5 : unused, but makes the record an even # of bytes
+6 : reference to sound resource. Should be ID of rSoundSample resource
The rCDevSetup resource is 64 bytes long (only 8 of which are currently
defined). It basically looks like this:
+0: Total number of available sounds
+4: rSoundSample resource ID of currently selected beep sound.
+8: Unused and reserved, 56 bytes.
Miscellaneous
-------------
I would like to thank Steven Yuhasz for both beta testing of the Cdev and for
supplying me with the Macintosh sounds. I'd also like to thank Tom Stechow for
his help in beta testing, as well as his comments and suggestions.
If you're a CDev author, please contact me! I've got a ton of room in the
Sounds file where you can put just about anything, like config information,
desktop patterns (hint, hint!), or whatever. I really despise a bunch of
little data files all over my hard drive (aren't the Finder.Data files enough?)
:)
Credits, etc.
-------------
Most of Alert Sound is written in assembly, except the add and remove, which
are written in Orca/Pascal.
Shareware fees (make checks payable to JOSHUA THOMPSON), as well as comments,
questions, or ideas, can be sent to:
Snail Mail : Frontier Technologies
2128 Scotten
Detroit, MI 48209-1667
America Online : Frontier T
I can also be reached as The Magnetic Monopole (user #2) on :
The Electronic Gateway : (313)422-8073 300/1200/2400 bps
Home of the Future Vision software
Look for more great products from Frontier Technologies in the future!
+56
View File
@@ -0,0 +1,56 @@
+++
Algebra Tutor
By: David Leithauser
The Algebra Tutor program teaches students how to manipulate algebraic equations from one form to another, such as converting an equation in the form Y=function of X into X=function of Y. The basic mathematical principle of such transformation is that if you have two quantities that are equal (the two sides of the equation), you can do anything to both sides and they will still be equal. The trick is finding exactly what operations to perform to convert the equation from its present form to the desired form.
Algebra Tutor teaches this skill by performing the operations, demonstrating and explaining each step. The program can use an equation provided by the student or can generate an equation of its own to solve. It is primarily intended for high school students who study algebra.
Operating Instructions
The Main Menu has six choices. To make a selection, just press the number corresponding to your choice. It is not necessary to press [RETURN].
The first four choices solve an equation provided by the user. The only difference is the amount of explanation the computer gives as it manipulates the equation. Number 1 gives the solution without any explanation. This would be for the student who has worked out the problem and merely wants to verify that his or her answer is correct. Number 2 manipulates the equation and shows the result of each step, but does not explain what the step was. Number 3 shows the result of each step and provides an explanation of what operation was performed. Number 4 is the same as number 3, except that the computer pauses until the user presses the space bar after each operation to allow the student as much time as necessary to study each step. Choices 1 thru 3 will allow the user to send the output to the printer.
If the user selects one of the first four Main Menu options, the computer will first ask for the equation to be solved. Type the equation and press [RETURN]. Typical equations would be Y=A*SIN(X^3) or A^(X+B)=SQR(Y-C). After you enter the equation, the computer will ask what variable to solve for. Enter the variable (such as X or Y) and press [RETURN]. The computer will solve the equation for the indicated variable.
Besides the variable and the equal sign, the equation may contain parentheses and the following operations.
+ Plus
- Minus
* Multiply
/ Divide
- Unitary negation
^ To the power
SIN() Sine
COS() Cosine
TAN() Tangent
ARCSIN() Arcsine
ARCCOS() Arccosine
ARCTAN() Arctangent
SQR() Square root
LOG() Natural logarithm
LOG10() Logarithm base 10
EXP() E (natural log base) to the power
There are limitations to the equations you can enter. The variable you are solving for can appear only once in the equation. Although the other variables in the equation can have several characters, the variable to solve for must be a single letter. Two adjacent operators must be separated be parentheses for clarity. For example, X^-2 must be written X^(-2) and A*-X must be written as A*(-X). MAthematical operators must be clearly stated, not implied. For example, 2X must be written as 2*X. All variables are converted to upper case by the program for consistency.
If you choose number 5 in the Main Menu, the program will generate an equation for you to solve. First it will ask you what difficulty level you want. Press a number from 1 to 8. It's not necessary to press [RETURN]. THe higher the number you choose, the more complicated the equation will be.
The computer will show you the equation in the form Y=function of X and will tell you to solve for X. The computer then asks you what level of explanation you want. The four levels of explanation are the same as the first four choices in the Main Menu. After you press the number of the level of explanation you want, the computer will solve the equation.
After the computer has solved the equation, whether it is one you gave it or computer generated, the computer will display the message "Finished". Press [ESC] for the Main Menu.
To Exit ALGEBRA TUTOR and return to UpTime choose option 6 from the main menu.
NOTE: When solving a long equation that requires many steps it is possible for the screen to scroll up.
Press [`]-[7] to run Algebra Tutor.
Files needed:
ALGEBRA TUTOR
~~~
+241
View File
@@ -0,0 +1,241 @@
(-)*(-)*(-)*(-)*(-)*(-)*(-)*(-)*(-)
(-) (-)
(-) Alice in Wonderland (-)
(-) Softdocs (-)
(-) (-)
(-) Written up by: (-)
(-) (-)
(-) PAP Apple Pirate (-)
(-) (-)
(-)*(-)*(-)*(-)*(-)*(-)*(-)*(-)*(-)
(-) (-)
(-) Call PAP's (-)
(-) Cove (-)
(-) (-)
(-) (817) (-)
(-) 732-8813 (-)
(-) p/w : COVE (-)
(-) 300/1200 (-)
(-) 9pm-7am M-S (-)
(-) 24 hrs Sun (-)
(-) (-)
(-)*(-)*(-)*(-)*(-)
MAIN MENU
After you have loaded the game and the introduction is completed, the
Main Menu will appear with the following choices:
Start Game
Continue
Disk Storage
Sample Game
START GAME
To begin a new game:
1. Select START GAME on the main menu. You will be
instantly transported to the beginning of the
adventure.
Note: Selecting START GAME erases any game you
may currently be playing, unless you have
saved that game on a disk (see DISK STORAGE).
CONTINUE
To return to your game:
Select CONTINUE if you want to return to your game
without using other menu options.
DISK STORAGE
To save or reload a game:
Alice in Wonderland, like most adventures, may take
more than a day to complete. You can create a storage
disk to save a game in progress and then return to,
or restore, that game at some later time. See the
CREATE note below for help in preparing a storage disk.
After selecting Disk Storage, the following sub-menu
will appear:
SAVE RESTORE CREATE RETURN TO MENU
Move the cursor to the item of your choice and select.
1. SAVE After selecting SAVE, the following message will
appear: GAME 1 2 3 4 5
Each number represents a location on your storage disk
where you can save a game. Move the cursor onto a
number and select. Follow the prompts on the screen.
Your game will be saved as that number. Follow the
prompts to return to the game, or shut your computer
off if you prefer to return to the game at a later
time.
Note: You cannot save more than 5 games per storage
disk. If you try to save more than 5 games on the same
disk, an existing one will be erased.
2. RESTORE After selecting RESTORE, the following message
will appear: GAME 1 2 3 4 5
Move the cursor to the number you wish to load and
select. Follow the prompts on the screen. The game you
had previously saved at that number will load and you
can begin playing.
3. CREATE After selecting CREATE, follow the prompts to
prepare a blank disk so that it can be ready for use as
a storage disk.
4. RETURN TO MENU If you can't figure this one out, hang
it up!
SAMPLE GAME
To get a preview of WONDERLAND
Note: Do NOT select the Sample Game in the middle of actual
game play. It will erase your current game.
EXPLORING WONDERLAND
Walk: Move the joystick left or right.
Jump: While standing still: Hold the joystick button down
and push the joystick in the direction you wish to
jump.
While walking or running: Press the joystick button.
To jump from a ladder or rope: Press the joystick
button and push the joystick sideways.
Run: Keep the joystick pressed to one side after jumping.
Climb: Push the joystick forward or backward while you are
on a ladder, rope or chain.
Crawl: Pull the joystick toward you when Alice is in a
standing position to stoop down. Push the joystick
left or right. Stand up: Push the joystick away from
you when Alice is in the crawl position.
Fall: Walk off the end of a ledge or a tree limb.
Glide: Gliding downward is possible only if you have a
parasol. Alice will glide if you push the joystick
button while she is falling. Once the glide begins,
push the joystick sideways to glide left or right.
Gliding upward is possible with a different object.
Select USE on the option menu to activate this object.
You may ontrol he directin of your ascent by pushing
the joystick left or right.
Enter/
Exit a
Door: Position yourself in front of a door and press the
joystick button. You may need to kneel down before
attempting to enter very low doors.
OPTION MENU
The Option Menu:
PAUSE TAKE ASK SING MENU
EXAMINE DROP COAX TEASE RENEW
INVENTORY USE HELP ARGUE SOUND
OFFER EAT CALM SCOLD DAY
To use the option menu:
1. Hold the joystick button down and pull the joystick towards
you. The menu should appear.
2. Move the cursor around the menu by pushing the joystick in
the direction you want it to go.
3. Stop on the option of you choice; press the joystick button
to select that option.
4. To cycle through your inventory, push up on the joystick.
Note: Whenever the option menu is visible, the game timer will
stop.
PAUSE: Stop during the game then return to the adventure.
EXAMINE: Examine unfamiliar objects you happen upon. Be sure
Alice is standing close to an object you with to
examine.
Movable Items: items such as food, bottle or cups will
usually be found on the ground or sitting on tables or
shelves. Examining the item before taking it will give
a detailed description.
Non-movable Items: Items such as posters may be found
on the ground, on tables or attached to walls.
Examining these items may provide valuable clues. But,
Alice is not allowed to take them.
Inventory: Displays what you are carrying.
Offer: Offer anything you are carrying to another character.
Cycle through your inventory and select.
Take: Position yourself very close to any item you would like
to take. If you can take the item, it will disappear from
the screen.
Drop: Drop an item, if you are carrying too much.
Use: Use various toos you may acquire. A list of the items can
be cycled through with your joystick. Select the item you
wish to use.
Note: One of them will act like a horizontal rope. In that
case, stand at the edge of a ramp facing out into open
space. Try to USE the rope-like tool. The tool will appear
if there is something it might connect to in the direction
you are facing. Walk or crawl out onto the rope.
Eat: Eat any of the edibles you are carrying.
Ask: Ask takes you into a submenu where you may choose one of 3
questions: Who are you?, may provide you w/ unexpected
info.; Where am I?, used if you're lost, but the
character's answer may be far from standard. Why are you
doing that?, is sometimes useful to ask the perpose for a
character's action or line of reasoning.
Coax: Try to get something from another character by flattering
or soothing.
Help: Offering to aid a character or actually doing so can be
rewarding.
Calm: Sometimes a character has to be relaxed before he or she
can help.
Sing: Cycle through your inventory of songs and select the song
you wish to sing.
Tease: Some characters need to be teased before they will give
you what you want.
Argue: Reasoning politely with a stuborn character may be
nessessary to get what you want.
Scold: You may need to point out a character's faults to bring
him or her to their senses.
Menu: Return to the main menu.
Renew: If you get stuck somewhere, RENEW will return you to a
familiaar location at the expense of losing a day's
time. If you get into an impossible situation, you may
have to use this option.
Sound: Turn sound off/on.
Time, Day: Many of your activities will be time-related and it
will be importantfor you to know the hour and day.
CONVERSATION
It is important to talk to the people of Wonderland to get clues. You
must decide whether a character is trying to help or trick you. Some-
times a character will tire of your persistance, and ask you to come
back later.
Riddles: If you ask a character a question, he or she may respond by
offering you a riddle. For example, the caterpillar may state:
It sits above the crown, though queens never wear it. It is a _ _ _
_ _ _. Type your answer in the blanks using the keyboard. Then press
the Return Key. If you answer the riddle correctly, the character
offers a clue that helps you in the adventure.
Songs: You acquire a song when a character sings it to you. Singing a
song may have a pleasent effect on a character.
IMPORTANCE OF TIME
The adventure continues for 65 games days. Days used are indicated in
the lower right corner of the Option menu. Twelve Wonderland hours
equals one game day. You may keep track of Wonderland hours by the
various clocks scattered throughout Wonderland.
You will also want to keep track of time because the characters may
not like the conversation and ask you to come back at a specific time
to continue.
Then again some characters appear only at certain times.
Finally, certain doorways work only at certain times.
Binary file not shown.
Binary file not shown.
+112
View File
@@ -0,0 +1,112 @@
list
List (Unformatted): AMDOS.INFO
This file must be called "AMDOS.INFO" on your computer.
AmDOS 3.5
Copyright 1985 Gary B. Little
AmDOS 3.5 (Amateur Disk Operating System version 3.5) is an
Apple II program for initializing 3.5-inch UniDisk disks in such
a way that they will boot the DOS 3.3 operating system and work
properly with it. To use it, first LOAD your Applesoft greeting
program into memory and then BRUN the program called AMDOS INIT.
After you press the space bar to clear the "user-supported
program" notice, enter the slot and drive number of the disk to
be formatted and then the name of the greeting program; once you
do this, insert the disk to be formatted and press "F" to start
the process. Formatting takes approximately one minute.
AmDOS logically divides a formatted 3.5-inch disk into two
discrete 400K volumes; there are 50 tracks per volume and 32
sectors per track. Use the ",D1" and ",D3" drive parameters (as
well as a slot parameter, if necessary) with your DOS 3.3
commands to select the first and second volumes of drive 1. Use
",D2" and ",D4" to select the first and second volumes of drive
2. For example, to catalog the second volume on drive 1, use the
command "CATALOG,D3". As with standard DOS 3.3, if you don't
specify a slot or drive parameter, the most recently specified
value is implicitly used.
Compatability
With AmDOS installed, the INIT command is disabled. If you need
to initialize a 5.25-inch floppy disk, you will first have to
boot a disk that contains a standard copy of DOS 3.3. To re-
install AmDOS after you've loaded standard DOS 3.3, boot from a
previously formatted 3.5-inch disk.
AmDOS makes use of two data areas in the high end of memory:
$BD12-$BD14 and $BEAF-$BFA7. These areas must not be used by any
DOS 3.3 "patches" you might install. AmDOS also uses a 512-byte
I/O buffer at $9AF9-$9CF8; the standard DOS 3.3 file buffers are
installed just below this area. AmDOS sets MAXFILES = 2 (two
file buffers) when it boots up; this means that HIMEM (the top
of memory pointer) initially contains $9653. The DOS 3.3 default
of MAXFILES = 3 is not used because that would result in a HIMEM
of $9400, instead of the usual $9600, and any program that used
the area from $9400 and $95FF for data storage would not work
properly because the file buffer area would be overwritten. Such
programs erroneously assume that HIMEM is always $9600.
If you want to run a program that expects three file buffers to
be active (there are not many programs like this), enter the
DOS 3.3 "MAXFILES 3" command before running it.
You can use a slightly-modified version of the FID utility
program on the DOS 3.3 system master disk to transfer files to
and from AmDOS-formatted 3.5-inch disks. Here are the steps to
follow to make the modifications to a copy of FID:
]UNLOCK FID
]BLOAD FID
]CALL -151
*0973:B5
*09BF:B5
*11ED:4C 89 16
*1414:B1
*1689:8D 31 19 B9 8B 19 8D 32 19
*1692:B9 8C 19 8D 33 19 0D 32 19
*169B:0D 31 19 4C F2 11
*3D0G
]BSAVE FID,A2051,L4686
The modified FID will still work properly with standard DOS 3.3
and with 5.25-inch floppy disks.
Memory Map
Here is a memory map showing the arrangement of buffers below
the main AmDOS code and data area beginning at $9D00:
^ ^
| AmDOS (DOS 3.3) |
| code and data area |
-------------------------- <--- $9D00
| [unused] |
-------------------------- <--- $9CF9
| AmDOS 512-byte buffer |
-------------------------- <--- $9AF9
| |
| File buffer #1 |
| |
-------------------------- <--- $98A6
| |
| File buffer #2 |
default | |
HIMEM ---> -------------------------- <--- $9653
| |
| File buffer #3 |
| (only if MAXFILES = 3) |
-------------------------- <--- $9400
AmDOS 3.5 is a user-supported program. Try it for 30 days and if
you find it useful, send $15 (U.S.A. funds) or $20 (Canadian
funds) to Gary B. Little, #210 - 131 Water Street, Vancouver,
British Columbia, Canada, V6B 4M3 (Telephone: (604) 681-3371).
Otherwise, pass your copies along to others or erase them.
ACTION> (Next, Down, Xm, List)
+169
View File
@@ -0,0 +1,169 @@
View: AMERICAN CHALLENGE DOCS
THE ALMOST COMPLETE AMERICAN CHALLENGE DOCS
WRITTEN BY THE TWINS
3/17/86
American challenge is a boat simulation with seven different courses to choose
from. I have discovered five of the seven courses, but have yet to solve the
H. ANDERSON & GOLD CUP. When it happens, I will write it up, but for now here
is what i've discovered so far.
One other note. The following commands are for the motorboat simulations.
We haven't done much with the sailboat races, so you are on your own there.
<engine power>
The keys (T) (R) & (E) control your speed. (T) seems to be the fastest way of
speeding up. If you want to slow down then you would hit the opposite key that
you hit to start. If that doesn't work, then try the other key, either way
you can speed up or slow down with these keys. <ex.> (T) to speed up (E) to
slow down.
<directional control>
The keys (J) (K) & (L) control your directional headings. If you press (J) you
will turn left, and if you press (L) you will turn right. the (K) key will
straighten your boat out after you have executed a turn. Use the turning keys
repeatedly for the right angle of turn you want.
<mapping and pause>
The (spacebar) will give you these options.
<distance keys>
If the keys (I) or (O) are pressed it will move your boat forward on the screen
or back towards you, depending on which one you push. I guess it is a way to
adjust your boat to make it easier to steer. I leave it where it is.
<restart>
The (esc) key will give you this function
<special keys>
The (cntrl-U) and the (cntrl-H) keys will give you a view of the boat from an
angle outside of the boat. Together they give you the ability to see in a
360 degree radius. Hit them repeatedly for the view you want to see, but
remember to put it back to normal to steer correctly.
Depending on what copy you have, you may or may not have any courses laid out
for you. One way of determining this is to boot up the game and choose what
you want, then on the main race screen you will either see the name of a boat
or the word "DEMO" beside it. If there is "DEMO" there, then you won't see
the outline of the route to take. So, here are the courses in order:
<Beginner> _____
| * |
| |
| |
| |
| |
| |
|--|---|---|
| |
<finish> | | <start>
<Triangle>
___________
/ * |
/ |
/ |
/ |
/ |
/ ||<finish>
|* |----||---|
\ <start>||
\ |
\ |
\ |
\ |
\________*__|
<H. Anderson>
Not presently known by this author
<Gold Cup>
Not presently known by this author
<The Needle>
/|
/*|*
/ |___
_______ / |
| |
*|* |
|___________ |
| |
||---|---|
<finish>| |<start>
<Atlantic>
Same as the triangle, except that you have to go around the
course twice.
<North South>
______
| * |
| |
| |
| |
| |<start>
|--|----|---|
| |
| |<finish>
| |
| |
| * |
|___|
A final note. When you first start the race, you will have about 2 minutes
before you can cross the two white markers. If you cross them too early,
you will have to go around the course an extra time, or do as we do and hit
esc to restart the race. Also if you already have a course laid out for you
then you will have to race the other boat. Note that you will always be in the
middle of the viewscreen.
Well, that should about do it for now. When and if I find those courses, I'll
let ya'll know. In the mean time, if anybody discovers anything more to the
game, especially pertaining to the sailboat racing, then do let me know.
I can be reached at:
"The Hobbit's Hideaway AE"
(713) 690-3918
no p/w - Hit D after connecting
Thanks for the read,
The Twins
(>
%>
+895
View File
@@ -0,0 +1,895 @@
--------------------------------------------------------------------------------t ANCIENT ART OF WAR AT SEA DOCS
brought to you by the Gauntlet of C0Dfish
a Circle of Dickz file
ware cracked by Coast to Coast
C0Dfish is in no way affiliated with Coast to Coast, or with it's releases.
-------------------------------------------------------------------------------- Anyone who d/l'ed this ware should know how to boot it up, so I'll skip that.
NOTE: This is the main section of the documentation. All the specific
definitions for terms found throughout are contained in the glossary, a separate file being sent out with the doc file #1 (this).
---------------------
: JOYSTICK CONTROLS :
---------------------
Button 1 - same as the Enter Key
Up and Down with
button 1 pressed - scrolls the map
Button 2 - moves between Screen and Command Line
Button 1 - selects a command
Button 2 - same as the space bar
. The keyboard can still be used when the joystick is activated /
----------------
: MAP FEATURES : Repair Port: looks like a fort. Increases the condition
---------------- of a ships sails and hull.
Supply Port: looks like a town. Provides supplies to ships.
Crown: A crown provides both supllies and repairs to ships of the same color
and represents the heart of a sides homeland. When either side's crown is
captured the game ends.
Rough Water: represented by dark water areas. Dangerous for Frigates, Safe
for Ships-of-the-line, Flagships and Merchantships.
Shallow Water: represented by light water areas. Dangerous for Ships-of-the-
line and Flagships. Safe for Frigates and Merchantships.
SHIPS:
Squadrons: a group of between 1 and 3 ships
Fleet: all of the squadrons of the same color form a fleet.
Flagship: This is a ship-of-the-line with an Admiral aboard. It is
the most powerful ship on the high seas.
Ship-of-the-line: a mighty warship, nearly as strong as a flagship.
Frigate: a small and fast warship.
Merchantship: brings supplies to ports.
HINTS:
x To receive supplies or repairs from a port or a crown, you must
anchor where there is a flat shore across the entire length of
the port. Check a squadron's "Info" to see if it is "in port".
x The cannons can only fire out of the sides of the ship and the crew
can only be on one side of the ship at a time.
HOW THE CAMPAIGN ENDS:
[1] When the last ship on either side is captured or sunk, or
[2] When the last flagship on either side is captured or sunk, or
[3] When one side captures the other side's crown or,
[4] When either side surrenders.
:-------------------------------:
: TO LEAVE THE GAME :---------------------------------------------:
:-------------------------------: :
: :
: From the TITLE PAGE: Press + or - until "Quit" appears on the banner, :
: then press Enter. :
: :
: During a CAMPAIGN: If you want to continue a game later, you can save :
: it by pressing Alt S (be sure to have a blank :
: disk or data disk handy). If you don't want to :
: continue later, press S to Surrender. :
: :
: Quick EXIT: At any point in the game, press Ctrl, Alt and Del :
: keys all at the same time. This will :
: immediately exit the program and leave you with :
: the A> prompt. :
-------------------------------------------------------------------------------
TRAINING SESSION : Prepare for WAR !
-----------------------
: CHOOSING A CAMPAIGN : Campaign: A series of military operations that form
----------------------- a war.
Start at the title page. "GO TO WAR" should be displayed on the sail. If
not, press + or - until it is. Press ENTER. The sea scroll will open,
revealing the titles of a variety of campaigns. Most of the scrolls in the
game are about two screens long, so use the + or - keys to see all of the
information.
From this point, until you press ENTER after choosing your opponnent, you
can go back (all the way to the title screen, if you wish) by pressing ESC.
Following the directions at the bottom of the screen, make sure the sabre
is pointing to "The Bane of Oldain" and ENTER. The sea scroll will close,
and when it reopens, will reveal the story behind this campaign. After you
read through the story, press ENTER. The scroll will close and reopen again,
this time showing you the rules. The rules have been individually preset for
each campaign, but you can adjust them. However, it's a good idea not to
make any changes until you are more familiar with the game. After you have
read the rules, press ENTER.
Now you will meet your opponent.
CHOOSING AN OPPONENT
You can fight any of the enemy leaders portrayed on the screen. Each has
a different fighting style, as well as different strengths and weaknesses. At
the top of the screen, you will see the enemy's name and a brief description
of his fighting style. Use the + or - keys to move the cursor box through the
opponents. (HINT: the easiest opponent is Thor Foote.)
When the cursor frame is on the enemy you want, press Enter.
VIEWING THE WAR MAP
As the campaign begins, you have a sea gull's eye view of the war map.
At the bottom of the map are two ports. The port on the left side of the
screen is a Repair Port. To improve the condition of a squadron's sails and
hulls, anchor it at a Repair Port. The port at the right side is a Supply
Port. To increase a squdron's supplies, anchor it at a Supply Port.
Between your ports are two white crowns. If an enemy ship reaches a
white crown and defeats any white squadrons at that crown, you will have lost
the campaign (the enemy's crown is at the top of the map). Crowns will also
repair and supply ships.
Dark ocean areas represent rough water, and are dangerous for frigates to
sail through. Light colored ocean areas represent shallow water, and are
dangerous for ships-of-the-line and flagships to sail through. The Wind
Cherubs at the top center and bottom center of the map indicate which
direction the wind is blowing only if the wind is set to "realistic" in YeOlde
Options Shoppe. The wind direction will occasionally change during a
campaign.
The white cross-shaped object near the center of the screen is the marker
which lets you scout out the enemy squadrons and command your own.
The ship and anchor symbols represent squadrons of ships. You control
the white squadrons, and the enemy controls the black ones. Asquadron symbol
with a flag on it means there is a flagship in that squadron.
To scroll the map, use the - key to scroll up (+ key to scroll back
down). You can jump quickly to the top or bottom of the map by pressing the
Shift key and the + or - key at the same time. You can use Ctrl in place of
+,and Tab in place of -. This is especially helpful if you are left handed.
If you are using the joystick, hold down button #1 and move the joystick to
scroll the map.
You will recieve messages during the campagin indicating enemy ship
sightings, imminent encounters and other events. These messages will appear
at the bottom of the screen, just above the command line.
YOUR MISSION
Win by capturing or sinking all of the enemy's flagships while protecting
your own. You can also win by capturing a black crown. In the Ancient Art of
War at Sea, the most skillful player does what it takes to win the campaign
with a minimum of fighting.
COMMAND OPTIONS
At the bottom of the current screen are several command options.
Throughout the AAoWaS, command options will appear, usually at the bottom of
the screen. To select an option, pess the letter key that corresponds to the
first letter of the command. In this example, the commands are as follows:
(T)ime -- You can alter the speed of the campaign at any point when Time
appears on the command line by pressing T. Four different settings are
possible. (You may want to use a slower time when you're making your plans,
then speed up time when you've got everything set.)
(F)leet -- Press F and the size of both fleets will be displayed. You will
see the types and total number of ships on both sides. The game will freeze
while you are doing this. Press End(or any other key) when you are done.
(C)lear -- Use Clear to remove old messages from the bottom of the screen.
Clear will not appear when there are no messages displayed.
(P)ause -- Use Pause to freeze the game. To get things going again, press
any key. Clear will sometimes take the place of Pause on the command line,
but pause will still work.
(S)urrender -- You can surrender at any time during the game when Surrender
appears on the command line by pressing S.
Saving the Game -- Press Alt S if you want to save the game so you can
resume playing where you left off at a later time. The computer will prompt
you to insert a data (or blank) disk -- just follow the instructions on the
screen; the program takes care of the rest.
There are command options available when you have the marker positioned
over one of your own squadrons.
(M)ove -- To "move" a squadron, press M(notice that the marker changes its
shape to an open box). Move the marker,using the keyboard or joystick, to
trace the path you want the squadron to follow, and press M again to mark the
destination ( a small white mark will appear here). The squadron will follow
the exact same route that the marker took. Collisions between squadrons will
not occur.
Occasionally, while you are tracing a squadron's path, the computer will mark
a destination before you press M. This means the computer's memory for
keeping track of squadron paths is temporarily full. Once the squadron
reaches the marked destination, you will usually be able to move it ahead to
the final destination. This shouldn't happen very often though.
(I)nfo -- Press I to see what ships are in a squadron. It will show you
their names, type, the condition of their hulls, supplies on board and sailing
speed. While you are in Info, you can change the squadron's sailing speed by
pressing S. A frigate at half sails will move at the same speed as the
larger ships will full sails. Press E when you are done.
You can gather limited information about an enemy squadron by placing the
marker over it, and pressing I for info.
(D)etach -- To detach part of a squadron, press D. Use the + or - keys to
select a ship and then press S to switch it to the new squadron. When you are
done, press E.
(J)oin -- If two squadrons are close enough, you can Join them (up to a max
of 3 ships in a squad). Press J and then join them in the same way you
detached a squadron. If Join is not shown at the bottom of the screen, you
can use the Move to bring the squadrons closer together.
(Z)oom -- This option appears on the command line when you place the marker
over a squadron that has encountered an enemy squadron and changed into the
battle symbol of crossed sabres. Zomm gives you an exciting, animated close-
up view of the battle where you can give tactical commands to your ships.
(P)ractice -- Use this option to familiarize yourself with tactical
operations. Practice is the same as Zoom except it is used when the enemy is
not present. When you are done practicing press E.
TACTICAL OPERATIONS
Tactical operations begin after choosing either Zoom or Practice. During
this phase, movement on the war map will stop. You can choose between two
views, a long view of the entire tactical battle area, or a closer view of a
portion of the battle area. The white ships on the screen are yours and if
the enemy ships are present, they will be black.
The long view lets you see the relative positions of all the ships involved.
This is useful for setting up your tactical plan and watching the enemy's plan
of attack. Time will move faster when using close view.
During a long view, you will see the view fram over the water. The ship in
the center of the frame is the selected ship and info about it is displayed at
the top of the screen. You are "on board" the selected ship and can give it
orders. If there is more than one ship in your squadron, use + or - to select
another ship. The selected ship will blink and be centered in the view frame.
(S)peed: Adjust the sails to control the speed of the ship.
(G)un : Change broadsides to fire from the other side of the ship.
(A)im : Change the barrel eleveation to adjust the range.
(F)ire : Shoot the cannon.
(O)rders:Change the ship's orders
(T)ime : Adjust the speed of the game.
(V)iew : Switch between close-view and long-view of the battle
(P)ause: Freeze the action temporarily.
(L)eave: Lave the battle, return to the battle map.
The view frame will follow that ship until you use the keypad to move the
view frame around the battle area. When you press the Space bar, the view
frame will center on the selected ship and begin following it again.
The view frame can also be used like a magnifying glass by pressing View.
This gives you a close view, causing the area inside the view frame to fill
the whole screen. You can also move within this close view by using the
keypad. For example, press 7 to move Northwest, 6 to move East, etc. The
close view is usefull for precision maneuvering and combat. Holes in damaged
sails and hulls can also be seen during a close view. In long view, a
disabled ship will show damage marks. To return to a long view, press View.
If enemy ships are present, try moving the view frame so that enemy ships are
within it's boundaries and press View to see the condition of their sails and
hull.
If two ships are close enough where part of one is being covered by the other,
the nearest ship will become partially transparent so you can see the hidden
ship.
If a ship goes far enough off the edge of the battle area, it has retreated
and you can no longer use it during this battle.
If a ship is stopped, it will drift in the direction of the wind.
If the battle takes place near a shore, avoid the hidden coral reefs and
shoals that occur near land.
Time moves a little slower when you are using close view than during long
view. But even the slowest time setting in the game is considerably faster
than the pace real sailing ships moved at during actual battles.
Time, View and Pause can be used almost always in tactical battle mode, even
if they are not displayed on the screen.
If you decide you want to leave a tactical battle before it is over, press
Leave. You will return to the strategy level and the battle will continue and
resolve on it's own.
COMMANDING A SHIP
When you have selected a ship in a tactical battle, you are responsible for
the ship's speed, course, orders and cannons. When using a command, it will
be highlighted. When appropriate, additional instructions will be shown on
the command line at the bottom of the screen. To leave a command and clear
the command line, press Enter.
If you are using a paticular command you can usually go directly to another
command without having to formally leave the first command. Just type the
first letter of the new command.
SAILING SPEED
The speed of the ship is determined by the condition and trim of the sails and
the direction of the wind.
The trim of the sails is represented at the top left corner by the Sail
Indicator. Press S and then use + or - to adjust the trim. The more sail
that is put to the wind, the faster the ship will move. If no sail is shown,
the ship will come to a halt. Press Enter when you are done. To quickly go
to full sails, press S twice. If the sails are already full when you do this,
they will switch to no sails. As a ship's sails become damaged the Sail
Indicator will start to turn blue, indicating decreased effectiveness of the
sails.
The wind direction Indicator is to the upper left of the Sail Indicator. The
wind can blow from any of the 4 primary compass points. The Wind Direction
Indicator will only appear if wind is set to "realistic" in the Options Shop.
Momentum is a factor when moving a ship through the water. A stopped ship
will take a few moments to get up to speed after giving it full sails, and a
moving ship will take a few moments to stop after cutting the sails all the
way back. A ship that loses momentum will drift in the direction of the wind.
To the right of the Sail Indicator is the Speed Bar. It works like a
speedometer. The Spped Bar will be full when a ship is in perfect condition,
using full sails and on a course that takes full advantage of the wind.
Trimming the sails, sail damage and beating into the wind contribute to
reducing your speed and are reflected in the Speed Bar. If the wind is set to
"not realistic" in the Options Shoppe, it will not affect the Speed Bar.
CANNONS
To the right of the Sail Indicator are the controls for the ship's cannons.
You decide which side of the ship the men will be on and when to fire.
If ship is not selected, it will automatically shoot at enemy ships.
GUN
Your crew can man only one side of the ship at a time. If the crew is at the
cannon on the right, the ship will fire out of the right starboard side. To
change broadsides, press G for Gun and your crew will move to the left cannon.
To help you visualize which direction your cannons will fire, look at the
gauge at the top right of the screen. Your ship is in the center and the red
square shows the direction that your cannons will fire.
AIM
Aim is available to the player only when "Manual Aim" is selected in the
Options Shoppe. If Manual Aim is not selected, the crew will automatically
aim the cannons for you, and this option will no be available.
You cannot aim or fire a cannon unless your crew is on that side of the ship
and in firing position (standing behind the cannon with the firing punk ready)
To aim your cannons, press A. Use + or - to raise or lower the aim.
FIRE
On the top of the cannon barrel is a small hole with a bit of gunpowder in it.
When you order "Fire!", a slow burning punk is touched to this hole. The
flame from this flash runs down to the base of the charge and the cannon
fires. Your crew will quickly reload and you'll be ready to fire again.
When realistic reload is selected in the Options Shoppe your crewman go
through a longer procedure. The crew may skip some of the loading procedures
depending on the reload time seeting in your Options Shoppe.
You will see a flash on the target ship when a cannonball hits. Damage from
sail hits is evident as the ship's sails become increasingly tattered. A hit
on the hull will destory cannon and crew and leave holes. Damage to sails and
hull can be seen most clearly when the side of the ship is facing you.
ORDERS
Battle orders are given to ships in your squadron individually. To change a
ship's orders, press O, then use + or - to rotate through the available
orders. You can also press O again if you prefer, since it works the same as
+. Some of the orders are not always available. While Orders is selected,
time stops. (Orders is selected ?? Shouldn't that be are selected ??)
General Chase: Make your best speed and course to individually attack the
enemy.
Follow Ship in front: Try to maintain a single-file line if it is behind
another ship.
Mimic Ship in front: Copy the maneuvers of the ship ahead.
Avoid Battle: Stay away from the action.
Course: Player controls the heading of the ship. When you select this
order, a box will appear on the perimeter of the gauge at the
top right of the screen. Use + or - to move the box around
the gauge, and the ship will turn to the heading indicated by
the box. A quick way to change a ships orders to Course is
simply to press C (you don't need to press Orders first).
Board: Grapple a disabled ship.
At the upper right of the screen is the compass. At the center of
the compass is the "heading Indicator" which shows the active ship's current
heading. The red square is the "Gun Indicator." It shows which broadside
will shoot when you press Fire. When a ship's orders are "Course", the white
"Course Box" will appear showing the current course assigned to the active
ship. The "Heading Indicator" will always point at the "Course Box" except
when the active ship is turning to that course.
BOARD
If two ships come together, side by side, they will grapple. If neither ship
is disabled or extremely overmatched, you will have the opportunity to command
the battle yourself. When you receive the message that two ships have
grappled, select Zomm to take command and meet the enemy man to man.
There are two types of fighters, sailors and marines. Marines shoot rifles
and their orders are to take their station and fire at will. Sailors fight
with swords and will respond to your commands.
Two ways to win when boarding.
1. Capture the enemys flag.
2. Defeat the enemy sailors and marines.
The Four Zones: The raised deck at the stern of your ship is the Poopdeck.
(don't look at me). The lower deck is the Quarterdeck, except for the area by
the enemy ship, which is called the Railing. The foruth zone is the area
around the flag.
Commands: You command your sailors by assigning them to a new zone to fight
in. To do this, press the first letter of the zone the sailor is in, followed
by the first letter of the zone you want him to move to. For example, to move
a sailor from the Poopdeck to the Flag, press P and then F. To repeat a
command, press (A)gain. If you select a zone to move from and then change
your mind, you can cancel it by pressing Backspace or Esc. From the Poopdeck
to the Railing you can command a sailor to (C)ross. A sailor with this
command will try to fight his way across the enemy ship and try to reach their
flag. Once a sailor is told to Cross, he will be dedicated to that mission
and you will not be able to recall him.
To begin the battle, press (A)ttack. If you would rather leave and let them
fight it out for themselves, press (L)eave.
SAILING TO WAR
Now you've learned how to command squadrons, gather information on a strategic
level and command battleships on a tactical level ! Remember - the enemy
squadrons are on the move while you're getting ready to meet them, so act
quickly !!
The campaign can end in any of four ways:
[1] When the last ship on either side is captured or sunk.
[2] When the last flagship on either side is captured or sunk.
[3] When one side captures the other side's crown.
[4] When either side surrenders.
After the campaign is finished, you will see the results of the battle. A
chart will show how many warships on each side were sunk or captured and the
number of flagships that were sunk or captured.
END OF TRAINING SESSION
The purpose of this training session was to show you how to use the program.
*** NOTE `O' FRIENDS OF SVEN ***
There isn't anything you can do in this part of the program that will have
a permanent effect, so feel free to "cut loose!". You can change any or all
of the rules and choose a different opponent if you wish. Each campaign can
be very different, depending on the rules and the enemy, but the next time you
play the game, everything will return to the way it was before you started.
SHIP DISCRIPTIONS
The warships in The Ancient Art of War at Sea are of the late 18th century
variety. You will encounter four types of ships in The Ancient Art of War at
Sea.
* MERCHANTSHIPS *
Merchantships supply ports with food, provisions and various nautical
equipment. They are lightly armed and built for carrying supplies, not
fighting. Merchantships have their own orders and you have no control over
them. You can intercept enemy merchantships to capture their supplies.
* FRIGATE *
Frigates are small warships. They usually had one gundeck in addition to
cannons on the quarterdeck and forecastle. The classic frigates carried
between 30 and 44 guns. Fast and maneuverable, they could escape a ship-of-
the-line and were powerful enough to handle any other vessel.
A frigate in the AAoWaS is a sleek, fast, two-decker with 44 guns and a crew
of 250.
* SHIP-OF-THE-LINE *
A ship-of-the-line in the AAoWaS is of the classic type: a four deck, 74-gun
warship, including 10 carronades, and a crew of more than 600.
* FLAGSHIP *
A flagship in the AAoWaS contains an Admiral and is of the classic type: a
massive four deck, 130 gun warship, including 22 carronades and a crew of
875... the most fearsome sight on the high seas.
------------
: STRATEGY :
------------
Concentrate your Power.
When facing an enemy fleet of equal or greater size, isolate small groups
of enemy ships. Attack partial fleets with full fleets. Isolate one ship and
fight it with two or three ships. This is the way to defeat an enemy both
strategically and tactically.
Usually try to keep squadrons full with three ships instead of splitting
them into smaller squadrons. If you split them up, you'll end up with two or
three weak squadrons instead of one powerfull squadron.
Before deciding to battle, compare the strength of your squadron to the
strength of the enemy squadron and determine your chances of victory.
(Strength is determined by the number of ships on each side, the type of ships
on each side and their condition.) Then, try to engage in battle only from a
position of strength. The condition of the ships involved can have a major
effect on the odds of winning.
Focus your attention on enemy flagships (where their Admirals are).
Since a fleet cannot function without any Admirals, eliminate their flagships
and they will be defeated. Cut off the head and the body will die.
Use your crown or supply ports to keep your ships stocked. A well fed
crew is an efficient crew. Use your Crown or Repair ports to keep your ships
in good condition. One fresh ship is better than two badly damaged ships. If
a squadron's supplies decrease below 20%, the condition of the ships in the
squadron will start to deteriorate. This is because the crew has to ration
food and can't work as hard to keep the ship in good condition.
Anchor near a food port to increase supplies. Anchor near a repair port
to improve condition. To be sure your ship is receiving supplies or repairs
from a port, check its Info after it is anchored. Instead of indicating
speed, it should say "In Port". A Crown will increase both the supplies and
the condition of any ship in its harbor. A ship cannot be repaired unless its
supplies are above 20%. Another way to increase a squadron's supplies is to
capture enemy merchantships or intercept friendly merchantships.
Frigates are the fastest ships on the high seas. But a squadron can only
sail as fast as its slowest ship. If you need speed, make sure your squadron
is made up exclusively of frigates.
Merchantships and Ports
-----------------------
Ports supply or repair any squadrons that are anchored in their harbor as
long as the port has supplies. When a port's supplies get low, it will send
for a merchantship to replenish its depleted stock. If a merchantship is
captured before reaching port, the port will send for another merchantship but
may soon run out of supplies. When a port changes colors, it is out of
supplies and closed to any squadrons in its harbor.
To blockade a port, use a squadron to intercept merchantships enroute to
that port. The enemy will lose supplies and your squadron will gain supplies.
Frigates are effective interceptors since they are the fastest ships on the
sea.
You can also intercept your own merchantships at sea to increase a
squadron's supplies. If the squad's supplies are below 50%, the white
merchantship's supplies will be used up and it will disappear. You cannot
capture a merchantship after it reaches a port's harbor.
You may want to send warships to escort friendly merchantships if the
enemy presents a threat to your supply line.
Rough Water/ Shallow Water
--------------------------
Larger ships (flagships and ships-of-the-line) can sail through rough
water without fear or damage, but frigate will often sink, depending on how
rough the water is. This factor can be adjusted in the Rules scroll just
before starting a campaign.
It is very dangerous to try to sail large ships through shallow water.
When a flagship is lost in shallow water, the Admiral will board another ship-
of-the-line that is in the same squadron. If there is none, the Admiral will
go down with his ship. Frigates have no troulbe in shallow water.
Merchantships can sail through rough or shallow water without fear or damage.
Wind
----
A major factor in the speed of sailing ships. If wind is set to
realistic in Ye Olde Options Shoppe, look for the Wind Cherub on the map to
see which way the wind is blowing. Generally, the more you try to sail into
the wind, the slower your squadron will move. The wind may change during a
campaign. Wind speed varies from 5 to 15 knots.
If you plan to attack an enemy squadron, try to gain the wind advantage
by meeting him with the wind at your back. The position of the crossed sabre
symbols in relation to the wind on the strategic level determines the two
squadron's position in relation to the wind after you zoom to the tactical
level.
-----------
: TACTICS : Note: Due to difficulties and lack of time I've had to skip
----------- MOST parts of this chapter.
ORDERS - Each ship in your squadron will be given individual orders. The
orders that you can give will vary dependin on the situation.
Course: This is used when you want to take charge of a ship's naviagation.
General Chase: Make your best speed and course to attack the enemy.
Follow Ship in Front: You can use this order to try to maintain a line.
Mimic Ship in Front: A ship with this order will turn the same amount as the
ship in front of it even if they are on different headings.
Avoid Battle: If your ship gets hurt badly you may want to use this.
Boarding: A ship with this command will sail to and board a disabled enemy
ship. It can also board a friendly ship and make enough repairs to put it
back into action.
--------------------
: ENEMY COMMANDERS : If you know the enemy, and know yourself, you need
-------------------- not fear the results of 100 battles. -- Sun Tzu
THE PLAYER
Strategy: Your strategy is up to you
Tactics : Your coannon range is surpassed only by Jones and Nelson.
The accuracy of your shots can be increased (or decreased)
by taking charge of firing the cannons yourself. (manual)
When grappling, 75% of your crew will be sailors, 25% marines.
(Sailors are swordsmen, and maries are riflemen).
Cannon Range ******
Reload Speed ****
Accuracy *******
Seamanship *********
Crew Quality adjustable in rules (green= 1 *, average= 4 *'s, crack= 7 *'s)
THOR FOOTE 871
Strategy: If Thor thinks too hard, it makes his head hurt. So, he will
will not put alot of thought into his strategic plans.
Tactics : His short-range cannons are manned by poorly trained crews.
Neither his sailors, or marines are skillfull fighters.
When grappling, 95% of his crew will be sailors and 5% marines.
Cannon Range ****
Reload Speed ****
Accuracy ***
Seamanship ****
Crew Quality *
DUKE OF MEDINA SIDONIA 1588
Strategy: Sidonia tends to pick an objective and then move towards it
enmasse.
Tactics : Sidonia's cannons can only shoot a short distance so his
ships will try to fight at close range. His Spanish
galleons are slow and bulky ships that were built to carry
marines. His goul is to bound your ships where he can use
his superior marksmen to defeat you. His sailors are not
skilled in the art of fencing.
When grappling, 25% of his crew will be sailors and 75% marines.
Cannon Range ****
Reload Speed ***
Accuracy *****
Seamanship ********
Crew Quality ****
BLACKBEARD 1718
Strategy: Blackbeard will fight anyone in sight, regardless of
strength, and will never surrender.
Tactics : Beware of Blackbeard's bloodthirsty pirate crew: they are the
most deadly swordsmen on the high seas ! He will try to
close with your ships where he can board and fight man to
man. Motivated by greed, the pirates can reload their
cannons faster than any other crew.
When grappling, 95% of his crew will be sailors and 5% marines.
Cannon Range ****
Reload Speed **********
Accuracy *****
Seamanship ***
Crew Quality *******
MARTEN TROMP 1639
Strategy: Tromp is a conservative strategist and will patiently wait
for an opening or weakness in his enemy's forces.
Tactics : His cannons are more accurate and will shoot farther than any
enemy leader that came before him. The skill level of his
marines and sailors are average. The maximum range of his
cannons is equal to yours.
When grappling, 80% of his crew will be sailors and 20% marines.
Cannon Range ******
Reload Speed ****
Accuracy *******
Seamanship *********
Crew Quality *****
JOHN PAUL JONES 1779
Strategy: The "Yankee Pirate" does not back out of a fight and will
never give up.
Tactics : His cannons shoot farther than any other leader's except
Nelson's. The fighting skills of his sailors and marines
are above average.
When grappling, 80% of his crew will be sailors and 20% marines.
Cannon Range ********
Reload Speed ******
Accuracy *****
Seamanship *******
Crew Quality *****
HORATIO NELSO 1805
Strategy: The finest strategic thinker in the age of the fighting sail,
Nelson puts great emphasis on training. His crews are
very efficient, and won't tire easily.
Tactics : Nelson will try to fight your ships from a distance to take
advantage of his destructive, long-range cannons.
When grappling, 75% of his crew will be sailors and 25% marines.
Cannon Range **********
Reload Speed ********
Accuracy *******
Seamanship **********
Crew Quality *******
[ CAMPAIGN DESCRIPTIONS ]
The Ancient art of War at Sea contains eleven campaigns, each
offering a unique challenge.
A brief description of each campaign follows. Difficulty is rated
on a scale of 1 to 10, 10 being the most difficult. time is also on a
scale of 1 to 10, 10 being the lengthiest. (Of course, if your
opponent is much craftier than you, it might make a long game very
short.) Time and difficulty will vary if you change the rules or the
enemy leader.
THE BANE OF OLDAIN
The massive enemy fleet is setting sail in the north. Your fleet
is harbored in the sout. This may be the first campaign, but that
doesn't mean it's going to be easy ! A balanced offense and defense
could be the key to victory.
Difficulty: 3
Time: 5
THE RACE FOR THE CROWN
You have 3 warships, the pirates have 26 warships. They are
between you and your crown. What could be more fair !? The emphasis
in this campaign is on strategy.
Difficulty: 2
Time: 3
RUNNING THE GAUNTLET
Again, you find yourself cut off from your crown by a huge enemy
fleet. It will take an understanding of many aspects of the art of war
to be standing victorious when this campaign is over!
Difficulty: 4
Time: 4
THE LAST CROWN
You've managed to corner your enemy at his crown. You've also
managed to lose most of your once powerful fleet in the process. To
clinch a victory will require a clever game of cat and mouse.
Difficulty: 5
Time: 6
ATTACK OF THE SUPERPOWER
Anticipate the enmey's strategy and strike where he is weakest
(Aiken Drum)
Difficulty: 5
Time: 5
1588 THE SPANISH ARMADA
You command the British defense fleet that is standing between the
Armada and its traget, London (the white crown). To stop their advance
you will need to rapidly deploy your squadrons to where they will be
most effective. During combat, take advantage of your technologically
superior ships and cannons.
Difficulty: 7
Time: 10
1676 SICILY, 1798 THE NILE
You are thrust into the middle of a pair of famous battles that
occurred a century apart. it will require strategic brilliance against
the French on two fronts to avoid a visit to Davey Jone's Locker !
Difficulty: 6
Time: 5
1759 QUIBERON BAY
This time, you are placed in command of a French fleet that is
being hard pressed by a strong British presence. to take a bold,
offensive position or a more cautious defensive position, that is the
question.
Difficulty: 4
Time: 4
1805 TRAFALGAR
This battle was Admiral Horatio Nelson's most brilliant victory,
But what if you were in charge of the British sea force instaed of
Nelson ? Can you find the weak link in the French chain ?
Difficulty: 8
Time: 8
1941 BISMARCK
What if the battle of the Bismarck had taken place 200 years
earlier ? You command the mighty Bismarck but the British are sending
every available ship on a single mission: to sink you !
Difficulty: 8
Time: 4
YOU ONLY LIVE THRICE
We saved this one for last. Some players swear that this one is
impossible to beat. They're wrong.
Difficulty: 10
Time: 9
-----------------------------------------------------------------------
[[ DATA DISKS ]]
A data disk is used when you want to make your own campaigns, play a
campaign that you make, or resume a campaign that was previously saved.
You can make as many data disks as you want. Each data disk can hold
up to 11 new campaigns and 1 saved game.
PREPARING A DATA DISK
Before you start, you will need to have a blank or expendable disk to use as
your Data Disk. The program will tell you when you need to insert your disk.
If your disk is not formatted, the program will do this for you. Just follow
the prompts to swap disks when necessary, and the computer will do the rest.
Make sure the Data Disk option is set properly in the "Options Shoppe.".
PLAYING A CAMPAIGN
To play a campaign that you created and saved on a Data Disk, select "Go To
War" at the title page and then choose the last selection on the titles
scroll, "Data Disk"
If you are using the Data Disk and you want to play a campaign on your War
Disk, choose the first selection "(WAR DISK)", on the data disk titles scroll.
SAVING A GAME IN PROGRESS
A game can be saved only on a Data Disk. If there already is a saved game
on the Data Disk, taht game will be ERASED when you save the new game.
You can save a game in progress when the war map is on the screen and the
pointer is not over a squad (any time "View" is on the command line).
When you are ready to save the game, hold the Alt key down and press S. The
program will tell you when to insert your Data Disk. You will automatically
exit the game after it is saved.
RESUMING A SAVED GAME
Select "Go to War" at the title page. Select the last title on the first
scroll, "(DATA DISK)". The program will tell you wehn to insert the Data Disk
with the Saved Game.
When the program asks if you want to continue with the saved game, press 'Y'.
--------------------------------------------------------------------------------,OTE: These are not the full docs, but is a summary of all the important info..
Call this excellent system...
Ethereal Dimension Exclusive...9600HST/104megs...................[301] 529-6418
the Gauntlet - C0Dfish text files (c) 1988
--------------------------------------------------------------------------------h
+227
View File
@@ -0,0 +1,227 @@
--------------------------------------------------------------------------------. ANCIENT ART OF WAR AT SEA DOCFILE #2 - GLOSSARY OF TERMS
brought to you by the Gauntlet of C0Dfish
a Circle of Dickz file (c) 1988
-------------------------------------------------------------------------------- ----------------------------------------------------------------------------
: :
: CAMPAIGN: A campaign is a series of military maneuvers that form a :
: war. The AAoWaS comes with eleven separate campaigns, :
: each set at a different location and time. Using the :
: Game Generator you can design your own campaigns. :
: :
: COMMAND :
: OPTIONS: Are used to move through the program and to give orders to :
: your ships and squadrons. Command Options will change :
: during the game but can usually be found on the bottom :
: line of the screen. After Zooming, command options can :
: also be found at the top of the screen. To use a Command :
: option, press the key that is indicated or, if no key is :
: indicated, press the first letter of the command. :
: :
: CONDITION: Cannonfire and low supplies will decrease a ship's :
: condition. A ship's condition is determined by her hull :
: and sail damage. When the condition of the sails decrease :
: the ship's speed and maneuverability also will decrease. :
: When a ship's sails are destroyed, the ship will also be :
: disabled. When the condition of a ship's hulls :
: deteriorates, cannons are damaged and firepower decreases. :
: A ship with severe hull damage will sink. :
: To improve the condition of a ship, it must be repaired at a :
: repair port. During a battle, some repairs can be made to :
: a badly damaged ship by boarding with a stronger friendly :
: ship. :
: :
: CROWN : A crown represents the heart of a side's homeland. A war :
: can be won by anchoring a ship next to a Crown of the :
: opposite color, but first, all enemy ships at the Crown :
: must be defeated. A Crown provides supplies and repairs :
: to ships of the same color. Crowns are supplied from :
: inland and do not require merchantships. :
: :
: DETACH : If a squadron contains more than one ship, and ther are :
: fewer than 40 squadrons on the map (including any enemy :
: squadrons not shown), you can divide the squadron in two. :
: Put the marker over the squadron. When "Detach" appears :
: on the command line, press D. Use + or - to select a ship :
: and then press S to switch it to the new squadron. When :
: you are done, press E. The new squadron will appear just :
: to the right of the original squadron. By typing J (join) :
: you can move ships back to the original squadron. :
: :
: ENCOUNTER: If one of your squadrons comes close to an enemy squadron, :
: an encounter will be reported, and both squadrons will :
: turn into the shape of crossed sabres. You can either :
: take command of that squadron and lead it into battle, by :
: Zooming, or let the ships fight without your help. If the :
: two squadrons start flashing, it means they have started :
: fighting without you. You can check the size of both :
: squadrons while they are flashing to see who is winning :
: but you cannot take command after the fighting has :
: started. To adjust the amount of time between an :
: encounter and the start of a battle, go to "Ye Olde :
: Options Shoppe." With "fight delay" set to medium, you :
: have about 30 seconds between an encounter and the start :
: of a battle. :
: :
: ENEMY : The enemy are the black squadrons and ships. The enemy :
: are lead by one of six historical military minds, each :
: with his own style of waging war. :
: :
: The mass tactics of the Duke of Medina Sidonia. :
: The aggressive attack of Blackbeard. :
: The formal tactics of Marten Tromp. :
: The determination of John Paul Jones. :
: The brilliance of Lord Admiral Nelson. :
: The unpredictability of Thor Foote :
: :
: FLAGSHIP: Is a strong ship-of-the-line with an Admiral on board. It :
: is the most powerfull ship on the high seas. Sinking the :
: last flagship on either side wins the campaign. :
: :
: HELP :
: LINE: Is just above the Command Line at the bottom of the screen :
: It appears when using certain commands to tell you what :
: to do. :
: :
: INFO : To get information about a squadron, move the marker over :
: it until you see "Info" on the command line. Then press :
: I. If two or more squadrons are directly over each other :
: on the map, you will get information on only one squadron. :
: Using the Info command, you can learn the name of the :
: ships in the squadron, their type, condition and supplies. :
: You can also adjust their sailing speed. :
: :
: JOIN : If two squadrons are close enough, you can Join them (up to :
: a max of 3 ships in a squadron). If "Join" is not show at :
: the bottom of the screen, you can use "Move" to bring the :
: squadron closer together. Put the marker over the :
: squadron. When "Join" appears on the command line, press :
: J. Use + or - to select a ship and then press the Space :
: bar to move it to the new squadron. When you are done, :
: press E. :
: :
: MARKER : Is represented by the white crosshairs on the screen. Use :
: the arrow keys or joystick to move it. Place it over a :
: squadron to get information, give orders or move the :
: squadron. When the marker is over a squadron, you will :
: hear a peep and the command line will change. It will :
: beep once for every squadron under it, so if two or more :
: squadrons are in the exact same location, you will hear :
: more than one beep. :
: :
: MERCHANT :
: SHIP: Merchantships supply ports. Warships can intercept enemy :
: merchantships, capturing their supplies and sinking them. :
: Your warships can also get supplies by intercepting white :
: merchantships. If the intercepting squadron's supplies :
: are above 50%, the merchantship will have enough supplies :
: left to continue on it's destination. :
: :
: MESSAGES: During a campaign your ships will sometimes report :
: information to you. Messages will appear at the bottom of :
: the screen just above the Help Line. Up to two messages :
: can be shown on the screen at the same time. When a new :
: message comes in, the previous message will move down and :
: the new message will take it's place on top. To remove :
: the messages on the screen, press C to clear them. :
: Reports and sightings are give in terms of map location, :
: not in terms of the squadron sending the report. :
: Some of the messages are: :
: :
: x Enemy Sighted: One of your squadrons has visual contact :
: with an enemy squadron. It will also report the enemy :
: squadrons location on the map. * NOTE * Occasionally, :
: tired sailors ill report a false sighting. :
: x Encounter: Your squadron is preparing to fight another :
: squadron. You have a short time after receiving this :
: message to Zoom to the battle before the fighting starts :
: if you ant to command your ships individually. :
: x Fighting: The two fighting squadrons will flash to show that :
: a battle is in progress. You cannot Zoom in on a squadron :
: while it is fighting. :
: x Battle Won/Lost: The results of fighting will be given when :
: you don't Zoom. :
: x Flagships: The capture of a flagship is a major event. When :
: a flagship is won or lost, it will be reported. :
: x Lost in Rough Water: Rough water is a dangerous place for :
: frigates to be. :
: x Lost in Shallow Water: Shallow water is a dangerous place :
: for ships-of-the-line and flagships. :
: :
: MOVE : To move a squadron, place the marker over a friendly :
: squadron until "Move" is shown on the command line, then :
: press M. Now trace the route you want the squadron to :
: take. When you've reached the end of the route, press :
: M again. A white dot will appear there, marking the :
: destination. :
: :
: PRACTICE: To improve your skills as a tactical commander, move the :
: marker over one of your squadrons and press P. You can :
: then practice using the combat optç3œ®[ö{=é»PœÉ̹þŸùtÿ´sÝ?õ“9•þ·“Ì­iƒ^NZßõ­_ÓvAGOýôÿs¦íB}é̯:ä9ÓÿÁýôÿØsÝ?õ“9•ÿ·“Ì·tÁþó3¤<ƒ'•Ïë~ÿµ«únÈ(éÿ çºÈ9Óv¡3“™k¾sýÿ¼æ¿÷ÿs¿÷ÊôÿÈsÝ?ä™ÉšægºÄ-ýÛ§ýbüÏÿì.Ì>Ã/Âï<Ìç3YîdÿZÊ"Ïægÿö¹ÿç¯ç¯ç¯ï¦ì‚Ÿòï§üƒý7j99•ßH}ùüé`÷?ÿó§þCûéÿ ™Ë³3™šéÿœÏôÿ¬Lç·ÏsÖôþh‹ÖÌÏ[óýÿÜÍóy¼ß}7dtÿ}?äé»P™ÉÌÔ]!ä·÷ŸÏÿùÿûŸÿúÔ?¾Ÿò œ™£™™¬ÞoÛÏoüþW=?äôÝAÓþAýôÿ¦íBg'3]!ôÿæ:CØ=ÿþŸõï§ü‚g&wÓþA¯tžPs'ÜþLôÿôOH'}7dtÿÐOOùúnÔ&rs5ÿ[Ûõ½lþýo[ÛËzßéÿPþúÈ793G33^篾þdûŸÍÏOÿDÏOûÄôÿÐwÓvAH‡MÚ„ÎOOù'÷ÓÿA9<™ÌÍ{¤òƒ™ supplies from merchantships. It takes approximately two :
: merchantships to provide enough supplies for a badly :
: damaged ship-of-the-line. When a port receives supplies, :
: it will begin fixing any ship in it's port. Naturally, it :
: will take longer to receive repairs in a crowded port. :
: When a port runs out of supplies, it will change colors :
: and you will hear a tone. :
: :
: RETREAT : When you've "Zoomed" in on a battle, you can have your :
: squadron retreat by sailing off the edge of the screen. A :
: turning ship can disappear off the edge of the screen and :
: then come back (if it doesn't stray to far off screen). :
: :
: :
: RULES : Some rules will change with each campaign. you will see the :
: rules scroll before a campaign begins. Advanced players :
: may wish to change the rules of a campaign for variety. :
: Most rules apply to both you and the enemy, although some :
: may be different for the enemy depending on who their :
: leader is. :
: :
: SIGHTINGS: When one of your squadrons gets close to an enemy squadron, :
: it will report sighting the enemy. When the visibility is :
: not set to unlimited, the squadron that is sighted will :
: appear on the map. It will stay on the map until your :
: squadron loses sight of it. The "rules" determine the :
: visibility. If a sighting is reported and you can't find :
: an enemy squadron in that area, it is because your men :
: lost sight of it quickly. After sighting an enemy :
: squadron, you can trail it, try to run from it or close in :
: to fight. :
: :
: SUPPLY :
: PORT: A supply port will provide supplies to any ship anchored in :
: its harbor. When a port receives supplies, it will :
: gradually transfer them to any ships in port. Naturally, :
: it will take longer to receive supplies in a crowded port. :
: When a port runs out of supplies it will change colors and :
: you will here a tone. :
: :
: SURRENDER: When surrender is on the command line, you can surrender to :
: the enemy Admiral by pressing S. :
: :
: :
: TIME : The time option controls the speed of the game. Time can be :
: varied during the game at your discrection. During Zoom :
: the time setting uses a variable time speed. If all the :
: ships in the battle are slowed down because of wind, :
: damage or other factors, time will speed up to a superfast :
: rate. This speeds up the pace of the game during slow :
: periods. :
: :
: ZOOM : After one of your squadrons reports an Encounter, and before :
: they report a Battle, you can Zoom down to the scene of :
: the battle and take command of the individual ships. To :
: Zoom, place the marker over one of the squadrons in the :
: encounter and press Z. The amount of time between an :
: Encounter and a Battle can be adjusted in Ye Olde Options :
: Shoppe. If you don't Zoom in time, the squadrons will :
: begin fighting one their own, and you won't be able to :
: Zoom into that battle. :
: :
----------------------------------------------------------------------------
-------------------------------------------------------------------------------- Call this excellent system...
Ethereal Dimension Exclusive...9600HST/104megs..................[301] 529-6418
---------------------------------------------------------------------------------
+265
View File
@@ -0,0 +1,265 @@
_______________________________
| |
| ANIX v2.2a |
| (c) 1985-87 Randall Hyde |
| all rights reserved |
|_______________________________|
This program is offered free of charge. It is not, however, public
domain. There is a distinction!
Following are some VERY brief notes on the ANIX operating system. This
version of ANIX is a shell for ProDOS/8 (or ProDOS 1.x.1 etc), and runs
on a II+, //e or IIgs. A nicely printed manual with a disk is available
for $25.00 (printing and mailing costs) from
HAL Labs
18942 Dallas
Perris, CA 92370
The manual is 200 pages+, and the disk has source code for many of the
extrinsics. If attention warrants it, I can post the manual; however, it
would take hours to download, and cost you lots. Hobbe's choice. If you
want to print your own manual, it is available on disk for $7.50 (one
disk with ANIX, extrinsics and manual).
Now, on to the good stuff!
----------------------------------------------------------------------
A Brief History:
The original ANIX (version 1.0) was a shell for DOS 3.3, written by
Randall Hyde to support his Lazer Pascal and other projects. The name
is derived from
Apple uNIX
which is not to say that it is UNIX. It supported I/O redirection, EXEC
files with parameters, user-written extrinsics (utilities) etc.
The current ANIX v2.2 is a shell for ProDOS/8, also written by Randall
Hyde (and modified by yours truly) mainly to provide an environment for
the LISA v3.1 assembler. It also supports I/O redirection
=PRINT FILE >OUTFILE
=PRINT FILE >.P {printer}
=PRINT <.C >FILE {from COM to a file}
(PRINT is an extrinsic used to print text files).
ANIX v2.x has replaceable console drivers, so it works the same with
Apple 40 column
Apple 80 column
Videx and Ultraterm 80x24, 80x48, 128x24
Wizard 80 column
It has a fairly complete cursor editing package (insert/delete char,
insert/delete line, clear EOLN/EOP, etc) that is consistent across any
video device that has a console driver written for it
-----------------------------------------------------------------------
To use ANIX:
Make a disk with
PRODOS {your version of ProDOS}
ANIX.SYSTEM {the ANIX system}
EXTRINSICS {make a directory for extrinsics}
PRINT {put extrinsics in here}
COPY
INIT
etc etc
ANIX is a command-line processor, so anything you type will first be
processed internally; if it is an intrinsic (internal command) like
CATALOG {or CAT}
PREFIX
DELETE
ONLINE
SAVE
etc, then ANIX will execute the command and return to the prompt.
Otherwise, it will look for an extrinsic (external command) on the disk.
It first looks in the current directory, then it looks in the directory
called EXTRINSICS on the root of the current volume.
-----------------------------------------------------------------------
Intrinsic commands
Notes: all char output is to standard out (may be redirected)
all char input is from standard in (may be redirected)
all numbers (addresses, etc) are in HEX
BRK
transfer control to Apple monitor
note: on IIgs, do a "3<ctrlP>" to reset video hooks
to return to ANIX, do A003G (in bank 00!)
CATALOG <pathname>
do catalog of directory <pathname>, or (if <pathname> is omitted),
of current prefixed directory
CLOSE
will close any open files (if an error left some open)
DATE
prints the current date
DELETE <pathname>
delete <pathname>. Currently, will not delete a non-empty directory
EXEC <pathname>
execute text commands from the text file <pathname>. Continues until
error or end of file
LOAD <pathanme> <addr>
loads <pathname> at <addr>. If <addr> is omitted, will load file at
address in AUXTYPE (usually the save address).
LOCK <switches> <pathname>
sets various lock attributes for <pathname>
=LOCK -rw MYFILE {lock read and write access}
=LOCK MYFILE {lock all except read access}
ONLINE
lists all volumes online, and slots where they are located
PREFIX <pathanme>
sets system prefix to <pathname> or (if blank) shows current prefix
RENAME <oldpath> <newpath>
rename <oldpath> to be <newpath>. Will not move file between
subdirectories.
RUN <addr>
will do a JSR to the given address.
SAVE <pathname> <addr> <len>
save file on disk from memory, starting with <addr>, and file length
<len>.
SYSSAVE <pathname> <addr> <len>
similar, except that instead of making a BIN file, it makes a SYS
file
TIME
prints the current time
UNLOCK
unlock the specified file attributes. See LOCK.
-----------------------------------------------------------------------
ANIX supports the idea of logical devices. All disk devices are named
.dN
By default
.d1 disk in slot 6, drive 1
.d2 " " slot 6, drive 2
.d3 slot 5, drive 1
.d4 slot 5, drive 2
.d5 slot 7, drive 1
.d6 slot 7, drive 2
.d7 slot 2, drive 1
.d8 slot 2, drive 2
If you didn't know (or care to know) the name of a disk, you could
just say
=CATALOG .d1
to get a catalog of the disk in drive .d1. The drive convention is
supported in all ANIX intrinsics, and extrinsics can use it by calling
the routine PARSENAM (which also does all checking for valid ProDOS
naming etc).
The printer device is .P
The communication device is .C
-----------------------------------------------------------------------
Extrinsics
PRINT <switches> <file1> <switches> <file2> ...
will print any number of files to standard out, with many options
-P issue page feed
-# number each line
-(n1:n2) print lines from n1 to n2
-[c1:c2] print columns from c1 to c2
refer to ANIX manual (or type in bad input and PRINT will prompt you)
COPY <pathname> <pathname>
will copy a file (or files with wildcard specification)
The "=" wildcard will copy all files that match without prompting
The "?" wildcard will prompt before each file
INIT drive
Will format a disk in drive specified.
ED
A simple line editor for text files. Has
Insert
Delete
List
Modify
LOad
SAve
Press <ctrl-2> to exit insert mode
PROMF <file>
print contents of OMF file, giving headers, record info, etc
very crude so far
FREESPC <drive>
give free space info about a drive
SETUP.ANIX
allow you to edit default ANIX parameters
MAKDIR
create a sub-directory
ADU
a disk block editor
CHANGETYPE <file> <type>
change a file's type. Specify the type in hex
----------------------------------------------------------------------
Any questions may be cheerfully answered. Send them to HAL.LABS on
GEnie, or (better) in an appropriate topic (like the LISA816 topic)
in the A2PRO section on GEnie.
Binary file not shown.
+463
View File
@@ -0,0 +1,463 @@
APBA Major League Players Baseball
==================================
[Dox by Pac-Rat]
[ Complete Documentation ]
- INTRODUCTION
APBA Major League Players Baseball puts you in the dugout as a manager
of your favorite baseball team! The game is intended to be played by two
players, each managing one team, but it can also be played by one player
managing both teams. With the draft disk, you can set up your own league
and organize teams, with players of your own choice.
The game simulates much of the complex decision making that goes on in a
real baseball game. Before the game starts, you choose which teams you
want to manage, and then your starting line-ups. Once the game begins,
the defensive manager has several strategic options of his opwn.
Bringing in relievers, pinch hitting, intentional walks, hitting and
running are just a few of the strategic decisions to be made. Sometimes
you will even have to make quick base running and throwing decisions,
just like in the real game.
- SYSTEM REQUIREMENTS
To play APBA Major League Players Baseball you must have an Apple //c or
//e with 128K RAM and an 80-column card, two 5 1/4 floppy disk drives,
and a monitor.
- QUICK START (for complete game set-up, check next section)
Starting from the Rules and Data Screen, follow the instructions below
and you will soon be playing APBA Major League Players Baseball.
The program will prompt you when you need to change disks. If at any
point you make an inputting error, you can often back out of it by
pressing the [ESC] key.
1. Press [RETURN]. The Team Selection Screen will appear.
2. Press [SHIFT] and [1] simultaneously. Wait for the division champions
team name to appear under HOME.
3. Press [B].
4. Press [SHIFT] [2] simultaneously. Wait for the other division
champion's team to appear under VISITING.
5. Insert Side B of the Data Diskette in drive 2. Press [RETURN] to
continue. The visiting team roster will appear.
6. Press [L].
7. Press [1]. The visiting team's starting line-up will appear.
8. Press [RETURN]. The home team roster will appear.
9. Press [L].
10. Press [1]. The home team's starting line-up will appear.
11. Insert the Play By Play diskette in drive 2. Press [RETURN] to
continue. The Game Screen will appear. (Press [ESC] if you wish to
shorten the National Anthem)
12. Press [P].
13. Press [RETURN]. You're playing this year's league championship!
Use the 'Quick Reference Card' for a summary of your managerial
options.
Important Notes: [CONTROL] [X] will end the game at any time and start
over.
- RULE, TEAM AND LINE-UP SELECTION
Once BASEBALL is loaded, you can start playing with just a few
keystrokes.
[Rules and Data Screen]
Using [SHIFT] [1], choose to play with a designated hitter (DH) or
without a designated hitter. Your choice is highlighted. The DH option
has been implemented according to the Official Baseball Rules. If you
choose to play with a DH, certain managerial moves may nullify your
right to use a DH (for example-announcing a defensive player at the DH
spot in the batting order after the game has begun). If you attempt to
make such a move, a warning will appear on your screen.
Using [SHIFT] [2], choose the length of time available for dynamic
decisions - Professional (10 seconds), Semi-pro (15 seconds), or Amateur
(20 seconds). Your choice is highlighted.
Using [SHIFT] [3], choose to play with or without sound. Your choice is
highlighted.
Using [SHIFT] [4], choose the speed at which you wish the outcomes to
show Regular for dramatic play, Quick for "no pause" play.
Using [SHIFT] [5], determine which Data Disk you have inserted.
After using the shift keys to specify the rules, insert side A of the
Data Diskette, press [RETURN], and the Team Selection Screen will
appear.
[Team Selection Screen]
Teams are arranged by organization, league, and division. The game comes
with 676 players organized by the leagues and cities in which they play.
You can play these teams immediately. To select a team, follow these
steps.
1. Choose the organization you wish to play with by pressing [1] through
[6]. (Before drafting your own teams, you will have only one choice:
PROFESSIONAL BASEBALL.) Your choice will be highlighted.
2. Select a division using [A] through [L]. (Before drafting your own
teams, your choices are [A], [B], [G], and [H].) Your choice will be
highlighted. The teams in this division will appear under TEAMS with
their won/lost records.
3. Select a team to play with using the up/down arrow keys. Your choice
will be highlighted.
4. Indicate whether this team is the home or visiting team. Press
[SHIFT] [1] to choose the home team and [SHIFT] [2] to choose the
visiting team.
5. Repeat these steps to choose a second team.
6. When you have chosen two teams, press [RETURN]. Insert side B of the
Data Diskette and press [RETURN] to continue. The Line-up Screen for the
visiting team will appear.
Important Notes: You may change your mind about which teams to play for
as long as you remain on the Team Selection Screen. Simply follow steps
1-4 above. Your new selection will replace the team you had previously
selected.
To play teams from different years or Data Diskettes against each other,
load the first team following the procedure above, then switch Data
Diskettes, press [SHIFT] [5], and load the second team.
You may play any team from any organization against any other team. You
may even play a team against itself.
[The Line-up Screen]
The name and year of the team is in the upper right hand corner. The
line-up will be displayed in the upper left of the screen. The roster
for the team appears in the lower half of the screen.
On the roster, non-pitchers star at letter A and proceed down; pitchers
start at letter Z and proceed up. Non-pitchers are displayed with last
name, primary position (Pos), fielding rating at that position (D), the
side they bat from (B), and running speed (Sp).
Pitchers are displayed with last name, the arm they throw with (T),
pitching grade (always as a starter, if they started during the actual
season) (Gr), and control letters (Ctrl). Grades of relievers are marked
with an asterisk.
See THE PLAYER SCREEN for a further explanation of player performance
ratings.
[Announcing a Line-up]
You may either use a pre-stored line-up or announce players
individually.
[Announcing a Prestored Line-up]
Space has been provided for five prestored line-ups in the upper
righthand corner of the screen. A frequently used line-up for each team
is provided as choice 1. After you have saved your own line-ups they
will also appear on the list. To load a prestored line-up:
1. Press [L].
2. Select a number from [1] through [5].
Loading a line-up erases all previously announced players.
The names of the players on the starting line-up are displayed,followed
by their defensive position and fielding ratings. Totals are given for
team and infield fielding ratings.
If a designated hitter (DH) was stored in the line-up and you are not
now playing with the DH, the DH will be dropped from the line-up and the
pitcher,if there was one, will appear batting ninth. If a DH does not
appear in the prestored line-up and you have chosen to play with one,
the pitcher, if there was one, will be moved out of the batting order
automatically,and you will need to select a DH.
[Announcing Individual Players]
To help make line-up decisions, you can display the complete player
statistics.
1. Press [D].
2. Press either [A]...[Z] or the batting number [1]...[9] of the player
to be studied.
The Player Screen will appear. For a complete description of the player
ratings, see THE PLAYER SCREEN section.
[Adding a Player to the Line-up]
After selecting a player to announce, follow the steps below to add him
to the line-up:
1. Press [A] to start an announcement.
2. Press [A]...[Z] to select the player.
3. Press [1]...[9] (or [P] if you elected to use designated hitters) to
select his place in the batting order.
4. Press [1]...[9] (or [D] if you elected to use designated hitters) to
select his defensive position.
5. The selected player and his ratings will appear in the line-up and
his name will be highlighted in the roster.
6. Repeat this process until you have a valid defensive line-up.
[Correcting a Line-up]
Check the line-up to make sure it is the one you want. If the line-up is
incorrect, press [R] for Remove followed by [1]...[9] or [P] to remove
the incorrect player. Announce the correct player in the vacant
position.
BASEBALL will tell you if your line-up is invalid. Examples of invalid
line-ups: you have entered two players at the same position; you are
missing a player; you have an ejected or injured player in the line-up;
you have not designated a defensive position for a pinch hitter, a pinch
runner, or his replacement. If your line-up is invalid, make the
correction as described above.
After you have corrected an invalid line-up, if there is still a player
marked with an asterisk, you must [M] Move that player to his proper
defensive position to finish validating the line-up, even if it appears
that he's already there. You may also use the [M] Move command to change
the defensive position of a player without changing his line-up
position.
Before finalizing your line-up, you may make as many changes as you
want.
[Saving a Line-up]
1. Press [S].
2. Press [1]..[5] to choose the line-up number. If a lineup already
exists at that position, the new line-up will replace the old line-up.
3. Enter a name for the line-up.
4. Press [RETURN].
This line-up will be saved to the data diskette. You will be able to
load this line-up with the [L] Load command in the future.
Important note: [ESC] lets you back out of any incomplete command.
[Completing the Line-ups]
Announce a line-up for each team. When you press [RETURN] after
announcing the second line-up, you are prompted to insert the Play By
Play diskette. Insert thid disk, press [RETURN], and the Game Screen
will appear.
- PLAYING THE GAME
[The Game Screen]
The top part of the Game Screen displays the two line-ups, the line
score with run, hit, and error totals, the inning, count, and number of
outs, and a description of each play as it occurs. The current batter is
highlighted and after the first inning the lead-off batter is marked
with an asterisk.
To the left of the "INN," on the same line, is a space reserved for up
to two scorer messages. The messages and their meanings are:
E1...E9 - Error on the defensive player indicated
WP - Wild pitch
PB - Passed ball
SAC - Sacrafice bunt or fly
FC - Fielder's choice
On some complex plays, further scoring messages appear in the
description of the play.
The lower part of the Game Screen displays the diamond, the defensive
alignment, the current batter (on the appropriate side of the plate),
and base runners with their running speed. You will also see the base
running results of each play, partial game statistics for the current
pitcher (innings pitched, hits, earned runs, walks (BB), strike-outs),
partial game statistics for the current batter (at bats, runs, hits,
RBI), the pitch, bat, and time-out indicators, and slected managerial
calls when in effect (IN, STRETCH, HOLD, HIT & RUN).
Important note: A HOME RUN graphic will flash repeatedly on the
scoreboard after a home run is hit. You can stop the flashing by
pressing any key.
Below or next to each defensive player's name are one or more ratings:
For all defensive players:
The first number is the fielding rating for that player at that
position.
For the pitcher:
The arm he throws with (R-right, L-left) and his current pitching
grade.
For the catcher:
His throwing arm rating for steal attempts.
For outfielders:
Their arm ratings.
For offensive players you will find:
For the batter:
His batting type and platoon factor.
For base runners:
Their base speed ratings.
See THE PLAYER SCREEN for complete explanations of player performance
ratings.
[Managerial Decisions]
APBA Baseball can be a game of managerial coaching decisions. Choosing
the team and the line-up are only the first of these decisions. As you
play the game, the following options are availible to you:
<Options for the defensive manager> <Team in field>
Before [P] Pitch:
[H] Hold -
With a runner at first base, holding him on slows the runner somewhat
for stealing and base advancement and provides the chance for him to get
picked off. Of course, with the first baseman nearer the bag, it is
easier to hit through the right side. Holding on is automatically in
effect if there is a runner on first and no one on second, unless the
defensive manager turns it off by pressing [H]. Press [H] again to
reinstate HOLD.
[I] In -
With a runner at third base, press [I] draws the infield in and
increases the chance of the play being made at home on a ground ball.
If you play IN, though, more ground balls will get through the infield
for hits. IN must be called before each pitch to remain in effect.
[S] Stretch -
With a runner at third base, pressing [S] causes the pitcher to pitch
from the stretch rather than from a full wind up. In all base situations
except men on first and third, pitching from the stretch will prevent
the runner on third from stealing home, but the pitcher will be a little
but less effective against the batter. With runners on first and third,
the pitcher must pitch from the STRETCH.
[1]...[9] -
Either manager can display the statistics for a defensive player by
pressing the number of his defensive position: [1] pitcher, [2] catcher,
[3] first basement, [4] second baseman, [5] third baseman [6] shortstop,
[7] left fielder, [8] center fielder, [9] right fielder. See THE PLAYER
SCREEN for a description of player statistics.
[B] Batter -
Either manager can display complete statistics for the batter by
pressing [B].
[SHIFT] [1]...[SHIFT] [3] -
Either manager can display complete statistics for a base runner. Press
[SHIFT] [1] for the runner on first base, [SHIFT] [2] for the runner on
second base, and [SHIFT] [3] for the runner on third base.
[CONTROL] [D] -
Allow defensive substitution. See DEFENSIVE SUBSTITUTIONS MOVES, and
RELIEF PITCHING.
[CONTROL] [R] -
Either manager can call up an instant replay by pressing
[CONTROL] [R] -
If the play went more than size lines, press [CONTROL] [R] again to
continue the play.
[CONTROL] [Q] -
Toggles the Quick Play option. Quick Play speeds up the presentation of
outcomes, but it does not affect the time allowed for dynamic
decisions.
[W] Walk -
Press [W] to intentionally walk the batter.
[P] Pitch -
Press [P] to pitch the ball.
After [P] Pitch:
No defensive commands are allowed after the pitch.
<Options for the offensive manager>
<Team at bat>
Before [P] Pitch:
[1]...[9] -
Display defensive player's statistics by positions (see defensive
options).
[B] Batter -
Display batter's statistics (see defensive options).
[SHIFT] [1]...[SHIFT] [3] -
Display base runner's statistcs (see defensive options).
[CONTROL] [O] -
Allows an offensive substitution, ie., inserting the pinch hitter or
pinch runner. See PINCH HITTING AND PINCH RUNNING.
[CONTROL] [R] -
Instant replay (see defensive options).
[CONTROL] [Q] -
Toggles the Quick Play option (see defensive options).
+397
View File
@@ -0,0 +1,397 @@
After [P] Pitch:
[RETURN] -
(sets the play in motion) Hit away.
[R] Run (HIT & RUN) -
(sets the play in motion) With a runner on first and no one on second,
you may start the runner moving with the pitch by pressing [R]. Hitting
and running will increase the probability of taking an extra base on a
hit and will lower the chance of a double play, but calling for a HIT &
RUN will result in a steal attempt if the batter takes the pitch or
fails to make contact. Hitting & running takes some power away from the
batter but increases the number of hits through the infield (mostly
singles) as a defensive player moves to cover second. The chance of
success for a HIT & RUN depends in part on the HIT & RUN ability of the
batter and his strike-out frequency.
[B] Bunt -
(sets the play in motion) With one or more runners on base, press [B] to
call for a sacrafice bunt. Bunting ability is mostly a question of bat
control. Players who do not strike out a lot will be better bunters.
Drawing the infield in does NOT affect the chance of a succesful
sacrafice because the effects of suprise and defensive positioning have
been built into the outcomes.
With a runner on third, runners on second and third, or the bases
loaded, a bunt is assumed to be a squeeze play (the runner on third will
be heading home with the pitch). With runners on first and third the
offensive manager will almost always be given the option to hold the
runner at third or to squeeze.
Important note: Plays which only change the count on the batter, like
foul balls, do remove the bunt and Hit & Run calls. After each play, you
must make these calls again if you still want them to be in effect.
[S] Steal -
(sets the play in motion) With one or more runners on base, press [S] to
call for a steal. With more than one base runner, you will be asked
which base(s) you wish to steal. Exception: if you're stealing home with
runners on second and third, or the bases loaded, the trailing runners
will advance automatically.
A number of factors affect the chance of a successful steal. They're (in
order of importance): the runners Steal Success Number; the runner's
Steal Allowance rating, which reflects the frequency of his real life
steal attempts (A-high to G-low, Rare, Never); the cather's throwing
arm; the pitcher's move to first; the base situation; and occasionally,
the side from which the batter is batting.
Special situation: with runners at first and third, if the offensive
manager calls for a double steal, the defensive manager must decide
whether to make a throw. If he does not throw, the runner on first will
steal second unmolested and the runner on third will hold. If he does
throw, the catcher's throw will always go to second, and the defensive
manager will be given the opportunity to cut the throw to home (the
steal of home is a delayed steal). If the throw is not cut off, that is,
if a play is made at second,and the runner is tagged out for out number
three, the runner on third will score ahead of the out about half of the
time.
[T] Time -
Press [T] to step out of the box (call time). Calling time nullifies the
pitch. Only the manager whose team is at bat may call time. After time
is called, either manager may make new managerial decisions. Play
proceeds as if the pitch were never made; however, if the defensive
manager has already called for HOLD, STRETCH, or IN, those calls will
remain in effect.
Important notes: Hitting & running and bunting often create a count
agains the batter (more strikes than balls). A count against the batter
increases the chance of a batter striking out.
Occasionally a sign - an offensive managerial call - will be missed by
the batter or base runner. Play will proceed as if the sign had not been
given.
[Dynamic Decisions: Base Advancement, Throwing, and Fielding]
Dynamic decisions are managerial calls which must be made during the
play. The program allows a limited time to make the decisions. You
determine the time limit in advance from the RULES AND DATA SCREEN.
Each dynamic decision demands a response. Press the number of the choice
of your decision. If you do not respond (make a decision) in the time
alotted, a decision will be made for you. This automatic decision is the
default and generally is the "conservative" decision. Sometimes the
default is the obvious decision; for instance, the default response to
"MAKE THROW?" on a steal atempt is always "yes."
Important note: For dynamic decisions, the response marked with a
asterisk (*) is the default. If you do nothing, the default response
will guide what happens next.
Dynamic decisions for the offensive manager are base advancement
decisions for example "TRY FOR THIRD?" and "TRY FOR SECOND ON THE
THROW?" When the offensive manager is asked to make advancement
decisions, the defensive manager has to make throwing decisions in
response.
Occasionally the defensive manager will be asked to make fielding
choices as well, for example: "GO FOR DOUBLE PLAY OR OUT AT HOME?" These
fielding decisions will not require a response from the offensive
manager.
You will need some information to help you decide when to advance base
or when to try to throw out a base runner. This information is provided
in four ways:
1) The description of the play gives you verbal clue about your chance
of advancing successfully. These descriptions include such information
as how far the ball was hit, where and how it was fielded, and the
postion of the runner.
2) The arm and fielding ratings of the defensive players are displayed
by their names - the outfielder handling the ball is marked with a flag
sign.
3) The speed ratings of base runners are displayed next to their names.
4) The number of outs is displayed on the scoreboard - with two outs the
runners with be moving on contact.
[Cutting Off Throws]
When a manager chooses to advance an extra base on the outfielder's
throw, the defensive manager usually will be given an opportunity to cut
off the throw (to make the play on a trailing runner). Any runner headed
for home when the ball is cut off will score, and his run will count
even if the third out is subsequently made on the play.
The chances of putting out a trailing runner depend largly on the speed
of that runner and the chance of advancement of the runner on whom the
play was originally being made. The closer the play on the original
runner, the greater the chance of the trailing runner has of advancing
if a play is subsequently made on him. Exception: if the chance of the
original runner advancing successfully is an almost sure thing, then the
chance of the trailing runner advancing even with the cutoff is also
good. In this case it is usually better not to make a play for the lead
runner.
There is no cutoff option when the runner is attempting to advance on
the hit rather than the throw.
[Pinch Hitting and Pinch Running]
At any time in the game the offensive manager may choose a pinch hitter
or pinch runner. To do this press [CONTROL] [O] (if the ball has been
pitched, call [T] Time first). The Pinch Hitter/Runner Screen will
appear. It contains the same information as the Line-up Screen.
To make a substitution, press [A],select the letter of the player
entering the game, then select the [B] Batter or [1]...[3] base runner
to be replaced. Players NOT available for pinching are highlighted
(players playing the game) or marked OUT, EJECTED, or INJURED.
Important note: The only offensive [M] Move permitted during the game
allows the pitcher to pinch-hit or pinch-run for the designated hitter.
This [M] Move will invalidate the DH for the remainder of the game.
Important notes after play begins: Once a player is announced,he is in
the game! Once a player is replaced, he is out of the game!
[Defensive Substitutions, Moves, and Relief Pitching]
At any time in the game before the ball has been pitched, the defensive
manager may make a defensive substitution, move defensive players, or
bring in a relief picture. Press [CONTROL] [D]. The Substitution Screen
will appear. It contains the same information as the Line-up Screen.
To make a substitution: press [A]. Select the letter of the player
entering the game, position in the batting order, and defensive
position. Again, players NOT available for substitution are highlighted
or marked OUT, EJECTED or INJURED. Remember: the Official Baseball Rules
specify that once a player is announced he is in the game.
To move a player to a new defensive position: press [M]. Select the
batting position of the player to be moved. Then select the new
defensive position of the player. [M] Move is useful when you have used
a pinch hitter or pinch runner and you wish to announce his defensive
position. You can also use it to swith players in the field, for
instance, to move a better "arm" to right field from left field.
To bring in a relief pitcher simply make a substitution in the
appropriate spot in the batting order. Press [A]. Then select the letter
of the pitcher entering the game, position in the batting order, and
defensive position (pitcher).
Any player may be used as a relief or starting pitcher (if your own
league rules permit it), but his grade, control, and endurance factors
will be adjusted according to his probable skills. Remember: the
Official Baseball Rules require a relief pitcher to face atleast one
batter or to pitch until the side is retired.
For all defensive substitutions, [ESC] will back you out of an
incomplete announcement or move.
Important notes: Once the game begins, a player cannot be moved from one
position in the batting order to another. If you wish to change the
batting order before the game begins, a player can be removed and
reannounced at a different spot in the order.
If a player is INJURED or EJECTED, the manager will be required to
replace him only when it becomes necessary, (that is, when he must bat,
run the bases, or take a defensive position). If there is not a player
eligible to play at that time, the understaffed team forfeits the game.
To help make pinch running, pinch hitting and other substitution
decisions, you can examine the complete player staatistics by using [D]
Display and [A]...[Z] or batting order number [1]...[9] of the player to
be studied. When you choose a player in this manner, the Player Screen
will appear.
[The Player Screen]
The player's name is in the upper left-hand corner.
<Defensive ratins and statistics>
Throws -
The arm with which the player throws (Right/Left).
Arm -
Rating of arm strength and accuracy: range 20 to 40 (higher is better).
The arm rating of an outfielder is an important consideration for making
base advancement and throwing decisions. The arm rating of an infielder
who relays the ball also affects the outcome of the play.
Positions -
A list of positions for which a player is rated defensively. If a player
is rated at a position, then he appeared at that position in the season
represented. His primary position is marked with an asterisk.
Rating -
The defensive fielding rating. The following are ranges for fielding
ratings by position (higher is better):
pitcher 1 to 2 third baseman 3 to 6
catcher 5 to 9 shortstop 6 to 10
first baseman 2 to 5 outfielder 1 to 3
second baseman 5 to 9
The total of defensive ratings for the infield (six players) is the
Infield Rating. The total for the entire team (nine players) is the Team
Rating. Although the individual fielding ratings are the most important
factor in determining how well your team plays, the outcome of plays in
which the ball is handled by several players is sometimes determined by
the Infield and Team Ratings. Again, higher is better.
Important note: If you play a player at a position for which he is not
rated, he will be given the lowest rating for that position. Exception:
good-fielding shortstops and second baseman may be rated slightly better
than "lowest" at other infield positions.
Any player may play at any position, but for realistic outcomes, players
should not be used at unlisted positions unless injuries or ejections
require it.
Injury -
Determines the seriousness of the injury should a player be injured
(higher tend to be a more serious injury): range 0 to 4.
Throw -
A rating of the strength and accuracy of a cather's throwing arm on
steal attempts: range th-4 to th+6 (higher is better). Non-catchers who
are playing catcher are always rated th-4.
PB -
Passed ball rating: range 0 to 3 (lower is better). This rating affects
the frequency of passed balls. Non-catchers who are playing catcher are
always rated 3.
Season and Game Statistics -
Fielding percentages (PCT), defensive games played defensive games
played (G), put-outs (PO), assists (A), and errors (E).
Season statistics are the officially published statistics for that
season. Game statistics are updated after every play and are reset at
the beginning of each game. Game statistics can be printed out at the
end of the game by pressing [CONTROL] [P] (see END-OF-GAME OPTIONS).
Game statistics can also be printed out at any time during the game,
again by pressing [CONTROL] [P].
<Offensive ratings and statistics>
Bats -
The side the player bats from: Right/Left/Both (R/L/B). A switch hitter
(Both) is assumed to bat from the side opposite the throwing arm of the
pitcher.
Type -
The type of hitter: straightaway (SA), pulls to left field (PL), pulls
to right field (PR), switch hitters who pull to both fields (PB). Type
affects where and how hard the ball is hit. Only extreme pull hitters
are given a PL, PR, or PB.
Platoon -
A rating determining how much a batter gives up to a pitcher who is
throwing from the same side as he is batting: range 0 to 5 (lower is
better). Example: if a right-handed pitcher with grade 15 is facing a
right-handed batter with platoon 5, the pitcher will perform as if he
were a grade 20 pitcher.
Speed -
Running speed: range 1 to 20 (higher is faster). Slow = 1 to 6, Average
= 7 to 14, Fast = 15 to 20. Speed is an important consideration in
making base advancement in many situations where no decision must be
made.
Steal Allowance -
Rates the frequency of steal attempts: range A to G, Rare, and Never
("A" rated players steal most frequently). The middle and lower ratings
can substantially reduce the chance of a successful steal, except when
the stealing runner on first is not being held on.
Steal Success -
Rates the success of steal attempts: range 0 to 36 (higher is better -
36 means he was successful on every attempt). This is the primary rating
used to determine steal attempt outcomes.
Hit & Run Ability -
Rates the hitting-for-average ability of a player (how much his batting
average will increase) when the HIT & RUN is called: range 0 to 5
(higher is better). General hit & run ability takes into consideration
the batter's tendency to strike out. When the batter does miss the ball,
a HIT & RUN becomes a steal attempt.
Season and Game Statistics -
batting average (AVG), slugging average (SLG), on-base-percentage (OBP),
games played (G), at bats (AB), runs (R), hits (H), total bases (TB),
doubles (2B), triples (3B), home runs (HR), runs-batted-in (RBI),
sacrafice hits or bunts (SH), hit-by-pitch (HP), total walks (TBB),
strike outs (SO), stolen bases (SB), caught stealing (CS)
<Special ratings for pitchers>
Throws -
Pitching arm (Right/Left). A pitcher will perform better than his base
grade against a batter hitting from the same side as he throws if the
batter has a platoon rating greater than 0. See platoon example.
+463
View File
@@ -0,0 +1,463 @@
Grade -
The basic rating of pitching skill: range 1 to 30 (higher is better).
Poor = 1 to 5, average = 6 to 10, good = 11 to 15, very good = 16 to 20,
super star = 21 to 25, immortal = 26 to 30.
A pitcher may be rated as a starter, a reliever (marked with an
asterisk), or both. If a pitcher started any game during the regular
season, he is rated as a starter. Some pitchers grades as starters on
the Line-up Screen also have a seperate grade for relieving. In this
case, both ratings are displayed on his Player Screen. You can check a
pitcher's official statistics for games appeared in (G) and games
started (GS) to see if he pitched primarily as a starter or as a
reliever during the actual season.
The grade can change during the game in several ways. If a poor pitcher
goes 5 consecutive innings without allowing an earned run, his grade
will advance by 5 each inning thereafter, up to a grade of 20, or until
he gives up an earned run. An average pitcher will advance after 6
consecutive innings, a good pitcher after 7, and a very good pitcher
after 8. Any pitcher's grade will go down 5 after allowing 5 earned runs
in 3 consecutive innings. These changes will be displayed on the Game
Screen under the pitcher's name.
Some grade changes are not displayed on the screen. Batter-to-batter
changes caused by the platoon rating of the batter are not displayed.
Relief pitchers are more effective against the first batter they face if
they enter the game during an inning (not at the beginning of an
inning). This increased grade of 5 is not displayed. Any effects of
durability (see below) are not displayed.
Control -
Rates pitching control and strike-out ability: possible ratings are W,
XY, X, Y, and Z.
W = wild (walks)
XY = super star strike-out ratio (strike-outs/innings pitched)
X = excellent strike-out ratio
Y = good strike-out ratio (X any Y both increase strike-outs)
Z = good walk ratio (decreases the number of walks, especialy with men on
base)
Move -
Rates the move to first: range 0 to 3 (higher is better). A pitcher's
move affects steal attempts and base advancement of a runner on first if
he's being held on. The better the move, the less chance of successful
advancement.
Durability -
Rates how long a pitcher can be expected to go while retaining his
initial effectiveness:range for starters 0 to 4, range for relievers 1 to 3
(lower is better).
You will have to learn to sense when your pitcher really loses it. A "4"
rated starter generally can be expected to tire beginning in the seventh
inning, a "1" rated starter in the ninth, and a "1" rated reliever in his
fourth inning of work.
HB -
Rates the frequency of hit-batsmen: 0 or no rating (0 is better). A "0"
rating reduces the number of batters hit by the pitch.
BK -
Rates the frequency of balks: 0 or no rating (0 is better). A "0" rating
reduces the number of balks.
WP -
Rates the frequency of wild pitches: range 0 to 3 (lower is better). A
lower rating reduces the number of wild pitches.
HR -
Rates the tendency to prevent or give up home runs: possible ratins are G,
H, L, M, or no rating. If a pitcher has a rating of G or H (H is better),
he will allow fewer home runs. If a pitcher has a rating or L or M (M is
worse), he will give up more home runs.
Season and Game Statistics for pitchers -
wins (W), losses (L), saves (S),
winning percentage (PCT), earned run average (for the season only) (ERA),
games appeared in (G), games started (GS), innings pitched (IP), hits (H),
runs (R), earned runs (ER), home runs (HR), total walks (TBB), hit-batsmen
(HB), strike-outs (SO), wild pitches (WP), balks (BK).
- END OF GAME OPTIONS
A game can end in several ways: one team can win after the regular nine
innings or in extra innings, the game can be rained out, one team can forfeit
the game by not being able to field nine eligible players, or the managers may
choose to "call" the game using [CONTROL] [X].
When the game ends, you will be given these options:
[U] Update win-loss records -
Update will determine the winning team, if
there is one, and if the teams come from the same data diskette and
the same organization, it will add one to the Wins column for the
winner and one to the Losses column for the losing team. It will also
recalculate the games behind (GB) for all teams in the division.
These updates are displayed on the Team Selection Screen. Update
cannot be used for PROFESSIONAL BASEBALL.
Important note: Only an official game has a winner or loser. For the
updating option, an official game is one that has gone 4 1/2 innings if the
home team is ahead, or 5 innings if the home team is behind, whether the game
was ended by rain or by [CONTROL] [X]. A game that ends in a tie is not
considered an official game for the purposes of this program. A forfeited game
is an official game. (A game is forfeited when one team is unable to field a
complete line-up). Only official games can be used to update records.
Updating and printing can be done in either order. The other options
below - [S] and [R] - destroy the game statistics and eliminate the possibility
of updating the win-loss records automatically with the current game results
(but see [C] Correct).
[S] Same Teams in Same Park -
Allows you to play another game with the
same teams in the same ball park. If you want a different home team
or if you want to select new rules, you must use the [R] Restart
option below. [S] Same Teams asks you new for a new line-up for each
team.
[R] Restart -
Takes you back to the Rules and Data Screen, from which you
will be able to change the rules, speed of dynamic decisions, sound,
and the teams being played.
Important note: To review the game performance of a player screen at the
end of a game, press [CONTROL] [O] or [CONTROL] [D], then [D] Display, followed
by the appropriate player indentification ([A]...[Z] or [1]...[9]). This must
be done before choosing [S] Same Teams or [R] Restart, otherwise the game
statistics will have been erased.
- INTRODUCTION TO DRAFTING
DRAFT will make you Commissioner, owner, general manager, and manager at
the same time. You can set up your own baseball organization with leagues and
divisions. Draft your own teams. Establish a farm system. When you have set
up a league, be sure to send in your customer registration card to recieve news
of program updates and enhancements.
[How to Load Draft]
1. Put the Draft Diskette in drive 1 and side A of the Data Diskette in
drive 2.
2. Turn on the computer, or, if it's on, simultaneously press [CONTROL]
[Open Apple] [RESET].
The Copyright Screen will appear, followed by the Create/Modify
Organizations Screen.
- CREATING A NEW ORGANIZATION
For each organization you wish to create, decide how many leagues you want
(up to 2), how many divisions (up to 4 in each league, up to 6 total), and how
many teams in each division (up to 14 in each division; up to 30 in each
organization; up to 100 teams in all including PROFESSIONAL BASEBALL).
Below are three examples of baseball organizations that could be created:
[Example 1]
Organization Name: Home Baseball
League name(s): Lyme League
Division(s): Pro Farm
Team name(s): BUDAPEST Bombers BUDAPEST Farm
HONG KONG Kongers HONG KONG Farm
WOONSOCKET Rockets WOONSOCKET Farm
[Example 2]
Organization Name: Sunbelt League
League name(s): ---
Division(s): ---
Team name(s): TAMPA Z's
PRESCOTT Powers
[Example 3]
Organization Name: Office Baseball
League name(s): League 1 League 2
Division(s): Div 1 Div 2 Div 1 Div 2
Team name(s): BALT CAL CHI ATL
BOS CHI MONT CIN
CLE KC NY HOU
DET MIN PHI LA
MIL OAK PIT SD
NY SEA STL SF
TOR TEX
Notice that the organization title, Office Baseball, has the same
structure used for major league baseball. Some people may want to replay
the actual season represented by the Data Diskette. The Office Baseball
organization will allow you to do this and keep team records and make
roster changes as they actually occurred during the season represented
by the Data Diskette. The rosters of the organization PROFESSIONAL
BASEBALL cannot be modified, and neither can its win-loss records, but
its rosters can be copied.
[Setting up the Organization, Leagues and Divisions]
Decide how best to structure your new organization (see examples above),
and follow the steps listed below.
Important note: In draft, pressing [RETURN] will advance you to the next
screen. Pressing [ESC] will bring you back to the previous screen.
<Create the Organization>
1. Press the number [2]..[6] under which you wish to store the name of
your organization.
2. Type the name as you want it to appear on the organization list. You
are allowed up to 25 characters. If you are planning to have only one
league in your new organization, you may wish to name the organization
using the league name - see example 2 above.
3. Press [RETURN]. A highlighted pointer will appear where the league
names will be entered.
<Create the First League>
4. Type the name of the first league (20 characters maximum).
Skip this step if you do not want any leagues - for instance, if you
have given the league name to the organization. If you do not give a
name to the first league, you will not be able to create a second league
for this organization.
5. Press [RETURN]. A highlighted pointer will appear under the league
name.
<Create the Divisions in the First League>
6. Type the name of the first division in the league. Up to 20
characters are allowed. Skip this step if you do not want any divisions
in this league.
7. Press [RETURN].
8. Repeat steps 6 and 7 for additional divisions. Enter up to four
divisions if you are planning to have one or two league, up to six if
you have no leagues.
Hint: you may wish to establish a farm system as a division. Each FARM
division would have the same number of teams as each PRO division (see
example 1 above).
<Complete the Organization>
9. Repeat steps 4 through 8 for the second league.
10. Check that the organizations, leagues, and divisions are as you want
them. If you have any changes, use [R] Rename and [D] Drop to correct
them.
You cannot [D] Drop a league or division. You can only [D] Drop an
organization. If you [D] Drop the organization, you will lose all of its
teams and rosters. You can [R] Rename an organization, league, or
division.
11. When you have finished naming the organization, leagues, and
divisions, press [RETURN] to continue. The Add/Select Teams Screen will
appear.
[Adding Teams to the New Organization]
1. Using [SHIFT] [1], choose the league to which you wish to add a
team. Your choice is highlighted.
2. Using [SHIFT] [2], or the right/left arrow keys, choose the division
to which you wish to add a team. Your choice is highlighted.
3. Press [A] Add team.
4. Type the team name (up to 15 characters).
5. Press [RETURN]. The arrow cursor will remain on the same line.
6. Type the team nickname (up to 9 characters). This name will be used
on the line score on the Game Screen.
7. Press [RETURN].
8. Repeat steps 3 through 7 for the remaining teams in the division.
9. Repeat steps 2 through 8 for each division in the league.
10. Repeat all of the above for each league in the organization.
When all of the teams for all divisions have been named, you are ready
to add players to your teams.
[Adding Players]
You may add players by either exporting an entire roster from an
existing team and importing the roster to a new team, or by drafting
individual players.
[Exporting and Importing]
To copy an entire roster from one team to another, use the [E] Export
and [I] Import commands. [E] Export will copy the roster of a team into
memory. [I] Import copies that roster under a new team name and writes
it to disk.
This process is useful for setting up your own league in which you can
modify to reflect roster changes made during the actual season. Try
copying one of the teams in PROFESSIONAL BASEBALL to a new team with no
current players.
To [E] export the team roster:
1. From the Create/Modify Organizations Screen, press [1] to highlight
PROFESSIONAL BASEBALL (or another organization that contains the roster
you want to copy).
2. Press [RETURN] to proceed to the Add/Select Teams Screen.
3. Choose the league and division of the team you wish to copy using
[SHIFT] [1] and [SHIFT] [2].
4. Highlight the team using the up/down arrow keys.
5. Press [E] Export to load the team into memory.
6. Press [ESC] to return to the Create/Modify Organizations Screen.
Important note: You may [E] Export from any organization, not just from
PROFESSIONAL BASEBALL.
To [I] import the team roster:
1. Select or create the organization which will contain the copied
team. The organization will be highlighted.
2. Press [RETURN] to advance to the Add/Select Teams Screen.
3. Choose the appropriate league and division using the [SHIFT] [1] and
[SHIFT] [2] keys.
4. Add or select the team to contain the roster you are copying. The
team will be highlighted.
5. Press [I] Import to write the entire exported roster onto a disk.
Importing will erase any players previously drafted for the team
highlighted.
6. Press [Y] to confirm import.
Important notes: You may not [I] Import to PROFESSIONAL BASEBALL. A
roster many NOT be copied from one data diskette to another.
- DRAFTING A TEAM
To add individual players to a team roster, proceed to the Add/Select
Teams Screen.
1. Press [SHIFT] [1] to select a league.
2. Press [SHIFT] [2] to select a division.
3. Press the up/down arrow keys to select a team.
4. Press [RETURN]. The Draft Screen will appear.
[The Draft Screen]
The upper left corner shows the name of the team being drafted. The
upper right corner shows the number of major league baseball players
available for the draft and the year (season) of the Data Diskette.
The top part of the Draft Screen displays nine names of major league
baseball players. For a non-pitcher, the name is followed by primary
position (Pos), defensive rating at that position (D), batting side (B),
and speed (Sp). For a pitcher, the name is followed by position (Pos),
throwing arm (T), pitching grade (GR), and control ratings (Ctrl).
The nine names that first come up on the screen are the first nine names
in an alphabetical listing of all the players. You can move through the
player list in several ways:
Up and down arrow keys will scroll the list of names.
[F] First will take you home to the top of the list.
[L] Last will take you to the end of the list.
[S] Search will take you directly to a part of the list you specify -
press [S], then type the first three letters of the player's name, and
press [RETURN].
[U] Update will save your roster.
The lower part of the screen displays the current team roster.
Twenty-six (26) spaces are provided to allow an empty space between the
pitchers and non-pitchers. If you choose to, you can draft up to 26
players.
Binary file not shown.
+297
View File
@@ -0,0 +1,297 @@
APPLEWORKS UTILITY TECH NOTE CECIL FRETWELL 6-MAY-87 PAGE 1
AN APPLEWORKS UTILITY
by
Cecil Fretwell
2605 Highview Ave.
Waterloo, Iowa 50702
(319) 236-0961
6-May-87
--------------------
TECHNICAL DISCUSSION
--------------------
Several technical aspects can be learned by studying the logic of this
program. Lines 240 to 300 install a special ampersand function which
allows one to delete an array after it has been dimensioned and used
to the extent of its useful life. As the discussion to follow will
show, the entries in a subdirectory are collected in an appropriate
array, sorted, and then displayed or printed. By deleting an array
after it has been used, valuable variable storage and its associated
strings are recovered. Also, using this technique allows one to
redimension an array in a program. The power of this technique will
become more evident as this discussion progresses.
The logic of the ampersand function is reasonably simple. In the
listing given below, Lines 37 to 42 insure no syntax errors, verify
the specified array exists, and sets up pointers to the array name.
Lines 43 to 65 set up the process to remove the specified array from
the array variable table. Once these are set up, the routine exits
through the monitor routine MOVE at $FE2C with the end result of
having the array removed.
1 ***********************************
2 * AMPERSAND FUNCTION TO DELETE AN *
3 * ARRAY VARIABLE. MODIFIED CODE *
4 * OBTAINED FROM CALL A.P.P.L.E. *
5 * ALL ABOUT APPLESOFT. *
6 * SYNTAX IS *
7 * & FRE XX$ *
8 ***********************************
9
10 *****************************
11 * PREPARED USING MERLIN PRO *
12 *****************************
13
14 ORG $2F0
15
16 A1L = $3C ;BOTTOM OF MOVE POINTER
17 A2L = $3E ;TOP OF MOVE POINTER
18 A4L = $42 ;DESTINATION POINTER
19 STREND = $6D ;END OF VAR POINTER
20 LOWTR = $9B ;ARRAY ADDRESS POINTER
21 CHRGET = $B1 ;GET NEXT TOKEN
APPLEWORKS UTILITY TECH NOTE CECIL FRETWELL 6-MAY-87 PAGE 2
22 CHRGOT = $B7 ;GET CURRENT TOKEN
23 AMPERV = $3F5 ;AMPERSAND VECTOR
24 SYNERR = $DEC9 ;REPORT SYNTAX ERROR
25 GETARYPT = $F7D9 ;GET ARRAY POINTER
26 MOVE = $FE2C ;MOVE SUBROUTINE
27
02F0: A2 02 28 INIT LDX #2 ;SET UP '&' VECTOR
02F2: BD FD 02 29 :1 LDA AMPJ,X
02F5: 9D F5 03 30 STA AMPERV,X
02F8: CA 31 DEX
02F9: 10 F7 32 BPL :1
02FB: 18 33 CLC
02FC: 60 34 RTS
02FD: 4C 00 03 35 AMPJ JMP FUNCS ;'&' JMP INSTRUCTION
36
0300: 20 B7 00 37 FUNCS JSR CHRGOT ;GET CURRENT TOKEN
0303: C9 D6 38 CMP #$D6 ;FRE?
0305: F0 03 39 BEQ :1 ;IF YES, BRANCH
0307: 4C C9 DE 40 JMP SYNERR ;ELSE SYNTAX ERROR
030A: 20 B1 00 41 :1 JSR CHRGET ;GET NEXT TOKEN
030D: 20 D9 F7 42 JSR GETARYPT ;FIND THE ARRAY
0310: A0 02 43 LDY #2 ;SET UP BOTTOM OF MOVE,
0312: 18 44 CLC ;TOP OF MOVE, AND THE
0313: A5 9B 45 LDA LOWTR ;DEST ADDRESS FOR
0315: 85 42 46 STA A4L ;USE BY MONITOR MOVE
0317: 71 9B 47 ADC (LOWTR),Y ;ROUTINE
0319: 85 3C 48 STA A1L
031B: A5 9C 49 LDA LOWTR+1
031D: 85 43 50 STA A4L+1
031F: C8 51 INY
0320: 71 9B 52 ADC (LOWTR),Y
0322: 85 3D 53 STA A1L+1
0324: 38 54 SEC
0325: A5 6D 55 LDA STREND ;ALSO CORRECT THE END
0327: 85 3E 56 STA A2L ;OF VARIABLES POINTER
0329: 88 57 DEY
032A: F1 9B 58 SBC (LOWTR),Y
032C: 85 6D 59 STA STREND
032E: A5 6E 60 LDA STREND+1
0330: 85 3F 61 STA A2L+1
0332: C8 62 INY
0333: F1 9B 63 SBC (LOWTR),Y
0335: 85 6E 64 STA STREND+1
0337: A0 00 65 LDY #0
0339: 4C 2C FE 66 JMP MOVE ;GO MOVE AND RETURN
Lines 310 to 580 represent the code to provide the main menu control.
Once a function is performed, control always returns to Line 360.
Lines 590 to 4120 provide the logic to display a catalog or print a
catalog. Using a simple flag in PF$, the same code can be used for
both functions. The logic starts with the necessary code to prompt
for a volume or subdirectory name and initialize the display or print
process. This is performed in Lines 590 to 810.
APPLEWORKS UTILITY TECH NOTE CECIL FRETWELL 6-MAY-87 PAGE 3
The logic in Lines 840 and 850 causes the DIM statement in Line 860 to
reserve exactly enough space for the entries in the first root
directory or sub directory. Line 840 uses HIMEM to locate the 1K
buffer established for the OPENed directory file. Based on technical
knowledge of file handling techniques used by BASIC.SYSTEM, the logic
of Line 850 then picks up the number of entries as stored in the first
block describing the entires in the directory.
The actual display or print of the desired catalog starts in Line 820.
Notice the OPEN with the TDIR parameter in Line 820. Under ProDOS, a
directory file may be opened and read just like a sequential file.
What is returned by each INPUT statement is the same as that displayed
by a CATALOG command with things like file name, file type, etc.
returned in a fixed format. With this in mind, Line 870 reads the
volume or subdirectory name, ignores the following blank line, and the
CATALOG header line.
Lines 880 to 940 input and collect each line in the CATALOG display.
This logic uses the BLOCKS FREE... line as an end of file marker
instead of using ONERR processing to trap a true end of file.
After a line for a file is read, the input is processed by the
subroutine in Lines 1540 to 1780. This subroutine returns a string
whose contents are as follows:
Position Contents
-------- --------
1 File status. "*" = locked. " " = unlocked
2-16 File name
17-31 File type, e.g., SYSTEM PROGRAM
32-41 Modification date dd-mmm-yy
42-49 Right justified file length in terms of K
50-... Left justified file length in terms of K
This string is then added to the array for the volume or subdirectory
entries.
Lines 990 to 1100 sort the array in ascending order by file name
and/or directory name. This code is a modification of the code
presented by Garry G. Kiziak in "The Compact Sorter", NIBBLE Vol4/No.
1. It is a very fast sort routine worthy repeating here in its more
general form.
10 Z = 1
20 Z = 3 * Z + 1 : IF Z < NUM THEN 20
30 Z = (Z - 1)/3 : IF Z < 1 THEN RETURN
40 FOR I = Z + L TO H : J = I - Z
50 K = J + Z : IF A = (MID$(NA$(J),M,N)>
MID$(NA$(K),M,N)) THEN TEMP$ = NA$(J):
NA$(J) = NA$(K) : NA$(K) = TEMP$ :
J = J - Z : IF J >= L THEN 50
60 NEXT I : GOTO 30
In this subroutine,
APPLEWORKS UTILITY TECH NOTE CECIL FRETWELL 6-MAY-87 PAGE 4
NA$ = the array to be sorted.
L = the starting subscript for the sort.
H = the ending subscript for the sort.
M = the column at which the sort begins.
N = the number of columns to be sorted.
A = the value 1 if an ascending sort is
required, or the value 0 if a descending
sort is required.
To quote Garry, "this routine is supposed to be a modified SHELL
METZNER sort. It might be called the SHELL SHUTTLE sort since it is
also a modified version of the SHUTTLE INTERCHANGE sort". Based on my
extensive use of the algorithm, I have found it to be very fast.
Garry also presents a machine language form which really makes a sort
in BASIC fly.
With the array sorted, Lines 1840 to 1950 display the contents of the
array. Each line of the display starts at the left margin. When the
array is completely displayed, Lines 1960 to 2170 display the final
line showing space free, space used, and total space on the volume.
Control is then passed back to the main menu logic starting at Line
360.
Going back to the display of the array process, if Line 1940 finds a
directory entry in the array, control passes to Lines 2230 to 2680.
Basically, this logic reads the entries for the subdirectory, sorts
them, and displays them.
First note Lines 2230 and 2240. The program could have been designed
to dimension the subdirectory arrays once at the beginning of the
program. This has a couple of problems. First, there is the problem
of how big to make the arrays. Subdirectories are not limited to 51
entries, therefore, too small a dimension might make the program bomb
with a subscript out of range error. Too large a dimension might make
the program bomb with an out of memory error. To minimize this
problem, Line 2230 results in a D1 which is the number of directory
blocks in the subdirectory. Each block can hold a maximum of 13
entries, therefore, Line 2240 dimensions an array with a proper size
to accommodate the subdirectory entries.
The second problem involves garbage collection. Even though I force
garbage collection at appropriate points in the logic, after an array
is used, its strings still exist in string storage. When the array is
used again, new strings are built and, based on experience, without
deleting the array after it has been used, the garbage collection
logic is invoked more often.
To minimize problems with potential out of memory conditions and
garbage collection, the array is deleted after it has been used.
With this in mind, let's continue with the discussion of processing a
subdirectory under the root of the volume. Lines 2290 to 2380 read
the subdirectory entries into an array in a manner exactly as
described for the root entries. In Line 2410, if there are no entries
APPLEWORKS UTILITY TECH NOTE CECIL FRETWELL 6-MAY-87 PAGE 5
in the subdirectory, control is passed to Line 2660 in which the D1$
array is deleted then control is passed to Line 1950 to continue
processing of the root entries.
If the subdirectory is not empty, Lines 2420 to 2540 sort the array
using the sort algorithm described earlier. Lines 2550 to 2650
display the entries in the subdirectory with each line indented over
three spaces. The final result of the display or print provides a
layout in which subdirectories can be quickly located.
Once the subdirectory has been completely processed, Line 2660 deletes
the array, garbage collection is forced, and control is passed to Line
1950 to continue processing of the root entries.
A subdirectory under the root can also contain subdirectories. If
Line 2640 detects a subdirectory, control is passed to the logic in
Lines 2780 to 3220. This logic is an exact duplicate of the logic in
Lines 2230 to 2680 with D1 replaced by D2, R$ replaced with D1$, and
L1 replaced by L2. Each displayed or printed line is indented over
five spaces from the left margin. When this subdirectory is
completely processed, Line 3200 deletes the array, garbage collection
is forced, and control is passed to Line 2650 to continue processing
in the first level subdirectory.
A subdirectory under a subdirectory can also contain subdirectories.
If Line 3180 detects a subdirectory, control is passed to the logic in
Lines 3320 to 3750. Again, logic is duplicated with D2 replaced by
D3, D1$ replaced by D2$, and L2 replaced by L3.
The logic described here assumes only three levels of subdirectories
under the root. Modifying the logic to include another level is
relatively easy. Add a Line 3715 to look for a subdirectory entry
using say Line 3180 as a model. Duplicate Lines 3320 to 3750 starting
after the end of the program at Line 4870. Now change each D2 to D3,
each D3 to D4, each D3$ to D4$, and each L3 to L4. Add a couple of
spaces to the copied Line 3640 and delete a couple of periods from the
copied Line 3690. Finally replace the GOTO 3190 in the copied Line
3750 to GOTO 3720.
Lines 4180 to 4370 handle the LOCK A FILE logic. Lines 4430 to 4620
handle the UNLOCK A FILE logic. Lines 4680 to 4870 handle the START
UP APPLEWORKS logic. The logic of these three functions is reasonably
straightforward and require no technical discussion.
This program should be a very useful addition to any library - it
certainly has been to mine. It has been tested by several non
technical types like my wife who rarely work outside the world of
Appleworks.
+595
View File
@@ -0,0 +1,595 @@
======================================
APPLE MECHANIC DOCUMENTATION
======================================
SHAPE EDITOR/FONT EDITOR:
USE KEYS 1 thru 6
KEY #1 EDIT- shape
KEY #2 SAVE- shape
KEY #3 LOAD- shapes
KEY #4 CATALOG- disk
KEY #5 DRIVE- drive/slot change
KEY #6 DISPLAY- shapes
ESC KEY EXIT- program
#1
EDIT:
Press key #1-view shape table
RIGHT ARROW
LEFT ARROW view shapes, up to 12, in memory.
ZERO, COLON, HYPHEN- shapes 10,11,12 to view.
RETURN- give you two rectangles on screen and flashing cursor.
ARROW KEYS,A,Z - right, left,up,down.
SHAPE EDITOR- limit 999 vectors. Change max in beginning of program.
X(erase)- Use X as a "backspace" key.
P=PRE-PLOT-After you have selected shape,before RETURN select P,now
you can draw with series of dots.When finished with P hit RETURN.
PLOTTING TIPS- To move plotting course without changing the drawing
use SPACE BAR.
HOW TO USE SHAPE TABLES:
Set ROT & SCALE to minimum values 0 and 1. Then decide where in memory
to load shape table. Example 25,000 is a nice round number.
10 ROT=0: SCALE = 1
20 SH = 25000:D$=CHR$(4)
30 D$;"BLOAD SHAPES,A";SH
SETTING THE SHAPE TABLE POINTER:
To tell your APPLE where your shape table is(location 25000) you need
two pokes-
40 POKE 232,SH-INT?(SH/256) * 256
50 POKE 233,INT?(SH/256)
These two pokes put 25000 into the shape table pointer at memory
locations 232 & 233. ALWAYS INCLUDE THE TWO POKES AT THE BEGINNING OF
YOU SHAPE TABLE PROGRAMS OR YOU'LL LOSE THE WHOLE SHAPE. To alternate
between shape tables,simply re-poke a new location into the shape
table pointer at 232,233 each time you change.
HCOLOR:
HCOLOR=0 OR 4: BLACK HCOLOR=1: GREEN HCOLOR=2: VIOLET
HCOLOR=3 OR 7: WHITE HCOLOR=5: ORANGE HCOLOR=6: BLUE
DRAW AND XDRAW:
Draw means just that,draw a shape for a shape table,example command-
99 DRAW 3 AT 100,90:REM(AT X,Y)
XDRAW- works like DRAW but ignores HCOLOR and plots dots in the
opposite color of the dot being plotted.
BLACK(0/4) IS OPPOSITE WHITE (3/7) GREEN(1) IS OPPOSITE
VIOLET(2) ORANGE (5) IS OPPOSITE BLUE(6)
HI-RES COORDINATES: To tell a shape where to appear,specify the
coordinates (horizontal,vertical) of the shapes starting point.Don't
specify outside of screen limits or it will CRASH.
HORIZONTAL: 0 TO 279 VERTICAL: 0 TO 191 VERTICAL W/4
TEXT LINES: 0 TO 159
DRAWING WITHOUT COORDINATES:
After first shape is drawn, you don't need to specify coordinates for
the next DRAW or XDRAW. Each successive shape without coordinates will
begin at the point where the previous shape stopped.
SCALE:
You can enlarge a shape by setting SCALE equal to a number,2-255 or 0.
A SCALE of zero is equivalent to a SCALE of 256.
ROT:
You can rotate a shape by setting ROT before you draw-
ROT=0: NORMAL
ROT=16:ROTATED 90 CLOCKWISE
ROT=32: " 180 (UPSIDE DOWN)
ROT=48: " 270 CLOCKWISE
ROT values between the above only apply when SCALE is set larger the
minimum(1). ROT values greater then 64 simply repeat the cycle until
ROT=255
MOVING A SHAPE:
More than one way to move a shape. Basically you have to DRAW the
shape, ERASE it, and REDRAW it in a new position. This XDRAW does all
that
100 FOR X = 0 TO 279
110 XDRAW 5 AT X,100: REM DRAW SHAPE
115 XDRAW 5 AT X,100: REM ERASE SHAPE
120 NEXT X
With DRAW you erase the shape by re-DRAWing it in the background
color.
OTHER EXAMPLES:
100 FOR X = 0 TO 279
110 HCOLOR=3:DRAW 5 AT X,100: REM DRAW
120 HCOLOR=0:DRAW 5 AT X,100: REM ERASE
120 NEXT X
OR
113 FOR I = 1 TO 50: NEXT
117 FOR I = 1 TO 1: NEXT
OTHER HI-RES MANIPULATIONS:
HGR -clears page 1 to black
HGR2-clears page 2 to black
HCOLOR=X:HPLOT 0,0:CALL 62454- clears hi-res in HCOLOR X
The following "switches" do not clear the screen,but REVEAL whatever
is currently on the page 1 or 2 text,hi-res,or lo-res screens:
POKE 49323,0-view hi or lo res
POKE 49233,0-view text screen
POKE 49234,0-view full graphic,lo or hi res
POKE 49235,0-view graphics plus 4 text lines(VTAB 21-24)
POKE 49236,0-view page 1 (hi,lo res or text)
POKE 49237,0-view page 2
POKE 49238,0-view lo res
POKE 49239,0-view hi res
POKE 230,32- allows drawing on page 1
POKE 230,64- allows drawing on page 2
POKE 230,96- allows drawing on page 3(not directly viewable)
PRINT PEEK(228) -prints HCOLOR code
PRINT PEEK(231) -prints current SCALE value
PRINT PEEK(249) -prints current ROT value
CALL 62923- stores last plotted coordinates at 224-226
PEEK(226) -VERTICAL position during last CALL 62923
PEEK(224)+PEEK(225)*256 -horizontal during CALL 62923
FONT EDITOR:
95 hi res characters Use with HI-WRITER, XTYPER
SHAPE FONTS TAKE UP MORE MEMORY AND DISK SPACE THAN ANY OTHER HI-RES
FONTS. 18 SECTORS FOR LARGE, 7 SECTORS FOR SMALL DOS TOOLKIT ONLY USE
5 SECTORS, REASON IS FLEXIBILITY AND ATTRACTIVENESS.
LARGE FONTS vs SMALL FONTS:
All font names in APPLE MECHANIC are preceded by a }(shift-M).All are
large-height fonts,except those with "small" in their names. Another
way to tell-by sectors.Full 96 character large fonts will be 16-20
sectors,small fonts will be 6-10 sectors.
TO USE FONT EDITOR:
"RUN FONT EDITOR" USE 1-6 KEY INSTRUCTION IN BEGINNING OF THIS PROGRAM
LOAD W/KEY#3 FONTS YOU MIGHT WANT TO SEE
EDITING: Key #1-gives you a striped flashing cursor,use ARROWS or A,
Z keys. Also see ASCII value of the key that will type character.
Hit RETURN, THREE OPTIONS:
(I)-Grid imprint-Prints selected character as a 10x blowup of grid.
(E)-Erase/Redraw- Temporarily erases character so can be redrawn.
(S)-Shadow Imprint-Prints a shadow of character on 10x grid.Shadow is
for reference or tracing,does not effect final shape.
SPACE BAR
changes cursor for SOLID to OUTLINED and back, representing PLOT and
NO-PLOT.
DISPLAY- KEY #6:
Select 6 and type as you normally would. ESC = between upper and lower
case. To type a save use Xtyper or Hi-Writer programs
XTYPER PROGRAM:
Use this program to type Page One hi-res screen,up to three
shape-fonts at a time. To start, type "RUN XTYPER" and make sure disk
has at least one large or one small shape-font on it including every
font you intend to use.
MAIN MENU:
Running Xtyper or Ctrl-R while typing display Menu & lets you load
fonts,clear hi-res screen,load and save hi-res images and quit
program.
(1,2,&3) LOADING FONTS:
You can load up to 3 large or small fonts.Select 1,2,or 3 and enter
name of font(example- "BLOAD FONTNAME,A18880")
(X)CLEAR HI-RES SCREEN:
Hit X to clear,if you have no image loaded on hi-res page 1.If you get
a snowy screen,type Crtl-R,X,Y, and RETURN
(L)LOAD HI-RES PICTURE:
Select L to load a hi-res picture from your disk.
(S)SAVE EXISTING PICTURE:
WARNING:Lock files so you don't accidentally enter a font name when
saving a hi-res image. Note*** To see hi-res picture on page 1 when
not running a program type HGR(return)and BLOAD PICTURE
,A$2000(return),where "picture" is the name of the image you want to
see.
(C)CATALOG:
Select C to catalog main menu.You can check file names fonts or
hi-res.You will be given the option also of locking and unlocking
files.
(Q)QUIT:
Select Q lets you quit Xtyper. Message "GOTO 2000 TO CONTINUE" if you
"RUN" instead of "GOTO 2000" you would have to reload your fonts.
TYPING WITH XTYPER:
KEYS***
RETURN- same as typewriter
ESC- upper and lower case
CTRL-P - left-square bracket
SHIFT-M- right-square bracket
CTRL-T-underscores
CTRL-Q-backslash
CURSOR MOVEMENT:
Arrows,left & right
Ctrl-L= right one plot
Crtl-K= left one plot
Crtl-A= up one type line
Crtl-Z= down one type line
Crtl-S= up one plot
Crtl-X= down one plot
ERASING:
THE TOP OF THE CURSOR MUST BE ALIGNED VERTICALLY WITH THE TOP OF A
CAPITAL LETTER ON THE LINE OF TYPE ON WHICH YOU WISH TO MAKE AN
ERASURE
Ctrl-B=backspace/erase:
Place the left of your cursor at the right of the character you want
erased.
Ctrl-E=character/erase:
This method works only with white type on a black background. Align
vertically, and position its left edge so it touches any part of the
character to be erased.
Ctrl-W=wipe out:
Erase entire line of type in black from the top of the caps cursor
down.
OVERTYPING:
Place cursor over character,aligning the top and left edges,change
typing color(ctrl-o) to the color of the background,and type over the
characters to be erased.
(CTRL-F)FONT CHANGE:
Select Ctrl-F will allow you to type a new font.Can't select a font
number that has not been loaded into memory.
(CTRL-O)COLOR CHANGE:
Select Ctrl-O,gives you a new typing color.XTYPER WILL NOT LET YOU
CHOOSE AN ALTERNATE COLOR #7(WHITE) OR #4(BLACK)
(CTRL-G)GRID:
Select Ctrl-G will display a 4x4 grid. Hit Ctrl-G again will erase the
grid. DO NOT TYPE OVER GRID.
(CTRL-R)RETURN TO MAIN MENU:
Select Ctrl-R will give you main menu.
LEADING NOTES (LEADING ):
DEFAULT ERASE COLOR:
Second non-REM program line in Xtyper. The variable BG is the erase
color used by crtl-B and ctrl-w.
HI-WRITER PROGRAM:
Hi-Write is meant to be used as part of your Applesoft programs!!!!!
You can add instructions after line 500 to Hi-Writer instead of Xtyper
as your main program,save disk space and typing.
LIST LINES 50-53 OF HI-WRITER:
50 FLAG=0:REM (0=LOAD, 1=DON'T)
51 FT$(1)= "]BLOCK"
52 FT$(2)= "]SMALL STANDARD"
53 FT$(3)= "]APPLE"
The variable FLAG in line 50,tells Apple whether or not to load the
three fonts form Lines 51-53.
Hi-Writer lets you access up to three fonts at one time. Let FLAG =0
and enter the names of your three fonts at lines 51-53. If you only
want one or two fonts enter a blank FT$(3)=""
PROGRAM VARIABLES: (lines 90-500)do a GOSUB 100
A$:-Words to be printed
FT:-Current Font Number(1-3)
FT3$:-Name of Font 3 to be loaded
VT:-Vtab (1-24)
HT:-Htab (1-40)
IN:-Inverse(1-yes0-no)
CT:-Auto-Center(1-yes0-no)
HC:-Hcolor type(0-7)
CL:-Hcolor for Clearing Screen (0-7)
RT:-Rot value for printing(0-3)
A$
520 A$="HELLO":GOSUB 100
UPPER/LOWER CASE
590 A$="B@EAGLE @B@ROS":GOSUB 90
FT & FT3$
Set FT equal 1,2,3 any time you want to change fonts.You can replace 3
as many times as possible.To replace 1 & 2 change lines 51 & 52 reset
FLAG in line 50 to zero,and re-run the program.
CT & GOTO 400:CENTERING
550 CT=1:VT=8.2:A$="FRIED EGGS":GOSUB 100
or A$="PITTSBURGH":FT=3:GOTO 400
INVERSE
IN to 1 words that follow will be printed in inverse. IN is
automatically reset to zero after each GOSUB 100. Add at least one
space both before and after a word to be inversed.
HC:HCOLOR
HC determines HCOLOR of the words that follow.
RT:ROTATION
RT will print your words rotated.
1= 90 clockwise
2= 90 counter-clockwise
3= upside-down
CL:CLEARING SCREEN
Value 0-7 for HC followed by GOSUB 100 will clear screen in HCOLOR
VT,HT and reset to 1.
POKE TXT,0= reveals the lower sixth of the text screen VTAB 21-24
POKE FULL,0=switch to full hi-res with text screen "hidden" behind.
TEXT= switch you entirely over to a text screen without erasing
hi-res.
POKE HIRES,0= switch you back to hi-res without clearing the screen.
OUT OF MEMORY?:
5000 ? CHR$(4):"RUN NEXT PROGRAM" insert in your program and entire
new version of Hi-Writer will continue.
NON-KEY CHARACTERS:
CHR$(95)=underscore
CHR$(92)=backslash
CHR$(91)=left square bracket
ERRORS:
ONERR GOTO 450 in line 55. Type "TEXT" or hit RESET to find and
correct the error
FONT SPLITTER:
Run FONT SPLITTER to reduce the number of characters in a font. Follow
prompts on screen and let Apple do rest.
PAGE COPY:
With Page Copy text files,you can move image already in memory for one
page to another.
20 INPUT "MOVE IMAGE FROM PAGE:";A
30 INPUT " MOVE IMAGE TO PAGE:";B
40 POKE 60,0:POKE 61,A*32
50 POKE 62,0:POKE 63,A*32+32
60 POKE 64,0:POKE 65,B*32+32
70 POKE 66,0:POKE 67,B*32
80 CALL-468
SHAPE ANALYZER:
8 - Hyphen - enter temporary "mode" ESC - will exit for mode RETURN -
set default value where appropriate.
KEY #6
Arrow keys,A, Z
KEY #7
Draw,Xdraw
KEY #8
Move current shape on screen A,Z,ARROWS,-move 9 units vertically and
horizontally. S,X,K,L,-parallel 1 unit at a time
KEY #9
Arrow increase and decrease by 16(90 ): A,Z, do the same by unit of
1. Hitting RETURN changes to zero(normal)
KEY #0
Arrow changes value, for increase or decrease A,Z,
KEY #: Arrow increases and decreases HCOLOR TEST (0-7).B= background
H=shape RETURN reset HCOLOR to 3 background 0
KEY #
Analyze a shape vector by vector.
1=shapes permitted in table
2=large font shape
0=non-font.
Enter a shape number and watch the screen. Reading left to right you
will see each vector of the shape.(0-255). Inverse =Move & Plot
Normal=Move & Don't Plot. Hit ESC to see graphic display of shape, or
RETURN for another vector analysis.
BYTE ZAP PROGRAM:
CURSOR
Arrow keys move numerically up or down one byte A,Z,-move up or down
one row RETURN -move up or down 16 bytes in the direction the cursor's
arrows are pointing
KEY #1,#2,#3
1 and 3 tells program to read the previous and next sector on disk. 2
will let you name sector you want to read. Enter track and sector
number in dec. or hex.($hex)
KEY #4
H/HEX FORMAT
D/DECIMAL FORMAT
A/ASCII FORMAT
N/NO-FLASH FORMAT
C/CATALOG FORMAT
KEY #5
Printer dump
KEY #6
Catalog,press any key to continue
KEY #7
Slot/Drive Change
KEY #8
Disk Map- Will read VTOC and display a "Map"
+ = used
. = free
KEY #9
Change a Byte-
HEX = "$" (00-FF)
DEC = (0-255)
ASCII = N-normal I-inverse C-control FG-flashing "G"(7) I%-inverse
"%"
NO-normal "O")value(207)
CM-control-M(carriage return value (141) LA-lower case "A"
KEY #0
Quit
KEY #(-)
Write a sector to disk
+370
View File
@@ -0,0 +1,370 @@
*****APPLE MECHANIC*****
SHAPE EDITOR/FONT EDITOR:
USE KEYS 1 thru 6
KEY #1 EDIT- shape
KEY #2 SAVE- shape
KEY #3 LOAD- shapes
KEY #4 CATALOG- disk
KEY #5 DRIVE- drive/slot change
KEY #6 DISPLAY- shapes
ESC KEY EXIT- program
#1
EDIT: Press key #1-
view shape table
RIGHT ARROW
LEFT ARROW view shapes up to 12, in memory.
ZERO,COLON,HYPHEN- shapes 10,11,12 to view.
RETURN- give you two rectangles on screen and flashing cursor.
ARROW KEYS,A,Z - right, left,up,down.
SHAPE EDITOR- limit 999 vectors. Change max in beginning of program.
X(erase)- Use X as a "backspace" key.
P=PRE-PLOT-After you have selected shape,before RETURN select P,now you can draw with series of dots.When finished with P hit RETURN.
I=IMPRINT- After selecting shape you want,you can imprint any existing shape by hitting I,select shape to imprint (arrow keys,1-9,zero, colon,or hyphen) and hit RETURN.To reposition imprint A,Z,Arrow keys. To keep imprint on screen,hit RETURN.To erase imprint-ESC key.
PLOTTING TIPS- To move plotting course without changing the drawing use SPACE BAR.
HOW TO USE SHAPE TABLES:
Set ROT & SCALE to minimum values 0 and 1. Then decide where in memory to load shape table. Example 25,000 is a nice round number.
10 ROT=0: SCALE = 1
20 SH = 25000:D$=CHR$(4)
30 D$;"BLOAD SHAPES,A";SH
SETTING THE SHAPE TABLE POINTER:
To tell your APPLE where your shape table is(location 25000) you need two pokes-
40 POKE 232,SH-INT?(SH/256) * 256
50 POKE 233,INT?(SH/256)
These two pokes put 25000 into the shape table pointer at memory locations 232 & 233. ALWAYS INCLUDE THE TWO POKES AT THE BEGINNING OF YOU SHAPE TABLE PROGRAMS OR YOU'LL LOSE THE WHOLE SHAPE.
To alternate between shape tables,simply re-poke a new location into the shape table pointer at 232,233 each time you change.
HCOLOR:
HCOLOR=0 OR 4: BLACK
HCOLOR=1: GREEN
HCOLOR=2: VIOLET
HCOLOR=3 OR 7: WHITE
HCOLOR=5: ORANGE
HCOLOR=6: BLUE
DRAW AND XDRAW:
Draw means just that,draw a shape for a shape table,example command-
99 DRAW 3 AT 100,90:REM(AT X,Y)
The first number after DRAW is the number 1-255, of the shape to be drawn. The next two numbers are the horizontal and vertical hi-res coordinates of the starting point of the shape. IF YOU GET AN ILLEGAL QUANTITY ERROR- you have attempted to draw outside the screen limits or specified a shape number larger then the number of shapes available.
XDRAW- works like DRAW but ignores HCOLOR and plots dots in the opposite color of the dot being plotted.
BLACK(0/4) IS OPPOSITE WHITE (3/7)
GREEN(1) IS OPPOSITE VIOLET(2)
ORANGE (5) IS OPPOSITE BLUE(6)
HI-RES COORDINATES:
To tell a shape where to appear,specify the coordinates (horizontal,vertical) of the shapes starting point.Don't specify outside of screen limits or it will CRASH.
HORIZONTAL: 0 TO 279
VERTICAL: 0 TO 191
VERTICAL W/4 TEXT LINES: 0 TO 159
DRAWING WITHOUT COORDINATES:
After first shape is drawn, you don't need to specify coordinates for the next DRAW or XDRAW. Each successive shape without coordinates will begin at the point where the previous shape stopped.
SCALE:
You can enlarge a shape by setting SCALE equal to a number,2-255 or 0. A SCALE of zero is equivalent to a SCALE of 256.
ROT:
You can rotate a shape by setting ROT before you draw-
ROT=0: NORMAL
ROT=16:ROTATED 90 CLOCKWISE
ROT=32: " 180 (UPSIDE DOWN)
ROT=48: " 270 CLOCKWISE
ROT values between the above only apply when SCALE is set larger the minimum(1). ROT values greater then 64 simply repeat the cycle until ROT=255
MOVING A SHAPE:
More than one way to move a shape. Basically you have to DRAW the shape, ERASE it, and REDRAW it in a new position. This XDRAW does all that
100 FOR X = 0 TO 279
110 XDRAW 5 AT X,100: REM DRAW SHAPE
115 XDRAW 5 AT X,100: REM ERASE SHAPE
120 NEXT X
With DRAW you erase the shape by re-DRAWing it in the background color.
OTHER EXAMPLES:
100 FOR X = 0 TO 279
110 HCOLOR=3:DRAW 5 AT X,100: REM DRAW
120 HCOLOR=0:DRAW 5 AT X,100: REM ERASE
120 NEXT X
OR
113 FOR I = 1 TO 50: NEXT
117 FOR I = 1 TO 1: NEXT
OTHER HI-RES MANIPULATIONS:
HGR -clears page 1 to black
HGR2-clears page 2 to black
HCOLOR=X:HPLOT 0,0:CALL 62454- clears hi-res in HCOLOR X
The following "switches" do not clear the screen,but REVEAL whatever is currently on the page 1 or 2 text,hi-res,or lo-res screens:
POKE 49323,0-view hi or lo res
POKE 49233,0-view text screen
POKE 49234,0-view full graphic,lo or hi res
POKE 49235,0-view graphics plus 4 text lines(VTAB 21-24)
POKE 49236,0-view page 1 (hi,lo res or text)
POKE 49237,0-view page 2
POKE 49238,0-view lo res
POKE 49239,0-view hi res
POKE 230,32- allows drawing on page 1
POKE 230,64- allows drawing on page 2
POKE 230,96- allows drawing on page 3(not directly viewable)
PRINT PEEK(228) -prints HCOLOR code PRINT PEEK(231) -prints current SCALE value
PRINT PEEK(249) -prints current ROT value
CALL 62923- stores last plotted coordinates at 224-226
PEEK(226) -VERTICAL position during last CALL 62923
PEEK(224)+PEEK(225)*256 -horizontal during CALL 62923
FONT EDITOR:
95 hi res characters
Use with HI-WRITER
XTYPER
SHAPE FONTS TAKE UP MORE MEMORY AND DISK SPACE THAN ANY OTHER HI-RES FONTS.--- 18 SECTORS FOR LARGE
7 SECTORS FOR SMALL
DOS TOOLKIT ONLY USE 5 SECTORS,REASON IS FLEXIBILITY AND ATTRACTIVENESS.
LARGE FONTS vs SMALL FONTS:
All font names in APPLE MECHANIC are preceded by a }(shift-M).All are large-height fonts,except those with "small" in their names.
Another way to tell-by sectors.Full 96 character large fonts will be 16-20 sectors,small fonts will be 6-10 sectors.
TO USE FONT EDITOR:
"RUN FONT EDITOR"
USE 1-6 KEY INSTRUCTION IN BEGINNING OF THIS PROGRAM
LOAD W/KEY#3 FONTS YOU MIGHT WANT TO SEE
EDITING:
Key #1-gives you a striped flashing cursor,use ARROWS or A,Z keys.
Also see ASCII value of the key that will type character.
Hit RETURN,
THREE OPTIONS:
(I)-Grid imprint-Prints selected character as a 10x blowup of grid.
(E)-Erase/Redraw- Temporarily erases character so can be redrawn.
(S)-Shadow Imprint-Prints a shadow of character on 10x grid.Shadow is for reference or tracing,does not effect final shape.
SPACE BAR -changes cursor for SOLID to OUTLINED and back,representing PLOT and NO-PLOT.
DISPLAY- KEY #6:
Select 6 and type as you normally would. ESC = between upper and lower case. To type a save use Xtyper or Hi-Writer programs
XTYPER PROGRAM:
Use this program to type Page One hi-res screen,up to three shape-fonts at a time. To start, type "RUN XTYPER" and make sure disk has at least one large or one small shape-font on it including every font you intend to use.
MAIN MENU:
Running Xtyper or Ctrl-R while typing display Menu & lets you load fonts,clear hi-res screen,load and save hi-res images and quit program.
(1,2,&3)LOADING FONTS:
You can load up to 3 large or small fonts.Select 1,2,or 3 and enter name of font(example- "BLOAD FONTNAME,A18880")
(X)CLEAR HI-RES SCREEN:
Hit X to clear,if you have no image loaded on hi-res page 1.If you get a snowy screen,type Crtl-R,X,Y, and RETURN
(L)LOAD HI-RES PICTURE:
Select L to load a hi-res picture from your disk.
(S)SAVE EXISTING PICTURE:
After you typed on a cleared screen or on your picture,select S to save entire image on disk. File will be listed on catalog of disk by B for Binary and an "034" for 34 sectors.It helps to name file with the word "picture" in its name or any similar identification. Apple Mechanic files have "@" for picture files.
WARNING:Lock files so you don't accidentally enter a font name when saving a hi-res image.
Note*** To see hi-res picture on page 1 when not running a program type HGR(return)and BLOAD PICTURE ,A$2000(return),where "picture" is the name of the image you want to see.
(C)CATALOG:
Select C to catalog main menu.You can check file names fonts or hi-res.You will be given the option also of locking and unlocking files.
(Q)QUIT:
Select Q lets you quit Xtyper. Message "GOTO 2000 TO CONTINUE" if you "RUN" instead of "GOTO 2000" you would have to reload your fonts.
TYPING WITH XTYPER:
KEYS***
RETURN- same as typewriter
ESC- upper and lower case
CTRL-P - left-square bracket
SHIFT-M- right-square bracket
CTRL-T-underscores
CTRL-Q-backslash
CURSOR MOVEMENT:
Arrows,left & right
Ctrl-L= right one plot
Crtl-K= left one plot
Crtl-A= up one type line
Crtl-Z= down one type line
Crtl-S= up one plot
Crtl-X= down one plot
ERASING:
THE TOP OF THE CURSOR MUST BE ALIGNED VERTICALLY WITH THE TOP OF A CAPITAL LETTER ON THE LINE OF TYPE ON WHICH YOU WISH TO MAKE AN ERASURE
Ctrl-B=backspace/erase:
Place the left of your cursor at the right of the character you want erased.
Ctrl-E=character/erase:
This method works only with white type on a black background. Align vertically, and position its left edge so it touches any part of the character to be erased.
Ctrl-W=wipe out:
Erase entire line of type in black from the top of the caps cursor down.
OVERTYPING:
Place cursor over character,aligning the top and left edges,change typing color(crtl-o) to the color of the background,and type over the characters to be erased.
(CTRL-F)FONT CHANGE:
Select Ctrl-F will allow you to type a new font.Can't select a font number that has not been loaded into memory.
(CTRL-O)COLOR CHANGE:
Select Ctrl-O,gives you a new typing color.XTYPER WILL NOT LET YOU CHOOSE AN ALTERNATE COLOR #7(WHITE) OR #4(BLACK)
(CTRL-G)GRID:
Select Ctrl-G will display a 4x4 grid. Hit Ctrl-G again will erase the grid. DO NOT TYPE OVER GRID.
(CTRL-R)RETURN TO MAIN MENU:
Select Ctrl-R will give you main menu.
LEADING NOTES (LEADING ):
Vertical distance between lines of type. Xtyper puts two lines of leading between character, large and small. To change default value of 2,change the first non-REM program line of Xtyper. The variables LD(1),LD(2), and LD(3) represent the leading for the three fonts in memory.
DEFAULT ERASE COLOR:
Second non-REM program line in Xtyper. The variable BG is the erase color used by crtl-B and ctrl-w.
HI-WRITER PROGRAM:
Hi-Write is meant to be used as part of your Applesoft programs!!!!! You can add instructions after line 500 to Hi-Writer instead of Xtyper as your main program,save disk space and typing.
LIST LINES 50-53 OF HI-WRITER:
50 FLAG=0:REM (0=LOAD, 1=DON'T) 51 FT$(1)= "]BLOCK"
52 FT$(2)= "]SMALL STANDARD"
53 FT$(3)= "]APPLE"
The variable FLAG in line 50,tells Apple whether or not to load the three fonts form Lines 51-53.
Hi-Writer lets you access yp to three fonts at one time. Let FLAG =0 and enter the names of your three fonts at lines 51-53. If you only want one or two fonts enter a blank FT$(3)=""
PROGRAM VARIABLES:
(lines 90-500)do a GOSUB 100
A$:-Words to be printed
FT:-Current Font Number(1-3)
FT3$:-Name of Font 3 to be loaded
VT:-Vtab (1-24)
HT:-Htab (1-40)
IN:-Inverse(1-yes0-no)
CT:-Auto-Center(1-yes0-no)
HC:-Hcolor type(0-7)
CL:-Hcolor for Clearing Screen (0-7)
RT:-Rot value for printing(0-3)
A$
520 A$="HELLO":GOSUB 100
UPPER/LOWER CASE
590 A$="B@EAGLE @B@ROS":GOSUB 90
FT & FT3$
Set FT equal 1,2,3 any time you want to change fonts.You can replace 3 as many times as possible.To replace 1 & 2 change lines 51 & 52 reset FLAG in line 50 to zero,and re-run the program.
CT & GOTO 400:CENTERING
550 CT=1:VT=8.2:A$="FRIED EGGS":GOSUB 100
or
A$="PITTSBURGH":FT=3:GOTO 400
INVERSE
IN to 1 words that follow will be printed in inverse. IN is automatically reset to zero after each GOSUB 100. Add at least one space both before and after a word to be inversed.
HC:HCOLOR
HC determines HCOLOR of the words that follow.
RT:ROTATION
RT will print your words rotated. 1= 90 clockwise
2= 90 counter-clockwise
3= upside-down
CL:CLEARING SCREEN
Value 0-7 for HC followed by GOSUB 100 will clear screen in HCOLOR VT,HT and reset to 1.
POKE TXT,0= reveals the lower sixth of the text screen VTAB 21-24
POKE FULL,0=switch to full hi-res with text screen "hidden" behind.
TEXT= switch you entirely over to a text screen without erasing hi-res.
POKE HIRES,0= switch you back to hi-res without clearing the screen.
OUT OF MEMORY?:
5000 ? CHR$(4):"RUN NEXT PROGRAM" insert in your program and entire new version of Hi-Writer will continue.
NON-KEY CHARACTERS:
CHR$(95)=underscore
CHR$(92)=backslash
CHR$(91)=left square bracket
ERRORS:
ONERR GOTO 450 in line 55. Type "TEXT" or hit RESET to f
+169
View File
@@ -0,0 +1,169 @@
Documentation for Apple.Rx
--------------------------
This program requires an Apple IIgs or an enhanced //e or //c WITH
a 65802 or 65816 microprocessor. A 65802 chip can be bought for
around $20 and can easily be inserted in place of the 65C02 in the
latter two machines.
---------
This program is "virus medicine". It will read your system files
(and any other types you specify) and create a data file that
contains information on these files. At any time, you can run it
in check mode and it will report any of these files that have been
altered. For obvious reasons, I am not going to detail exactly what
sort of data the program saves, but suffice it to say that it is
virtually impossible to change any of these files without detection
by this program and it would also be very difficult to either alter
this program or the data file it creates without detection.
The program makes an effort to protect itself and its data file from
modification. It encrypts itself and resaves itself whenever it is
used to write a new data file. However, despite these safeguards,
the safest way to use it is to keep this program and its data file
on a separate dedicated 3.5" disk, which you use only for running
this program.
THE PROGRAM NAME
If you do not keep this program on a separate dedicated disk then
you should change its name, so that a viral program specifically
looking for this program cannot easily find it and modify it.
THE DATA FILE
The name of the data file defaults to RX.FILE. This name is kept
in the STARTUP position of the program. If not kept on a dedicated
disk, then its name too should be changed using BLOCK.WARDEN from
ProSel. Unless you give it a full pathname, it will be kept on the
same disk as the program.
THE VOLUME NAME
The program must be told what volume to check. This defaults to
/HARD1, but this can be changed via the Change defaults function in
the program.
FILES CHECKED
The program has two means of deciding which files to check. (Ordinarily,
pure data files need not be checked, only programs.) The first way it
decides whether to check a file is by a list of file types it keeps.
It will check all files whose file type is in this list. The list
presently contains only SYS (type $FF) and S16 (type $B3) types. You
should add the NDA, CDA and TOL types ($B8, B9 and BA) and the tool setup
type $B6. There is an option in the program for modifying this list. For
example, you could add type $06 for BIN files, or type $FC for BAS files.
Since many BIN files are data files, however, it is probably best to use
the second option for them.
The second way it decides is by a list of "special files". This list
presently contains the file PROSEL. Again, there is an option in the
program for adding to and deleting from this list. Note that if you
have a file name in this list and the file cannot be found, then a
program error will be reported and the program will abort. In such a
case, you must remove that file name from the list.
It is suggested that you either add the type $F1 to cover the CD.EXT
file, or add that file to the name list.
Whenever you add a program file to your system, you should run Apple.Rx
in check mode to make sure things are now ok, and then rerun it in
Create mode to revise the data file to include the new program file.
You should run this program in check mode at frequent intervals, perhaps
every day, to quickly determine if a problem exists before it has a
chance to spread further. In particular it is a good idea to run a
check before backing up a hard disk.
PASSWORD
To protect itself somewhat, the program requires a password when you
enter it. The initial password is APPLEAPPLEAPPLE (passwords are not
case sensitive) and one of the first things you should do is to change
it with the built in facility to do that. A password must be at least
12 characters long, and when it is changed the program will encrypt
most of itself and resave itself to disk. After that point you MUST
remember your password. Recreation of the password from the encrypted
file is virtually impossible unless you have the facilities of the CIA.
It is in the nature of the encryption that even knowing the encryption
algorithm, and having both encrypted and decrypted files at one's
disposal will not, without gargantuan effort, yield the password that
was used to drive the encryption. You can change the password any
time you want, but you must know the old password to access the program
in order to make that change.
Some functions, including changing the password, are disabled and
payment of the shareware fee will bring enabling instructions.
WHAT THE PROGRAM CANNOT DO
The program only checks that files have not been changed (by a virus
or whatever). It cannot prevent damage by a program that does not
change other files; for example, a program that just starts erasing
a disk at a certain date. Only well kept backups can protect from
that. Even backups cannot protect against a virus that invades other
programs, however, and that is the purpose of this utility.
DISEASE PREVENTION
Nothing can be 100% protection against viruses. You should practice
diligence and prevention. Do not ever download (and use) a program
from a pirate board. (I can imagine and understand a software
publisher uploading an infected program onto such boards, in sheer
retribution.) Never use, in a susceptible environment (such as a
hard disk), any program downloaded by or otherwise received from
someone you do not know or in whom you do not have confidence.
COPYRIGHT
This program is copyrighted 1988 by Glen Bredon. It is expressly
forbidden to give this program to anyone else or to upload it to any
bulletin board. If the program was not uploaded by me to a major
service then you should not use it. These restrictions are to make
it more difficult for a look-alike contaminated program to be
distributed.
The program is SHAREWARE for $20. When you pay your fee, you should
indicate where you got the program, so I can warn you if it is not
legitimate. (Of course, this notice is unlikely to appear in a
non-legitimate copy.)
Just clip and mail:
----------------------------------------------------------------------------
To: Glen E. Bredon Re: Apple.Rx version 1.0
521 State Road Software viral protection program
Princeton, NJ 08540
Glen:
____ Enclosed is my check for $20 in payment for Apple.Rx. I obtained
the program from: Compuserve
(or)
____ Enclosed is my check for $25, for which please send me the Apple.Rx
program on a 5.25" disk. I understand that you will not distribute the
program in this manner during the months of June, July and August.
I understand that the payment entitles me to receive instructions on how
to enable the disabled functions, and to receive a warning if my source
for the program is not legitimate, and that I may download any future
updates from the same source with no further payment, or obtain a revision
from you for a P&H fee of $5. I further understand that it is not possible
to have 100% sure protection against software viruses and that no such
implied warrantee is given. I agree to abide by the copyright and to not
distribute any copies of the program to other people or services.
From: ________________________________________
________________________________________
________________________________________
+19
View File
@@ -0,0 +1,19 @@
APPLE TREK COMMANDS -- Compiled by Paula -- Rev.3/80
--------------------------------------------------------
FIRING ANGLES
------------- MAIN MENU COMMANDS
------------------
315 0 45 1--Navigation
\ | / 2--Shield Energy
\|/ 3--Damage Report
270---E---90 4--Phasers
/|\ 5--Photon Torpedos COMPUTER COMMANDS
/ | \ 6--Load Photons ---------------------
225 180 135 7--Ships Computer ----> 1--Compute Quadrant
8--Probe 2--Lock Phasers
9--Self Destruct 3--Lock Photon Torpedos
4--Lock Course
5--Compute Trajectory
6--Return To Main Menu
+331
View File
@@ -0,0 +1,331 @@
////////////////////////////////////////////////////////
/ /
/ Appleworks documentation /
/ /
/ by the 17th sector of the Elmhurst Copy Club /
/ Augest 1984 /
////////////////////////////////////////////////////////
Note: I will symbolize the open-Apple key with the "@". @-a = open-Apple a.
////////////////////////////////////////////////////////////////
Required equipment:
Apple //e or //c
Appleworks boot disk and system disk
One Prodos formatted data disk (the program will format it for you)
** Note **
in the lower right-hand corner, an approximate memory available
indicator will appear. If you have a //e with ext. 80-col. Card or a
//c, the number will be 55k. An un-expanded //e will show 10k.
To begin, insert the Appleworks startup disk and press ctrl-@-reset to
boot up. (or if the Apple is off, turn it on.)
The disk will load PRODOS and ask you to switch disks. Do so and press
return.
Next you will enter the date. (if you have a clock card in slot2 or 4,
all you have to do is check the year.) press return when all is well.
////////////////////////////////////////////////////////////////
You should now be presented with the main menu. It says the follwing:
1. Add files to the desktop
2. Work with one of the files on the desktop
3. Save desktop files to disk
4. Remove files from the desktop
5. Other activities
6. Quit
The desktop is the area of memory where your files are kept. (like
having a mess of papers in folders on your desk.)
Knowing what they consider a desktop, all of the above are
self-explanatory.
Instead of going into each menu option in depth (like I did for
"Locksmith 5.0 documentation"), I will go in to each function of the
progrm in depth (data base, word processor, spreadsheet).
** NOTE ** When main menu appears use #5, other activities to
configure (type of printer,data drive) and to format a data disk. (see
part V for printer info.)
////////////////////////////////////////////////////////////////
Part I : Data base understanding & operation
////////////////////////////////////////////////////////////////
A data base is simply a program that keeps track of groups of data,
called records. Each record is a group of entries in different
catagores, one entry from each catagory.
Appleworks limits:
Max. # of records 1350
Max. # of records, average 64k ram:140 128k ram:750
Max. # catagories 30
Max. length/record 1024 characters (1k)
Max. length/entry 76 characters
Max. length/catagory name 20 characters
Suppose you want to make a data base to keep track of information on
your home appliances. You will need catagories such as "item"
(blender), "serial number" (#JWM233949272), "model" (super-blend),
"make" (GE), date of purchase" (1/2/82). Each item in parenthesis is
an entry in each catagory. You boot up Appleworks, select #1 on the
main menu, select 4 on the sub-menu (data base file), and select 1 on
the sub-sub-menu (from scratch). You then enter the name of the file
("appliances"). You enter the catagory names, one at a time, press
return after each. It will the tell you to start adding records. Enter
the sample entries above. When you are done you should see a second
blank record. Press @-z (open-appl z). You are now in multiple-record
layout. (before you were in single record layout.) if you had many
records, you would see them all "at-a-glance".
That's basically a data base. Here are some helpful features Apple
threw in:
@-a Arrange the catagory the cursor's on alphabetically or
numerically. (use the tab key to move cursor right,
@tab for left).
@-c Make a photocopy of certain records onto the clipboard
(see Part IV : Cut and paste) or make a copy of the
clipbard onto file
@-d Delete a record
@-e Toggle between edit cursor and insert cursor
@-f Find a record
@-h Screen dump
@-i Insert a record
@-m Move a record onto/off of clipboard
@-n Change catagory name or file name
@-q Goto another desktop file
@-r Change record selection rules
@-s Save current file
@-v Set a default value for a catagory
@-y Clear to end of entry
@-z Toggle single-record/mulitple-record layout
@-1..@-9 Move through multiple-record layout
@-1 = beginning @-2..@-8 = middle @-9 = end
@-? Help
@-up arrow Move up one screen
@-dn arrow Move down one screen
////////////////////////////////////////////////////////////////
Part II : Word Processor
////////////////////////////////////////////////////////////////
Most of you know what a word processor is. When connected to a
printer, it's a computerized typewriter. Like you see on TV, it allows
deletion & insertion of text, correction of spelling errors, and then
prints a nice, neat paper with no signs of correction or "white-out."
this file was creatd with Appleworks' word processor. (even word
processors can't fix my typos so if you find some, please correct!)
Now that we know what to do with a word processor we can find out how
Apple intends for us to command it.
Restrictions:
# of characters: 64k-10,000 128k- 56,000
** Note **
You don't have to hit return after each line. When printed out, the
program will supply returns. Note the phrase "when printed." In your
file, the text looks like one long line. Excessive line length can and
will cause other word processors grief if you try and use Apple Writer
//e or Apple Works files in them. So decide early on if it is worth
the candle.
All you have to do is type. For lower case, release "caps lock".
Other keys of interest:
@-c Copy text to/from clipboard
@-d Delete text
@-e Toggle cursors
@-f Find text
@-h Screen dump
@-k Determine where page breaks will be when printed
@-m Move text to/from clipboard
@-n Rename file
@-o Display printer options
@-p Print document
@-q Goto another file on desktop
@-r Replace text with other text
@-s Save file to disk
@-t Set tabs (tab key)
@-y Clear to end of line
@-z Display returns and printer settings
@-1...@-9 Move through text (same as data base)
@-? Help
@-left arrow Move 1 word left
@-rt arrow Move 1 word right
@-up arrow Move up 1 page
@-dn arrow Move down 1 page
@-space Sticky space (prevent 2 words form being separate by wrap-
around)
///////////////////////////////////////////////////////////////////////////
Part III : Spreadsheet
///////////////////////////////////////////////////////////////////////////
HMMMM...a spreadsheet...let me see....A spreadsheet is like a big
piece of paper. The computer controls where you are by referencing
your position as a numbered cell. (examples-A1,C4,AD27) the letter is
the column, the number is the row. Cell A1 is in column A and row 1.
You can put letter,numbers,or formulas in a cell. By lining up numbers
and words, you can crete very meaningful information.
Restrictions:
Filled cells: 64k-1000 128k-6000 Rows- 999 Columns- A through Z, AA
through AZ, BA through BZ, CA through CZ, D through DW. Total # of
cells available for use:126,873 (999 rows times 127 columns)
To enter a label into a cell (letters explaining another cell), type a
letter or a quote (") to signify a label. Then type the rest of the
label.
To enter a value, type a number, or, to copy another cell, a plus sign
then the cell name (+B7 will copy the value in B7).
To enter a formula, type a plus sign followed by the formula.
Example: +B7-B6-B5+A2 will subtract the value in B6 from that in B7
,subtract the value in B5 from that, and add the value in a2 to that
total.
To enter a built in function, type an at-sign (@) [not open-Apple],
the name of the function, and the proper argument.
Here's a list of functions and arguments. Example- @abs(value) means
use the "value" argument below.
arguments:
value A number or an expression that equals a number (i.e. +B7-B6)
range A list of adjacent cells (A10...A13) means cells A10-A13,
inclusive.
List List of values (14,A22,B17-B16,D12...F12)
Functions:
@ABS(value) Absolute value of argument
@AVG(list) Average value in list
@INT(value) Integer value of argument
@MAX(list) Largest value in list
@MIN(list) Smallest value in list
@SQRt(value) Square root
@SUM(list) Sum of all values in list
@CHOOSE(value,list) Like BASIC "on x goto zzzz,zzzz,..."
@COUNT(list) # of numeric entries in list
@ERROR prints "error"
@LOOKUP(value,range) Looks for largest entry less than/equal to value
@NA Display "na" (for not available)
@NPV(rate,range) Display net present value based on interest
rate and payments in range
@IF(val,val1,val2) If value is true, then value1 is returned.
If value is false, value2 is returned.
Example: @IF(A14<A15,D3,Z14) @IF(S23>=2,W2,E3)
keys of interest:
@-a Sort rows
@-b Clear a cell
@-c Copy entries to/from clipboard
@-d Delete a column or row
@-e Toggle cursors
@-f Find an entry
@-h Screen dump
@-i Insert a column or row
@-j Jump to other window
@-k Calculate all cell values
@-l Change layout
@-m Move rows or columns to/from clipboard
@-n Rename file
@-p Print rows or columns
@-q Goto another file on desktop
@-s Save file to disk
@-u Edit a cell
@-v Set standard values for certain parameters
@-w Create windows
@-y Clear to end of cell
@-z Toggle normal/formula displays
@-1..@-9 Move through worksheet (same as data base)
@-? Help
@-arrows Move one screen in direction of arrow
////////////////////////////////////////////////////////////////
Part IV : Cut and Paste
////////////////////////////////////////////////////////////////
Q: What is the differnece between @-m (move to clipboard) and @c (copy
to clipboard)??
A: @-m will remove the information from where you got it and @- leaves
the info. Where you got it and puts a copy where you're copying to.
Cut and Paste is a fancy term for moving text/records from one part of
a file to a part of another file or a different part of the same
file. This is done using the "clipboard" to hold the text while you
select where to "paste" it.
///////////////////////////////////////////////////////////////////////////
Part V : About some printers.....
///////////////////////////////////////////////////////////////////////////
If you have an Apple DMP and no other printers: You can do nothing.
Dmp is the default printer.
If you have one of the following printers, you can select it when you
configure:
Apple daisywheel (dwp) Apple silentype Apple imagewriter Epson mx
series or mx graftrax+ Epson rx Epson fx Qume sprint 5 or 11
If you have a dmp and a printer above: Select which one will be the
main printer and select it. Put th other down as a secondary printer.
If you don't see your printer: Set up a "custom printer".
for a custom printer,you need to know:
Does it need line feed after each return? Will it accept a
top-of-form command? Should the program pause after each page? How
wide is the paper (in inches)?
The program will tell you how to enter the above.
////////////////////////////////////////////////////////////////////////////
Good luck with the program.....
the 17th sector of E.C.C.
* Apple and "Appleworks" are trademarks of Apple computer,inc. The
commands and functions are copyrighted by Apple computer,in.
Epson, Graftrax, and Qume are trademarks of the respective companies.
//////////////////////////////////////////////////////////////////////////
+117
View File
@@ -0,0 +1,117 @@
ICON APPLICATOR
by John R. Majka
Copyright 1990 by Raptor, Incorporated
P.O. Box 20756
Louisville, Kentucky 40250
ALL RIGHTS RESERVED
----------------------------------------------------------------------
ICON APPLICATOR is a freeware program.
Charging a fee for ICON APPLICATOR is specifically prohibited.
----------------------------------------------------------------------
One of the features of the Apple IIGS that make it easy to use is that
double clicking on a data file icon will cause GS/OS to automatically
launch the application program for that data file.
If the application has also been programmed to include the "MESSAGE CENTER"
feature of GS/OS, the application program will then automatically open the
selected data file.
Making use of the "MESSAGE CENTER" feature of GS/OS must be
specifically programmed into the application. Many applications were
not programmed to make use of this feature. If an application is so
programmed, it can not make use of the feature unless the data file
icon parameters include the full pathname of the application program.
Many Apple IIGS users can not make use of this automatic application
launch because they do not have an icon editor, do not understand the
importance of providing an application pathname or do not understand
how to use this feature.
ICON APPLICATOR is an easy to use program which will set the
application pathname by using the Standard Open File Dialog with which
every Apple IIGs user should be familiar.
After launching ICON APPLICATOR, the "About" dialog will appear.
Click anywhere in the dialog to close it.
Then, under the "File Menu" select the "Open" item and open the icon
file you wish to update. A window will then appear at the bottom of
the screen. It will display the first icon in the file at the
top-right of the dialog. Below the icon the current application
pathname will be displayed in a long box. Below this there are five
buttons: "Get Application", "Previous Icon", "Next Icon", "Cancel"
and "Done".
You can change the application pathname in two ways. First, click in
the long box and edit it manually. Second, click on the "Get
Application" button.
NOTE: NEITHER METHOD WILL CHANGE THE "APPLICATION PATHNAME" FOR EITHER
A ProDOS 8 or ProDOS 16 APPLICATION ICON. Double clicking on an application
program icon cause the application to be loaded and started. It is not
necessary nor desirable to set an application pathname for an application file.
GET APPLICATION
Clicking on the "Get Application" button will cause the Standard Open
File Dialog to appear. Only ProDOS 8 and ProDOS 16 application
programs will be displayed. Select the application normally, that is,
just as if you were going to launch an application or open a data
file. Double click on the application's filename or click on the OPEN
button. When you select the application in this way, the Open File
Dialog will disappear and the full pathname of your application will
appear in the long box below the icon.
If you click on the "Cancel" button in the Open File Dialog, nothing
will change.
The other buttons in the Open File Dialog will operate normally.
PREVIOUS ICON
Clicking on this button will change the icon and pathname to the icon
just before the current icon displayed. When you first open an icon
file, the first icon will be displayed and clicking on this button
will have no effect.
NEXT ICON
Clicking on this button will change the icon and pathname to the icon
just after the current one in the file. If there is only one icon in
the file or if you are at the last icon, clicking on this button will
have no effect.
CANCEL
Clicking on this button will cancel the operation. The current icon
file will not be saved to disk and no pathnames will be changed. The
window will be closed and you can then open a new icon file.
DONE
Clicking on this button will bring up the Standard Save File Dialog.
If you change your mind about saving the modified icon file, you can
abort the save by clicking on the "Cancel" button in the Standard Save
File Dialog.
Icon files should ONLY be saved to the ICONS folder. GS/OS can not find icons
anywhere else except in the ICONS folder.
The window will be closed and you can then open a new icon file.
-------------------------------END------------------------------------
Binary file not shown.
+108
View File
@@ -0,0 +1,108 @@
The Racketeers Present
---------------------
- Archon II: -
---------------------
- A D E P T -
---------------------
- -
- Cracked By: -
- -
- The Warezird -
- -
- Thanks To: -
- -
- The Time Lord -
---------------------
The Manual
Long, long had the Master of Order struggled with the Mistress of Chaos. Ancient as time, changeless as death was their conflict-waged in mundane realms by magically potent Adepts. No more. The old, secure wellsprings of magical energy are failing. To control the new sources, the Adepts are bringing forth new armies of reluctant Demons and Elementals long unsummoned. Change is at hand and the battle would find an end.
This is that battle. The ending is yours.
The Two Screens
---------------
The game is played on two screens. On one-the main board-you and your opponent (human or computer) take turns maneuvering your pieces (called icons) into favorable positions.
When you move to a space already occupied by one of your opponent's icons, the game shifts to the second display, the battleground. There you must fight a fast-action battle to dmtermine which icon will return to the board in possession of the disputed position.
The Moves
---------
You begin the game with 4 Adepts on a side. On each turn you may use whatever magical energy you have left to: 1) move an Adept or 2) use an Adept to cast a spell (including Summon which lets you bring new icons into the game) or 3) move an icon conjured up (with a Summon spmll) on a previous turn.
Winning
-------
You win if you occupy all six power points at once or if you triumph in the Apocalypse (evocable with a special spell). You also win if your opponent runs out of magical energy or icons.
The Board
---------
The main board is composed or four bands representing the classical elements of Earth, Water, Air and Fire. Additionally there are four squares which are not part of any band. Two are black, neutral squares representing the Void. The others are citadels, the home squares of Order and Chaos. While the Void squares can be occupied by icons just like any position in the four bands, the citadels remain empty throughout the game.
There are 6 flashing power points. Two are the Void squares. The other 4 move from turn to turn through the outermost corners of each of the four elements. occupation of the 6 power points is the major goal of the game. If the hollow square (or "frame") is on your side, it's your turn. Use your joystick to move the frame atop the icon you want, and push the button. Next, use the joystick to move the icon (or the frame, in the case of Adepts) to your intended destination and press the button again. (If you accidentally press the button over an icon you don't want to move, press the button again without moving your stick to cancel the selection and start over. Once you've moved an icon at all, you cannot cancel you selection. NOTE: The rule for cancelling an Adept move i different. See Magic Spells below.)
Elementals and Demons (conjured up with the Summon spell) slide freely along the element they are on. You may slide them as far as you like with two restrictions: they cannot pass another icon and they cannot end their move atop a "friendly" icon. Alternately, you may jump them from one element to an adjacent one on a turn. No icon may slide and jump on the same turn.
Adepts can teleport anywhere on the board, but it costs them a bit of magical energy to teleport from one element to another.
Magic Spells
Instead of a move, on any turn an Adept can cast any spell it has enough energy for. Simply select the Adept with the frame, press the button, and then press the button again. instead of canceling your Adept's move, this action produces the message "SELECT YOUR SPELL".
Move the joystick forward and backward to produce the different choices described on the next page Press the button to select the one you want. If you change your mind and decide you would rather move the Adept (or another icon) instead, select "CANCEL SPELL". To cancel a spell after you've already selected it with a button push, move the frame over your citadel and press the button again.
Magic lies at the heart of the action-and so does the fact that it costs. The amount of magical energy you have (shown by a vertical bar next to the board when it's your turn) varies throughout the game. You gain energy from each power point you occupy and-for the first few turns only-from your home citadel.
Moving icons is mostly free, but it takes magical energy to maintain each Demon and Elemental on your side and substantial amounts to cast spells. The cost of different actions is shown by the mark which appears next to the energy bar as you explore your options. You will not be allowed to take actions you do not have enough energy for.
The effects of spells are limited to the element the conjuring Adept is on. Adepts cannot cast spells from a Void square and Adepts are immune to all spells except Heal.
Summon-This is far and away the spell you will use most often. When you select it you may choose among 4 Elementals and 4 Demons by moving the frame from monster to monster. The cost in energy goes up as you move up the column of choices.
Remember, Adept magic works only within the element of the conjuring Adept. An Adept in Fire cannot, for instance, summon an icon to the band of Earth.
You may summon an icon and directly attack an opposing icon, but it takes extra magical energy to do so. And Adepts are immune from such attacks. For them, you must use icons already on the board.
HEAL-This spell cures half of an icon's wounds and all paralysis.
WEAKEN-Use this to cut an enemy icon's current lifespan in half.
IMPRISON-Cast this spell and the imprisoned icon cannot be moved. The cost of maintaining imprisoned icons falls on the imprisoner and not the original conjurer.
RELEASE-Use this when you can no longer afford to keep an icon imprisoned-or no longer need to.
Banish-Very expensive to cast. On the other hand, an icon you can't defeat can be very expensive to try to live with. And occupied power points on elements without Adepts make very tempting targets.
APOCALYPSE-This spell begins a battle that ends the game. In that apolcalyptic battle, your icon's lifespan, missile power, and missile speed depend on your magical energy icons remaining, and Adepts left, respectively. Use to put a hopelessly overwhelmed enemy out of his or her misery or as an act of suicidal desperation.
ATTACK METHODS-On the battleground, icons hurl, hammer, flame, sing, fling, stare and otherwise harass the enemy in whatever direction you move the joystick while simultaneously pressing the button. (See the hints under Attack Styles below for some exceptions and variations.) The lifelines at either end of the arena indicate the current lifespan (health/strength) of the two battling icons. When an icon is wounded, its matching lifeline is reduced. When its lifeline is gone, the icon is dead, the battle over. IMPORTANT: Except for the juggernaut and the Wraith, you cannot move icons while pressing the joystick button.
THE ATTACK INTERVAL-Combat is fast but you can't just fire away as rapidly as your joystick button can launch another attack, the computer rings a bell-a high note for Order, a lower one for Chaos.
ATTACK STYLES-Each icon is most effective when it is used in friendly-or at least neutral-elements and when its special strengths and weaknesses are understood and exploited. You will mostly learn what you need to know painfully, on the battleground. The hints below are intended only to help you begin thinking about how to use the 6 icons which have the most unusual attack styles.
1. Adept missiles can be steered as long as you hold the button down. Of course, Adepts cannot move as long as the button is down. Nothing comes free.
2. The Gorgon does not wound; it paralyzes. After every hit from a Gorgon's eye beam, an icon moves more slowly. When it can no longer move, it dies.
3. Wraiths are not nice. They are invisible except when they're trying to hurt you (and to "reload"). They can move even while they attack. Their circular attack aura steals the life force from all caught in it. Wraiths can leave battles stronger than they entered them. They can be devastating in the hands of the skillfull.
4. When the Firebird explodes it cannot be hurt nor can it move. But unlike Archon's Phoenix, you can end the explosion early by releasing the button.
5. Sirens don't have to aim. Press the button and they start singing and their opponents start dying. If you're attacked by one, don't waste time wondering what to do or the problem will be solved for you.
6. Juggernauts are in effect their own missiles. In "missile" mode, they only travel in straight lines and they are invulnerable-except to the song of the Siren.
-------------------------------------------------------------------------------
Call The Proving Grounds:
415/526-0889
Docs by: The Time Lord
+464
View File
@@ -0,0 +1,464 @@
Archon
by
[Anne Westfall, Jon Freeman and Paul Reiche III]
[The Light and The Dark]
Cracked by:
[The Burglar]
Soft-Doc Written by
[The Doc]
Supplied by
[Dex X]
Especially for:
Apple Manor.....[716] 654-POOF!
The Spectrum....[213] 202-7146
The Possession..[301] 356-5895
<Add your board here>
[Do not remove Credits and Boards]
THE LEGACY OF THE GNOSTICS
The world, the Gnostics said, is ruled by the great and evil Archon, whose
empire stretches as far as the firmament.
But even for Archon, life isn't easy. In another universe, there's another
Archon.
He wants your empire.
The outcome of the war will determine the one, true Archon. You'll want
to make sure it's you.
You'll use every troll, basilisk and dragon you have, and all the other
slimy, conniving underlings you can find, to fight the phoenixes and
djinnis of the enemy Archon.
Command Summary
TO START
--------
Make sure you have a joystick plugged in, then start the disk as you
would any other. When the Game Options menu appears, use the joystick
to move the on-screen hand. Point at the options you want select them
by pressing the joystick button. When you're ready to play, point at
"Accept the Options, Begin the Battle" and press the button (or Return,
on the keyboard). For additional instructions, see the manual (bottom).
Note: To use the Two Players, Two Joysticks option, you must have an
Apple II, II+ or IIe and an adapter which will accept two joysticks.
The adapter must use PDL 2, PDL 3 and PB 1 inputs for the second
joystick. If you choose one of the other two-player options, see
Controlling Movement From the Keyboard on the bottom.
ADDITIONAL KEYSTROKE CONTROLS
-----------------------------
Press Esc to pause. Press any key to restart.
Press Control-R to end a game and return to the game options menu.
The Theme From Archon music, by T.V. Dunbar, was entered with Will
Harvey's Music Construction Set.
CONTROLLING MOVEMENT FROM THE KEYBOARD
--------------------------------------
Movement from the keyboard is controlled with a set of 9 keys. A 10th
key is used to select a piece for movement on the strategy board and to
fire in the combat arena.
The computer will present you with a pre-chosen key set (called the
default set). To change to different keys, point at the word Keyboard
with the on-screen hand and press the joystick button, then type in
the keys you want. The cursor will automatically move to the next
possibility after each one you type. Continue typing until you've
entered something for all ten keys. Here's how the keys work:
On the strategy board, use the 9 movement keys to move the selection
frame in the direction suggested by each key's location. For example,
if you are using the default set, press the U key to move the frame
one square diagonally up and to the left, press the I key to move it
straight up, etc. When the frame is over the piece you want to move,
press the fire key (the F key in the default set) to select that piece.
Then use the movement keys to move the piece and press the fire key
again when you are finished moving.
In the combat arena, pressing a movement key starts the icon moving
in the direction of the key. To stop it, press the key in the center of
the 9 key movement set (the K key in the default set). To change
direction, press a different movement key. To fire, press the fire key
and a movement key simultaneously. You will fire in the direction of
the movement key.
ABOUT THE LUMINOSITY CYCLE
--------------------------
Some of the squares on the board wax and wane between light and dark
during the game--and important fact, since light pieces fight better
on light squares and dark pieces fight better on dark squares.
The luminosity cycle is at the light peak when the squares that change
color are the same color as the home square for the Wizard. The
luminosity cycle is at the dark peak when the squares that change
color are the same color as the home square for the Sorceress. When the
cycle reaches a peak, it reverses and begins to chang toward the opposite
peak.
The direction the cycle is proceeding may be reversed by using the Shift
Time spell described on the bottom. If Shift Time is cast while the
cycle is at a peak, it will shift immediately to the opposite peak.
[ARCHON MANUAL]
THE GAME. ARCHON depicts the eternal struggle between Light and Darkness
as a contest of action and strategy between opposing forces wrought from
myth and legend. The Light Side and the Dark Side are equal in number,
balanced in strength, but not identical. Their aim, however, is the same:
conquest of the five "power points" or the elimination of the opposite
side.
ICONS. The various fantastic creatures at your command are represented
by specific images--"icons"--stylized pictures of knights, goblins,
manticores, and the like.
There are 18 icons--a total of eight different kinds on each side.
None of yours are identical to any of the icons on the other side.
THE TWO SCREENS. ARCHON is played on two screens. On one--the strategy
screen--you and your opponent take turns maneuvering your icons into
favorable positions. When you place an icon on a square already
occupied by one of your opponent's icons, the game shifts temporarily
to the second display, the combat arena.
HOSTILITIES. In old-fashioned and--admit it--somewhat dull board games
(chess, backgammon, and their ilk), the "defending" piece gets removed
quietly from the board, and the "attacker" wins the "battle"--and the
square--without a blow being struck.
In ARCHON, we do not allow such a docility, such rank defeatism on
the part of the defender. No! If you want that square, you have to
fight for it! When you try to occupy a square held by the enemy, the
disputed square expands to fill the entire screen...and then, in the
words of a certain orange-skinned monster of comic-book fame,
"IT'S CLOBBERIN' TIME!!!"
THE LUMINOSITY CYCLE. ARCHON'S strategy screen CHANGES. While some squares
are always white or always black, others--"luminance" squares--vary in
brightness throughout the game in a simple pattern: black--dark--barely dark--
barely light--light--white...and reverse. Back and forth, throughout the
game, the cycle continues, the luminance shifting after every other
turn.
Your fortunes in the game tend to ebb and flow with the luminosity cycle.
This is because icons of the Light Side are harder to defeat on light
squares than on dark ones. Conversely, Dark Side icons are stronger on
dark squares and weakest on white ones.
POWER POINTS. The five "power points" are indicated on the screen by flashing
red symbols. Icons on power points heal faster than usual and are protected
from the effects of magic spells. If your icons occupy all five power
points, you win the game.
MOVEMENT. If the hollow square or "frame" is on your side, it's your
turn. (Simple, eh?) Use your joystick to move the frame atop the icon
you want. Once you push the button to confirm your choice, you MUST
MOVE THAT ICON SOMEWHERE. (If an icon has nowhere to go, the computer
will not allow you to "pick it up.") Once you move the icon to its
destination (again, with the joystick), push the button again, and the
obedient image will freeze in place.
Movement comes in three flavors: GROUND, FLY, AND TELEPORT. GROUND movers
cannot move through occupied squares; FLIERS are restricted only in where
they land. Fliers can also move diagonally; GROUND icons cannot. Only the
Wizard and Sorceress can TELEPORT, but for practical purposes you can think
of them as FLIERS in disguise.
On any turn, you can move an icon as far as its range allows in any
direction or combination of directions. It can stop on any square not
already occupied by one of your own icons.
Note: If you change your mind while maneuvering a GROUND mover, you must
BACKTRACK. Otherwise, the computer, being very literal-minded, will assume
you are trying to extend your move unlawfully.
COMBAT.Action in the combat arena is immediate and simultaneous; there is
no taking turns. Joystick direct movement of the icons. Pressing the
button initiates an attack--swinging a sword, firing an arrow, casting a
fireball--in the direction the joystick is pointed. You can attack or move
in any of eight directions: up, down, left, right, and the four diagonals.
IMPORTANT: your icon cannot move while the button is pressed.
Combat is of three general types. Knights and Goblins are sword-swingers
and club-wielders; they must be very near an opponent to inflict damage.
The Banshee and the Phoenix inflict damage in a circular area around
themselves; the longer the opposing icon is in that circle, the greater
the damage it sustains. Such "area" attacks need not be aimed.
All the other icons "throw" missiles of some sort and can, consequently,
do damage from a considerable distance. See QUICK REFERENCE for a detailed
comparison of the speed ("Attack speed") of an damage done ("Attack Force")
by the different missiles.
THE ATTACK INTERVAL. While combat is fast and furious, you can't just fire
away as fast as your finger twitches. It takes a moment to raise a sword
into position to strike; longer to conjure even a fast fireball; and the
better part of two whole seconds (!) to rip a boulder out of the ground
and lift it high enough to throw.
Pushing the button before your icon is ready to strike will accomplish
nothing--except to keep your icon from moving. At the exact instant you
can launch another attack, the computer rings a bell--a high note for the
Light Side, a lower one for the Dark Side--to let you know.
BARRIERS. The obstacles or barriers in the arena go through luminosity
cycles of their own. Be careful: they can be as tricky as an opponent!
Normally, a barrier is impenetrable. However, when its cycle changes
a barrier's luminance to exactly match the color of the background, the
barrier DISAPPEARS...for a few seconds. You can walk over it, shoot past
it, anything. It's gone.
Furthermore, for a few seconds before a barrier vanishes and after it
reappears, you CAN walk or fire a missile through it, but you (or the
missile) will be SLOWED DOWN.
If this seems at all confusing, just remember that the more solid a
barrier LOOKS, the more solid it is. If you have any doubts, avoid the
barriers entirely--and get out of the way of oncoming missiles.
LIFE, DEATH, AND WOUNDS. The "lifelines" at either end of the arena
indicate the current lifespan (health/strength) of the two battling
icons. When an icon is wounded, its matching lifeline is reduced in
proportion to the severity of the wound. When its lifeline is gone,
the icon is "dead" and combat is over.
A victorious icon returns to the strategy screen in control of the
disputed square. However, a seriously wounded icon is easier to defeat
the next time it is forced to fight. Even the strongest icon can be
worn down by waves of attackers.
On the strategy screen, wounded icons are healed slowly by the simple
passage of time; more quickly, by resting on a power point; or instantly
and completely, by a HEAL spell.
MAGIC SPELLS
Magic is arguably the most significant strategic element in ARCHON. Only the
two mages (magicians)--the Wizard and the Sorceress--can cast spells, and
each mage can cast each spell only once. While the spells are powerful, they
have one drawback: each spell weakens the mage casting it, leaving that
mage progressively less able to defend itself against direct attack.
A spell may be cast instead of a regular move on the strategy screen. Simply
move the frame atop your mage, as if you were going to move it. Push the
button, and the usual message appears. Without moving the icon, however,
just push the button AGAIN, and you will get a new message: "SELECT YOUR
SPELL."
Push the joystick up or down to survey the spells still available, and
push the button when you find the one you want. If further actions on your
part are required, additional messages will direct you appropriately.
Remember that you can't conjure the same spell more than once, and you
can't cast a spell against power points or icons on them. Details are
give below.
TELEPORT
EFFECT: This spell moves--teleports--any one of your icons ANY DISTANCE
from one square on the strategy screen to another.
ACTIONS REQUIRED: After selecting the spell, move the frame to the icon
you want; push the button; and then move the icon to its destination--
just as if it were a normal move.
RESTICTIONS: You cannot move an enemy icon. You cannot move onto a square
already occupied by one of your OWN icons (as usual). You cannot teleport
ONTO or OFF a power point. You cannot teleport an IMPRISONED icon. (See
IMPRISON.)
ADDITIONAL NOTE: Do not confuse this spell with a mage's normal three-square
movement. That is minor magic, on the same order as casting fireballs, and
is bound by the restrictions of the seven major spells.
HEAL
EFFECT: This spell instantly heals any icon of all wounds it has sustained
in the combat arena.
ACTIONS REQUIRED: After selecting a spell, move the frame to the wounded
icon, and push the button.
RESTRICTIONS: You cannot heal an icon resting on a power point. You CAN
"heal" an already healthy icon, but why bother?
SHIFT TIME
EFFECT: Two effects are possible. Most often, the spell reverses the flow
of time: i.e., the direction of the luminosity cycle of the delta squares.
Squares that had been growing gradually darker would now grow lighter--
until the cycle peaked. However, if the spell is cast when the luminosity
cycle is at either peak, SHIFT TIME will cause the cycle to shift adruptly
to the opposite extreme (from black to white, or vice versa).
ACTIONS REQUIRED: None after selecting the spell.
RESTRICTIONS: None.
EXCHANGE
EFFECT: This spell causes any two icons on the strategy screen to trade places.
ACTIONS REQUIRED: Move the frame to one of the icons you wish to transpose,
and push the button. Then do the same to the other icon.
RESTRICTIONS: Neither icon can be imprisoned or on a power point.
SUMMON ELEMENTAL
EFFECT: This spell allows you to attack any enemy icon with a new, temporary
icon representing one of four elementals--animated spirits of the ancient
elements of earth, air, fire, and water. Combat is conducted in the combat
arena as usual, except that the elemental vanishes after the battle, win
or lose.
ACTIONS REQUIRED: Once the spell is selected and the elemental appears on your
side of the strategy screen, move it to the icon you wish to attack. In the
combat arena, direct the elemental just as you would any other icon.
RESTRICTIONS: You cannot attack an icon on a power point. You cannot direct
the elemental to a vacant square or one occupied by one of your own icons.
You cannot choose which elemental will respond to your summons.
REVIVE
EFFECT: This spell restores to the game an icon previously lost ("killed")
in combat.
ACTIONS REQUIRED: The procedure is similar to a TELEPORT spell or a normal
move, except that the revived icon comes from a special display by the
side of the strategy screen, and its destination must be a vacant square
next to the mage.
RESTRICTIONS: You cannot "revive" an icon not already dead. One of the
(initially five) squares adjoining your mage must be vacant, and you must
put the revived icon on one of those vacant squares.
IMPRISON
EFFECT: This spell keeps an icon on the strategy screen from leaving its
square. The icon can fight its attackers in the combat arena, but it cannot
be moved off its square. Important: AN IMPRISONED MAGE CANNOT CAST SPELLS!
Imprisonment is temporary. A Dark Side icon would remain imprisoned until
the delta squares turn black; a Light Side icon would be freed when the delta
squares turn white.
ACTIONS REQUIRED: Once the spell is cast, move the frame to the target icon,
and push the button.
RESTRICTIONS: You cannot imprison an icon on a power point. You cannot
imprison any icon at a time when the luminosity cycle would automatically
free it.
CEASE CONJURING
This is not a spell; it is a way to avoid casting a spell if you miscalculate.
If you change your mind while selecting a spell, or if the spell you want is
unavailable or canceled, you may push the button when CEASE CONJURING is
displayed. This will allow you to start your turn over.
THE OPPOSING FORCES
LIGHT SIDE
----------
An ancient man of vast supernatural power, the WIZARD is the leader of the
Light Side. In battle, the Wizard casts devastating balls of fire. He rarely
ventures from the safety of his home power point, however, and is more
commonly used to cast one of the seven spells.
Resembling a great white horse with the tail of a lion and a sharp, spiral
horn set at its brow, the UNICORN is swift and agile. The beautiful creature
can fire blinding bolt of energy from its magical horn.
The ARCHERS are fearless Amazon warriors of legendary skill with their fine,
whitewood bows. They are endowed with magical quivers that can never be
emptied.
A GOLEM is an artificial being, shaped from stone and gleaming metal, and
animated by magic. Roughly man-shaped, it is huge, twice the height of a man.
Its weapons are boulders ripped from the earth and hurled with devastating
force.
VALKYRIES are beauteous blonde war maidens from the legions of Valhalla.
Each of these ferocious females is endowed with two great magical gifts:
first, the ability to stride the air as if it were solid ground; and,
second, an enchanted spear, which, when thrown, returns to her hand of
its own accord.
The DJINNI is a magical being from another dimension, a plane of tempest
and storm. In form he is a huge, superbly muscled man whose body is
partly flesh and partly swirling currents of air. A cousin to the wind
itself, the Djinni can raise a small tornado with a gesture and control
it with a thought.
The PHOENIX is a flaming bird of immense size and power. In battle it
can explode into a seething mass of fire, scorching anyone on the
perimeter of the blaze and burning severely any enemy unfortunate enough
to be caught near the incandescent core. Not only is the Phoenix
unscathed by its fiery metamorphosis, it cannot be harmed by any attack
known.
The KNIGHTS are foot soldiers armed and armored against foes far larger
than themselves. Although they cannont withstand more than one blow from
many of their enemies, they need not be mere cannon (or dragon) fodder.
Provided they are swift and clever, their speed of attack gives them a
chance to survive and triumph.
DARK SIDE
---------
The equal of the old Wizard only in power, the eternally young and ever
beautiful SORCERESS is his counterpart in all ways. Her lightning bolts
are swifter and surer than his fireballs, if a shade less potent. Fierce
in battle but safest on the black power point, she is most often used to
cast the seven spells.
The BASILISK is a small, crested reptile with the scaly body of a lizard
and the bulbous, glowing eyes of a gorgon. Although it is relatively
shortlived, the beast's quick movements and deadly glance make it a
terrifying opponent.
The MANTICORE resembles a large golden lion with a human face and a scorpion's
thorny tail. This nasty appendage bristles with great quills like spikes,
which the fell beast can fling over its head with surprising accuracy.
A dweller in caves and dark places, the misshapen TROLL is a shambling giant,
dull but strong, clumsy but hard to slay. Like the Golem, it carriers
no ready-made weapons; instead, it seizes boulders, tree trunks--whatever
comes to hand--and catapults the massive objects at its enemies.
The SHAPESHIFTER is a doppleganger, a demonic creature without true shape
or form, save what it steals from enemies. In battle it becomes the mirror
image of its opponent, strongest on squares where its enemy is weakest,
turning the enemy's powers against itself. It has no fixed lifespan: all
wounds that do not prove fatal will heal as soon as it assumes a new form.
The DRAGON, a monstrous, serpentine reptile, is without peer in the combat
arena. One gout of its flaming breath will kill many creatures, and a
second blast is almost always fatal. Highly mobile and very difficult to
slay, its awesome powers make it second in value only to the Sorceress.
The BANSHEE is an undead spirit that feeds off the souls of her opponents,
a ghostly apparition that attacks with her keening wail, draining the life
from anyone in range of the sound (the shaded area around her). Prolonged
exposure to the terrifying shriek can be fatal.
GOBLINS are hideous dwarves, twisted of limb and misshapen of feature,
unfriendly and often violent. Their mutal antagonism is kept in check only
by the powers of the Sorceress. On dark ground their gnarled clubs are more
than a match for the swords of the Knights, and if well-directed they can
bring down the most potent of enemies.
QUICK REFERENCE
LIGHT SIDE:
#=Number on Side
Creature-Movemnt-Speed-Atck.Mode-Atck.Force-Atck.Speed-Atck.Interval-Lifespan-#
Wizard-Teleport 3-Normal-Fireball-Great-Medium-Average-Average-1
Unicorn-Ground 4-Normal-Energy bolt-Moderate-Fast-Short-Average-2
Archer-Ground 3-Normal-Arrow-Minor-Medium-Average-Short-2
Golem-Ground 3-Slow-Boulder-Great-Slow-Long-Long-2
Valkyrie-Fly 3-Normal-Magic spear-Moderate-Slow-Average-Average-2
Djinni-Fly 4-Normal-Whirlwind-Moderate-Medium-Average-Long-1
Phoenix-Fly 5-Normal-Fiery explosion-Great-Slow-Long-Long-1
Knight-Ground 3-Normal-Sword-Minor-Instant-Very Short-Short-7
DARK SIDE
Sorceress-Teleport 3-Normal-Lightning bolt-Moderate-Fast-Average-Average-1
Basilisk-Ground 3-Normal-Eye beam-Great-Fast-Short-Short-2
Manticore-Ground 3-Normal-Tail Spikes-Minor-Slow-Average-Average2
Troll-Ground 3-Slow-Boulder-Great-Slow-Long-Long-2
Shapeshifter-Fly 5-Varies-Varies-Varies-Varies-Varies-Unknown-1
Dragon-Fly 4-Normal-Fiery breath-Very great-Medium-Long-Very Long-1
Banshee-Fly 3-Normal-Scream-Moderate-Instant-Long-Average-2
Goblin-Ground 3-Normal-Club-Minor-Instant-Very short-Short-7
THIS SOFT-DOC WRITTEN BY: [THE DOC] ON [AUGUST 26, 1984]
SUPPLIED BY: [DEXTER X]
ENJOY THE GAME AND DON'T REMOVE THE CREDITS, SINCE THIS SOFT-DOC TOOK ME
SEVERAL HOURS OF VAULABLE TIME. [DEDICATED A WHOLE SATURDAY NIGHT FOR THIS]
APPLE MANOR...........[716] 654-POOF! THE SPECTRUM............[213] 202-7146
THE POSSESSION........[301] 356-5895 THE SOUTH POLE..........[312] 677-7140
THE CURSE.............[612] 920-3576 ADVENTURER'S TAVERN.....[714] 538-3103
THE SPECTRUM ELITE ROX!
-------------------------------------------------------------------------------
Electronic Arts (tm) [415] 571-7171 [*] 1984 The Doc [K] 1984 The Burglar
+106
View File
@@ -0,0 +1,106 @@
Suddenly Space is a dangerous place...
___ _ _ ______ __ __
/|| \ | | /\ /| |\ | | / __ \ | | | \
/ || |\ \ | | / / / | | \ | || / \ | | | ||\ \
/ || | \ \| |/ / / | | \ | || |++| | | | || \ \
/ /||| |_/ /| / / /|| | \| || |++| | | | || / /
/ /_||| / | \ / /_|| | |\ || \__/ | | | ||/ /
/ ___ || |\ \ | |\ \/ ___ | | | \ | \______/ | | | /
\ \ ||| | \ \|_| \ \ \ || |_| \_| | / | /
\_\ |/ \/ \/\_\ |/ |/
A Club 96 Release
DISK LOADING INSTRUCTIONS
Turn on the computer. Insert the diskette into drive 1 with the label
facing upwards. If the GS Operating System is already up, insert the
game disk into the drive. Click the mouse pointer twice on the
TAITO.ARKANOID icon when it appears. Next, click the pointer twice on
the ARKANOID icon. The game will now load. If you want to boot directly
from the Arkanoid disk, reset the computer and the game will start
automatically.
CONTROLS
This game is played with the Applemouse. When the title screen
appears, press 1 for a one player game; 2 for a two player game.
Pressing the mouse button automatically starts a one player game.
During game play:
Press ESC to pause the game; press any key to continue play.
Moving the mouse from left to right causes the Vaus to travel
in the corresponding direction. Press the mouse button to
release the energy ball or fire the laser.
Option Keys
Control + R Restarts the game
Control + Q Returns to the finder
Control + S Turns the sound on/off
Left Arrow Decreases Volume
RIght Arrow Increases Volume
HOW TO PLAY
The intergalactic carrier Arkanoid travels through the outer reaches of
the galaxy, carrying planet Earth's remaining human survivers. They
encounter DOH, a complex entity of incredible power. As the carrier
falls prey to his attack, the crew escapes in the "Vaus" and enter a
demention of living energy! The battle for freedom takes place over 33
levels of complex and intricate barriers. Will you survive the final
onslaught of DOH?
Move the Vaus left and right. Use you skills to deflect an energy ball
will gradually destroy the walls confronting you. Grey energy blocks
must be hit more than once; some energy blocks are indestructible.
Alien life forms randomly descend to hinder you. Eliminate them on
contact with an energy ball or the Vaus.
Destroy the energy blocks and release these capsules to help you win the game:
B (Pink) Advances you to the next level
C (Green) Catch the ball, move to a new position and fire
D (Lt Bl) Gives you three energy balls instead of one
E (Dk Bl) Expands the Vaus craft to twice normal size
L (Red) Arms you Vaus with a laserto destroy energy blocks
P (Grey) Awards you an extra Vaus
S (Orang) Energy balls temporarily slow down
STATUS AND SCORING
The game screen displays current score, hi-score, number of remaining
Vaus, and current level. Between 50 and 120 points are awarded for
knocking out an energy block, depending on the color. 1,000 points are
awarded for collecting a capusle and 1,000 points for hitting an alien.
An extra Vaus is awarded at 20,000, 60,000, and 100,000 points. After
120,000 points, additional lives are awarded at intervals of 60,000
points.
HIGH SCORE SCREEN
Use the keyboard to enter you initials. Press RETURN to return to the
title screen.
STEREO CARDS
This game supports several stereo cardes, such as the SUPERSONIC from
MDIdeas. When this type of card is installed, Arkanoid provides rich
stereo sounds for you listening enjoyment.
HINTS AND TIPS
o The dividing capsule is very usefull if your ball is caught behind
or enclosed within a wall.
o The laser is useful for breaking down energy block that require a
number of hits.
o Use the very edge of your Vaus to deflect the ball and give it a
sharper angle for maneuvering into restrictive places.
PS: If you are an excellent Graphix drawer and would like to get your pics on
the newest GS Releases please let a Club 96 Memebr know. Also, TAITO your
protection *WAS* the best for the GS so far but it is now TOAST!!!!!!!!
File diff suppressed because it is too large Load Diff
Binary file not shown.
Binary file not shown.
+181
View File
@@ -0,0 +1,181 @@
Here's the Autoduel Map by Beowulf@aol.com
Watertown
|
/
________Syracuse Manchester
/ \_______________ |
Buffalo | \ \
| Albany__ \
| | \_________________Boston
| | |
| | /
| | Providence
| |
Scranton |
/ \ |
/ \ |
/ \ |
/ \ |
/ \________New York
/ /
Pittsburgh | /
\___________Harrisburg /
\__________Philadelphia
| /\
| / \
| | \
| | \_Atlantic City
Baltimore |
| \
/ Dover
Washington
NORTHEASTERN UNITED STATES--FALL 2030
This Eastern Division road map is provided for quick reference to major
roads and Fortress Towns. For detailed information about any city, check
the AADA's North American Road Atlas and Survival Guide, available at any
bookstore, truck stop, or AADA office.
ALBANY, NY
The capital of New York has strict duel-control ordinances, but local
duellists can always visit the Albany Motordrome for a sanctioned combat!
For those less than successful in these endeavors, repair and weapon
facilities are available. Be sure to look for the Empire State Plaza
Pistol Duelling Grounds, one of Albany's most popular attractions.
G, WS, A, JB, AADA, TS
ATLANTIC CITY, NJ
Most travellers visit Atlantic City for its famous casinos--or to play "live
Monopoly" along the boardwalk. But some lucky duellists pass Go for a good
deal more than $200 at the Baltic Duel Arena...Atlantic City is also the
site of the original live "Shootout" game; tickets are available at the
Fitzsimmons Sports Office.
G, A, TS, C
BALTIMORE, MD
AADA members visiting this city should confine their travels to the
relatively safe downtown area. The suburbs, hard hit in the Food Riots, are
unsafe for travel at any time, though individual vehicles in Division 20 or
above may visit them for combat practice. Downtown, travellers will want to
see the luxurious Hotel Baltimore, a historic 200-year-old structure, and
the East's only fully-domed combat stadium, Irsay Memorial Arena.
WS, JB, AADA, TS, H
BOSTON, MA
Massachusett's state captial--once an historic site--was nearly levelled in
the Food Riots; it is now one of America's most modern cities. Boston
boasts no ordinary weapon shop, but Uncle Albert's catalog showroom. Full
cloning facilities are available at Boston Gold Cross. There are three
local arenas; daily AADA events are held at the downtown Yelrow Arena, but
city championships move to the New Boston Duelling Arena because of its
larger capacity. New car buyers can also check out the Fnord Motors
Assembly Plant.
TS, WS, A, S, JB, GC, AP, AADA, TS
BUFFALO, NY
Visitors of the city will want to check out the Buffalo Municipal Coliseum,
still under construction. This project has been plagued by delays since its
inception, but (when finished) it will be one of the nation's largest. Be
sure to visit the weapons ship for the latest in duellist accessories.
WS, S, AADA, TS
DOVER, DE
Dover is best known for the world-champion Dover Destroyers, scourge of the
combat football circuit. Dover is also the capital of Delaware and the site
of the Delaware Agricultural Museum, where visitors can see living samples
of many nearly extince plants such as wheat, orange trees, and potatoes.
WS, S, TS
HARRISBURG, PA
Harrisburg is the capital of Pennsylvania. The base of a strong militia
during the Second Civil War, it remains one of the more peaceful parts of
the state, although downtown areas may be unsafe after dark. Duellist
facilities are fairly complete, with ample repair and salvage capacity and a
truck stop famed for hospitality to autoduellists.
G, A, S, TS
MANCHESTER, NH
State government moved here when Concord, the original capital, fell victim
to the Purple Flash in 2014. Visitors to Manchester can tour the plant of
Origin Systems, manufactureres of fine targeting computers, combat
simulation software, and similar duelling gear.
G, A, AADA, TS, OSI
NEW YORK CITY, NY
The "Big Apple" hosts the AADA Divisional Championships every six months.
It's also the site of the Magnum Motors assembly plant. Due to the danger
to Manhattan's fabled skyscrapers, all vehicle weapons must be covered or
unloaded downtown--Be careful, because the city militia enforces this rule
strictly.
G, WS, A, S, JB, GC, AP, AADA, TS
PHILADELPHIA, PA
The "City of Brotherly Love" has neither repair facilities nor a weapon shop
but is home to Panthera Pets, a shop where one may find rather unusual
animals. Drivers planning trips through Philadelphia should budget their
resources carefully and check in the AADA office for the latest update on
road conditions.
JB, AADA, PS, TS
PITTSBURGH, PA
With the destruction of Detroit in WWIII, Pittsburgh became the center of
the new U.S. auto industry. Most battlecar builders are still headquartered
here--call the individual plants for tour information. Visiting duellists
may want to drop in on a meeting of the Allegheny Autoduel Association.
G, WS, A, S, JB, AP, AADA, TS
PROVIDENCE, RI
Rhode Island's state capital, Providence has no arena and no duellist
facilities whatsoever, aside from its downtown truck stop. A major
Providence tourist attraction is "aquaduelling"--armed speedboat combat!
It'll never replace autoduelling, but it's certainly a thrilling sport.
TS
SCRANTON, PA
Once a thriving mining town, Scranton was all but destroyed when the quakes
of '18 toppled the city into the coal mines underneath. Rebuilt to the
north of the original site, Scranton is now a small but solid Fortress Town.
The rubble of Scranton Crater, along with the scarred acreage left over from
a century of mining and blast-furnaces, has become the East's largest
private-war compound. Corporations and special-interest groups come here to
settle their differences while the nation watches via live TV coverage.
WS, S, TS
SYRACUSE, NY
Syracuse hosts the famed New York State Fair and Combat Exposition from July
to September each year. Visitors to Syracuse should pay close attention to
local road and warning signs; urban renewal is only now getting under way,
and abandoned buildings in the downtown area still shelter street gangs.
WS, TS
WASHINGTON, D.C.
Captial of the 47 states, Washington's chief industry has been government
for over 250 years. The President of the United States still fires the
ceremonial "first shot" in Federal Arena each year to start the AADA
duelling season. The city also has some of the finest garage and salvage
facilities to be found on the Atlantic coast.
G, A, S, TS
WATERTOWN, NY
Watertown, the East Coast's largest algae-production center, entered the
duelling circuit when the Woolworth Arena was constructed. One of the
Eastern Division's newest and most modern facilities, the Woolworth seats
40,000.
G, A, TS
LEGEND
G = Garage
WS = Weapon Shop
A = Arena
S = Salvage
JB = Joe's Bar
GC = Gold Cross
AP = Assembly Plant
AADA = American Autoduel Association office
PS = Pet Store
TS = Truck Stop
OSI = Origin Systems, Inc.
C = Casino
H = Hotel
+51
View File
@@ -0,0 +1,51 @@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| | Autoduel Short Dox | |
| | by | |
| | Happy Cynthax Nautilus | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |
| This is just a short summary of commands and a description of things in |
| Autoduel for those of you who have never played Car Wars or Autoduel Cham- |
| pions. The game is in a futuristic setting where society fell because of |
| food shortages and became very barbarianistic. Many towns and cities be- |
| came fortresses and the motorcycle gangs ruled the countryside. Death spo- |
| rts became popular and autoduelling started when "Crazy Joe" Harshman won |
| a destruction derby by mounting a .50 cal machinegun on his car. In res- |
| ponse to the increase of cycle gangs and their sophisticated weaponry |
| many citizens arm themselves. Police are no longer able to deal with armed |
| vehicles and informal highway duels increase.... |
| |
| In Autoduel, the object of the game is to have fun killing other people |
| and plundering their possessions. When you first start out, you have $2000 |
| and 50 skill points. Be sure to buy body armor at the truck stop before |
| anything else. In this game, anything hit by gunfire or ramming is partia- |
| lly destroyed. DP is how many "hits" something will take before it is tot- |
| ally gone. So when you buy body armor, you actually double the number of |
| hits you may take. At first, all you can do is to try to earn some money |
| by going to the Arena for Amateur's Night. There you get a car on loan and |
| fight with other amateur's for a cash prize. You can only do this if you |
| are poor and low in reputation. You can gain money by winning tournaments, |
| delivering items, selling items, etc, and prestige by being victorious, a |
| dependable courier, or a merciless vigilante. Otherwise if you get frust- |
| rated and can't get anywhere, track $1A sector $00 has all your character |
| information - $14-$16 is money and $17-$19 your skills. |
| |
| If you make a "kill" you may salvage your victim's items, if he has any |
| by getting out of your car "G" and moving over it. If there is anything to |
| be found, take it back to your car (if you have enough room and weight) to |
| sell it at the salvage shop. Some other commands - CTRL T gives you a list |
| of all cargo carried and which car is carrying it (you can have eight cars |
| if you want to) CTRL C gives you the status of your car, CTRL D status of |
| yourself, CTRL L for location and time, and Q to save the game. |
| |
| The complete documentation and map will be coming soon so watch for |
| them at : Breaking Away - (415) 945-6316 20 meg BBS/CF |
| Free Haven - (415) 946-9813 10 meg BBS/CF |
| |
| Until then, |
| |
| ---==: Happy Cynthax Nautilus :==--- |
| |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Binary file not shown.
+42
View File
@@ -0,0 +1,42 @@
awacs docs
written by: eldar the wizard
&
elmer j. fudd
::::::::::::::::::::::::::::::::::::::::objective: to destroy each consecutive
wave of enemy fighters and bombers. these include: mig-25's
mig-23's
tu-26's
*note: do not attempt to destroy the following planes, for they are the allies:
F-15'S
b-1's
kc 707 (fuel plane)
keys: i
j k
m
1-9 <-- identifies plane that corresponds to the number (must be within screen boundaries)
<return> <-- launches missile from nearest ally base at plane currently displayed at the bottom of the screen.
t <-- dispatches kc 707 fuel plane. use this only when your fuel supply is running low. a funny little blip will sound, other than that, nothing happens, when in actuality, it is docking with you and returning home. this feature may only be used once per wave, so use it wisely.
/ <-- panic button. use this if too
many enemy planes are attacking. alerts all bases, destroying all enemies currently on the screen.
this feature may only be used
once per wave, but you get to
keep them for future rounds if
they were not used.
b <-- puts you into monitor.
after a wave is completed, you recieve
bonus points for however many ally bases are still intact. after all bonus points have been tallied, your fuel tank will be filled, you will recieve and extra panic warhead, and a flashing 'ready' will appear on the screen. hit return, and the game will proceed with the next wave of enemy planes.
::::::::::::::::::::::::::::::::::::::::call the trollhole: (201) 783-9232
&
the everyware ae line:
(201) 233-0341
pswd:knicks
::::::::::::::::::::::::::::::::::::::::
Binary file not shown.
+58
View File
@@ -0,0 +1,58 @@
AZTEC Help File : by Moose
-----------------
AZTEC for the Apple ][ / + / e.
I have tested this game on Apple Win and it works fine.
Basically, you control an "Indiana Jones" type man who is exploring
a temple - and like the "Indiana Jones" movies, there are traps
and monsters everywhere.
The controls are :
W Walk in direction
R Run in direction
J Jump in direction (must be walking / running already)
C Climb. eg. climb stairs
S Stand still / stand up from crouch, or
spin around if in fight mode.
A Move left (in walking, running, etc mode)
D Move right (in walking, running, etc mode)
O Open Chest, search piles of rubbish
L Look in chest
G Crouch down, pressing G multiple times makes you crawl in
direction.
T Get items from chest
Z Inventory
P Place dynamite (P doesn't work - how ??)
F Fight Mode (press W, R, etc to get out of fight mode)
Machette is automatically drawn (if you have it)
G Draw gun (when in fight mode) if you have one.
M Point gun / machette down.
Space Bar Shoot gun
L Lunge with Machette / shoot with gun
(ESC) Help screen
(also allows)
(R) Return to play
(S) Save this game
(Q) Quit
The idea of the game is to find the idol and then find your way out again.
Look for the stairs leading past the bottom of the screen for the
entry to the next level.
Blowing a hole through the bottom of the floor is a quick way to get to
the next level or escape traps.
Also, you can sometyimes lunge (with machette) / jump your way through
walls if you get stuck - the collision detection is sometimes a bit
ropey.
Also, if you lunge (with the machette), from one screen to the next,
you will drop through the floor to the next level.
It is a classic Apple ][ game !
Moose
October 5, 1995.
+435
View File
@@ -0,0 +1,435 @@
Baal
This document is brought to you by INC
Captain "CRUNCH"
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Well, to start out with this game is tough. It says so on the front
cover of the instructions, so it must be true!
Its June 5th 1999, your an archaeologist who has discovered a
scrawl from what seems to be a old man, or thing. You call your old
archaeologist professor and tell him of a stone with baal written
on it. Hearing the word Baal caused so much interest that he told
you not to touch it. He told you that the stone was "foretold by
an old scottish monk way back in the 12th century...." The stone
could cause death and destruction to the world at a time when man
was reaching for the stars. Later it was discoverd that the date
June 5th 1999 would be 666 if the 1999 was turned upside down! The
devil, satan!! The other archaeoligist moved the stone an Baal
rose, killing all in his sights! A War Council was formed to kill
this monster, elite warriors have been selected to fight Ball.....
YOU are in charge of the Time Warriors and here are your TOP
SECRET MISSION INSTRUCTIONS. You must guide and control each Time
Warrior in his quest. Although it is impossible to say what horrors
you will encounter when you enter BAAL's lair, his enormous power
coupled with his huge army of monstrous bests make him an extremely
dangerous enemy.
We pray you can do it, we know you can. Many lives will be lost
in the numerous bloody battles but BAAL must be defeated. If not
we run the risk of being ruled by a power crazy demon at best, at
worst the earth as we know it is doomed. OUR FATE IS IN YOUR
HANDS......
-----------------------------------------------------------------
The joystick or cursor keys are used to control the warrior as
follows:
* Joystick center- Warrior is still and in firing position where
appropiate.
* Up/Down- Warrior up or down ladders where appropiate.
* Left/Right- Warrior turn/move left or right where
appropiate.
With fire button pressed:
* Joystick center- Warrior fires laser in direction faced where
appropiate(including off the ladders).
* Up- Warrior jumps straight up where appropiate.
* Down- Same as joystick center.
* left/right- Warrior stops firing and transports where
appropiate.
* Joystick diagonal - Warrior somersaults forward in direction he
is facing where appropiate.
Further keyboard controls:
F1Toggle sound effects On/Off
1Select laser mode 1(on main keyboard no keypad)
2Select laser mode 2""
3Select laser mode 3""
4Select laser mode 4 ""
CToggle area co-ordinate display off
PPause game (any key to restart)
RRefuel laser (see below)
SSave current game position
LLoad previous game position
F9(with fire pressed) abort current game
ESCExit back to DOS
Solve for MechWarrior
By The Byter
An Alternative Release
Game released by: The Firm
The Lexicon 714-627-0601 9600+ Only!
How to Solve MechWarrior:
This cheat has been provided so you can sit back, play the game, quickly
win, say to yourself "How neat! I've won...", and stuff the game away in
your archives in a short period of time.
The basic premise behind Mechwarrior is that you're the only surviving son
of the leader of Ander's Moon. A group of Mechs attacked the planet, killed
your family, and installed a new government on the planet. They also stole
a valuable Chalice which is a heirloom of family power or something. Your job
is to track down the killers, find the Chalice, and restore your family to
power on Ander's Moon.
When you start out, you will usually be on one of the Davion planets, but
might start out on a Kurita planet. Travel immediately to the Kurita planet
of Land's End.
When you get to Land's End, enter the bar and order a drink. The barkeep will
tell you to come back later. Go to the mech complex and sell your Jenner, as
you won't need it for a while, and can make a nice profit here. Besides, it
will be a lot more expensive to haul it along with you where you're going.
Go back to the bar. The ruffian you meet there will tell you "Grig can be
found on...". Make a note of the planet he gives you and go there. I
have seen New Samarkand, Tabayama, and Delacruz often. It will always be a
Kurita world.
When you get there, you will meet Grig. Accept his mission to deliver a
packet to his agent on Dustball, and go there. Dustball is a Steiner world.
When you get to Dustball, there will be a little scuffle. You can either
FIGHT then RUN, or RUN then RUN. Just make sure that you RUN the second time.
After that, go to the bar and order a drink. The barkeeper will tell you to
return later, but you can just order another drink and he'll give you some
information and the name of a Marik planet, such as Gibson, Mosiro, or
Sadurni. Travel there.
When you arrive on the Marik planet, go to the Mech complex. The man there
will tell you that you might find Kangaroo Jack on Tancredi IV or Okefenokee
(Davion planets). When you leave, you will be shot at by a sniper. RUN.
When you get to the Davion planet, go to the bar. Order a drink, and you'll
be introduced to a guy named Kearny. He'll give you some information, and a
scrap of paper with an address on it, telling you to meet him there. When you
leave the bar, go ahead and follow the address. Then HIDE and FIGHT.
When you finish that, read the news net. You'll note a few news items in
which you were involved. You'll also get a message from Jordan Rowe, telling
you where the Black Widows currently are. That's your next destination. It
will be a Kurita world like Thestria or Proserpina.
When you get there, go into the bar. You'll see some of the Black Widows,
and get a story. CHALLENGE it.
You'll get in a fight, and some woman named Tasha will save your butt. She'll
tell you that Matabushi is your enemy, not the Black Widows, and that Kearny
was just trying to get you killed. Go ahead and leave the bar.
If you read the news net, you'll see that Tasha gave you some files supposedly
from Matabushi telling about your family's execution. Read on, and you'll
find something about Matabushi announcing a new commercial strategy. Another
news item from Jordan Rowe will tell you to meet up with Kearney on Albiero.
Go there.
When you get there, you'll land in the middle of a battle, and see Tasha.
Follow her. You will see Tasha and Kearny confronting each other, and have to
decide whom to trust. I would suggest you trust Tasha.
When the smoke clears, Tasha will give you a data disk explaining the action
which killed your family, and who was behind it. She'll also give you five
million bucks, which isn't too bad. She'll tell you that the Chalice you're
after is on a Kurita planet called Kirchbach (as far as I know, this is always
the same) guarded by four Battlemasters and one Warhammer.
Another loose end to tie up is Grig. Head to the planet where you first found
him (New Samarkind, Delacruz, or Tabayama) and you'll meet a bum. Ask him to
GO ON with his story. Make a DEAL with him.
When you see Grig, WAIT for the situation to improve. You'll get a chance
when there are only two guards with him, STRIKE now. He'll try to make a
deal with you. Don't go for it, and PULL THE TRIGGER. You'll pocket some
easy cash.
You've now done everything you need to do except get the Chalice back. The
above actions should have taken about a year of game time, meaning you've got
about four more years to go. You should have about 10.5 million bucks, so go
ahead and invest in some mechs and crew. SAVE THE GAME before you try to hire
any crewmembers, because the game will sometimes crash when you do.
You'll want to end up with a good crew and some good mechs, I would suggest you
get four Battlemasters. You'll need money for this, and there are two ways you
can get it:
#1 Go around buying Mechs at industrial planets and Mech-manufacturing planets
(such as Alshain (Kurita), Herperus II (Steiner), Calloway VI (Marik),
Ares (Liao), and Marduk (Davion). Other good planets include Amity,
Alderbaran, and Galax. Buy mechs at these planets, and travel to various
backwater and out of the way places like Land's End and Baxley. There are
a huge number of these planets. Anyway, you can sell Mechs at these places
for a nice profit.
#2 Norton Utilities. Save the game, NU it, and give yourself some cash.
Money is offset 73 (49h). Fill the three bytes with $FF, and you'll get
about 16.7 Million. Or if you're REALLY greedy, go to byte 76 (4Ch), and
change that one to 01h to 0Fh (0Fh will give you about 250,000,000).
Once you get cash, hire a crew and start practicing doing jobs for the various
houses. When your crew gets good enough (I suppose you could cheat for this
also, if you wanted to), go to Kirchbach and kick some butt.
End of game.
I hope you enjoyed this little solve, and you'll see some more in the future.
In addition, I have done a set of docs to Mechwarrior, as the cracking groups
did not see fit to release them.
The Alternative -- When the "big" groups don't come through
|| ||
|| Ghostbusters II Help Documentation! ||
|| ||
|| Written by Daedalus ||
|| ||
|| 1st Printing :: Copyright 1989. ||
|| ||
||___________________________________________________________________________||
Hola, fellow humanoids! Well, Activision FINALLY released the long awaited (at
least by ME) Ghostbusters II! And frankly, I'm rather impressed. Now they
could've done a little better on the graphics (like have an option to use 256
colors), but what this game lacks in graphics, it makes up for in sound! The
game supports either AdLib or Roland sound boards (neato, huh?). But if you're
stuck with only a PC Built in Speaker (like me), then fear not! The sound is
STILL pretty good! Oh, well. Since you've probably noticed all that before,
let's get on to the game strategy.
Keep in mind that this documentation is a supplement for the documentation
included with the Ghostbusters II package. I've included some instructions
that can be found in the regular Ghostbusters II manual for those of you who
lost them (which most people frequently do). By the way, you HAVE read the
original docs, haven't you? Oh, well. Let us begin (again)!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Five years ago, in the city of New York, the Ghostbusters battled their first
major spiritual manifestation, Gozer. Crossing the proton streams produced by
their particle accelerators, they managed to reverse the dimensional gateway
created by Gozer, and send him back through the portal. In the process, they
destroyed much of the surrounding area, which just so happened to make the
mayor a TAD upset. Over the years, they went out of business, due to various
reasons, one being the fact that the supernatural occurances had been halted
dramatically, thus giving them no ghosts to bust. Upon declaring bankruptcy,
they went their separate ways.
Peter Venkman become the host of a talk show called "The World of the Psychic",
which basically only made fun of people who believed in such things. Ray Stantz
and Winston Zeddemore opened up an occult bookstore, and entertained at
children's parties. Egon Spengler took up scientific studies at a laboratory.
In the meanwhile, The New York Art Museum received a painting of an ancient
tyrant, Vigo the Carpathian. The painting had an arua of evil around it, and
with good reason, for it was the resting place of Vigo's spirit, waiting to get
out. The spirit needed a spark of energy to emerge into the real world, and it
just so happened that the spark needed was in the city's sewer, taking the form
of rivers of slime. This slime, being psycho-reactant, was created from all the
bad thoughts, actions, and attitudes of the bitter citizens of the Big Apple.
The slime soon rose to the city's surface streets, and it was soon discovered
by the people. As each day passed, the painting of Vigo drew power from the
slime.
Meanwhile, Spengler, Stantz, and Venkman had been reunited in order that they
attend court and face their prosecution. Louis Tully, an acquaintence of the
Ghostbusters was their lawyer (strike one). The exibits on display included
some of the Ghostbuster's equipment, such as ghost traps and their particle
accelerators. Also on display was a jar of the slime found in the streets. The
judge of the court was none to pleased, and sentenced the Ghostbusters to a
prison sentence and a fine of $10,000. While screaming and shouting, the judge
failed to realize that the slime was acting up. At the height of his anger, the
slime burst to life, and the spirits of two brothers he had previously
sentenced to death came forth, attacking those in the courtroom. Diving under
a table, he told the Ghostbusters he would drop all charges if they caught the
two phantasms. Having no other choice, the Ghostbusters agreed, and they were
no sooner in their gear and ready to go. Needless to say, they made a wreck of
the whole place, but they DID catch the two ghosts.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ok, that's the basic background to the game. When you begin, you will find
yourself in the courtroom battling the two brothers. You are at the bottom of
the screen, with the ghost trap positioned in the center of the screen. To
capture the ghost, use your controlling device (keyboard, joystick, or mouse)
and manuever the bullseye on top of one of the ghosts. When he is in your
sights, hit the fire button to fire. He will undoubtedly move, so you will have
to move your beam as well. You will notice at the top right-hand part of the
screen, there will be two energy bars. These represent the energy of the ghosts
you are attempting to capture. Your object is to drain the bar completely. At
that point, the ghost trap will automatically kick in and suck in a ghost. Also
note in the top left-hand corner, there is a thermometer. If the meter reaches
the top, your pack will temporarily shut down due to overheating. When it cools
down, you will be able to fire again. I recommend you NOT fire the accelerator
at open space, as it wastes energy dramatically.
After catching one of the ghosts, you will have to get the other. Do the same
thing to capture this one. Make sure to watch the thermometer, and the slime
that the brothers and the slimer throw at you during combat. Don't worry about
killing the D.A. in the back. It doesn't really matter. The judge cannot be
killed, so you need not worry about him either.
If you catch the two ghosts successfully, you will experience the first quote
digitized from the movie with great accuracy: "Two in the box! Ready to go! We
be fast, they be slow!". The judge will then release you, and the Ghostbusters
will be back in business! If you fail to capture the two ghosts, you will still
be allowed to go back into business, but you will owe a debt of $10,000.
You will next find yourself in the firehouse. You have several options here,
those being:
o Go to get more slime.
o Answer the phone.
o Test slime.
o Visit Parkview.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GETTING MORE SLIME
------------------
This should be the VERY FIRST move you make in the firehouse. This option will
allow one of the Ghostbusters to be lowered into the city's sewer system in
order to get a psycho-reactant slime sample. Lower yourself down to the river,
and press the fire button to scoop up slime samples. You will need to fill up
the vial with you before you can go back up. Be careful. You must avoid the
hand that pops out of the river, and also avoid getting slimed by any wandering
ghosts or spirits. If the hand grabs you, quickly shake back and forth to break
loose. You will only be able to do this three times. Also, if you get slimed
more than three times by wandering ghosts, you will fall into the river.
ANSWER PHONE
------------
You will get a chance to answer the phone six times. Each time, you will be
answering a job call to bust some ghosts. Upon selecting this option, a window
will appear with a picture of the Ghostbuster's secretary, Janine Melnitz. She
will answer the phone by either saying "Ghostbusters...Whaddaya want?", "We got
one!!!!", or "Who you gonna call?". Again, each of these are digitized from the
movies.
TEST SLIME
----------
Since this is psycho-reactant slime, you will be testing its reaction to some
types of music. To select which music to play, move the arrow so that it points
to a small button on the recorder. After clicking on that, select the LARGE
button to start playing the music. The slime will have a ceratin reaction.
Either it will explode, or start to dance. If it dances, then that means you
now have a sample of positive energy slime. If it explodes, you will have to
get some more.
VISIT PARKVIEW
--------------
If any of the Ghostbusters fall into the river of slime, they will end up in
Parkview, the local mental ward. If this is the case, and you wish to break
them out, select this option. You will then find yourself climbing on the wall
of the institution on a rope. Push to either the left or the right and press
the fire button. You will crash through one of the windows and enter the room.
There may be any number of things in the room. If one of the Ghostbusters is
not there, escape AS SOON AS POSSIBLE. Staying too long will make the guards
drop a net over you and take you away. To esacpe the room, wait for the rope to
swing by the window and then push forward and press the button. If you do this
correctly, you will be back outside on the rope. If for some reason you wish to
leave the place entirely, move DOWN until you reach the ground, where you will
drive away in the Ecto-1.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After going through all this stuff for some time, Egon will make a Slime Blower
to shoot the positive energy slime. You will now have an option to "Take Statue
for a Walk", meaning you will animate the Statue of Liberty in order to go into
battle with Vigo the Carpathian. DO NOT select this option until you have THREE
vials of positive slime (the vials will be shown to the bottom right of the
list with all the Ghostbusters' names. Just keep getting more slime and testing
it. When you test ALL of the sound tracks, you will end up with three vials.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MOVING THE STATUE OF LIBERTY
----------------------------
Simply move your controller to the northeast and northwest. Observe the move-
ment of the statue's feet, and how they interact with your controller. In time,
you will get the hang of it and be able to move quickly. To stop the statue at
an intersection in order to turn, manuever both of its feet so that they are
both resting on the ground.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A TIP: Like I said before, the FIRST MOVE in the firehouse you should make is
getting some slime. After doing so, DO NOT test it. Rather, answer the phone.
Egon will offer to stay behind and run tests. When you come back from the call,
he will have finished his tests, and inform you that he found a bad sound
track. He will, however, have kept the slime from exploding. That way, you will
not have to go back for more slime! Answer the phone again to repeat this
process. Keep in mind that WHENEVER you answer a call and there is a slime
sample still intact, Egon will stay behind to test it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Well, that should be enough information to get you started! I'll leave you to
battle Vigo yourself <grin>. If you have any problems, or any other tips for
this game, contact me at the number below. Also, I am getting into the habit of
writing documentation files for other games, so if you happen to find a game
with little or no docs whatsoever, give me a call, and I'll write one up if I
can. Have fun!!!!
___________________________________________________________________________
|| ||
|| Beyond the Boundaries ||
|| P.O. Box 4494 ||
|| Chatsworth, CA. 91311 ||
|| ||
|| DATA LINE: 818-341-6941 ||
|| 300/1200/2400 bps Support ||
|| Open 24 Hours a Day!!!!! ||
|| ||
||___________________________________________________________________________||
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
Another file downloaded from: The NIRVANAnet(tm) Seven
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
Burn This Flag Zardoz 408/363-9766
realitycheck Poindexter Fortran 510/527-1662
Lies Unlimited Mick Freen 801/278-2699
The New Dork Sublime Biffnix 415/864-DORK
The Shrine Rif Raf 206/794-6674
Planet Mirth Simon Jester 510/786-6560
"Raw Data for Raw Nerves"
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
Binary file not shown.
+397
View File
@@ -0,0 +1,397 @@
=======================================
Bag of Tricks Documentation
=======================================
Written by: The Phantom
WARNING!!! WARNING!!! WARNING!!! Back up the disks that you are
going to use INIT, ZAP, FIXCAT on or you are taking a big chance!
::::::::::::::::::::::::::::::::::::::
TRAX
::::::::::::::::::::::::::::::::::::::
1. Summary of TRAX commands
1.1 Analysis Mode commands
Arrows Select track to read.
R Read current track.
N Read next track.
P Read previous track.
F Toggle disk format (13 or 16 secs).
V Verify disk and display errors.
A Display address checksums.
D Display data checksums.
0 Recalibrate and read track 0.
S Change slot/drive configuration
X Enter raw dump mode.
ESC Exit program.
2. Raw Dump Commands
-> Scroll forward one line
<- Scroll back one line
N Scroll to next page
P Scroll to previous page
B Go to beginning of buffer
E Go to end of buffer
C Change search byte
X Return to analysis mode
::::::::::::::::::::::::::::::::::::::
INIT
::::::::::::::::::::::::::::::::::::::
3. Summary of INIT Functions
3.1 Disk sectoring
This value is the number of sectors per track. the options are 13
or 16. A 16 sector selection will not work if you have an old disk
drive which has not been updated for 16 sectors per track.
3.2 Disk format
This is the type of operating system being used on this diskette.
for 13 sector both DOS and CP/M are available. For 16 sectors disks
DOS, CP/M and PASCAL are available (the PASCAL option works for
Apple Fortran).
3.3 Preserve data
This option will allow you to re-format a disk while preserving the
data on it.
3.4 Skew direction
This prompt indicates the direction of the skewing to be used. The
options are ascending and descending. Ordinarily, DOS reads sectors
in descending order while CP/M and PASCAL read them in ascending
order.
3.5 ???
TO 9, you could increase your disk speed up to 40%.
3.6 Slot
The number of the slot occupied by you disk controller.
3.7 Drive
The drive number of you disk drive.
3.8 Volume number
This is the volume number that will be used to format your
diskette. The numbers 0-254 are available. You can use this to
change a volume number.
3.9 Starting track
The track number which formating is to start.
3.10 Ending Track
The last track to be formated.
::::::::::::::::::::::::::::::::::::::
ZAP
::::::::::::::::::::::::::::::::::::::
4. The ZAP Program
/EXP/ Moving the buffer cursor to the ofset given by /EXP/.
/EXP/ may range in value from $00 to $FF (0-255)
+|-/EXP/ (The symbols +|- means you can put a plus or minus sign
at that point.) Move the cursor to a new offset, computed
by adding or subtracting the value of the expression,
/EXP/ EX. +257.
R Read track and sector. Used in this
format..R/EXP1/,/EXP2/
WRITE Write to current track and sector. Used in this
format...WRITE/EXP1/,/EXP2/
N Next track.
P Read previous sector.
LC Lower case.
UC Upper case.
IMAGE Sets the ASCII translation on the right hand side of the
screen so that minimal translation is done.
ASCII The opposite of IMAGE mode. ASCII is the defult.
LOCK Lock ZAP so no writing can be done.
UNLOCK Opposite of LOCK, undoes LOCK.
DOS16 Informs ZAP the the disk has 16 sec format.
DOS13 Self explanitory.
CP/M For CP/M disks.
PASCAL For PASCAL disks.
OPEN You can open a file like...OPEN"HELLO" and it will read
the VTOC and find the track sector list and display the
sectors c
CLOSE Closes an opened file.
PRINT Copies entire screen to printer.
Here is a list of all the ZAP commands including the ones i didn't
metion.
/EXP/ Set buffer cursor
+/EXP/ Move forward in buffer, disk, or file
-/EXP/ Move backward as above
R/TRK/,/SEC/ Read track, sector
R/REC/,BYT/ Read record, byte (open file)
WRITE/TRK/,/SEC/ Writes track, sector
WRITE/REC/,/BYT/ Same as above
N Next sector
P Previous sector
% indirect read
5. Buffer Modify Commands
/STR/ Store string into buffer
SET Multiple store
& Logical and operation
O Logical OR operation
X Logical Exclusive OR operation
6. COMPARISON COMMANDS
L Look for string.
V verify strings matches buffer
COMPARE/BUFFER/ Compare buffers.
7. Option Switch Commands
LC Lowercase
UC Uppercase.
IMAGE Print char in image form.
ASCII Standard ascii translation.
LOCK Prevent write operations.
UNLOCK Allow write operations.
DOS16 DOS 3.3
DOS13 DOS 3.2 OR 3.1
CPM Use CPM skew table (16 sector).
PASCAL Use PASCAL skwe table.
NOWRAP Prevent disk or file wraparound
8. File Commands
OPEN Open a file
RLEN Set record length
CLOSE Close file
WHERE Open file containing sector
9. Printer Commands.
PR# Set printer slot number
PRINT Copy screen to printer
DUMP Dump sector(s) to printer
IDUMP Dump instructions to printer
NOTE Print comment line
LOG Log all changes
NOLOG Stop logging changes
10. Buffer command
# Select buffer
11. Macro Commands
(/NAME//TEXT/) Define macro
/NAME/ Invoke macro
//NAME/ Delete macro
MACROS List of all macros
MSWAP Swap macro table with buffer
H 1 "Label Commands"
LABLES Displays all labels
=/NAME/ Define label
//NAME/ Delete label
/NAME/+/EXP/ Position to label plus expression
LSWAP Swap label trace with buffer
12. Trace commands
TRACE Display trace table
< Back up in trace
> Advance in trace
13. Miscellaneous Commands
AT/EXP/ Position but do not read
AT Mark buffer empty
S/x/,/y/ Set disk slot to (x) and ,drive to (y)
?/EXP/ Calculator
I Disassemble to screen
LOOP/CNT/,/LOC/ Repeat line
HELP/EXP/ Shows help screen
VTOC Reads DOS VTOC
CAT Read first catalog sector
STATUS Show ZAP status variables
END Exit ZAP
14. Patching DOS using ZAP
14.1 Log note patch to aviod reload of language card
R0,9 D3 V8D00E0 D3:EAEAEA UNLOCK WRITE NOLOG
14.2 BRUN or EXEC the HELLO File
To BRUN
R0,D V06 42:34 UNLOCK WRITE NOLOG
To EXEC:
R0,D 42 V06 42:14 UNLOCK WRITE NOLOG
14.3 Removing the pause during a long CATALOG
R1,D VCE 43:60 UNLOCK WRITE NOLOG
14.4 Changing the HELLO File Name
R1,9 75:'THE NEW NAME' UNLOCK WRITE NOLOG
14.5 Put cursor on command which caused a DOS Err
UNLOCK
R1,5 FF V6C FF:4C WRITE
R1,6 00 V5E9D 00:DFBC WRITE
R0,6 DF:C625:::2022FC6C5E9D WRITE
NOLOG
14.6 Allow the Value of the L Keyword of a BSAVE to Exceed 32k
R1,8 63 VFF7F 63:FFFF UNLOCK WRITE
NOLOG
15. FIXCAT
This is a self explanitory program. But here are some notes
The way this program restores deleted files is that it goes looking
for track/sector lists. I found this program to be realy great.
First, if you have an I/O err, use INIT, while saving the data. If
the I/O err is on the catalog track. No problem! Just run FIXCAT
after using INIT and you can either start from scratch (warning! I
have never done this so make a backup before using) or you can read
from present catalog. If you start from scratch look for deleted
files and restore all that you can.
+397
View File
@@ -0,0 +1,397 @@
%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%
/ ________________________ /
% !\ /! %
/ ! !\ B A G /! ! /
% ! ! !\ /! ! ! %
/ ! ! ! !>---O-F----<! ! ! ! /
% ! ! !/ \! ! ! %
/ ! !/ T R I C K S \! ! /
% !/______________________\! %
/ /
%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%
S O F T - D O C U M E N T A T I O N
%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%
B Y
] I N C O G N I T O [
%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%
DISTRIBUTED
B Y
THE CURSE [612]920-3576
%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%/%
---------------------------------------
T R A X
---------------------------------------
TRAX: A track examination program. TRAX will read a track from a
diskette in its "raw" pre-nibbilized form and format it on the screen,
attempting to pick out the sector formatting, such as a protected
diskette or one which has been damaged in some way, TRAX will
highlight its anomolies. TRAX is also useful in conjunction with the
INIT program to determine the physical order or skewing of sectors on
a diskette.
TRAX COMMANDS
=============
[-ANALYSIS MODE COMMANDS-]
ARROW KEYS SELECT TRACK TO READ
R READ CURRENT TRACK
N READ NEXT TRACK
P READ PREVIOUS TRACK
F TOGGLE DISK FORMAT (13/16)
V VERIFY DISK & DISPLAY ERRS
A DISPLAY ADDRESS CHECKSUMS
D DISPLAY DATA CHECKSUMS
0 RECALIBRATE & READ TRACK 0
S CHANGE SLOT/DRIVE CONFIG.
X ENTER RAW DUMP MODE
ESC KEY EXIT PROGRAM
[-RAW DUMP COMMANDS-]
RIGHT ARROW SCROLL FORWARD ONE LINE
LEFT ARROW SCROLL BACK ONE LINE
N SCROLL TO NEXT PAGE
P SCROLL PREVIOUS PAGE
B GO TO BEGINNING OF BUFFER
E GO TO END OF BUFFER
C CHANGE SEARCH BYTE
L LOOK FOR SEARCH BYTE
X RETURN TO ANALYSIS MODE
---------------------------------------
I N I T
---------------------------------------
INIT: The INIT program can be used to reformat a single track on a
diskette, a range of tracks, or the entire diskette. In addition, INIT
will optionally attempt to preserve the contents of any readable
sector it finds before reformatting. Thus, INIT can be used to fix a
single sector whose formatting has been damaged so that it can no
longer be read from or written to. This avoids having to initialize
the entire diskette with the DOS INIT command. INIT will also allow
you to specify the order of the sectors on any given track. doing this
can improve disk read times by about 40%.
INIT OPTIONS
============
Disk Sectoring:
THIS VALUE IS THE NUMBER OF SECTORS PER TRACK. THE OPTIONS ARE 13
OR 16.
Disk Format: This is the type of operating system being used on this
diskette.
Preserve Data: This question asks whether the data currently on your
diskette should be preserved.
Skew Direction:
This prompt indicates the direction of
the skewing to be used.
Skew Factor: This is the spacing placed between logically sequential
sectors during formatting.
Slot: The number of the slot occupied by your disk drive controller
card.
Drive: The drive number of your disk drive.
Volume Number: This is the volume number that will be used to format
your diskette.
Starting Track: The track number upon which formatting is to start.
Ending Track: The last track to be formatted.
---------------------------------------
Z A P
---------------------------------------
ZAP: ZAP in its simplest sense allows you to read and modify a
diskette at the track and sector level. A sector may be read and
displayed in hexadecimal and ascii and, optionally, modified and
rewritten to the disk. ZAP provides over 50 commands, including some
programmability with macros, labels, and loops, allowing you to
perfrom complex manipulations on diskettes. full support exists for
DOS files of all types, CP/M files, and Pascal files as well. ZAP is
perhaps the most complex of the four programs but you will probably
find you use it most heavily.
ZAP COMMANDS
============
[-INPUT/OUTPUT COMMANDS-]
/EXP/ Set buffer cursor
+/EXP/ Move forward in buffer, disk, or file
-/EXP/ Move backward in buffer, disk, or file
R/TRK/,/SEC/ Read track, sector (file closed)
R/REC/,/BYT/ Read record, byte (file open)
WRITE/TRK/,/SEC/ Write track, sector (file closed)
WRITE/REC/,/SEC/ Write record, byte (file open)
N/EXP/ Next sector (plus /exp/sectors)
P/EXP/ Previous sector (minus/exp/sectors)
% Indirect read track, sector
[-BUFFER MODIFY COMMANDS-]
:/STR/ Store string into buffer
SET/STR/ Multiple store
&/STR/ Logical AND operation
O/STR/ Logical OR operation
X/STR/ Logical EXCLUSIVE OR operation
[-COMPARISON COMMANDS-]
L/STR/ Look for string
V/STR/ Verify string matches buffer
COMPARE/BUFFER/ Compare buffers
[-OPTION SWITCH COMMANDS-]
LC DISPLAY LOWER CASE AS IS
UC TRANSLATE LOWER CASE TO UPPER CASE
IMAGE Print characters in image form
ASCII Standard ascii translation
LOCK Prevent write operations
UNLOCK Allow write operations
DOS16 Use DOS 3.3 skew table (16 sector)
DOS13 Use DOS 3.2 or DOS 3.1 skew table (13 sector)
CPM Use CPM skew table (16 sector)
PASCAL Use Pascal skew table (16 sector)
WRAP Allow disk or file wraparound
NOWRAP Prevent disk or file wraparound
[-FILE COMMANDS-]
OPEN/STR/ Open a file
RLEN/STR/ Set record length
CLOSE Close file
WHERE Open file containing sector
[-PRINTER COMMANDS-]
PR#/EXP/ Set printer slot number
PRINT Copy screen to printer
DUMP/EXP/ Dump sector(s) to printer
IDUMP Dump instructions to printer
NOTE/LINE/ Print comment line
LOG Log all changes
NOLOG Stop logging changes
[-BUFFER COMMANDS-]
#/EXP/ Select buffer
[-MACRO COMMANDS-]
(/NAME/ /TEXT/) Define macro
/NAME/ Invoke macro
//NAME/ Delete macro
MACROS List all macros
MSWAP Swap macro table with buffer
[-LABEL COMMANDS-]
LABELS Display all labels
=/NAME/ Define label
//NAME/ Delete label
/NAME/ Position to label
/NAME/+/EXP/ Position to label plus expression
LSWAP Swap label table with buffer
[-TRACE COMMANDS-]
TRACE Display trace table
< Back up in trace
> Advance in trace
[-MISCELLANEOUS COMMANDS-]
AT/EXP/ Position but do not read
AT Mark buffer empty
S/SLOT/,/DRIVE/ Set disk slot, drive
?/EXP/ Calculator
I Disassemble to screen
LOOP/CNT/,/LOC/ Repeat line
HELP/EXP/ Show help screen
VTOC Read DOS VTOC
STATUS Show ZAP status variables
END Exit zap
--------------------------------------
F I X C A T
--------------------------------------
FIXCAT: The fixcat program is an automated utility which allows you
to diagnose and correct errors in the catalog track of any DOS
diskette. In addition, it takes the Find Track/ Sector lists program
(FTS) of Beneath Apple DOS a step further by actually recovering lost
files on a diskette automatically! Fixcat will also allow you to
remove the DOS image from track 1 and 2 to provide more room for files
and will recover lost sectors by correcting the VTOC freespace map.
FIXCAT MESSAGES
===============
Display in what slot?
If you wish to have fixcat display its message only on the Apple
screen, enter 0 (the default). If you want them to be printed on a
printer, give the slot number of your printer here.
Automatic Timeout in Seconds?
Enter 0 (the default) if you want FIXCAT to always wait for your
response to each question it asks. If you specify a number of seconds,
in the other hand, each time FIXCAT prompts you for a response, it
will wait that number if seconds before taking the default as your
answer.
What Format is Your Diskette?
If your diskette is 16 sector format, type 16 (the default). If it is
an older 13 sector diskette, type 13.
Read existing catalog from diskette or start from scratch? ("R" or
"S")
If your catalog is at all intact, specify R (the default) to have
FIXCAT use it as a basis for its operations. Only if there is not a
single valid sector left in the catalog should you specify "S". In
this case, FIXCAT will start with a zeroed out catalog track and will
build it up from scratch.
Does this diskette contain a DOS image on tracks 0, 1, and 2?
If this is a standard, bootable disk, reply Y (the default). If you
want to recover track 1 and 2 for your own and never boot this
diskette again, reply N. Also reply N if you have previosly recovered
these tracks using FIXCAT.
Scan for Lost or Deleted Files?
If you do not think you have any missing files, reply N (the
default). If you wish to have FIXCAT search the entire diskette for
"unattached" track/ sector list sectors, type Y.
Recover This File?
If you think that this is a file you want, reply Y (the default). If
the file looks like an old deleted file you no longer wanted, reply
N.
What type of File is it? (T,I,A,B,R,S)
If you were able to identify the file, you probably know its file type
as well. If not, FIXCAT will prompt you with a pretty good guess.
You'll find that FIXCAT will be correct in its guess about 95% of the
time. If the wrong file type is given and you later detect this you
can delete the file and rerun FIXCAT, supplying a different type this
time.
Apply Accumulated Corrections to the VTOC/Catalog Track?
Reply Y if you want the corrections you have authorized up to this
point to be applied to the catalog track on your diskette. Reply N if
you want to forget the whole thing and not change your diskette after
all.
+164
View File
@@ -0,0 +1,164 @@
#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#
=# #=
#= BALLBLAZER DOCS =#
=# WRITTEN BY: THE ONE-EYED PIRATE #=
#= =#
=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=
The game takes place on a 54 X 21
intergalactic grid. The object of the
game is to get the ball between the
goal posts on the end of the grid.
The farther away you are from the posts
when you shoot, the more points you
get. You can also carry the ball in
for one point. You can tell if you
have the ball or not if it follows you
and is flashing. You can also steal
your apponents ball.
KEYS:
W E R U I O
TOP-> S D F BOTTOM-> J K L
X C V M , .
'Z' SHOOT/STEAL '/' SHOOT/STEAL
'SPACE' PAUSES THE GAME
'-' TOGGLES RUNNING SOUNDS
'CTRL-S' TOGGLES ALL SOUNDS
THE EDITOR:
Press <ESC> during the title page or
press any arrow key when the game is
paused to enter the editor.
Right arrow key moves cursor right.
Up arrow key lets you use 9 keys or 5
keys on a player.
Left arrow key changes time or player.
Keyboard, joystick, and the 9 droid
levels on changing player.
Return starts the game, or you can go
back to the title page if you wait more
than 10 seconds.
HINTS:
The goal posts move during the game,
so don't expect to find it in the
same spot all the time.
You have one more shot after the time
runs out.
Press 'RETURN' on the title page to
start the game without changing the
game options.
You can hit reset to end the game and
get back to the title page.
I hope that covers it all...
The One-Eyed Pirate
BALLBLAZER
^^^^^^^^^^
Soft-dox Written by
)=> the Exploiter <=(
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ballblazer: The Game
You're strapped in a Rotofoil. So is your opponent. The screen is split so you each have your own view of the game. You see your opponet's Rotofoil. Your opponent sees yours.
You face each other. One of you starts the game and the ball is fired. Go for it and get it before your opponent does. Now find the moving Goalbeams and blast the ball through for a score. It's total speed, power and points--one on one until time runs out.
The one with the most points wins. It's easy to play--difficult to master. But go to Step One and find out for yourself.
1) Boot the disk (or 'Brun Ballblazer).
2) Read the command summary below.
Key Description of Function
--------------------------------------------------------------------------------
-> OPTION--Choose an option (makes game option
titles blink)
<- SELECT a choice or setting for blinking option
RETURN STARTS the game
: DEMO mode (press any key to exit)
SPACE BAR PAUSE a game--Press again to restart
ESC Reset OPTION settings
SPACE BAR + ESC STOP game--return to OPTION mode
- Toggle rhythm sound track on/off
SPACE BAR + RETURN RESTART game
CONTROL-S During game: Toggle sound on/off
CONTROL-S During "Game Over" or "Introduction" modes: Turn off music, reactivates Rotofoil control (puts you into the practice mode)
CONTROL-K Select 5-Key or 9-Key game control--toggle
two options when HUMAN OPTION is blinking
Keyboard Game Control System
--------------------------------------------------------------------------------
PURPLE ORANGE
9-Key Set Mode
D (Turn Off Thrust) K
Z B (Blast) N /
3 4 (Activate One Second Pushfield) 8 9
W E R U I O
\ | / \ | /
\ | / \ | /
S ----*--- F J ---*--- L
/ | \ / | \
/ | \ / | \
X C V M , .
================================================================================
PURPLE ORANGE
5-Key Set Mode
Z B (Activate Pushfield) N /
D (Turn Off Thrust) K
E I
| |
S --+-- F J --+-- L
| |
C .
[Example for using the 5-Key method--Press 'E' to go North, the press "S' once to go North East (diagonal). Press 'F' twice to go East]
--------------------------------------------------------------------------------
Soft-Dox complementary of the West Coast Underground
Call the Forbidean Planet at (408) 578-8521
+809
View File
@@ -0,0 +1,809 @@
[First Class Presents]
------------------------
- Ballyhoo Documentation -
- -
- Written by: The Andrex -
------------------------
Spurred by your natural curiosity,
you stick around after the show in the
big top, hoping to catch an after-hours
performance. Perhaps you'll get a peek
at an impromptu clown act, or watch the
late-night feedings of the exotic ani-
mals you goggled at earlier. But life
at the circus isn't glamorous after the
audience has gone home: instead of
flashy feats, you overhear a mysterious
conversation: a little girl--the circus
owners daughter--has been kidnapped!
Her father is too naive (or is he too
pompously stupid?) to do more than hire
an inept detective to find her. He Re-
mains blindly loyal to his overworked
performers, but...could it be an inside
job? The girl might be hidden some-
where on the circus grounds...and one
of the performers might be the ab-
ductor!
So you do what anyone would do in
these circumstances: set out to rescue
the damsel in distress. The odds arent
in your favor: you--a spectator, a by-
stander, an outsider in a defensive
close-nit community--trying to find a
girl you've never met, in a place you
know nothing about, among bizarre
people who want nothing to do with you.
Some would call you brave. Some would
call you foolish.
Every circus has its seedy underside.
But few are as dangerous as this.
If you're familiar with Infocoms
interactive fiction, you may not feel
like reading this entire manual. How-
ever, you should at least look at the
appendix of recognized verbs; some of
the verbs listed are found in all Info-
com stories, while others are included
especially for Bollyhoo.
-----------------
Table of Contents
-----------------
An Overview
-----------
o What is Interactive fiction?
o Moving around
o Turns and scoring
Tips for Novices
----------------
Nine useful pointers about interactive
fiction.
Communicating with Ballyhoo
---------------------------
o Basic sentences
o Complex sentences
o Talking to characters in the story
o Vocabulary limitations
Starting and Stopping
---------------------
o Starting Ballyhoo ("Booting up")
o Saving and restoring
o Quitting and restarting
Appendix A: Important Commands
Appendix B: Some Recognized Verbs
Appendix C: Ballyhoo Complaints
Appendix D: About the Author
--This ends Table of Contents.
An Overview
-----------
Interactive fiction is a story in
which you are the main character. Your
own thinking and imagination determine
the actions of thaty character and
guide the story from start to finish.
Each work of interactive fiction,
such as Ballyhoo, presents you with a
series of locations, items, characters,
and events. You can interact with
these in a variety of ways.
To move from place to place, type the
direction you want to go. When you
find yourself in a new location, it's a
good idea to become familiar with your
surroundings by exploring the nearby
rooms and reading each description care
fully. (You may notice that Ballyhoo
occasionally refers to a location as a
"room", even if you are outdoors.) As
you explore, it is helpful to make a
map of the geography.
An important element of interactive
fiction is puzzle-solving. You should
think of a locked door or a ferocious
beast not as a permanent obstacle, but
merely as a puzzle to be tackled. Sol-
ving puzzles will frequently involve
bringing a certain item with you, and
then using it in the proper way.
In Ballyhoo, time passed only in res-
ponse to your input. You might imaging
a clock that ticks once for each sen-
tence you type, and the story progress-
es only at each tick. Nothing happens
until you type a sentence and press the
RETURN (or ENTER) key, so you can plan
your turns as slowly and carefully as
you want.
To measure your progress, Ballyhoo
keeps track of your score. You may get
points for solving puzzles, performing
certain actions, or visiting certain
locations. A perfect score is to be
strived for, but of course having fun
is much more important.
Tips for Novices
----------------
1) Draw a map. It should include each
location, the directions connecting
it to adjoining locations, and any
interesting objects there. Note
there are 10 possible directions,
plus IN and OUT.
2) Examine all objects you come across.
Most objects in the story that you
can pick up are important for solv-
ing one or more of the puzzles you
will run into.
3) Save your place often. That way, if
you mess up or get "killed", you
wont have to start over from the
beginning.
4) Read the story carefully. There are
often clues in the descriptions of
locations and objects. Even strange
or dangerous actions may provide
clues, and might prove to be fun!
You can always save your position
first if you want. Here is a Silly
example:
>PUT THE SADDLE ON THE PONY
As you drop the heavy saddle onto the
pony, the animal is crushed by the
weight, and it falls down, legs splay-
ed.
^there you have a clue that you should
find either a lighter saddle or a
sturdier horse.
5) Unlike other "adventure games" you
may have played, there are many pos-
sible routes the to end of Ballhoo.
Some puzzles have more than one sol-
ution; other puzzles don't nees to
be solved at all. Sometimes you
will have to solve one puzzle in
order to obtain the item(s) or info-
rmation you need to solve another
puzzle.
6) You may find it helpful to go thr-
ough Ballyhoo with another person.
Different people may find different
puzzles easy and can often comple-
ment each other.
7) If you really have difficulty, you
can order a hint booklet and a com-
plete map using the orfer form in
your package. You don't need this
booklet to enjoy the story, but it
will make solving the puzzles eas-
ier.
8) Read the sample transcript ahead in
the docs to get a feel for how Info-
com's interactive fiction works.
9) You can word a command in many dif-
ferent ways. For example, if you
wanted to pick up a yellow hoop, you
could type in any of the following:
>GET HOOP
>TAKE THE HOOP
>PICK UP THE YELLOW HOOP
In fact, if the hoop is the only
thing in sight that you can take,
just typing TAKE would havr been
good enough. But more about that
in the next section...
Communicating with Ballyhoo
---------------------------
In Ballyhoo, you type your sentence
in plain English each time you see the
prompt ">". Ballyhoo usually acts as
if your sentence begins "I want to...,"
although you should'nt actually type
those words. You can use words like
THE if you want, and you can use cap-
itol letters if you want; Ballyhoo
doesn't care either way.
When you have finished typing a sen-
tence, press the RETURN (or ENTER) key
and Ballyhoo will process you request.
Ballyhoo will then respond, telling you
whether you request is possible at this
point in the story, and what happened
as a result.
Ballyhoo recognizes your words by
their first six letters, and all sub-
sequent letters are ignored. Therefore
HYPNITist, HYPNOTize, and HYPNOTic
would all be treated as the same word
by Ballyhoo.
To move around, just type the desired
direction. You can use the eight com-
pass directions: NORTH, SOUTH, EAST,
WEST, NORTHEAST, NORTHWEST, SOUTHEAST,
and SOUTHWEST. You can abbreviate these
to N,S,E,W,NE,NW,SE, and SW, respect-
ively. You can use UP (or U) and DOWN
(or D). IN and OUT will also work in
certain places.
Ballyhoo understands many different
kinds of sentences. Here are several
examples. (Note that some of these ob-
jects do not actually appear in Bally-
hoo.)
>WALK NORTH
>DOWN
>NE
>GO UP
>GET THE LEDGER BOOK
>READ THE BANNER
>LOOK UNDER THE BED
>GO OUT
>POUR THE WATER INTO THE POT
>EXAMINE THE LARGE RED BALLOON
>PUSH THE BLACK BUTTON
>GIVE $1.50 TO THE HAWKER
>SHOOT THE ELEPHANT WITH THE ELEPHANT
GUN
>GIVE THE FLY TO THE FROG
>LOOK INSIDE THE CAGE
>CLIMB THE FENCE
>BET 75 CENTS
>SET THE WATCH TO 8:30
>TAKE THE BURNING COAL WITH THE
ABESTOS
You can use multiple objects with
certain verbs if you seperate them by
the word AND or by a comma.
Some examples:
>TAKE BOOK AND KNIFE
>DROP THE YELLOW BALL, THE SPOTTED FROG
, AND THE PEANUT
>PUT THE LADYBUG ABD THE SPIDER IN THE
JAR
You can include several sentences on
one input line if you seperate them by
the word THEN or by a period. (Note
that each sentence will still count as
a turn.) You don't need a period at
the end of the input line. For example
you can type all of the following at
once, before pressing the RETURN (or
ENTER) key:
>READ THE SIGN. GO NORTH THEN TAKE THE
CROWBAR AND MALLET
If Ballhoo doesn't understand one of
the sentences on your input line, or if
something unusual happens, it will ig-
nore the rest of your input line (see
"Ballhoo complaints" later in the Docs)
The words IT and ALL can be very use-
ful. For example:
>TAKE THE APPLE. POLISH IT. PUT IT IN
THE BOX
>CLOSE THE HEAVY METAL DOOR. LOCK IT
>TAKE THE SHOE. EMPTY IT. PUT IT ON
>TAKE ALL
>TAKE ALL EXCEPT THE WET EGG AND THE
KEY
>TAKE ALL FROM CABINET
>DROP ALL BUT THE PENCIL
The word ALL refers to every visible
object except those inside something
else. If there were an apple on the
ground and an orange inside a cabinet,
TAKE ALL would take the apple but not
the orange.
There are three kinds of questions
that Ballyhoo understands: WHO IS(some-
one), WHERE IS(something), and WHAT IS
(something). For example:
>WHO IS HARRY?
>WHERE IS THE TICKET?
>WHAT IS A PHRENOLOGIST?
You will meet other people and creat-
ures in Ballyhoo. You can "talk" to
some of these beings by typing their
name, then a comma, then whatever you
want to say to them. Here are some
examples:
>LOIS, HELLO
>FRED, WHERE IS MY TICKET?
>JUGGLER, FOLLOW ME
>MIDGET, GET OFF THE PONY THEN GIVE ME
A TICKET
>HARRY, TAKE THE GUN. SHOOT THE PENGUIN
Notice thaty in the last two examples
, you are giving a person more than one
command on the same input line. But
remember: most people in the story do
not care for idle chatter. Your deeds
will speak louder than your words.
Ballyhoo tries to guess what you
really mean when you don't give enough
information. For example, if you real-
ly mean you want to do it to or with,
Ballyhoo will sometimes decide that
there is only one possible object you
could mean. When it does so, it will
tell you. For example:
>UNLOCK THE DOOR
(with the key)
The door is now unlocked.
If your command is ambiguous, Bally-
hoo will ask what you really mean. You
can answer most of these questions
briefly by supplying the missing infor-
mation, rather than typing the entire
input again. You can do this only at
the very next prompt. For example:
>CUT THE ROPE
What do you want to cut the rop with?
>THE KNIFE
As you cut the rope, you hear a loud
crash in the tent.
or
>TAKE THE BUTTERFLY
Which butterfly do you mean, the deli-
cate magenta butterfly or the fat yel-
low butterfly?
>DELICATE
The delicate magenta butterfly flutters
away as you reach for it.
Ballyhoo uses many words in its de-
scriptions that it will not recognize
in your commands. For example, you
might read, "The full moon is bright
and clear, and the wagon casts eerie
shadows." However, if Ballyhoo does
not recognize the words MOON or SHADOWS
in your input, you can assume they are
not important to your completion of the
story, except to provide you with a
more vivid description of where you are
or what is going on. Ballyhoo recog-
nizes over 900 words, nearly all that
you are likely to use in your commands.
If Ballyhoo doesn't know a word you
used, or any of its common synonyms,
you are almost certainly trying some-
thing that is not important in cont-
inuing your adventure.
Starting and Stopping
---------------------
Starting the story: Now that you know
what to expect in Ballhoo, it's time
for you to "boot" your disk. To load
Ballyhoo, follow the instructions on
the Reference Card in your package.
The story will begin with a descrip-
tion of In the Wings, the opening loc-
ation. Then the prompt ">" will appear
indicating that Ballyhoo is waiting for
your first command.
Here's a quick excercise to help you
get accustomed to interacting with
Ballyhoo. Try the following command
first:
>LOOK AT THE BIG TOP
Then press the RETURN (or ENTER) key.
Ballyhoo will respond with:
Soiled by endless miles of travel and
heavily patched in places, the wide
blue-and-white stripes nevertheless
rise up to meet at the top of the tower
ing center pole.
Then try:
>GO NORTHEAST
After you press the RETURN (or ENTER)
key, Ballyhoo will respond:
Climbing up into the deserted and litt-
ered grandstands produces a disorient-
ing sense of deja vu. You make a head-
achy descent diwn the steps.
Saving and Restoring: It will probably
take you many days to complete Bally-
hoo. Using the SAVE feature, you can
continue at a later time without hav-
ing to start over from the beginning,
just as you can place a bookmark in a
book you are reading. SAVE puts a
"snapshot" of your plave in the story
onto another disk. If you are cautious
you may want to save your place before
(or after) trying something dangerous
or tricky. That way, you can go back
to that position later, even if you
have gotten lost or "killed" since
then.
To save your place in the story, type
SAVE at the prompt ">", and then press
the RETURN (or ENTER) key. Then follow
the instructions for saving and restor-
ing on your reference card. Some com-
puters require a blank disk, initial-
ized and formatted, for saves. Using
a disk with data on it (not counting
other Ballyhoo saves) may result in the
loss of that data, depending on your
computer. You can save your position
a often a you like by using additional
blank disks.
You can restore a saved position any
time you want. To do so, type RESTORE
at the prompt ">", and then press the
RETURN (or ENTER) key. Then follow the
instructions on you Reference Card. You
can then continue the story from the
point where you used the SAVE command.
You can type LOOK for a description of
where you are.
Quitting and restarting: If you want to
start over from the beginning, simply
type RESTART and press the RETURN (or
ENTER) key. (This is usually faster
than rebooting.) Just to make sure,
Ballyhoo will ask if you really want to
start over. If you do, type Y or YES
and press the RETURN (or ENTER) key.
If you want to stop entirely, type
QUIT and press the RETURN (or ENTER)
key. Once again, Ballyhoo will ask if
this is really what you want to do.
Remember when you RESTART or QUIT: if
you want to be able to return to your
current position, you must first do a
SAVE.
Appendix A - Important Commands
-------------------------------
There are a number of one-word com-
mands which you can type instead of a
sentence. You can use them over as
needed. Some count as a turn, others
do not. Type the command after the
prompt ">" and press the RETURN (or
ENTER) key.
AGAIN - Ballyhoo will usually respond
as if you had repeated your pre-
vious sentence. Among the cases
where AGAIN will not work is if
you were just talking to another
character. You can abbreviate
AGAIN to G.
BRIEF - This tells Ballyhoo to give you
the full description of a locat-
ion only the first time that you
enter it. On subsequesnt visits
Ballyhoo will tell you only the
name of the location and the ob-
jects present. This is how Bal-
lyhoo will normally act, unless
you tell it otherwise using the
VERBOSE or SUPERBRIEF commands.
DIAGNOSE - Ballyhoo will give you a
medical report of your phys-
iscal condition.
INVENTORY - Ballyhoo will list what you
are carrying. You can abbr-
eviate INVENTORY to I.
LOOK - This tells Ballyhoo to describe
your location in full detail. You
cam abbreviate LOOK to L.
OOPS - If you accidentally mistype a
word, such that Ballyhoo doesn't
understand the word, you can cor-
rect yourself on the next line by
typing OOPS and the correct word.
Suppose, for example, you typed
GIVE THE YELLOW BALL TO THE KUGG-
LER and were told "I dont know
the word 'kuggler'." You could
type OOPS JUGGLER rather than
retyping the entire sentence.
QUIT - This lets you stop. If you want
to save you position before quit-
ting, follow the instructions in
the "Starting and Stopping" sect-
ion displayed earlier. You can
abbreviate QUIT to Q.
RESTART - This stops the story and
starts over from the begin-
ning.
RESTORE - This restores a position made
using the SAVE command. See
"Stopping and Starting" dis-
played earlier.
SCORE - Ballyhoo will show your current
score.
SCRIPT - This command tells your print-
er to begin making a tran-
script of the story as you
venture onwards. A transcript
may aid your memory but is not
necessary. It will work only
on certain computers; read
your Reference Card for
details.
SUPERBRIEF - This commands Ballyhoo to
display only the name of a
place you have entered,
even if you have never been
there before. In this mode
Ballyhoo will not even men-
tion which objects are pre-
sent. Of course, you can
always get a description of
your location, and the
items there, by typing LOOK
In SUPERBRIEF mode, the
blank line between turns
will be eliminated. This mode is meant for players
who are already familiar
with the geography. Also
see VERBOSE and BRIEF.
UNSCRIPT - This commands your printer
to stop making a transcript.
VERBOSE - This tells Ballyhoo that you
want a complete description of
each location, and the objects
in it, every time you enter a
location, even if you've been
there before. Also see BRIEF
and SUPERBRIEF.
VERSION - Ballyhoo responds by showing
you the release number and the
serial number of your copy of
the story. Please include
this information if you ever
report a "bug" in the story.
WAIT - This will cause time in the
story to pass. Normally, between
turns, nothing happens in the
story. You could leave your com-
puter, take a nap, and return to
the story to find that nothing
has changed. You can use WAIT to
make time pass in the story with-
out doing anything. For example,
you can wait for a specific time,
or wait for an event to happen,
etc. Youcan abbreviate WAIT to Z.
Appendix B - Some Recognized Verbs
----------------------------------
This is a partial list of the verbs
that Ballhoo understands. There are
many more. Remember you can use a var-
iety of prepositions with them. For
example, LOOK can become LOOK INSIDE,
LOOK BEHIND, LOOK UNDER, LOOK THROUGH,
LOOK AT, and so on.
ASK EXAMINE
ATTACK EXIT
BET EXTINGUISH
BOARD FILL
CLIMB FIND
CLOSE FOLLOW
COUNT GIVE
CUT JUMP
DESTROY KICK
DIG KILL
DISEMBARK KISS
DRINK KNOCK
DROP LIE
EAT LIGHT
ENTER LISTEN
LOCK SIDE-WALL
LOOK SLIDE
OFFER SMELL
OPEN STAND
POUR TAKE
PULL TELL
PUSH THROW
PUT TIE
RAISE TOUCH
READ UNLOCK
SEARCH UNTIE
SET WAKE
SHAKE WAVE
SHOUT SHOW
Appendix C - Ballyhoo Complaints
--------------------------------
Ballyhoo will complain if you type a
sentence that confuses it completely.
Ballyhoo will then ignore the rest of
the input line. (Unusual events, such
as being attacked, may also cause Bally
hoo to ignore the rest of the sentences
you typed, since the event may have
changed your situation drastically.)
Some of Ballyhoo's complaints:
I DON'T KNOW THE WORD "------". The
Word you typed is not in the story's
vocabulary. Sometimes using a synonym
or rephrasing will help. If not, Bally
hoo probably doesn't know the idea you
were trying to get across.
YOU USED THE WORD "------" IN A WAY
THAT I DON'T UNDERSTAND. Ballyhoo
knows the word you typed, but couldn't
use it in that sense. Usually this is
because Ballyhoo knows the word as a
different part of speech. For example,
if you typed LOWER THE FLAG, you are
using LOWER as a verb, but Ballyhoo
might know LOWER only as an adjective,
as in PRESS THE LOWER BUTTON.
THERE WAS NO VERB IN THAT SENTENCE!
Unless you are answering a question,
each sentence must have a verb (or a
command) in it somewhere.
THERE SEEMS TO BE A NOUN MISSING IN
THAT SENTENCE. This usually means your
sentence was incomplete, such as EAT
THE BLUE or PUT THE BOOK IN THE.
THERE WERE TOO MANY NOUNS IN THAT SEN-
TENCE. An example is PUT THE SOUP IN
THE BOWL WITH THE LADLE, which has
three noun "phrases," one more than
Ballyhoo can digest in a single action.
I BEG YOUR PARDON? You pressed the
RETURN (or ENTER) key without typing
anything.
YOU CAN'T SEE ANY ------ HERE! The ob-
ject you reffered to was not accessible
to you. It may be somewhere else, in-
side a closed container, and so on.
THE OTHER OBJECT(S) THAT YOU MENTIONED
ISN'T (AREN'T) HERE. You reffered to
one or more objecbts at the same sen-
tence, some of which aren't present or
accessible.
YOU CAN'T USE MULTIPLE (IN)DIRECT OB-
JECTS WITH "------". You can use mul-
tiple objects (that is, nouns of noun
phrases separated by AND or a comma) or
the word ALL only with certain verbs.
Among the moew useful of these verbs
are TAKE, DROP, and, PUT. An example
of a verb that will not work with mul-
tiple objects is EXAMINE; you couldn't
say EXAMINE ALL or EXAMINE THE BOWL AND
THE SWORD.
YOU CAN'T GO THAT WAY. There is no
passage or exit in the direction you
want to move.
THAT SENTENCE ISN'T ONE I RECOGNIZE.
The sentence you typed may have been
gibberish, such as TAKE ROPE WITH READ.
Or, you may have typed a reasonable
sentence but used a syntax that Bally-
hoo does not recognize, such as WAVE
OVER THE MOUNTAIN. Try rephrashing the
sentence.
Appendix D - About the Author
-----------------------------
Jeff O'Neill is a computer school
dropout from Whittier, California.
After graduating in 1982 from Calif-
ornia State University, Los Angeles, he
worked in journalism and for a while
dabbled in computer science at a local
community college. In the spring of
1984 he did the equivalent of running
away with the circus by moving to Mass-
achusetts to become a game tester for
Infocom. Through diligence and hard
work he finally came to fulfill the ty-
pical American boyhood dream--to get
paid for writing interactive fiction.
Ballyhoo is his first Infocom Story.
---------------------------------------
Thats it moes.. Call:
The Motherboard Elite - 516/333-7165
+331
View File
@@ -0,0 +1,331 @@
[]-> BALTIC 1985 <-[]
^^^^^^^^^^^
%%% DOCS WRITTEN BY: COMMANDER TOSH AND ALI-BABA %%%
INTRODUCTION TO BALTIC 1985:
THE SOVIET OFFENSIVE INTO SOUTHERN GERMANY HAS BEEN HALTED AT THE
RHINE AFTER BITTER FIGHTING. IN THE PERSIAN GULF, THE BATTLE FOR THE
OILFEILDS HAS PAUSED, AS BOTH SIDES RESUPPLY.
SATELLITE AND OTHER INTELLIGENCE REPORTS SHOW WIDESPREAD CIVIL
DISOBEDIENCE IN WARSAW, GDANSK, AND OTHER POLISH CITIES. SOME EASTERN
EUROPEAN UNITS HAVE BEEN CLASSIFIED AS UNRELIABLE BY THEIR SOVIET
ALLIES, AND SOVIET RESERVES HAVE BEEN SENT TO SUPPRESS THE
REBELLIONS.
RADIO REPORTS FROM BERLIN, BREAKING THROUGH INTENSE SOVIET JAMMING,
SHOW THAT AMERICAN INFANTRY UNITS, BYPASSED BY THE SOVIET BLITZKRIEG
INTO SOUTHERN GERMANY, ARE STILL HOLDING OUT IN THE SUBURBS OF WEST
BERLIN.
IN THE NATO BATTLEFIELD HEADQUARTERS, THE NATO COMMANDER REVIEWS THE
INTELLIGENCE REPORTS, MEETS WITH HIS STAFF, AND ISSUES THESE ORDERS:
NATO UNITS ARE TO DRIVE SOUTH EAST, SEIZE AND HOLD A CORRIDOR TO
BERLIN, LINKING UP WITH THE NATO UNITS HOLDING OUT THERE, BEFORE HE
SOVIETS CAN BRING IN THEIR RESERVES.
AT 0400 THE NEXT MORNING, TACTICAL AIR SUPPORT FIGHTERS AND
FIGHTER-BOMBERS TAKE OFF FROM THEIR AIRFIELDS. AIRBOURNE UNITS DROP
STRATEGICALLY ALONG THE CORRIDOR TO SEIZE KEY OBJECTIVES. NATO MAIN
BATTLE TANKS AND ARMORED PERSONNEL CARRIERS ROLL THROUGH THE
CHECKPOINT S AND THE WRE FENCES ALONG THE EAST GERMAN BORDER, ON THE
ROAD TO BERLIN. OPERATION BALTIC HAS BEGUN.
[1.0] PLAYING THE FIRST GAME:
WHEN THE GAME STARTS, YOU WILL BE PRESENTED WITH THE OPTIONS SHOWN
WHEN YOU BOOT THE PROGRAM UP. TO CHANGE ANY OPTION, TYPE THE NUMBER
UNTIL THE OPTION YOU WANT IS HIGHLIGHTED. WHEN YOU ARE READY, PRESS
THE SPACE BAR TO SEE A C00L TITLE PAGE. THE GAME WILL THEN BEGIN WITH
THE NATO MOVE.
[1.1] THE MAP SCALE:
EACH HEXAGON ON THE ON THE 39 BY 28 HEX MAP REPRESENTS 3 MILES. ON THE
SCREEN, YOU SEE ONE SECTOR, OR 1/12TH OF THE TOTAL MAP. SECTOR
NUMBERS AND LETTERS (1 TO 9; A, B, AND C) APPEAR ON THE MAP.
TERRAIN:
THE NORTH GERMAN TERRAIN IS SIMILAR TO THAT IN THE GAME "GERMANY
1985", WITH THESE ADDITIONS: (NOT TOO ACCCURATE!)
____
/ \
\____/ LAKE (ONLY AIR CAVALRY CAN CROSS)
(*) NATO-HELD OBJECTIVE
(O) SOVIET-HELD OBJECTIVE
[1.2] MOVING THE CURSOR:
TO MOVE THE BLINKING CURSOR AROUND THE MAP, USE THE COMMAND KEYS SHOWN
IN THE DIAGRAM AT RIGHT:
_____
/ 1 \
_____ \_____/ _____
/ 6 \ / 2 \
\_____/ [*] \_____/
/ 5 \ _____ / 3 \
\_____// 4 \\_____/
\_____/
[NOTE]:THE CURSOR ([*]) CAN MOVE UP, DOWN, OR DIAGONALY INTO ANY ONE
OF THE NUMBERED HEXES.
[1.3] UNIT IDENTIFICATION:
IN BALTIC 1985 THE NATO PLAYER HAS ONE ADDITIONAL UNIT TYPE: NATO &
PARATROOP INFANTRY.
[1.4] MOVING UNITS:
PRESS [ESCAPE] TO FIND YOUR FIRST UNIT, AND TO ENTER ITS MOVEMENT
PHASE. MOVE THE UNIT THE SAME WAY YOU WOULD MOVE THE CURSOR (CONSULT
MAP ABOVE). WHEN YOU HAVE MOVED YOUR LAST UNIT, THE CURSOR ON THE
SCREEN WILL BLINK. TYPE CTRL. E, AND THEN TYPE 'E' TO END YOUR MOVE.
[1.5] THE SOVIET MOVE:
THE COMPUTER WILL MOVE ALL THE SOVIET UNITS ONE BY ONE. DURING THE
SOVIET MOVE, YOU CAN STOP THE COMPUTER BY HITTING THE [ESCAPE] KEY.
START THE MOVEMENT AGAIN WITH THE [SPACE BAR]. WHEN THE CURSOR BLINKS
AGAIN, THE SOVIET MOVE IS FINISHED. PRESS THE [ESCAPE] KEY TO START
YOUR SECOND MOVE.
[2.1] MOVEMENT DISPLAY: THE MOVEMENT DISPLAY IN BALTIC 1985 SHOWS THE
WORD "SMOKE":IF IT IS HIGHLIGHTED, THE UNIT IS IN A SMOKE-FILLED HEX.
[MN] (MINE) AND [NC] (NUCLEAR CONTAMINATION) DO NOT APPEAR, BECAUSE
THEY PLAY NO PA RT IN THIS SCENARIO.
[2.5] AIR CAVALRY:
AIR CAVALRY UNITS CANNOT ENTER ENEMY-OWNED TOWN, URBAN OR OBJECTIVE
HEXES.
[2.6] TRANSPORT MODE:
[%] INFANTRY UNITS CANNOT CHANGE TO TRANSPOST MODE.
[%] UNITS IN TRANSPORT MODE CANNOT ENTER ENEMY-OWNED URBAN, TOWN OR
OBJECTIVE HEXES.
[2.8] RIVERS:
REGULAR UNITS CAN CROSS A RIVER IN RIVER MODE. AIR CAVALRY CAN CROSS
A RIVER IN ANY MODE.
[2.9] BRIDGING:
NO BRIDGING IS NEEDED IN THIS SCENARIO. ENGINEER UNITS CAN CHANGE TO
RIVER MODE MORE EASILY THAN OTHER UNITS, BUT OTHERWISE HAVE NO SPECIAL
FUNCTIONS.
[2.10] TERRAIN EFFECTS:
LOOK AT THE TABLE AT THE END OF THE DOCS.
[2.11] SMOKE:
SMOKE FILLED HEXES COST AN EXTRA MOVEMENT POINT TO ENTER.
[3.0] MODES:
[%] INFANTRY UNITS CANNOT CHANGE TO TRANSPORT MODE.
[%] ENGINEER UNITS CAN CHANGE TO REORGANIZE MODE.
[%] CHANGING TO RIVER MODE COSTS REGULAR UNITS TWICE THE MOVEMENT
POINTS IT DID IN THE GAME "GERMANY 1985". ENGINEER UNITS CAN CHANGE TO
RIVER MODE AT A COST HALF THAT OF REGULAR UNITS, GIVING THEM THE
ABILITY TO CROSS RIVERS MORE RAPIDLY THEN OTHER UNITS.
[4.0] THE ORDER PHASE:
PLEASE REFER TO "GERMANY 1985" DOCS TO FIND OUT THE ORDER PHASE (APPLE
MANOR).
[5.0] ARTILLERY:
ONCE AGAIN, PLEASE REFER TO "GERMANY 1985" DOCS TO FIND OUT ARTILLERY
RANGES.
[6.0] AIR POWER: [%] THE SIDE WITH AIR SUPERIORITY HAS A POSSIBLE
MAXIMUM OF FIVE AIR STRIKES PER TURN.
[%] THE NATO PLAYER HAS AIR SUPERIORITY FOR THE FIRST TWO TURNS.
[9.0] REORGANIZATION:
ENGINEER UNITS MAY REORGANIZE.
[10.0] HIDDEN UNITS:
ALL UNITS ARE EXPOSED WHEN THEY FIRST APPEAR ON THE MAP. HIDE EACH OF
YOUR UNITS BY TYPING CTRL. H DURING ITS MOVEMENT PHASE. IF YOU ARE
PLAYING SOLITAIRE, AND YOU HAVE CHOSEN THE HIDDEN OPTION, THE COMPUTER
WILL AUTOMATICALLY HIDE ENEMY UNITS WHEN THEY MOVE.
[11.0] MINES AND NUCLEAR CONTAMINATION: MINES AND NUCLEAR
CONTAMINATION PLAY NO PART IN THIS SCENARIO.
[13.0] %%% VICTORY! %%%
[13.1] VICTORY POINTS: THE NATO PLAYER RECEIVES:
[%] 1/2 POINT PER TURN FOR EACH OBJECTIVE HELD
[%] 1/2 POINT FOR EACH SOVIET UNIT ELIMINATED THE SOVIET PLAYER
RECEIVES:
[%] 1 POINT PER TURN FOR EACH OBJECTIVE HELD
[%] 1 POINT FOR EACH NATO UNIT ELIMINATED NOTE: AN OBJECTIVE HEX IS
HELD BY THE SIDE WHOSE UNIT LAST ENTERED THE HEX. (OR ORIGIONALLY WAS
HELD BY THE PLAYER.)
[13.2] THE VICTORY DISPLAY:
TO SEE THE DISPLAY OF VICTORY POINTS EARNED BY EACH SIDE, TYPE CTRL. V
AT ANY TIME DURING YOUR TURN. (PLAYERS CAN ALSO SEE THE VICTORY
DISPLAY DURING SOLITAIRE GAMES WHEN THE COMPUTER IS MOVING ENEMY
UNITS.)
[13.3] END OF THE GAME: BALTIC 1985 ENDS AUTOMATICALLY AFTER TURN 15,
16, OR 17, AT THE OPTION OF THE COMPUTER. THE COMPUTER WILL COMPARE
VICTORY POINTS AND DECLARE A WINNER.
[16.0] TACTICS:
[%] THE NATO PLAYER MUST MOVE QUICKLY TO TAKE ADVANTAGE OF HIS INITIAL
AIR SUPERIORITY AND NUMBERS. THE RUSSIAN PLAYER STARTS WITH NO SPARE
AIR SUPERIORITY POINTS AND IT WILL BE SEVERAL TURNS BEFORE THE NATO
PLAYER CAN BE CHALLENGED IN THE AIR.
[%] KEEP DIVISIONS TOGETHER. PROTECT, AND, WHENEVER POSSIBLE, HIDE
HEADQUARTERS UNITS IN THE REAR. USE THE D KEY FREQUENTLY TO CHECK THE
LOCATION OF DIVISIONAL UNITS.
[%] WITHDRAW, HIDE AND REORGANIZE WEAKENED UNITS. THEY WILL BE NEEDED
LATER IN THIS SCENARIO, WHEN SOVIET REINFORCEMENTS ARRIVE, AND THEIR
LOSS COSTS VICTORY POINTS.
[%] HIDE UNITS WHENEVER POSSIBLE. THE COMPUTER CANT SEE YOU, AND
AMBUSHES ARE AN EFFECTIVE TACTIC.
[%] TAKE AND HOLD ONTO OBJECTIVES. YOU RECEIVE VICTORY POINTS EACH
TURN THEY ARE HELD.
[%] PREPARE ATTACKS CAREFULLY. USE A FEW SELECTED UNITS TO ATTACK AND
DEFEND, WITH NUMEROUS SUPPORTING UNITS AND HEADQUARTERS NEARBY.
[%] AIR SUPERIORITY IS CRUCIAL, NOT JUST FOR SUPPORTING AIR STRIKES,
BUT BECAUS E ENEMY AIR SUPERIORITY HINDERS YOUR MOVEMENT. USE CTRL. A
EACH TURN TO CHECK YOUR AIR POWER STSTUS, AND ALLOT POINTS FOR FUTURE
SUPERIORITY.
FREQUENTLY USED COMMANDS
========================
O-GIVE ORDERS TO UNIT
C-CHANGE MODE OF UNIT
L-LOOK AT OTHER UNMOVED UNITS IN THAT DIVISION
Q-LEAVE UNIT WHERE IT IS
D-HIGHLIGHT & BLINK ALL UNITS OF A DIVISION
P-SHOW ENTIRE MAP
CTRL.H-HIDE UNIT
CTRL.C-ATTACK ADJACENT UNIT
CTRL.A-SHOW AIR POWER DISPLAY
CTRL.V-SHOW VICTORY POINTS
[ESCAPE]-EXIT MOVEMENT PHASE
COMMANDS WHEN CURSOR IS BLINKING
================================
S-(FOLLOWED BY MAP SECTOR NUMBER OR LETTER)-SHOW THAT SECTOR OF MAP
[SPACE BAR]-RETURN TO GAME PLAY
CTRL.E-END TURN
COMMANDS DURING SOLITAIRE GAME
==============================
CTRL.P-TURN COMBAT PAUSE ON/OFF
CTRL.V-SHOW VICTORY DISPLAY
[LEFT ARROW]-SPEED UP COMPUTER MOVE
[RIGHT ARROW]-SLOW DOWN COMPUTER MOVE
[SPACE BAR]-RESUME PAUSED COMPUTER MOVE
APPENDIX
=========================================================================
TERRAIN EFFECTS TABLE | MAXIMUM MOVEMENT ALLOWANCES
|
TERRAIN MOVEMENT SIGHTING COMBAT | NATO SOVIET
------- -------- -------- ------ | ---- ------
OPEN 2 4 0 | TANK 18 TANK 18
L. ROUGH 3 3 2 | SPG 14 BMP 18
ROUGH 4 2 3 | APC 18 ARTY 12
FOREST 3 2 2 | AIRCAV 22 KATSH 12
TOWN 3 3 2 | INFAN 12 INFAN 12
URBAN 4 2 4 | ENG 14 ENG 14
OBJECT. 3 2 3 |
LAKE 3 4 0 |
=========================================================================
=SECTOR NUMBERS: |
NOTE:SECTOR #'S 1-B ARE TREATED AS OPE
N 1-B 2 4 0 |
HEXES FOR ALL PURPOSES; SECTOR # C IS
C 4 2 4 |
TREATED AS AN URBAN HEX.
=========================================================================
= TYPE VS TYPE TABLE
------------------
SOVIET UNITS VS NATO INFANTRY:
TANK -3
BMP -2
ARTLY -10
KATSH -10
INF. -2
ENG -2
SOVIET TANK BMP ARTLY KATSH INF ENG
NATO INFANTRY VS: 2 2 4 4 1 1
=========================================================================
=NATO UNITS VS SOVIET INFANTRY:
TANK -1
SPG -5
APC 1
AIRCAV -5
INFAN 1
ENG 1
NATO TANK SPG APC AIRCAV INFAN ENG
SOVIET INFANTRY VS: 0 3 0 3 -2 -1
=========================================================================
Binary file not shown.
+105
View File
@@ -0,0 +1,105 @@
The Aardvark's Burrow
Docs for the Bard's Tale III code wheel chart creator (what a name).
Code wheel chart creator written by The Syringe.
Some notes. There are three needed files: "Creator", "Wheel.2", and
"Wheel.3". I would STRONGLY suggest you put these files on a RAM drive before
you run it (do to the fact that the program constantly is accessing the two
wheel files, and that makes for a LONG time with the 5.25" as well as 3.5"
floppy drives (I know, I've tried it).).
The code wheel is in four parts. There are three wheels, with sixteen
'spokes' around the edge of each. There are also sixteen holes in the center of the top wheel. I am going to tell you a way to look up anything on the
chart that will be printed, but it won't be exactly the way the game tells you
to look it up.
If you think about it, you'll realize that no matter how you set the wheel,
there will always be sixteen different positions at the same time, since each
wheel has sixteen spokes. Therefore, I will give you a way to convert what the
game tells you into a form that you can use with my listing.
Following is a listing of what is on the outside of each wheel, along with
its numerical value. The numerical value will be explained in a bit.
Outermost wheel (bottom) Middle wheel Innermost wheel
-------------------------------------------------------------------------------
1: Urmech 1: Crystal Spring 1: Lucencia
2: Tslotha 2: Old Dwarf Mine 2: Kinestia
3: Cyanis 3: Shadow Rock 3: Tenebrosia
4: The Old Man 4: Sulphur Springs 4: Tarmitia
5: Hawkslayer 5: Warriors Vale 5: Malefia
6: Scrapwood 6: Ciera Brannia 6: Valarian
7: Bard's Hall 7: Celaria Bree 7: Lanatir
8: Stagger Inn 8: Black Scar 8: Alliria
9: Hic Haven 9: Dark Copse 9: Ferofist
10: Violet Mountain 10: Nowhere 10: Sceadu
11: Crystal Palace 11: Festering Pit 11: Werra
12: Catacombs 12: Sacred Grove 12: Tarjan
13: Tunnels 13: Ice Keep 13: Skara Brae
14: Workshop 14: Shadow Canyon 14: UnterBrae
15: Wizard's Guild 15: Tar Quarry 15: Arboria
16: Brilhasti 16: Cold Peak 16: Gelidia
Here is what you must do. Take the numerical value of word that the game
gives you for the outermost wheel. (Find out which word is on the outer wheel,
and take its value.) Then find the difference between it and '1'. (That is,
if the word you get was Urmech, the difference is 0. If the word you get is
Cyanis, the difference is 2. For Tunnels, it's 12, and so on.) Remember that
number. Then, find out the numerical value of the word on the middle wheel.
(If your word is Ciera Brannia, your value is 6. If you got Black Scar, your
value is 8, etc.) Then, subtract the difference from the value of the second
word.
For example: Let's say you got Stagger Inn as your first word, and
Tar Quarry as the second word. Stagger Inn is number 8. The difference is 7.
Tar Quarry has a value of 15. Subtract 7 from 15, and you get 8.
If you get a value less than 1, add 16 to it (that is, let's say your number
ended up as -5. Add 16 to it, and your new number is 11).
The number you get from that subtration process is the value of your new
word for the middle wheel. In our above examples: In the first one, we got 8,
so the new word is Black Scar. In the second one, we got 11, so our word is
Festering Pit. Simple, eh?
You do the same process for the inner wheel. Find the value, and subtract
the original difference from it (the difference you got from the stuff with the
outermost wheel). The result is your new word.
Your two new words are what you will be looking up on the chart. It's
important that you do the math correctly, because otherwise, the code you get
will be completely off.
Here's how the charts are organized. They are split up into two sections
for each spoke on the middle wheel. It will print 'xxxxxx Spoke'. That's on
the middle wheel. You have to find the section with your word at the top of
it. In that chart, there are 16 columns of numbers. Each column represents
one spoke on the inner wheel. In each column there are 16 abbreviations, with
a number next to each. You have to find the correct column (using the name you
got for your inner wheel), and then look up the correct abbreviation.
Abbreviations are as follows:
Acorns: AC Arefolia: AR Crystal Key: CK Arrows of Life: AL
Crown of Truth: CT Rainbow Rose: RR Strifespear: SS Crystal Lens: CL
Smokey Lens: SL Shadow Door: SD Black Lens: BL Shadow Lock: SH (!) Nightspear: NS Wineskin: WS Wand of Power: WP Hammer of Wrath: HW
NOTICE! Shadow Lock is abbreviated as SH, NOT SL, as you would expect.
This is because SL is Smokey Lens. DON'T GET THEM CONFUSED!
I think this will help you out. Shit, I sure as hell HOPE so.
A little note on the way this works: Figure it out for yourself. I'm just
a genius. What else can I say? Heh. hIp. (t0dd, I still remember you!)
This doc file typed by The Syringe on 4/13/88, 1:15 AM. (Heh.)
One more personal comment. I would really suggest that you buy this game.
If we support Interplay's move of distributing Bard's Tale III unprotected, who
knows? Maybe in the future, ALL wares will be unprotected. And that I would
REALLY like to see. So even though this file will help you to win the damn
game, I urge you to support Bill Heineman et al and BUY the thing.
My commendations go out to Bill, Michael A. Stackpole, and Todd J. Camasta
for their GREAT work on this game. Let's see more, guys!
The Aardvark's Burrow (>
+761
View File
@@ -0,0 +1,761 @@
-------------------------------------------------------------------------------
===============================================================================
Bard's Tale III Spells in brief
===============================================================================
-------------------------------------------------------------------------------
Experience Spell Level
~~~~~~~~~~ ~~~~~~~~~~~
1 1
2 1
3 2
4 2
5 3
6 3
7 4
8 4
9 5
10 5
11 6
12 6
13+ 7
-------------------------------------------------------------------------------
Book Of Spells
-------------------------------------------------------------------------------
Format used in this spell list:
------------------------
Magic user class
------------------------
Level #
Code Pt. Cost Range Duration
Full spell name and a brief description plus any special instructions
to use.
Range types and meanings:
View Line of sight.
## Anything in the direction of the spell caster for the number of
feet specified by "##"
Wall A wall in the direction the spellcaster faces.
Level The entire level that your party is on.
1 object A single object.
1 foe A single monster, regardless of the number your party faces.
Group One of up to 4 monster groups.
All foes All the monsters your party faces.
Self The spellcaster only.
Party Your party.
Char The party member you designate.
Special The special character you designate.
oo Hits with full effectiveness up to the listed range, and at
reduced effectiveness when it hits at double the listed range.
For instance, if your spell has a range of 30', and you use it
against foes 60' away, the spell will hit with reduced
effectiveness.
n/a Not applicale; used where range is not a factor in the spell.
Duration types and meanings:
Combat Until the combat ends (when either you run away, you win, or
the monster wins).
1 move Exactly one move.
1 round The entire round of combat.
Short A few minutes only.
Medium Several minutes.
Long Twice as long as short spells.
Indef Until the party enters the Refugee Camp or an anti-magic zone.
Misc Has multiple or variable ranges.
n/a Not applicable; the result of the spell is immediate.
===============================================================================
-------------------------------------------------------------------------------
The spells proper...
-------------------------------------------------------------------------------
===============================================================================
------------------------
Conjurer
------------------------
From fireballs to magic compasses, Conjurers can create objects and effecte out
of thin air. Conjurer spells take up a lot of energy to create even moderate
effects; that's why these magic users don't involve themselves with huge
magical productions.
level 1
~~~~~~~
MAFL 2 view medium
Mage Flame - A small flame floats above the spellcaster as he moves
about, illuminating the immediate area.
ARFI 3 1 foe/10' n/a
Arc Fire - Fiery blue flames spray from the spellcaster's fingers,
inflicting 1 to 4 damage pts (dps), depending on the confurer's level.
TRZP 2 30' n/a
Trap Zap - Disarms any traps within 30' in the direction that the
spellcaster is facing. Trap Zap also works on chests for the same amount
of spell points.
level 2
~~~~~~~
FRFO 3 group combat
Freeze Foes - Binds your enemies in a magical fore, slowing them down and
making them an easier target for your itching sword.
MACO 3 n/a medium
Kiel's Magic Compas - A compass of shimmering magelight appears above the
partty and shows the direction they face.
WOHL 4 char n/a
Word of Healing - With the uttering of a single word, this heals a party
member from 4 to 16 dps.
level 3
~~~~~~~
LERE 5 view long
Lesser Revelation - An extended Mage Flame spell that also reveals secret
doors.
LEVI 4 party short
Levitation - partially nullifies gravity, letting the party float over
traps, or up and down through portals.
WAST 5 group/20' n/a
Warstrike - An electric spell where a stream of energy shoots from the
spellcaster's finger, frying a group of foes for 5 to 20 dps.
level 4
~~~~~~~
INWO 6 party n/a
Elik's Instant Wolf - Summons a giant and extremely fierce wolf to join
your party.
FLRE 6 char n/a
Flesh Restore - A powerrful healing spell that restores 10 to 40 dps to a
party member, curing those striken with insanity or poisoning.
level 5
~~~~~~~
GRRE 7 view long
Greater Revelation - Operates like Lesser Revelation, but illuminates a
wider area for a longer period of time.
SHSP 7 group/30'/oo n/a
Shock Sphere - Creates a large globe of intense electrical energy that
envelops a group of enemies and inflicts 10 to 40 dps.
level 6
~~~~~~~
FLAN 9 group n/a
Flesh Anew - Works like Flesh Restore, but affercts every member of the
party.
MALE 8 party indef
Major Levitation - Operates like Levitation, but it lasts until the spell
is terminated by some event like the activation of an anti-magic sq.
level 7
~~~~~~~
REGN 12 char n/a
Regeneration - A health spell that revives all the HP for the lucky member
of the party.
APAR 15 party n/a
Apport Arcane - Teleports the party within a dungeon to any location that's
not protected by a teleportation shield.
FAFO 18 group n/a
Far Foe - Pushes a group of foes 30' further away from your party, up to a
total distance of 90'.
INSL 12 party n/a
Elik's Instant Slayer - Materializes a slayer who joins your party. What's
a slayer? The name speaks for itself...
===============================================================================
------------------------
Magician
------------------------
Magicians can bestow magical effects on common objects. This however, doesn't
mean that the item becomes magical. It only takes on the magical effects for
the duration of the spell.
level 1
~~~~~~~
VOPL 3 char combat
Vorpal Plating - Causes the weapon (or hands) of a party member to emit
a magical field that inflicts 2 to 8 additional dps.
QUFI 3 char n/a
Quick Fix - Regenerates 8 HP for a character, up to the character's maximum
HP level.
SCSI 2 party n/a
Scry Site - Causes a dungeon wall or wilderness pathway to reveal the
party's location.
level 2
~~~~~~~
HOWA 4 1 foe/10' n/a
Holy Water - Holy water sprays from the spellcaster's fingers, inflicting
6 to 24 dps on any foe of evil or supernatural origin.
MAGA 5 char combat
Magic Gauntlets - Makes the hands (or weapon) of a party member more deadly
by adding 4 to 16 dps to every wound it inflicts on a foe.
AREN 5 30' short
Area Enchant - Causes the dungeon walls within 30' (3 sqs) of a stairway to
call out if the party is headed towards the stairs.
level 3
~~~~~~~
MYSH 6 char medium
Ybarra's Mystic Shield - Causes the air in front of the party to form an
invisible shield that's as hard as metal. The shield moves with the party.
OGST 6 char combat
Oscon's Ogre Strength - Endows a specific party member with the strength of
Elik's Ogre for the duration of the battle.
STFL 6 group/40'/oo n/a
Star Flare - An electrical spell that ignites the air around your enemies,
scorching them for 10 to 40 dps. A real hair curler.
level 4
~~~~~~~
SPTO 8 1 foe/70' n/a
Spectre Touch - Drains a single enemy of 15 to 60 dps as if it were touched
lightly by death.
DRBR 7 group/30' n/a
Dragon Breath - Lets the spellcaster belch a breath fire at a group of
monsters, inflicting 8 to 64 dps on each monster.
level 5
~~~~~~~
ANMA 8 party combat
Anti-Magic - Causes the ground to absorb a portion of the spells cast at the
party by monsters, giving the party a chance to escape unharmed. This spell
also aids in disbelieving illusions and shielding against magical fires such
as Dragon Breath.
GIST 10 party combat
Giant Strength - Instills tremendous power in your party, increasing their
strike ability by 10.
level 6
~~~~~~~
PHDO 10 wall 1 move
Phase Door - Vaporizes any wall that's not protected by an Anti-Phase Door
aura or spell into air.
YMCA 10 party indef
Ybarra's Mystical Coat of Armor - Works just like Ybarra's Mystic Shield,
but lasts indefinitely.
level 7
~~~~~~~
REST 25 party n/a
Restoration - Regenerates the body of every party member to perfect
condition; even cures insanity and poisoning.
DEST 16 1 foe/10' n/a
Death Strike - Instantly kills a selected enemy, which certainly catagorizes
this spell as one that doesn't fool around.
ICES 11 group/50' n/a
Ice Storm - Pummels a group of monsters with chunks of ice, causing 20 to 80
dps.
STON 20 char n/a
Stone to Flesh - Takes a character who has been turned to stone and restores
him to his natural flesh state.
===============================================================================
------------------------
Sorcerer
------------------------
Sorcerers rely on illusions in their magical repertoire. A neat and tidy mage
class, Sorcerers prefer to work on peoples' minds than with tangible (and
dirty) objects or monsters.
level 1
~~~~~~~
MIJA 3 1 foe/40'/oo n/a
Mangar's Mind Jab - Casts a concentrated blast of electrical energy at one
opponent, inflicting 2 to 8 dps for each experience level of the
spellcaster.
PHBL 2 party combat
Phase Blur - Causes the entire party to become blurry in the eyes of the
enemy, making your party harder to strike.
LOTR 2 30' short
Locate Traps - Heightens the spellcaster's awareness for trap detecting.
Works for 30' in the direction that the spellcaster is facing.
level 2
~~~~~~~
DISB 4 party n/a
Disbelieve - Reveals an attacking illusion for the true nonphysical object
that it is, causing it to vanish.
WIWA 5 party n/a
Wind Warrior - Creates the illusion of a battle-ready ninja in the ranks of
your party. The illusionary ninja will fight until defeated or disbelieved.
FEAR 4 group combat
Word of Fear - An incantation that causes a group of enemies to quake in
fear, thus reducing their ability to attack and inflict damage.
level 3
~~~~~~~
WIOG 6 party n/a
Wind Ogre - Like Elik's Instant Ogre, it summons a mean, illusionary being
to join your party.
INVI 6 party combat
Kylearan's Invisibility Spell - Invoke this spell to render the entire
party nearly invisible to the enemy.
SESI 6 30 medium
Second Sight - Heightenes awareness so the spellcaster can detect all traps
and tricks that lie directly ahead.
level 4
~~~~~~~
CAEY 7 view indef
Cat Eyes - Endows the entire party with perfect night vision for an
indefinite period of time.
WIDR 12 party n/a
Wind Dragon - Creates an illusionary red dragon to join the ranks of your
party.
level 5
~~~~~~~
DIIL 8 all foes combat
Disrupt Illusion - Destroys any illusions among the ranks of the enemy and
prevents mew illusions from appearing.
MIBR 10 all foes/30'/oo n/a
Mangar's Mind Blade - An electric spell that strikes every opposing group
within range with an explosion of energy capable of inflicting 25 to
100 dps.
level 6
~~~~~~~
WIGI 11 party n/a
Wind Giant - Creates an illusionary elemental guant that joins your party
and fights up a storm.
SOSI 11 30' indef
Sorcerer Sight - Operates like the trap-detecting Second Sight spell but
lasts indefinitely.
level 7
~~~~~~~
RIME 20 all foes/40' n/a
Rimefang - Rakes enemies with shards of ice, inflicting 50 to 200 dps.
WIHE 16 party n/a
Wind Hero - Creates an illusionary hero with the power of hurricane winds
to join your party.
MAGM 40 group n/a
Mage Maelstrom - Assults a group of opposing spellcasters and may do one
of the following: inflict 60 to 240 dps, turn them into stone, or kill
them outright. However, because the maelstrom is illusionary in nature,
a disbelieving enemy can totally nullify it.
PREC 50 all foes n/a
Preclusion - Keeps the enemy from being able to summon any creatures.
===============================================================================
------------------------
Wizard
------------------------
Wizards can summon and control supernatural creatures and energies. The Wizard
has fewer spells to choose from than the other classes, but their potency makes
up for it.
level 1
~~~~~~~
SUEL 10 party n/a
Summon Elemental - Creates a fire-being from the raw elements of the
universe to join and fight for your party.
FOFO 11 group/10' n/a
Fanskar's Force Focus - Lands a cone of gravitational energy on a group of
your foes, inflicting 20 to 100 dps.
level 2
~~~~~~~
PRSU 14 party n/a
Prime Summoning - Coerces a powerful undead creatyre to unwillingly join
your party.
DEBA 11 i for/20' n/a
Demon Bane - inflicts 100 to 400 dps on a single creature of evil or
supernatural origin.
level 3
~~~~~~~
FLCO 14 group/30' n/a
Flame Column - Creates a cyclone of flames that lashes out and delivers 22
to 88 dps to a group of your foes.
DISP 12 char n/a
Dispossess - Returns a possessed party member to the normal state of
consciousnes.
level 4
~~~~~~~
HERB 13 party n/a
Summon Herb - Summons Herb to join your party. Herb is pretty busy, but
he'll hang out with your party for a while if you need him.
ANDE 14 char combat
Animate Dead - Reanimates a dead character with living strength so he or
she attacks enemies as if truly alive.
level 5
~~~~~~~
SPBI 16 1 foe n/a
Baylor's Spell Bind - If successful, this spell possess the mind of an
enemy and forces him or her to join and fight for your party.
SOWH 13 1 foe/70' n/a
Storal's Soul Whip - Whips out a tendril of psionite (mind) power to
strike a selected foe, inflicting 50 to 200 dps.
level 6
~~~~~~~
GRSU 22 party n/a
Greater Summoning - Operates like Prime Summoning but causes a powerful
elemental creature to appear and fight for the party.
BEDE 18 char n/a
Beyond Death - Brings a dead character back to life and give him or her
1 HP as a welcome back gift.
level 7
~~~~~~~
WIZW 16 group/50' n/a
Wacum's Wizard War - An electric spell that creates a pyrotechnical storm
over a group of monsters, inflicting 50 to 200 dps.
DMST 25 group/50' n/a
Demon Strike - Unleashes the terrorizing power of demons unto the enemy
ranks, causing 200 to 400 dps.
===============================================================================
------------------------
Archmage
------------------------
Archmages are the wise ones who have learned at least all the spells for four
of the previous mage classes. This give the Archmage the ability to pick and
choose from a huge batch of spells.
level 1
~~~~~~~
HAFO 15 all foes 1 round
Oscon's Haltfoe - If successful, this spell causes every attacking group
to miss all their attacks during the next round.
MEME 20 group n/a
Melee Men - Pull an attacking group into melee range (10') regardless of
how far they were when they began attacking.
level 2
~~~~~~~
BASP 28 party misc
Batch Spell - Executes the following batch of spells: Greater revelation,
Ybarra's Mystical shield, Coat of armor, Sorcerer sight, Major levitation
and Kiel's magic compass.
level 3
~~~~~~~
CAMR 26 party n/a
Camaraderie - Has a 50% chance of calming all monsters in your party that
have turned hostile.
level 4
~~~~~~~
NILA 30 group/50' n/a
Fanskar's Night Lance - Launches a chilling ice missile against a group of
foes, inflicting 100 to 450 dps.
level 5
~~~~~~~
HEAL 50 party n/a
Heal all - A beyond death spell that resurrects every dead party member
(including those turned to stone), and heals all wounds, paralysis, and
insanity.
level 6
~~~~~~~
BRKR 60 party n/a
The Brothers Kringle - The brothers are always ready to help friends in
trouble. Engough brothers appear to fill the empty slots in your party.
level 7
~~~~~~~
MAMA 80 all foes/90' n/a
Mangar's Mallet - Inflicts 200 to 800 bone-crushing dps against every
monster group you face.
===============================================================================
------------------------
Chronomancer
------------------------
The key to distant lands, Chronomancers help the party move from dimension to
dimension with their special teleport spells. They also have a number of
vicious offensive spells.
level 1
~~~~~~~
VITL 12 char n/a
Vitality - Invigorates a character by healing 4 to 5 HP x the spellcaster's
level.
ARBO 10 party n/a
Arboria - Teleports the party to Arboria.
ENIK 10 party n/a
Exit Now That I Know - Teleports the party from Arboria to the wilderness.
level 2
~~~~~~~
WIFI 20 group/20' n/a
Witherfist - Crushes a group of enemies under a hige fist of power for 300
to 600 dps.
COLD 20 group/80' n/a
Frost Force - Blasts the enemy with a deadly frost of 50 to 400 dps.
GELI 15 party n/a
Gelidia - Transports the party to Gelidia.
ECUL 15 party n/a
Exit Carefully Under Luck - Transports the party from Gelidia to the
wilderness.
level 3
~~~~~~~
GOFI 25 group/80' n/a
God's Fire - A holy spell where blazing red fires are sent from the angry
gods to roast the enemy for 60 to 240 dps.
STUN 30 all foes n/a
Stun - An electric spell that gives the enemy a high-voltage zap for 50 to
200 dps.
LUCE 20 party n/a
Lucencia - Transports the party to Lucencia.
ILEG 20 party n/a
If Leaving Exit Gingerly - Transports the party from Lucencia to the
wilderness.
level 4
~~~~~~~
LUCK 45 party n/a
Luck Chant - Increases your chances of hitting or defending by 8 pts.
FADE 50 foe/30' n/a
Far Death - A long-range spell that drops a disant foe dead in its tracks.
KINE 25 party n/a
Kinestia - Transports the party to Kinestia.
OBRA 25 party n/a
Og Better Run Away - Transports the party from Kinestia to the wilderness.
level 5
~~~~~~~
WHAT 60 1 object n/a
Identify - Cast this spell on something to find out just what the heck it
is.
OLAY 60 1 char n/a
Youth - Coats a character with a light, iragrant lotion to cure oldness.
OLUK 30 party n/a
Tenebrosia - Transports the party to Tenebrosia.
ECEA 30 party n/a
Everyone Can Exit Already - Transports the party from Tenebrosia to the
wilderness.
level 6
~~~~~~~
GRRO 65 1 char misc
Gave Robber - Casts Beyond Death and Regeneration for a life-giving
combination of spells.
FOTA 70 all foes misc
Force of Tarjan - Casts Witherfist and Sandstorm for a double offensive
punch.
AECE 35 party n/a
Tarmitia - Transports the party to Tarmitia.
KULO 35 party n/a
Kick Us Lamely Out - Transports the party from Tarmitia to the wilderness.
level 7
~~~~~~~
SHSH 60 party indef
Shadow Shield - Casts a gray chadow around the party and lowers their armor
class by 4.
FAFI 100 all foes n/a
Fatal Fist - Crushes the enemy under an unearthly gravitational force for
400 to 1500 dps.
EVIL 50 party n/a
Malefia - Transports the party to Malefia.
LIVE 50 party n/a
Live To Tell About It - Transports the party from Malefia to the wilderness.
===============================================================================
------------------------
Geomancer
------------------------
The most physically adept of all the spell casters, Geomancers can handle most
weapons that fighters can. Their combative nature shows in their repertoire of
predominantly offensive spells. To become a Geomancer, you must find the one
special location that performs the rite of passage to this mage class.
level 1
~~~~~~~
EADA 5 group/40' n/a
Earth Dagger - Cuts down the enemy with holy daggers for 200 to 800 dps.
EASO 5 level n/a
Earth Song - Reveals all booby-trapped areas that can injure the party.
EAWA 8 level n/a
Earth Ward - Casts the Trap zap spell on the entire level.
level 2
~~~~~~~
FREB 10 all foes n/a
Trebuchet - Fries all foes with wickedly hot flames for 150 to 600 dps.
EAEL 15 party n/a
Earth Elemental - Summons an Earth Elemental, which is a creature created
from the raw elements of the earth.
WAWA 15 wall n/a
Wall Warp - Works like Phase Door until the party leaves.
level 3
~~~~~~~
ROCK 18 1 foe/60' n/a
Petrify - Turns an enemy up to 60' away into the hardest stone.
ROAL 20 level n/a
Roscoe's Alert - Reveals to the party where the anti-magic areas are.
level 4
~~~~~~~
SUSO 20 level n/a
Succor Song - Shows all heal-party squares, so your party can put an end
to their weakness and pain.
SAST 25 all foes n/a
Sandstorm - With a violent swirl of sand, all foes are whipped back 60'.
level 5
~~~~~~~
SANT 30 level n/a
Sanctuary - Shows all mage regeneration squares, so your spellcasters can
be refreshed.
GLST 40 1 foe/90' n/a
Glacier Strike - Impales the enemy with an icy stalagmite, causing 400 to
1600 dps.
level 6
~~~~~~~
PATH 40 level n/a
Path Finder - An instant map, this shows the entire maze that the party is
in.
MABA 50 group/50' n/a
Magma Blast - Burns a group of foes with a blast of hot, fiery magma for
300 to 1200 dps.
level 7
~~~~~~~
JOBO 60 all foes n/a
Jolt Bolt - Wrenches the earth below the enemy, smashing them to the ground
and gives them a jolting electric shock to cause 400 to 1600 dps.
EAMA 80 group/50' n/a
Earth Maw - Commands the ground beneath the enemy's feet to open wide and
drops the foes in, so they're never seen from again.
===============================================================================
------------------------
Misc spells
------------------------
These spells are available to all magic users. The catch is that you've got to
find them before you can use them.
GILL 10 party medium
Gilles Gills - This survival spell lets your party breathe under water. It
is cumulative in effect; casting it more than once will extend the amount
of time you can spend underwater.
DIVA 250 all foes/party misc
Divine Intervention - This powerful spell earns its name by doing the
following: 1) Turns illusionary characters into real characters; 2) Cures
characters of all illness but age; and 3) Restores all hit points to the
party. If you're in combat, it also does the following: 1) Lowers your
armor class, saving throw, to hit, and damage by 20 points; 2) Increases
your attack by 8 points; and 3) Casts Mangar's Mallet.
NUKE 150 all foes n/a
Gotterdamurung - The Final in offensive obliteration, this spell annihilates
the opponent for 2000 dps.
===============================================================================
------------------------
Bard songs
------------------------
1. Sir Robin's Tune
This lets you run away from attackers as long as the combat has not yet
begun. During combat, this keeps the monsters from calling additional help.
2. Safety Song
Sets up an anti-monster aura, so foes won't randomly attack you.
3. Sanctuary Score
Lowers the Bard's armor class level up to a maximum of 15 points.
4. Bringaround Ballad
In non-combat situations, this rejuvenates the Bard's hit points. During
combat, this song will affect everyone in your party, including the Bard.
5. Rhyme of Duotime
In non-combat situations, this regenerates the mage's spell points. During
combat, it gives the party an extra attack.
6. Watchwood Melody
This creates light so you can find your way around. May even work in anti-
magic zones.
7. kiel's Overture
In non-combat situations, this calls up a compass so you can get your
bearings. During combat, this casts the monster frying Trebuchet spell.
8. Minstrel Shield
In non-combat situations, this lowers your armor class. During combat, it
partially shields your party so they only take half damage from monster
attacks.
---ThE EnD---
+330
View File
@@ -0,0 +1,330 @@
Bard Tales 2 :
Moving about :
==============
I or return - move forward
J or left arrow - turn left
K or return - kick a door open
L or right arrow - turn right
Viewing characters :
====================
Press the number (0-6) of the character whose statistics you want to view.
To make changes,
E to equip a character with an item. At the prompt type item number (1-8),
press 0 to unequip a character.
T to trade an item. Type the item number at the prompt. To trade gold,
type G, the amount of gold you want to trade, and the number of character
you want to give the item to.
D to drop an item.
P to pool all gold to one character.
Left arrow key moves you back to the first view character screen,
which lists gold, xp and attributes. Press spacebar to leave the view
character mode.
Combat commands :
=================
A to attack all monsters within 10', using hand-to-hand weapons.
(Available to party members in slots 0 through 3)
B to sing one of seven bard tunes for one combat round, bard only.
C to cast a spell.
D to defend, lessen the chance of damage from an attacker.
H to hide in the shadows, for rogue only.
P to party attack, begins intra-party combat.
U to use a magical item, or a missile weapon.
Right arrow speeds up combat message, left arrow slows it down.
Non-combat commands :
=====================
B to sing one of seven bard's tunes while wandering.
C to cast a spell.
D to drop a special member from your party.
E to go up a portal. Must use in conjunction with a levitation spell.
Dungeon only.
N to establish new order for the party members.
U to use an item; e.g. torch.
V to turn sound on/off.
W to go down a portal. Dungeon only.
? to learn the name of the street your party is on, and the time of day.
Use escape key to pause the game, and spacebar to continue.
Bard Songs
==========
1. The archer's tune. Double the party's missile damage, and cuts
the missile damage inflicted by foes in half.
2. Spellsong. Bonus to saving roll. The party is less likely to be
damaged by magic and traps.
3. Sanctuary score. Lowers the armor class for all party members.
4. The melee march. Increases the party's hit points for extra protection
and also increase the damage points inflicted on enemies.
5. Zanduvar Carack. Protection from traps when played under normal
conditions, but heals during combat.
6. Rhyme of duotime. Regenerates spell points at twice the normal
speed when played under normal conditions, and provides extra
attack during combat.
7. The watchwood melody. Creates light. May work even in anti-magic
zones.
Conjurer Spells
===============
Level 1 : MAFL (2), ARFI (3), TRZP (2)
MAFL, magic flame
- a light spell with medium duration.
ARFI, arc fire
- inflicts 1-4 damage at a foe 10' away, multiplied by caster's level.
TRZP, trap zap
- disarms any trap within 30' in the direction the caster is facing.
Also works on chest.
Level 2 : FRFO (3), MACO (3), WOHL (4)
FRFO, freeze foe
- binds a group of enemies in magical force, slow them down and make
them easier to hit.
MACO, Kiel's magic compass
- a magical compass which shows the facing direction, medium duration.
WOHL, word of healing
- heal a party member who suffers from 4 to 16 hp damage.
Level 3 : LERE (5), LEVI (4), WAST (5)
LERE, lesser revelation
- an extended mage flame spell that reveals secret doors, long duration.
LEVI, levitation
- allow the party to float over traps, or up or down thru portals.
WAST, warstrike
- energy that sizzles a group of foes within 20', for 5-20 damage.
Level 4 : INWO (6), FLRE (6)
INWO, Elik's instant wolf
- summon a fierce wolf to join your party.
FLRE, flesh restore
- heal 10-40 hp for a member, also heal insanity or poisoning.
Level 5 : GRRE (7), SHSP (7)
GRRE, greater revelation
- like LERE, but illuminates a wider area, long duration.
SHSP, shock sphere
- large globe of energy that inflicts 10-40 damage on a group of foe
within 30'.
Level 6 : INOG (9), MALE (8)
INOG, Elik's instant ogre
- summon an ogre.
MALE, major levitation
- Levitation spell with indefinite duration until dispelled.
Level 7 : FLAN (12), APAR (15), FAFO (18), INSL (12)
FLAN, flesh anew
- like FLRE, affects every member of the party.
APAR, apport arcane
- teleports the party within a dungeon to any location that is not
protection by a teleportation shield. Also teleports the party
between cities that are in the range of +1 to 6.
FAFO, far foe
- moves a group of foes 40 feet further away from the party.
INSL, Elik's instant slayer
- summon a slayer.
Magician spells
===============
Level 1 : VOPL (3), QUFI (3), SCSI (2)
VOPL, vorpal plating
- causes the weapon or hands of a party member to inflict 2 to 8 points
of additional damage.
QUFI, quick fix
- heals a char for exactly 8 hp.
SCSI, scry site
- reveal a party's location
Level 2 : HOWA (4), MAGA (5), AREN (5)
HOWA, holy water
- inflict 6-24 hp damage to an evil or supernatural foe, within 10'.
MAGA, mage gauntlets
- add 4-16 points of additional damage to a party member.
AREN, area enchant
- causes the dungeon wall within 30' of a stairway to call out
if the party is headed towards the stairs.
Level 3 : MYSH (6), OGST (6), STFL (6)
MYSH, Ybarra's mystic shield
- lowers the party AC, medium duration
OGST, Oscon's ogre strength
- endows a member with the strength of Elik's ogre for the duration of
the battle.
STFL, star flare
- inflicts 10-40 damage to a group of foes, within 40'.
Level 4 : SPTO (8), DRBR (7)
SPTO, spectre touch
- drains a single foe of 15-60 hp, within 70'.
DRBR, dragon breath
- inflicts 11-44 hp on a group of foe within 30'.
Level 5 : ANMA (8), STTO (8)
ANMA, anti-magic
- absorb spells or magical fire casted by monster. Also help in
disbelieving illusions.
STTO, stone touch
- turns an enemy within 10' to stone.
Level 6 : PHDO (9), YMCA (10)
PHDO, phase door
- turns almost any wall to air for exactly one move.
YMCA, Ybarra's mystical coat of armor
- MYSH spell that lasts indefinitely.
Level 7 : REST (12), DEST (14), WZWA (11), SASP (30)
REST, restoration
- heal the party completely, also cures insanity or poisoning.
DEST, death strike
- very likely to kill one enemy within 10'.
WZWA, wizard wall
- create a wall of force that can absorbs many of the enemy's attacks.
SASP, safety spell
- teleports party back to adventurer's guild in Tangramayne. Party
lose all gold and the spell is not 100% reliable.
Sorcerer Spells
===============
Level 1 : MIJA (3), PHBL (2), LOTR (2)
MIJA, Mangar's mind jab
- blast a foe within 40' for 2-8 point of damage, multiplied by caster's
level.
PHBL, phase blur
- lower party AC, combat only.
LOTR, locate traps
- heightens the spellcaster's awareness in order to detect traps
within 30' along the direction the spellcaster is facing, short duration.
Level 2 : DISB (4), WIWA (5), FEAR (4)
DISB, disbelieve
- reveal the nature of attacking illusion and cause it to vanish.
WIWA, wind warrior
- create an illusion of a battle-ready ninja.
FEAR, word of feat
- cause a group of foes to quake in fear, reducing their ability to attack
and inflict damage.
Level 3 : WIOG (6), INVI (6), SESI (6)
WIOG, wind ogre
- create an illusion of an ogre.
INVI, Kylearan's invisibility spell
- make the party almost invisible and hence lowers their AC.
SESI, second sight
- detect all manner of traps and tricks that lie 30' directly ahead.
Level 4 : CAEY (7), WIDR (12)
CAEY, cat eyes
- endows the party with perfect night vission indefinitely.
WIDR, wind dragon
- create an illusion of a dragon.
Level 5 : DIIL (8), MIBL (10)
DIIL, disrupt illusion
- destroy existing illusionary foes and prevent new illusions from
appearing. Also exposes dopplegangers within the party.
MIBL, mangar's mind blade
- strike all enemies within 30' for 25-100 damage.
Level 6 : WIGI (13), SOSI (11)
WIGI, wind giant
- create an illusion of a giant.
SOSI, sorcerer sight
- a second sight spell that lasts indefinitely.
Level 7 : WIMA (14), WIHE (16), MAGM (40), ???? (100)
WIMA, wind mage
- create an illusion of an archmage.
WIHE, wind hero
- create an illusion of a hero.
MAGM, mage maelstrom
- attack a group within 90' with one of the following effect :
60-240 damage, turn them to stone, or kill them outright.
A disbelieving monster can totally disarm it, though.
????, dream spell
- the most powerful spell in the game which you need to find out yourself.
Wizard Spells
=============
Level 1 : SUEL (10), FOFO (11)
SUEL, summon elemental
- summon a fire-breathing raw elementals of the universe.
FOFO, Fanskar's force focus
- inflicts 25-100 damage on a group within 10'.
Level 2 : GATE (12), DEBA (11)
GATE, gate
- gate in a wraith to fight for your party
DEBA, demon bane
- inflicts 100-400 damage on an evil or supernatural foe within 30'.
Level 3 : FLCO (14), DISP (12)
FLCO, flame column
- Inflicts 22-88 damage on a group of foes within 30'.
DISP, dispossess
- returns a possessed member to normal state.
Level 4 : PRSU (15), ANDE (14)
PRSU, prime summoning
- summon a powerful undead creature.
ANDE, animate dead
- reanimates a dead character with living strength as if truly alive,
combat only.
Level 5 : SPBI (16), SOWH (13)
SPBI, Baylor's spell bind
- possess the mind of an enemy and force him to fight for party.
SOWH, Storal's soul whip
- inflict 50-200 damage on a single foe at 70' away.
Level 6 : GRSU (22), BEDE (18)
GRSU, greater summoning
- summon a powerful elemental creature
BEDE, beyond death
- restore life and 1 hp to a dead member.
Level 7 : WIZW (16), HERB (25)
WIZW, Wacum's wizard war
- inflicts 50-200 damage on a group of foe within 50'.
HERB, summon Herb
- summon Herb.
Archmage Spells
===============
Level 1 : HAFO (15), MEME (20)
HAFO, Oscon's halt foe
- if successful, all enemies will do nothing during the next round.
MEME, melee men
- pulls an attack group into melee (10') range.
Level 2 : BASP (28)
BASP, batch spell
- performs the following multiple spells : greater revelation,
Ybarra's mystical coat of armor, sorcerer sight, major levitation,
and Kiel's magic compass.
Level 3 : CAMR (26)
CAMR, camaraderie
- 50% chance of calming any or all monsters in your party that have
turned hostile.
Level 4 : NILA (30)
NILA, Fanskar's night lance
- inflicts 100-400 damage to a group of foe within 60'.
Level 5 : HEAL (50)
HEAL, heal all
- resurrects every dead member and heals all wounds, paralysis and
insanity.
Level 6 : BRKR (60)
BRKR, the Brothers Kringle
- summon enough brothers to fill all the empty slots in the party.
Level 7 : MAMA (80)
MAMA, Mangar's mallet
- inflicts 200-800 damage to all foes.
File diff suppressed because it is too large Load Diff
+25
View File
@@ -0,0 +1,25 @@
===============================
Visit Applesoft BASIC CDA v1.1
by David A. Lyons July 1990
===============================
This is one of those "because it could be done" projects.
"Visit Applesoft BASIC" drops you into good old Applesoft under
GS/OS, provided it can allocate 4K of bank 0 memory. (If it
can't allocate the memory, complains politely and doesnUt let
you into Applesoft.)
The "&" command takes you back to the CDA menu.
Don't try to use HGR or HGR2 while you're visiting Applesoft--
that memory may already be in use by other parts of the system.
-----
How to reach the author:
CompuServe: 72177,3233 Internet: dlyons@apple.com
GEnie: D.LYONS2 AppleLink: DAVE.LYONS
America Online: Dave Lyons P.O. Box 875, Cupertino CA 95015
+239
View File
@@ -0,0 +1,239 @@
----------------------------------------------------------------------
Batman
The Caped Crusader
Soft Sect Release
Cracked by The Crasher Thanks to Kobra
----------------------------------------------------------------------
A Troublesome Twosome
---------------------
The Penguin: A bird in the Hand. Commisioner Gordon calls you with
the news that the Penguin is back. He's set himself up as a respectable
umbrella merchant. But the commisioner is sure the Penguin's factory is
just a cover for his plot to take over the world with an army of robot
penguins. The only way to thwart the penguin's plot is to destroy his
master computer.
To get to the Penguin's master computer, you have to make your way to
the factory through streets and across rooftops crawling the Penguin's
thugs. Once you've discovered how to get into the factory, you can
search out the master computer and destroy it. But don't think it will
be easy. The Penguin has more than one surprise waiting for you.
The Joker: A Fete Worse than Death. You don't need Commissioner Gordon
to tell you about the Joker's latest feat of sleight of hand - he's
kidnapped Robin! Your search leads you through the sewers of Gotham City
to the Fair, where the fun house isn't so much fun and a ride on the
rollercoaster could be your last.
Controls
--------
To display the status screen, hold down the fire button and move the
joystick down.
To return to the current game screen from the status screen, click the
Return icon.
Joystick controls without the fire button pressed:
-------
Face back
or climb up
^
|
|
Move Left <---- o ----> Move Right
/ | \
Duck facing left / | \ Duck facing right
v
Face front
or climb down
Joystick controls with the fire button pressed:
----
^
High kick left | High kick right
\ | /
\|/
Punch or throw left <----- o -----> Punch or throw right
/ | \
/ | \
Kick left | Kick right
v
Pick up
object or display status screen
Status Screen
-------------
The percentage at the top of the screen shows how much of the game
you've completed.
The small pictures on the status screen are called icons. There are
two type of icons on the status screen: object icons and action icons.
Object icons are things you need at some point during the game. Action
icons let you use objects, restart the game, and turn on the music on
and off.
Bat Cursor: Use the joystick to move the Bat cursor to the icon you
want to choose. Press the fire button to choose the icon.
Getting an object: As you play Batman, you will need to pick up items
that can be used later to solve a puzzle, open a door, give you more
power, and the like. A few examples will make this easier to understand.
1) In certain parts of the game, you may enter a completely dark room.
You need to look for light-producing items in the rest of the game,
then use one of them in this room to be able to see what's there.
(And just to make things really sticky, not every light source
works in every room.)
2) You will occasionally come across food items as you move throughout
the game. Use these carefully - it's a good idea not to eat too much
too soon. When you "use" a food item, you'll restore some of your
power.
If you try to use an item in an area and nothing happens - you've got
the wrong item!
You will find objects as you move through the game screens.
To pick up an object:
o Position Batman over to it, then hold down the fire button and move the
joystick down.
Using an Object. To use an object:
o Go to the status screen.
o Move the Bat cursor over the icon of the object you want to use, then
press the fire button.
The square around the icon flashes.
o Move the bat cursor to the Use icon, and press the fire button.
When you use the right object at the right time, the percentage at the
top of the screen increases to show you've solved part of the game.
Dropping an Object: Dropping an object leaves it where Batman is standing.
You can't use an object you've dropped. You can carry only a limited
number of objects, so drop the objects you don't think you need anymore.
To Drop an object:
o Go to the status screen.
o Move the Bat cursor over the icon of the object you want to drop, then
press the fire button.
The square around the icon flashes.
o Move the Bat cursor to the Drop icon, and press the fire button.
The icon of the object disappears from the status screen. The object
reappears on the game screen.
Returning to the Game screen. To return to the game screen:
o Move the Bat cursor over the Return icon, then press the fire button.
The game screen reappears.
Turning Music On or Off. To turn the music on or off:
o Go to the status screen.
o Move the bat cursor over the music icon, then press the fire button.
If the music is on, it goes off, if it's off, it comes on.
Restarting the game. To start the game over at any time:
o Go to the status screen
o Move the Bat cursor over the Restart icon, then press the fire button.
The message appears that asks if you want to start the game over.
o Type y if you want to start over; or type n if you want to go back to
the game where you left off.
Energy: At the bottom of the screen, the graph or Batman's face shows
how much energy you have left. As you use energy, the bars on the graph
get shorter or Batman's face slowly turns into a skull.
To get more energy, eat food objects you picked up.
To eat:
o Pick up food items
o Go to the status screen.
o Move the Bat cursor over the icon of the food object you want to eat
then press the fire button.
The square around the icon flashes.
o Move the bat cursor to the Use icon, and press the fire button.
The bars on the graph grow longer, or part of the skull that's showing
changes back to Batman's face.
Hints and Tips
--------------
1) Don't wat too much too soon.
2) Some objects do more damage than good.
3) You can carry only a limited number of object at a time. Drop objects
you don't think you need anymore.
4) Duck to avoid bullets.
The Penguin: A Bird in the Hand
--------------------------------
When you learn from Com. Gordon tha the Penguin is plotting to take over
the world with an army of robot penguins, you rush at the Batcave. Before
you leave, be sure to collect all the items you think you can use. When
you reach the streets of Gotham City, keep an eye out for other useful
items.
Watch out for the thugs that roam the streets- they may shoot at you.
Punch, kick, or hit them with your batarang for temporary defense.
The Joker: A Fete Worse than Death
-----------------------------------
To reach Robin, you first have to make your way through the sewers of
Gotham City- not a pleasent prospect. Make sure you've collected the
items you think you'll need before you plunge it. You'll come across
many bombs in the sewers. You need to disarm them before you can leave
the sewers-but it will take you a while to come across the tool you need
to do the job, and you'll have to do a lot of backtracking to disarm all
of them.
When you find the bat ears, use them to amplify your hearing.
-----------------------------------------------------------------------------
Snake Pit GS ...................................................714/962-4371
Ethereal Dimension Exclusive....................................301/529-6418
-----------------------------------------------------------------------------
+58
View File
@@ -0,0 +1,58 @@
From ->The Firecracker (#117)
Date ->09/09/89 12:20:18 AM
Is the Battletech dox file called BATTLETECH.DIAG? Its a BINary file correct?
You packed it with DDD? I got EDS errors or something like that when I was
unpacking it and I cannot get it to work. Any su]gestions? Otherwise thank you
very much for uploading them.
- The Firecracker
Brd ->Transfer Board
Numb ->48 of 50
Sub ->Battletech
To ->The Firecracker (#117)
From ->Rue The Rhino (#83)
Date ->09/09/89 05:55:08 PM
The doc is a high-res picture showing the various battletech parts that you
would need to know for the exam in the game...
I think DDD files are of type $DD. Packed Bin files are usually binary II
files that can be unpacked with shrink-it.
You do not have to unpack the Battletech.Diag:
Goto Basic
Bload Battletech.Diag,A$2000
call -3100
poke 49234,0
(text and then bye when finished)
Rue
Brd ->Transfer Board
Numb ->49 of 50
Sub ->Thanx!
To ->Rue The Rhino (#83)
From ->The Firecracker (#117)
Date ->09/09/89 07:22:24 PM
Than you I will try it, and let ya know it it goes.
- The Firecracker
Brd ->Transfer Board
Numb ->50 of 50
Sub ->yeah
To ->The Firecracker (#117)
From ->The WiseGuy (#13)
Date ->09/09/89 09:53:04 PM
The Battletech.diag file is a hi-res pic. Just do a "]HGR2" and then
"]BLOAD BATTLETECH.DIAG,A$4000" and you'll see the pic load up...or use your
favorite single hi-res paint program...like 816/paint...
Binary file not shown.
+99
View File
@@ -0,0 +1,99 @@
*** TELE-CAT // V2.0 DAILY ***
*** UPDATED MAR 09, 1985 ***
NOTE: THIS IS THE DAILY THAT COMES
WITH THE TELE-CAT // V2.0 SOFTWARE.
SINCE THE FIRST VERSION WAS RELEASED,
WE HAVE EXPANDED THIS SYSTEM'S SOFTWARE
AND HAVE MADE MANY NEW ENHANCEMENTS:
+ WHILE THE BOARD IS PRINTING
INFORMATION TO YOUR SCREEN, THERE IS A
64 KEY TYPEAHEAD BUFFER. THIS MEANS
THAT IN MANY AREAS OF THE BOARD, YOU
CAN CONTINUE TO TYPE WHILE THE BOARD IS
OPERATING. THE BUFFER IS NOT ACTIVE ALL
THE TIME.
+ A WORD-WRAP SYSTEM WAS ADDED. THIS
MEANS THAT IF YOU ARE TYPING A MESSAGE,
AND YOU GET TO THE END OF A LINE, IT
WILL TAKE THE WORD YOU ARE TYPING AND
PUT IT ON THE NEXT LINE. A BUFFER IS
ACTIVE HERE SO YOU CAN CONTINUE TO TYPE
WHILE IT IS WRAPPING. IF YOU DO NOT
LIKE THE WORD-WRAP SYSTEM ACTIVE WHILE
YOU ARE WRITING, PRESS <W> AT THE MAIN
MENU TO TURN IT OFF.
+ A NEW CURSOR SYSTEM WAS ADDED. BY
TYPING <CTRL-G> AT ANY INPUT, IT WILL
TOGGLE THE ANIMATED CURSOR ON OR OFF,
DEPENDING ON WHETHER IT IS ON OR OFF.
ZHE CURSOR WORKS WHEN YOU ARE TYPING
AND WHEN YOU PAUSE MESSAGES. THE CURSOR
IS KNOWN TO PICK UP EVERY CHARACTER
YOU TYPE.
+ BY PRESSING <S> FROM THE MAIN MENU,
YOU CAN GO TO A NEW SPECIAL EFFECTS
SECTION. THIS SECTION LETS YOU DEFINE
YOUR MACROS (NOW THREE AVAILABLE TO
YOU,) AND THE CURSOR. YOU CAN MAKE YOUR
OWN CURSOR THAT IS UP TO 12 CHARACTERS
IN LENGTH.
+ MANY PEOPLE OWN APPLE-CATS. ON MANY
TERMINAL PROGRAMS, A RUBOUT IS NOT
NEEDED TO ERASE CHARACTERS FROM THE
SCREEN. SO IF YOU ARE CALLING WITH AN
APPLE-CAT OR A TERMINAL PROGRAM (SUCH
AS AE, COM-WARE, ETC..) THAT DOES NOT
NEED RUBOUTS, YOU CAN PRESS <B> FROM
THE MAIN MENU TO TOGGLE BACKSPACING
FROM SLOW TO FAST OR FROM FAST TO SLOW.
+ MANY NEW CONTROL CHARACTERS HAVE BEEN
ADDED.. THEY ARE:
---------------------------------------
CTRL-CHARACTER FUNCTION
---------------------------------------
CTRL-E * OLD * MACRO #1
CTRL-R * OLD * MACRO #2
CTRL-W * OLD * ERASE LAST WORD
CTRL-X * OLD * ERASE LINE
CTRL-K * OLD * [
CTRL-O * OLD * _
CTRL-L * OLD * \
CTRL-N * OLD * BACKSPACING
CTRL-T * NEW * PRINT YOUR NAME
CTRL-D * NEW * SLOWSPACING:
INSERTS DELAY
IN YOUR MESSAGE
CTRL-J * NEW * DOWNSPACING:
<SOME TERMINAL
PROGRAMS FILTER
THIS OUT, SO IT
MAY NOT APPEAR>
CTRL-I * NEW * MOVES AHEAD 4
SPACES.
CTRL-G * NEW * TOGGLES CURSOR
ON OR OFF
CTRL-V * NEW * AUTO-CENTERING:
CENTERS THE
CURRENT LINE.
CTRL-Y * NEW * REPEAT ACROSS
LINE. THIS
FUNCTION WILL
TAKE WHAT YOU
HAVE TYPED ON A
LINE AND REPEAT
IT ACROSS THE
LINE.
LOOK FOR NEW VERSIONS COMING OUT!

+59
View File
@@ -0,0 +1,59 @@
--------------------------------------------------------------------------------
BBSHOW: the hi-res picture display program created by the [loak
Documentation for version 1.0 of Mar. 3, 1985
--------------------------------------------------------------------------------
BBSHOW will let a person create a certain pattern on the text screen and use the pattern to display a hi-res picture. The program 'BBSHOW CREATE' will let a person create a pattern and save it to the disk. 'BBSHOW DISPLAY' will a picture from hi-res page two to page one using the pattern. The pattern has to be at $6000 (if you have the macro assembler Merlin, you can change this requirement). The program 'BBSHOW DISPLAY' resides at $60F0. It converts the hi-res page into a 40 by 24 screen. This fact makes it possible for 'BBSHOW DISPLAY' to show a pattern from the text screen, which is also 40 by 24.
'BBSHOW CREATE' accepts the following keys.
movement keys: scroll keys: disk I/O keys:
-------------- ------------ --------------
up up ctrl-S - save pattern to disk
I I ctrl-L - load pattern from disk
left J K right left J K right
M M
down down
( note: the scroll keys scroll
everything from the cursor's
position up,right,down, or
left.)
quit keys: memory management keys:
---------- -----------------------
ctrl-Q - Quit ctrl-T - temporary save to memory
reset - " " ctrl-R - restore temporary save
order of display keys:
----------------------
1 - make this box on hi-res page appear first
2 - " " second
3 - " " third
spc - " " last
Here is an example of how to make a picture appear on the first hi-res screen using the two BBSHOW programs.
step what to do
---- ----------
1 brun 'BBSHOW CREATE'
2 make a pattern, save it, and quit from BBSHOW
3 bload your picture at $4000 (hi-res page 2)
4 bload 'BBTXT. [your pattern's name here]'
5 brun 'BBSHOW DISPLAY'
6 enjoy watching your pattern come up
That's all one has to know in order to usr BBSHOW. There are some patterns on the disk already that you can use. If you feel like it, put 'Display created by BBSHOW' on your title page. The pattern and the 'BBSHOW DISPLAY' combined take up less than $200 bytes. A person can easily put a neat hi-res display in their title pages.
For you the crackers out there; try to crack the code. Leave me a message on the Adventurer's Tavern or the SpecElite; I'm interested in finding out how many people can actually know what they are doing. The code protection is similar to EOA's protection method. If you have cracked EOA stuff before it should be easy. The code protection is there to discourage those little assholes (excuse me) who always seem to want to put their name on title pages. How about this as a reward; I will give anyone who cracks the code the source for the protection method so that they can use it in theire title pages? I will, of course, ask you to give a semi-detailed explanation of how you cracked it. Think of ths excursion as a preliminary exercise for cracking EOA stuff (which is a bit harder). Enjoy.
the [loak
Black Bag
03/Feb/85
-------------------------------------------------------------------------------
Patronize the following BBS's:
Black Bag BBS ...........................................coming soon, hopefully
SpecElite..........................you should have the number if you deserve it
Adventurer's Tavern................................................714-541-6225
South Pole.........................................................312-677-7140
Outpost............................................................312-441-6957
[your system here]
-------------------------------------------------------------------------------
+330
View File
@@ -0,0 +1,330 @@
=====================================
CASTLE WOLFENSTIEN ][
=====================================
THIS IS A SOFTDOC TO
ALL THE COMMANDS AND THE
OBJECT OF CASTLE WOLFEN-
STIEN ][.
WRITTEN BY:
ZOLTON & MR. BUSTER
=====================================
THE OBJECT
----------
THE OBJECT OF CASTLE
WOLFENSTIEN ][ IS
THE FOLLOWING:
YOU HAVE TO KILL HITLER.
YOU ACHIEVE THIS BY
BLOWING UP THE CHAMBER
WHICH HE IS IN.
=====================================
COMMANDS
--------
H)..............PUT GUN IN HOLSTER
U)..............GET OR DROP AN ITEM
B)..............DROP BOMB
R)..............RESET BOMB TIMER
M)..............BRIBE GUARDS
:)..............EXCHANGE WEAPONS
RET)..............TAKE INVENTORY
1-5)..............PRESENT PASS
1-9)..............UNLOCK CLOSETS
SB)..............SEARCH BODY/CLOSET
JOYSTICK, KEYBOARD, OR
PADDLES CAN BE USED.
THE KEYBOARD CONTROLS ARE
AS FOLLOWS:
MOVING: (NOTE: S=STOP)
\ ! / = Q W E
- S - = A S D
/ ! \ = Z X C
SHOOTING/STABING:
(NOTE: ALL YOU NEED TO DO
WITH THE DAGGAR IS TO WALK
INTO SOMEONE, IT AUTO-
MATICALLY KILLS HIM.)
AIMING: (NOTE: L=FIRE)
\ ! / = I O P
- L - = K L ;
/ ! \ = , . /
JOYSTICK CONTROLS:
------------------
USE THE JOYSTICK TO MOVE
WHEN YOU WANT TO AIM YOUR
GUN HOLD DOWN BUTTON (0)
AND MOVE THE JOYSTICK. TO
SHOOT PUSH BUTTON (1), AND
TO PUT AWAY THE GUN PUSH
BUTTON (0) WHILE NOT MOV-
ING THE JOYSTICK.
PADDLE CONTROLS:
----------------
TO USE THE PADDLES:
TURN THE PADDLE (0) FOR YOUR
DIRECTION OF MOVEMENT AND HIT
BUTTON (0) TO MOVE.TURN PADDLE (1)
TO AIM YOUR GUN AND PUSH BUTTON
(1) TO FIRE.
=====================================
INSTRUCTIONS
------------
NOW FINALLY FOR THE INSTRUCTIONS.
WHEN YOU FIRST WALK INTO A ROOM
A GUARD WILL ASK YOU FOR A PASS.
YOU CAN EITHER ENTER A NUMBER
FROM 1-5 OR BRIBE HIM BY USING
THE "M" COMMAND. WE FOUND THAT
THE BEST METHOD OF DISCOVERING
WHICH PASS TO USE IS BY DOING
THE FOLLOWING:
GIVE THE GUARD THE FIRST PASS,
THEN IF HE DOES NOT ACCEPT IT
HE WILL TAKE THE PASS AND ASK
YOU FOR ANOTHER ONE. YOU SHOULD
THEN BRIBE HIM. GO ON TO THE NEXT
ROOM REPEATING THE ABOVE STEPS
UNTIL YOU FIND THE CORRECT PASS.
(NOTE: MAKE SURE THAT YOU HAVE
ENOUGH MONEY TO BRIBE THEM WITH.)
ALSO WHEN YOU GO INTO A ROOM MAKE
SURE THAT YOUR GUN IS OUT OF SIGHT.
TRAVEL THROUGH THE MAZE OF ROOMS
BY EITHER USING THE MAP OR GOING
THROUGH IT AT RANDOM PATTERN COL-
LECTING THE DESIRED SUPPLIES NEEDED
TO KILL HITLER. IF YOU COME UPON
A LOCKED CLOSET YOU MAY EITHER
SHOOT IT OPEN (A DANGEROUS METHOD)
OR OPEN IT BY DOING THE FOLLOWING:
EACH DOOR HAS A 3-DIGIT CODE.
TO UNLOCK THE CLOSET YOU MUST ENTER
THE PROPER CODE. THIS IS ACHIEVED
BY RANDOMLY SELECTING THE FIRST
DIGIT (EX. 4). IF YOU HEAR A
"CLICK" YOU KNOW THAT THIS IS THE
FIRST DIGIT OF THE CODE. YOU THEN
GO ON TO THE NEXT DIGIT BY FIRST
ENTERING THE CORRECT FIRST DIGIT
AND THEN ENTERING A SECOND NUMBER.
IF YOU DONT HEAR A CLICK TRY
THE PROCEDURE AGAIN BUT WITH A
DIFFERENT DIGIT. YOU THEN DO THE
SAME THING WITH THE THIRD AND
FINAL DIGIT.
IN THESE LOCKED CLOSETS YOU MAY
FIND A VARIETY OF DIFFERENT THINGS.
FROM SECRET PASSAGES TO THE BOMB
ITSELF (WHICH WILL BE LATER EX-
PLAINED.)
YOU MAY ALSO FIND A DAGGAR INSIDE
ONE OF THE LOCKED CLOSETS. THE
DAGGAR IS A VERY USEFULL WEAPON.
IT ENABLES YOU TO KILL GUARDS
WITHOUT WASTING BULLETS. ALL YOU
NEED TO DO IS WALK INTO A GUARD
WHILE HIS BACK IS TURNED AND HE
WILL INSTANTANEOSLY DIE. TO SWITCH
WEAPONS FROM THE GUN TO THE DAGGAR
OR VISA VERSA YOU TYPE A COLON.
YOU MAY ALSO FIND A MEDICAL KIT
INSIDE ONE OF THE LOCKED CLOSETS.
THIS IS VERY USEFUL IN CASE YOU
ARE WOUNDED. TO USE THE MEDICAL KIT
TYPE IN "F" AND THE COMPUTER WILL
REPLY WITH "BANDAGING...".
THERE ALSO CAN BE FOUND A TOOL
KIT, BUT TO OUR KNOWLEDGE, THERE
IS NO APPARANT USE FOR IT.
ANOTHER FEATURE OF CASTLE WOLF-
ENSTIEN ][ IS THAT THERE ARE SEAT-
ED GUARDS IN VARIOUS ROOMS. THESE
GUARDS WILL ALSO ASK YOU FOR A
PASS, BUT IT IS TO YOUR ADVANTAGE
TO BRIBE HIM. BY DOING THIS, HE WILL
GIVE YOU VALUABLE INFORMATION WHICH
WILL COME IN HANDY IN LATER PARTS OF
THE GAME. HE CAN GIVE YOU FOUR
TYPES OF INFORMATION:
A) HE TELLS YOU WHAT PASS TO USE
ON THAT CURRENT LEVEL.
B) HE GIVES YOU A COMBINATION
WHICH MAY BE USED ON ONE OF
THE CLOSETS.
C) HE TELLS YOU THE CIRCUIT BREAK-
ER NUMBER THAT IS USED TO TURN
OF THE ALARM.
D) HE GIVES YOU CERTAIN HINTS
ABOUT THE GAME.
INSIDE A HEAVILY GUARDED ROOM,
ABOUT 4 OR 5 GUARDS, THERE IS A
CLOSET IN THE CENTER OF THE ROOM
WHICH CONTAINS A METAL BOX. ON THE
BOX THERE IS A LOCKED PANEL AND THE
CIRCUIT BREAKERS. USUALLY TO TURN
OFF THE ALARM, YOU MUST ENTER THE
NUMBER OF THE CIRCUIT BREAKER. THIS
ACTS AS A TOGGLE SWITCH WHICH WILL
TURN THE ALARM ON AND OFF.
THE BOMB
--------
ONE OF THE MOST IMPORTANT ELEMENTS
OF THE GAME IS THE BOMB. YOU FIND
IT IN A LOCKED CLOSET AND USE IT
TO ASASINATE HITLER AND THE CABINET
MEMBERS. WHEN YOU PICK UP THE BOMB
A BUILT-IN TIMER AUTOMATICALLY
STARTS. IT STARTS AT 1002 AND WHEN
IT REACHES 0 IT BLOWS UP. TO PRE-
VENT THIS FROM HAPPENING PREMATURLY
YOU MAY HAVE TO RESET IT PERIODIC-
ALLY. THIS IS DONE BY FIRST DROPPING
THE BOMB (TYPE "B") AND THE HITTING
"R". YOU WILL THEN SEE THE MESSAGE
"RESETING TIMER...". WHEN THIS IS
DONE YOU PICK UP THE BOMB (TYPE "B"
AGAIN) AND THE TIMER WILL RESTART AT
1002.(NOTE: MAKE SURE THAT NO GUARDS
SEE YOU WHEN YOU PERFORM THIS PRE-
CEDURE.)
TO KILL HITLER YOU MUST TAKE THE
BOMB TO HIS CHAMBER, PLACE IT NEAR
THE DOOR, AND RETURN BACK TO PLACE
WHERE YOU STARTED FROM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
THE MAP
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
@=ROOM
!=PASSAGE
-=PASSAGE
=====================================
LEVEL I
=====================================
@--@--@ @ <---ELEVATOR TO
! ! ! ! LEVEL ][
@ @--@--@
! ! !
@ @ @ @--@
! ! !
@--@--@--@--@
! ! ! ! !
@--@--@--@ @
!
@ <---THIS IS WHERE YOU START
=====================================
LEVEL ][
=====================================
@--@ @--@--@
! ! ! ! !
@--@ @--@ @
! ! ! !
@--@--@--@ @
! ! !
@--@ !
! !
@ @--@
! ! !
THIS ---> @ @--@ <--- THIS IS WHERE
IS WHERE THE ELEVATOR
YOU START. TO LEVEL III
IS.
=====================================
LEVEL III
=====================================
@ @--@ <--- THIS IS WHERE
! ! HITLER IS !!!
THIS ---> @ @--@
IS WHERE ! ! !
YOU START @ @--@
! !
@--@--@
=====================================
THUS COMPLETES THE MAP OF
CASTLE WOLFENSTIEN ][
ENJOY THE GAME AND
DON'T FORGET TO
CALL:
THE STOREROOM I
(201) - 647 - 7980
THE ARMOURY (201)267-1207
THANX--->
ZOLTON AND MR. BUSTER
+-----------------------------------+
! !
! WATCH FOR MORE SOFTDOCS !
! WRITTEN BY: !
! ZOLTON AND MR. BUSTER !
! APPEARING ON THIS !
! AND OTHER FINE !
! BOARDS AROUND !
! THE COUNTRY !
! !
! !
! WRITTEN ON: !
! MAY 12, 1984 !
! !
+-----------------------------------+
+200
View File
@@ -0,0 +1,200 @@
Documentation brought to you by:
James T. Kirk
Beyond Castle Wolfenstein Documentation
Control Keys
Move:
:Q-upward to left
:W-striaght up
:E-upward to right
:D-right
:C-downward to right
:X-striaght down
:Z-downward to left
:A-left
:S-stop walking
Aim :
:I-upward to left
:O-striaght up
:P-upward to right
:;-right
:/-downward to right
:.-striaght down
:,-downward to left
:K-left
Fire:
:L-shoot bullet
Mis.:
:H-put gun away
:F-first aid
:M-money for bribe
:#-give pass of number
:CR-your stats
:SPACE-to search- open closet
:U-USE OBJECT
::-SWICTH WEAPONS
:B-DROP OR PICK UP BOMB
:R-RESET BOMB TIME
:^T-USE TOOL KIT
:^K-USE KEYS
----------------------------------
: CHEATS :
----------------------------------
Here are some helpful cheats
First for convienice boot normal
DOS then :load 'hello'
:Insert the follow lines
:POKE 1010,89
:POKE 1011,255
:POKE 1012,90
Those pokes just change the reset
vector now save updated 'HELLO'
---------------------------------
Now any time in the game just hit
reset then make your preferred
changes as descibed below then
type while in machine '1284G'
this will start program
where you left off
---------------------------------
The following routines should be
typed in while in machine.
[GET A DAGGER]
*4306:FF
[GET TOOL KIT]
*4307:FF
[GET FIRST AID KIT]
*4308:FF
[FOR 255 BULLETS]
*4347:FF
[FOR 100 MARKS]
*434B:64
[HEAL YOUR SELF]
*432A:00 00 00
[TURN OFF ALARM]
*1195:00
*4353:00
[DISCONNECT ALARM SYSTEM]
*5082:60
[RECONNECT ALARM SYSTEM]
*5082:A2
[ROOM THAT YOU ARE IN]
*4340:# 1-3C
LEVEL 3 ROOMS 1-18
LEVEL 2 ROOMS 19-30
LEVEL 1 ROOMS 31-3C
KEY- :-----------------------:
: :
: -::- MEANS DOORWAY :
: I MEANS WALL :
: ---- MEAN WALL :
: - MEANS DOORWAY :
: :
:-----------------------:
Level 3 Map STARTING LEVEL
:----------------------------:
: :
: :
: I----I----I----I----I :
: I 15 - 16 - 17 I 18 I :
: I-::-I-::-I-::-I-::-I :
: I 11 I 12 - 13 - 14 I :
: I----I-::-I-::-I-::-I----I :
: I 0C I 0D I 0E I 0F - 10 I :
: I-::-I-::-I----I----I-::-I :
: I 07 - 08 - 09 - 0A - 0B I :
: I-::-I-::-I----I----I-::-I :
: I 02 - 03 - 04 - 05 I 06 I :
: I-::-I----I----I----I----I :
: I 01 I :
: I----I :
: :
: :
:----------------------------:
Level 2 Map
:----------------------------:
: :
: :
: I----I----I----I----I----I :
: I 2C - 2D I 2E - 2F - 30 I :
: I-::-I-::-I-::-I-::-I-::-I :
: I 27 - 28 I 29 - 2A I 2B I :
: I-::-I-::-I-::-I----I-::-I :
: I 22 - 23 - 24 - 25 I 26 I :
: I----I----I-::-I-::-I-::-I :
: I 1F - 20 I 21 I :
: I-::-I----I-::-I :
: I 1C I 1D - 1E I :
: I-::-I-::-I-::-I :
: I 19 I 1A - 1B I :
: I----I----I----I :
: :
: :
:----------------------------:
Level 1 Map
:------------------:
: :
: :
: I----I----I----I :
: I 3A I 3B - 3C I :
: I-::-I-::-I----I :
: I 31 I 38 - 39 I :
: I-::-I-::-I-::-I :
: I 32 I 36 - 37 I :
: I-::-I----I-::-I :
: I 33 - 34 - 35 I :
: I----I----I----I :
: :
: :
:------------------:
[YOUR SCREEN LOCATION]
*4343:#0-3F
Screen Location Map
:------------------------------:
:0 1 2 3 4 5 6 7 :
:8 9 0A 0B 0C 0D 0E 0F:
:10 11 12 13 14 15 16 17:
:18 19 1A AB 1C 1D 1E 1F:
:20 21 22 23 24 25 26 27:
:28 29 2A 2B 2C 2D 2E 2F:
:30 31 32 33 34 35 36 37:
:38 39 3A 3B 3C 3D 3E 3F:
:------------------------------:
+595
View File
@@ -0,0 +1,595 @@
<^><^><^><^><^><^><^><^><^><^><^><^><^<^><^><^><^><^><^><^><^><^><^><^><^>
\[>=< Beagle Graphics Docs >=<]\\\
\\[>=< By: The Masochist of >=<]\\
\\\[>=< Hi-Res</\>Hi-Jackers >=<]\
Many thanx to: The Unknown Hacker and The Ware-Wolf
<^><^><^><^><^><^><^><^><^><^><^><^><^<^><^><^><^><^><^><^><^><^><^><^><^>
/^\ System Requirements : /^\
An Apple //e (motherboard version "B") with at least 128K, or an Apple //c.
<^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^>
Overview:
Beagle graphics is a Graphics utility that lets you use the special
feacture built into the Apple //e & //c computers to display
Double-Hi-Res, with this gem of a program you can achieve graphics
that are double of that of the regular Apple //+ or an Apple //e with
only 64K or a version "A" motherboard. With this prog. you can get
560 X 191 instead of 279 X 191. This is "Double" the resolution the
Apple's usually have plus 16 colors instead of 8.
<^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^>
Different Programs on the Beagle-Graphics disk:
-> Double Hi-Res Utilities:
Slide.Show - Double Hi-res picture-display program.
Font.Editor - Double Hi-res character editor.
HGR.to.DHGR - Converts Hi-res Pictures to double-Hi-res.
Convert.Hi-res.1 - Converts pictures to 1/2-size double Hi-Res.
Convert.Hi-res.2 - Converts pictures to Full-Screen double hi-Res.
Change.Colors - Changes any double Hi-res color to any other.
Double.Scrunch - Compacts Pictures to save disk space.
Cut.and.Paste - Lets you load, save & move picture sections.
Page.2 - Lets you move and swap pictures between pages 1 and 2.
-> Double Lo-Res Utilities:
GR.to.DGR - Converts Lo-Res Programs to Double Lo-Res.
Convert.Lo-Res.1 - Converts pictures to 1/2-Size double Lo-Res.
Convert.Lo-Res.2 - Converts pictures to Full-Screen Double Hi-Res.
Lo-Res.Load.Save - Lets you load and save double Lo-Res pictures or
80-Colomn text screens.
-> Plus:
Many different pictures: Beagle.pac, Bbros.pac, ect.... Many
different Character sets: Ascii.Font, Blippo.Font, ect....
<^><^><^><^><^><^><^><^><^><^><^><^><^<^><^><^><^><^><^><^><^><^><^><^>
To use the features of Beagle-Graphics, you must use special BBros.
commands. Here is a list and a brief explanation of each of them:
(All commands us the "&" vector-meaning they all are preceded by an
"&".)
Here is a list of the Double Hi-Res commands:
________________
& BCOLOR
Syntax:
& BCOLOR
Examples:
& BCOLOR=15
& BCOLOR=2
Purpose:
Sets the background color for clearing the screen (See &CLEAR) and
for Double Hi-Res text (See & PRINT).
Remarks:
Color value must be between 1-15 to specify a Doub Hi-Res color:
0-Black 1-Magenta (Red) 2-Dark Blue 3-Violet 4-Dark Green
5-Grey 1 6-Medium Blue 7-Light Blue 8-Brown 9-Orange
10-Grey 2 11-Pink 12-Green 13-Yellow 14-Aqua
15-White
________________
& BOX
Syntax:
& BOX (x length[,y length]) [AT x,y]
Purpose:
Draws a square.
Examples:
& BOX (50,25) at 80,80
& BOX (50) at 70,80
& BOX (100)
________________
& CIRCLE
Syntax:
& CIRCLE (x radius [,y radius]) [AT x,y]
Examples:
& CIRCLE (20,10) AT 100,100
& CIRCLE (40) at 70,96
& CIRCLE (100)
________________
& CLEAR
Syntax:
& CLEAR
Examples:
& BCOLOR =13: & CLEAR
& BCOLOR =0 : & CLEAR
Purpose:
Clears the entire double hi-res screen to the color specified by the
last & BCOLOR command.
________________
& DRAW
Syntax:
& DRAW shape number [AT x,y]
Examples:
& DRAW 4 at 50,100
& DRAW 3
Purpose:
Same as Applesoft DRAW command
________________
& FILL
Syntax:
& FILL (1st color [,2nd color]) [AT x,y]
Examples:
& FILL (2,3) at 20,34
& FILL (2)
Purpose:
Fills an outlined area with the specified color or pattern.
________________
& GOTO
Syntax:
& GOTO x,y
Examples:
& GOTO 50,75
& GOTO 99,123
Purpose:
Positions the invisible double hi-res cursor at the specified (x,y)
locations. & GOTO is used for positioning text, boxes, circles,
shapes, fills, lines, and so on.
________________
& HCOLOR
Syntax:
& HCOLOR=color value
Examples:
& HCOLOR 9 (between 0 and 15)
Purpose:
Same as Applesoft HCOLOR command.
________________
& HGR
Syntax:
& HGR
Purpose:
Same as Applesoft HGR command, cept' for double Hi-Res.
________________
& HGR2
Syntax:
& HGR2
Purpose:
same as Applesoft HGR2 command, cept' for double Hi-Res.
________________
& HPLOT
Syntax:
x1,y1 [TO x2,y2...[TO xn,yn]]
Examples:
& HPLOT 75,20
& HPLOT 48,115 TO 79,84 TO 110,116
& HPLOT TO 125,10
Purpose:
Same as Applesoft HPLOT command, cept' for double Hi-Res.
________________
& HSCRN
Syntax
& HSCRN (x,y,variable)
Examples:
& HSCRN (50,70,A) : PRINT A
& HSCRN (100,0,B) : PRINT B
Purpose:
Returns the color value of the pixel at the specified (x,y) location.
________________
& LOAD
Syntax:
& LOAD main memory file, aux mem file
Examples:
& LOAD "PATTERNS","PATTERNS.AUX"
& LOAD " PIC,D2","MYPIC.AUX,D2"
Purpose:
loads a double Hi-Res Picture.
________________
& MODE
Syntax:
& MODE (mode number)
Examples:
& MODE (4)
& MODE (1)
Purpose:
Selects a double Hi-Res Graphics Mode.
Remarks:
Mode number must be a numeric expression (1-4):
1: 560 Mode
2: 140 Mode
3: 560 Mixed Mode
4: 140 Mixed Mode
& MODE can be used instead of & HGR or & HGR2 to display the double Hi-Res
Screen without Clearing the screen to black.
________________
& NORM
Syntax:
& NORM
Purpose:
Turns off Hi-Res Text, Canceling the effect of & PRINT and & XPRINT.
________________
& PRINT
Syntax:
& PRINT
Example:
& PRINT (Sample prog. later)
Purpose:
Allows text output on the double Hi-Res screen using subsequent
PRINT statements.
Remarks:
Once & PRINT is executed, it will cause PRINT statements to print on
the double Hi-Res screen.
Important:
You must use & NORMAL before printing on the text screen and/or
before using a DOS command.
Not all Control characters can be printed, but the important ones
can.
Text Size:
In 560 Mode [& MODE (1) or & MODE (3)], you can display narrow
characters (80 columns x 24 lines). In 140 Mode [& MODE(2) or
& MODE (4)], you can display wide characters (20 columns x 24 lines)
Htab/Vtab:
HTAB and VTAB won't work. Use the & GOTO command.
Color:
The double Hi-Res text color (Foreground color) is changed with
& HCOLOR. The Background color is changed by & BCOLOR.
Fonts:
Before using & PRINT you must load a Hi-Res Font ("character set")
into memroy.
Sample Program using: & PRINT
20 F=16384: PRINT CHR$ (4);"BLOAD ASCII.FONT,A";F
30 L=PEEK (974) + PEEK (975) * 256 : REM DHGR LOCATION
40 POKE L + 3,0: POKE L + 4,64
100 & HGR2: & PRINT : &HCOLOR =15: & B COLOR=0
110 & MODE (1): & GOTO 0,0: PRINT "SMALL TYPE"
120 & MODE (2): PRINT "BIG TYPE"
125 PRINT : & HCOLOR= 1: PRINT "Color type in":PRINT
127 & HCOLOR= 2: PRINT "DIFFERENT STYLES!"
130 PRINT CHR$(4);"BLOAD COLOSAL.FONT"
140 & HCOLOR= 12: ?"DIFFERENT STYLES!": PRINT : PRINT : PRINT "PLUS..."
150 & GOTO 0,10: H = INT(RND(1)*16) : B=INT (RND(1)*16): IF B <> H THEN
& HCOLOR= H: & B COLOR= B: PRINT SPC ( 15): PRINT : PRINT " MIXED
COLORS! ": PRINT SPC ( 15)
155 IF PEEK (-16384) < 128 OR B = H THEN 150
160 HOME: & TEXT: & NORMAL : LIST
________________
& ROT
Syntax:
& ROT = rotation value
Examples:
& ROT =16
Purpose:
Sets the rotation for Double Hi-Res shapes to be drawn with
& DRAW or & XDRAW.
________________
& SAVE
Syntax:
& SAVE main mem file, aux mem file.
Examples:
& SAVE "PIC","PIC.AUX"
& SAVE A$,B$
& SAVE FILE.1,S6,D2","FILE.2,S7,D2"
Purpose:
Saves a double Hi-Res pictures to disk.
Remarks:
Double Hi-Res pictures are saved as two separate files, one from main
memory, and another from auxlilary memory.
________________
& XBOX
Syntax:
& XBOX (x length [,y length]) [AT x,y]
Examples & XBOX (50,25) at 80,80
& XBOX (50) at 70,80
& XBOX (100)
Purpose:
Draws a square or rectangle on the double Hi-Res screen. This command
works just like the & BOX command, except that each point of the box
is plotted using the complement (opposite) of the color already
displayed at that point.
________________
& XCIRCLE
Syntax:
& CIRCLE (x radius [,y radius]) [AT x,y]
Examples:
& XCIRCLE (20,10) AT 100,100
& XCIRCLE (30) AT 70,96
& XCIRCLE (100)
Purpose:
Draws a circle or ellipse on the double Hi-Res screen. This command
works just like & CIRCLE, except that each point of the circle is
plotted using the complement (oposite) of the color already displayed
at that point.
________________
& XDRAW
Syntax: & XDRAW shape number [AT x,y]
Examples:
& XDRAW 4 AT 50,100
& XDRAW 42
Purpose:
Same as Applesoft's XDRAW command, cept' for Double Hi-Res.
________________
& XLPOT
Syntax:
& XPLOT x1,y1 [TO x2,y2...[TO xn,yn]]
& XPLOT TO x2,y2...[TO xn,yn]
Examples:
& XPLOT 75,20
& XPLOT 48,115 TO 79,84 TO 110,115
& XPLOT TO 125,10
Purpose:
Plots a point or draws a line on the Double Hi-Res screen. This
command works just like the & HPLOT command, except that each point
or line is plotted using the complement of the color currently
at that point or line.
________________
& XPRINT
Syntax:
& XPRINT
Examples:
& XPRINT
Purpose:
Allows text output anywhere on the Double Hi-Res screen. This command
works just liek & PRINT, except that the color of each charater will1
be the complement of the existing color.
<^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^><^>
Here is a list of the Double Low-Res commands:
________________
& COLOR
Syntax:
& COLOR = color value
Examples:
& COLOR =11
& COLOR =15
Purpose:
Sets the display color for plotting double Lo-Res graphics.
The colors for Double Low-Res are the same as in Double Hi-Res.
________________
& GR
Syntax:
& GR
Example:
& GR
Purpose:
Exactlly the same as Applesoft's GR command, cept for Double Lo-Res.
________________
& GR2
Syntax:
& GR2
Example:
& GR2
Purpose:
Converts the screen display to fullscreen Double Lo-Res graphics
(80 x 48 pixels) with no text window at the bottom of the screen.
________________
& HLIN
Syntax:
& HLIN x1,y1 AT y
Examples:
& HLIN 0,79 at 0
& HLIN 20,25 at 25
Purpose:
Draws a horizontal double Lo-Res line.
________________
& PLOT
Syntax:
& PLOT x,y
Examples:
& PLOT 0,0
& PLOT 79,47
Purpose:
Same as Applesoft's PLOT command, cept' for Double Lo-Res.
________________
& SCRN
Syntax:
& SCRN (x,y variable)
Eamples:
& SCRN (5,10,A)
& SCRN (79,0, HUE)
Purpose:
Returns the color value of the block at the disignated position on the
Double Lo-Res screen.
________________
& TEXT
Syntax:
& TEXT
Example:
& TEXT
Purpose:
Returns to text display.
________________
& VLIN
Syntax:
& VLIN y1,y2 at x
Examples:
& VLIN 5,15 at 45
& VLIN 0,39 at 79
Purpose:
Draws a vertical line on the Double Lo-Res screen.
<^><^>><^><^><^><^><^><^><^><^><^><^^><^><^><^><^><^><^><^><^><^><^><^>
That is all of the 33 new commands that Beagle Graphics gives you to
take advantage of the hi-quality graphical graphics on the Apple //e-c
computers.
By the way, if you want to print-out any of those Double Hi-Res,
Double Lo-Res, or 80 collumn text screens, wait for our Tripple-Dump
also from Beagle Bros. We should have it released before the end of
the month!
+397
View File
@@ -0,0 +1,397 @@
Beast War Docs
--------------
Written by:
Gandalf the White
History
-------
In the galaxt if Alaxis, a game of strategy and cunning is played which
has come to be known as the Beast War. Inhabited by several strong but
warring races, their constant conflicts had reduced their population to
where mutual destruction would result. In 3853 QA, the tribal leaders
called a temporary truce, and formed the Council to find a nonviolent
means for settling disputes. It was decided that disagreements would be
settled by a tournament which would be won through the use of clever
strategy. To avoid Alaxian bloodhsed, the tournaments would be fought
using semi-intelligent beasts controlled by their Alaxian masters. Any
disagreements between the tribes would be settled with a Beast War
tornament.
Due to racial differences among its members, the Council agreed to three
tournament standards. The Terran Common rules were facored by the
Humanoid member of the council. These rules enabled the slower-thinking
humans to devise innovative strategies. The Alaxian Universal rules were
favored by most of the council members. These rules demanded rapid
numerical analysis of your position, your strengths, and your opponents
weaknesses. To compromise between the desires of the Humanoids and the
Alaxians, the Galactic Standard was agreed upon. The rules were refined
over the centuries. Advancements in holographics technology allowed the
destruction of innocent beasts to end.
Object:
------
To capture more sectors than your opponent(s). The game consists of a
series of rounds. During each round, you control an army of six beasts.
A sector is captured by moving one of your beasts into the sector.
Captured sectors will contain one of your beasts, or a small satellite
in your color. Each round ends when only one players beasts remain on
the galactic grid.
Options:
--------
After you enter your name, the question "Would you like to play against
the computer at novice level?" will appear. You can see the letter Y in
a white box. This is the "default condition" and the computer will
automatically accept this as your answer if you press return. If you
don't want to play the computer at this level, press N for NO and hit
return. There are four different sets of rules to choose from: novice
challenge, terran common, galactic standard, and alaxian universal. Each
set changes four factors. A fifth rules set will allow you to set the
factors:
The number of rounds to complete a tournament
Time limit for each round
The energy recharge time for creatures on the plexus(center of the board)
Whether or not you want random starting positions
Novice Terran Galactic Alaxian Custom
# of
rounds 2 3 4 5 1-5
# of
minutes 30 10 5 1 1-60
plexus
recharge
time
(seconds) 4 3 2 1 1-60
random
starting
positions? no yes yes yes yes/no
Number of rounds for each tournament: A tournament consists of one to
five rounds. At the end of each round, the scores are totaled based upon
the number of pieces in play and how many sectors each player has
captured. At the end of the tournament, the one with the most points
wins.
Number of minutes for each players turn: each player has a timeclock
that is turned on each time it is that players turn. Each player must
make all of his moves within this time period. Failure to do so
automatically ends the game, with that player losing all his pieces.
Plexus recharge time: this is the amount of time it takes for a beast on
the plexus(center sector on board) to regain one unit of energy. Energy
is lost by moving and by attacking.
Random starting positions: changing the starting positions of the beasts
makes it more difficult to predetermine the opening moves of the game.
The Grid:
---------
The galactic game grid has 41 sectors around the plexus. They are
arranged in three orbits: the outer, middle, and inner orbit.
Surrounding the grid are four colored fields. In the field of your color
is a counter showing how many sectors your beasts have captured. When
your start a round, you have controlled six sectors, the sectors your
beasts are occupying. The beasts move from one sector to another by
jumping through hyperspace. Jumping is done by setting up two windows. A
home window is built around the beast selected for movement. and a
destination window is formed at the sector you want the beast to move
to. Once the windows have been built, the beast jumps through hyperspace
from the home window to the destination window. Each beast has its own
unique movement pattern, as explained in the Beasts section.
When it is your turn to move, the information box in the upper right
corner of the screen will display:
(your name)
SELECT BEAST USING (keys or paddle)
Depending upon whose turn it is, and whether you are using paddles or
the keyboard, the fourth line could be PDL 0 or PDL 1. A AND S for the A
and S keys, or K AND L for the K and L keys. Keys A and K are used to
select a beast or sector; keys S and L enter your choice into the
computer. If you want to take back a coice press the ESC key. If your
are using paddles, rotating the paddle back and forth across the middle
area will move the source and destination windows. Pressing the paddle
button will enter your choices.
The Graphs:
-----------
To the right of the grid are three graphs showing energy, time and
power. JThe Energy and Power grpahs show the condition of the beast the
window is on. Energy can be replenished by occupying the plexus sector
and by defeating other monsters. When a beast runs out of energy it
perishes. The power of a beast is determined by its strength, the
amount of moral support it has, and its combat bonus. For more info see
the Strategy section. The Time graph shows how much time you have left
to make your moves. If you run out of time, the tourney ends and your
beasts perish.
Beasts:
------
There are six different beasts. Each has strengths and weaknesses and a
unique movement pattern. In addition any beast can jump into the plexus
from any sector in the inner orbit and vice versa. Movement consumes
energy. Each beast moves to an adjacent sector, but some can only move
to a certain color or direction. Jumping to a sector containing your own
satellite(left by a previous friendly beast) consumes two energy units.
Entering an empty sector uses four units. Jumping into a sector
containing an enemy satellite consumes 12 units of energy. If your beast
uses up all of of its energy in making the jump it perishes but leaves
one of your satellites in the sector. The plexus is the center of the
grid. As a focus of energy, it will channel that flow into any beast
occupying that sector. The rate of flow is set at the beginning of the
game. For example, if the recharge time is four seconds, that means that
every four seconds, a beast on the plexus will recieve one unit of
energy until it is totally recharged.
The Aeroctus:
The aeroctus is the only winged beast chosen by the Council for Beast
War. It has 44 energy units. When attacking its prey, the tentacles of
the aeroctus close together to form a spear tip which can easily
puncture the thin metallic skin of a mechanos. However, the light bone
structure and musculature of the creature does not provide it with
enough power to easily damage the thick plating of an arachnid. The
aeroctus have a strength of four units. Movement pattern: the aeroctus
can move only to an adjacent sector that is in a different orbit and
color.
The Dracon:
The dracon is a fearsom inhabitant of Alaxis. Its awesome flame breath
makes it extremely dangerous. The dracon has a strength of nine and its
far reaching flame is especially effective against the light bone
structure and musculature of the aeroctus. However, it has little effect
on the metallic structure of the mechanos. A dracon begins with 16
energy units.
Movement pattern: the dracon can move to any adjacent sector.
The Arachnid
The arachnid has a highly evolved neuromotor system to control its many
legs. It can have up to 38 energy units, and has a strength of 5 units.
The great dexterity of this beast enables it to slip its pincers under
the protective scaling of a saurus, inflicting especially grievous
wounds upon the beast. Only the mighty dracon appears to be resistant
to the attack of an arachnid
Movement pattern: the arachnid can move diagonally only.
The Wraithil
The unique appearance of the wraithil is responsible for its association
with a mythological group of hominoid creatures called the Undead. It
strikes a chord of superstitious fear in many creatures. This effect is
very much noticeable in the saurus, which seems to be afraid to bite
down upon a wraithil with any degree of force. The energy field
projected from a wraithils hands during combat is known to be especially
effective against the highly evolved neuromotor system of the arachnid.
However, the diversified nerve net of the aeroctus is resistant to this
attack. Wraithils can have up to 30 energy units and have a strength of
6 units.
Movement pattern: the wraithil can move to a different colored
sector.
The Saurus
The fearsom saurus is believed to be a distant relative of the dracon.
Strong competitions for the same ecological niche is suspected of being
the basis for the intense hatred sauri have of dracons. In combat, a
saurus becomes quite frenzied the moment he bites into a dracon.
Although the saurus recovers almost immediately, this results in
especially serious wounds being inflicted on the dracon. Known for their
bad tempers, sauri turn green with rage when attacking each other. A
saurus can have up to 24 energy units, and has a strength of 5 units.
Movement pattern: the saurus can move to any adjacent sector
of the same color.
The Mechanos
The mechanos is the only silicon-based lifeform in Beast War. It is
therefore the only beast capable of using a gravgen propulsion system. A
mechanos is not intimidated in the least by a wraithil, and is effective
against one in combat. A mechanos can have up to 20 energy units, and
has a strength of 8 units. The laser weapon of a mechanos is largely
dispersed by the reflective scaling of the saurus and thus is less
effective against the beast. Movement pattern: the mechanos can move to
an adjacent sector in a different orbit.
Combat:
-------
If you select a destination sector which contains an opponents beast,
its power and energy will be shown alongside your beasts ratings. If the
move is made, combat occurs. The top view of the grid is replaced by a
side view of the sector with the two beasts facing each other. At the
top are their energy and power graphs.
Controlling the Beast
---------------------
If the keyboard controls are being used, the following keys are used to
control the beasts:
Left group:
A:move left
S:stop
D:move right
W:flee
X:attack
Right group
K:move left
L:stop
;:move right
O:flee
.:attack
If paddles are being used, turning the dial to the right will move the
beast to the right and turning it left will cause it to move left.
Centering the dial will stop movement. Pressing the paddle button while
the beast is advancing or standing still will cause the beast to attack.
Pressing the button while youu beast is backing up near the edge of the
screen will cause it to flee. A beast can flee only to its original
position, and then only if it contains one of your satellites. If it is
already occupied, it cannot flee. If it doesn't have enough energy to
make the jump, then it will perish when it emerges from hyperspace.
Fleeing from your opponent will allow your enemy to move again.
Scoring:
-------
The round ends when only one players beasts remain on the galactic grid.
At the end of the round, each player receives 300 points for each beast
remaining on the field, and 150 points for each captured sector. At the
end of the tournament, the player with the highest score wins. If you
have been playing against the computer using one of the standard rule
set, your name and score will be saved.
Special Features:
----------------
PAUSE
Holding down the CONTROL key and the P key will stop the game. Press
return to continue.
SOUND
Pressing CTRL-S will toggle the sound.
QUIT
Pressing CTRL-Q will end the tournament.
RESET HIGH SCORES
Press CTRL-R and the high scores will be reset back to 0.
SELECTING A DIFFERENT BEAST
If you have selected a beast and change your mind, pressing the ESC key
will allow you to choose another beast.
Strategy for Beast War
----------------------
The objective of Beast War is to capture more sectors than your
opponent(s). To do this you should consider your beasts movement
patterns, energy, power, combat capabilities and strategic positioning.
The movement patterns of your beasts need to be carefully considered to
enable you to capture sectors, attack your opponents, and defend your
terrain. For example, certain beasts will only move on one color. Moving
it through the plexus can change the color of the sector it is on.
Moving a beast through the plexus also enables it to regain energy.
However, trading beast positions can cost valuable time, allowing your
opponent to takle the initiative.
Moving to a sector containing an enemy satellite uses much more energy
than moving to a free sector. It is advantageous to block your opponents
moves with your own satellites. If your opponent captures a sector
containing your satellite, his beast will be weakened and open for
attack.
This strategy calls for using your energy efficiently. Your beasts can
gain energy by capturing and defending the plexus against your
opponents, and by defeating them in combat. Since beasts lose energy
through movement, any move that does not enhance your position is a
wasted move.
If your beasts energy is less than three units it will perish on the
next move. There is little you can do with it in combat unless it has a
very long weapon range versus its opponent.(such as the dracon fighting
the aeroctus) The kamikazee strategy is recommended: move into a sector
containing an opposing satelitte and (poof!) your beast is gone but
leaving a friendly satelitte behind.
But to be a successful Beast Warrior, you have to fight well. The amount
of power a beasthas is determined by its strength, moral support, and
combative relationship with its opponent. The strength is determined by
its nature; it cannot change. If the adjacent sectors contain friendly
forces, your beast will be strengthened by their presence. Each friendly
beast will increase the combatants power by one unit.
Finally, each beast is especially effective in fighting one other beast,
and resistant to attacks by one other beast. These factors provide
combat bonuses which can increase or reduce a beasts power by 2 units.
The Beasts section provides more info on this.
The power graph reflects the sum total of these factors. In combat, the
amount of damage a beast does is determined by a random number that
depends upon its strength, moral support, and combat bonus. The minimum
amount of damage inflicted upon your opponent is determined by your
beasts moral support and combat bonus. So a beast which has a combat
bonus and moral support can often be quite successful in deafeating an
apparently more powerful opponent by repeatedly striking with an above
average amount of damage.
Your positiin becomes greatly improved when you defeat an opponents
beast, and greatly weakened when one of your beasts are defeated. If
your beast is defeated, you lose a sector and a beast, your total energy
pool is reduced, and the victors pool is increased. It is often the
better part of valor to retreat when threatened by a superior force.
Fleeing from combat is also costly, though not as much as being
defeated. Recovering from a flee will lose time and energy, but it will
preserve your beast.
+196
View File
@@ -0,0 +1,196 @@
Beast War Docs
--------------
Written by:
Gandalf the White
Special thanx to:
-----------------
The Pharaoh
The Splat Beast War cracked by: The Gonif and The Wombat
Sir Excaliber
and
The Minotaur
-------------------------------------------------------------------------------
History
-------
In the galaxt if Alaxis, a game of strategy and cunning is played which has come to be known as the Beast War.
Inhabited by several strong but warring races, their constant conflicts had reduced their population to where mutual destruction would result. In 3853 QA, the tribal leaders called a temporary truce, and formed the Council to find a nonviolent means for settling disputes. It was decided that disagreements would be settled by a tournament which would be won through the use of clever strategy. To avoid Alaxian bloodhsed, the tournaments would be fought using semi-intelligent beasts controlled by their Alaxian masters. Any disagreements between the tribes would be settled with a Beast War tornament.
Due to racial differences among its members, the Council agreed to three tournament standards. The Terran Common rules were facored by the Humanoid member of the council. These rules enabled the slower-thinking humans to devise innovative strategies. The Alaxian Universal rules were favored by most of the council members. These rules demanded rapid numerical analysis of your position, your strengths, and your opponents weaknesses. To compromise between the desires of the Humanoids and the Alaxians, the Galactic Standard was agreed upon.
The rules were refined over the centuries. Advancements in holographics technology allowed the destruction of innocent beasts to end.
-------------------------------------------------------------------------------
Object:
------
To capture more sectors than your opponent(s). The game consists of a series of rounds. During each round, you control an army of six beasts. A sector is captured by moving one of your beasts into the sector. Captured sectors will contain one of your beasts, or a small satellite in your color. Each round ends when only one players beasts remain on the galactic grid.
Options:
--------
After you enter your name, the question "Would you like to play against the computer at novice level?" will appear. You canb see the letter Y in a white box. This is the "default condition" and the computer will automatically accept this as your answer if you press return. If you don't want to play the computer at this level, press N for NO and hit return.
There are four different sets of rules to choose from: novice challenge, terran common, galactic standard, and alaxian universal. Each set changes four factors. A fifth rules set will allow you to set the factors.
The factors are:
*the number of rounds to complete a tournament
*time limit f~or each round
*the energy recharge time for creatures on the plexus(center of the board)
*whether or not you want random starting positions
Novice Terran Galactic Alaxian Custom
# of
rounds 2 3 4 5 1-5
# of
minutes 30 10 5 1 1-60
plexus
recharge
time
(seconds) 4 3 2 1 1-60
random
starting
positions? no yes yes yes yes/no
Number of rounds for each tournament: a tournament consists of one to five rounds. At the end of each round, the scores are totaled based upon the number of pieces in play and how many sectors each player has captured. At the end of the tournament, the one with the most points wins.
Number of minutes for each players turn: each player has a timeclock that is turned on each time it is that players turn. Each player must make all of his moves within this time period. Failure to do so automatically ends the game, with that player losing all his pieces.
Plexus recharge time: this is the amount of time it takes for a beast on the plexus(center sector on board) to regain one unit of energy. Energy is lost by moving and by attacking.
Random starting positions: changing the starting positions of the beasts makes it more difficult to predetermine the opening moves of the game.
The Grid:
---------
The galactic game grid has 41 sectors around the plexus. They are arranged in three orbits: the outer, middle, and inner orbit. Surrounding the grid are four colored fields. In the field of your color is a counter showing how many sectors your beasts have captured. When your start a round, you have controlled six sectors, the sectors your beasts are occupying.
The beasts move from one sector to another by jumping through hyperspace. Jumping is done by setting up two windows. A home window is built around the beast selected for movement. and a destination window is formed at the sector you want the beast to move to. Once the windows have been built, the beast jumps through hyperspace from the home window to the destination window. Each beast has its own unique movement pattern, as explained in the Beasts section.
When it is your turn to move, the information box in the upper right corner of the screen will display:
(your name)
SELECT
BEAST
USING
(keys or paddle)
Depending upon whose turn it is, and whether you are using paddles or the keyboard, the fourth line could be PDL 0 or PDL 1. A AND S for the A and S keys, or K AND L for the K and L keys. Keys A and K are used to select a beast or sector; keys S and L enter your choice into the computer.
If you want to take back a coice press the ESC key.
If your are using paddles, rotating the paddle back and forth across the middle area will move the source and destination windows. Pressing the paddle button will enter your choices.
The Graphs:
-----------
To the right of the grid are three graphs showing energy, time and power.
The Energy and Power grpahs show the condition of the beast the window is on. Energy can be replenished by occupying the plexus sector and by defeating other monsters. When a beast runs out of energy it perishes.
The power of a beast is determined by its strength, the amount of moral support it has, and its combat bonus. For more info see the Strategy section.
The Time graph shows how much time you have left to make your moves. If you run out of time, the tourney ends and your beasts perish.
Beasts:
------
There are six different beasts. Each has strengths and weaknesses and a unique movement pattern. In addition any beast can jump into the plexus from any sector in the inner orbit and vice versa.
Movement consumes energy. Each beast moves to an adjacent sector, but some canb only move to a certain color or direction. Jumping to a sector containing your own satellite(left by a previous friendly beast) consumes two energy units. Entering an empty sector uses four units. Jumping into a sector containing an enemy satellite consumes 12 units of energy. If your beast uses up all of of its energy in making the jump it perishes but leaves one of your satellites in the sector. The plexus is the center of the grid. As a focus of energy, it will channel that flow into any beast occupying that sector. The rate of flow is set at the beginning of the game. For example, if the recharge time is four seconds, that means that every four seconds, a beast on the plexus will recieve one unit of energy until it is totally recharged.
The Aeroctus:
The aeroctus is the only winged beast chosen by the Council for Beast War. It has 44 energy units. When attacking its prey, the tentacles of the aeroctus close together to form a spear tip which can easily puncture the thin metallic skin of a mechanos. However, the light bone structure and musculature of the creature does not provide it with enough power to easily damage the thick plating of an arachnid. The aeroctus have a strength of four units.
Movement pattern: the aeroctus can move only to an adjacent sector that is in a different orbit and color.
The Dracon:
The dracon is a fearsom inhabitant of Alaxis. Its awesome flame breath makes it extremely dangerous. The dracon has a strength of nine and its far reaching flame is especially effective against the light bone structure and musculature of the aeroctus. However, it has little effect on the metallic structure of the mechanos. A dracon begins with 16 energy units.
Movement pattern: the dracon can move to any adjacent sector.
The Arachnid
The arachnid has a highly evolved neuromotor system to control its many legs. It can have up to 38 energy units, and has a strength of 5 units. The great dexterity of this beast enables it to slip its pincers under the protective scaling of a saurus, inflicting especially grievous wounds upon the beast. Only the mighty dracon appears to be resistant to the attack of an arachnid
Movement pattern: the arachnid can move diagonally only.
The Wraithil
The unique appearance of the wraithil is responsible for its association with a mythological group of hominoid creatures called the Undead. It strikes a chord of superstitious fear in many creatures. This effect is very much noticeable in the saurus, which seems to be afraid to bite down upon a wraithil with any degree of force. The energy field projected from a wraithils hands during combat is known to be especially effective against the highly evolved neuromotor system of the arachnid. However, the diversified nerve net of the aeroctus is resistant to this attack. Wraithils can have up to 30 energy units and have a strength of 6 units.
Movement pattern: the wraithil canb move to a different colored sector.
The Saurus
The fearsom saurus is believed to be a distant relative of the dracon. Strong competitions for the same ecological niche is suspected of being the basis for the intense hatred sauri have of dracons. In combat, a saurus becomes quite frenzied the moment he bites into a dracon. Although the saurus recovers almost immediately, this results in especially serious wounds being inflicted on the dracon. Known for their bad tempers, sauri turn green with rage when attacking each other. A saurus can have up to 24 energy units, and has a strength of 5 units.
Movement pattern: the saurus can move to any adjacent sector of the same color.
The Mechanos
The mechanos is the only silicon-based lifeform in Beast War. It is therefore the only beast capable of using a gravgen propulsion system. A mechanos is not intimidated in the least by a wraithil, and is effective against one in combat. A mechanos can have up to 20 energy units, and has a strength of 8 units. The laser weapon of a mechanos is largely dispersed by the reflective scaling of the saurus and thus is less effective against the beast.
Movement pattern: the mechanos can move to an adjacent sector in a different orbit.
Combat:
-------
If you select a destination sector which contains an opponents beast, its power and energy will be shown alongside your beasts ratings. If the move is made, combat occurs.
The top view of the grid is replaced by a side view of the sector with the two beasts facing each other. At the top are their energy and power graphs.
Controlling the Beast
---------------------
If the keyboard controls are being used, the following keys are used to control the beasts:
Left group:
A:move left
S:stop
D:move right
W:flee
X:attack
Right group
K:move left
L:stop
;:move right
O:flee
.:attack
If paddles are being used, turning the dial to the right will move the beast to the right and turning it left will cause it to move left. Centering the dial will stop movement. Pressing the paddle button while the beast is advancing or standing still will cause the beast to attack. Pressing the button while youu beast is backing up near the edge of the screen will cause it to flee.
A beast can flee only to its original position, and then only if it contains one of your satellites. If it is already occupied, it cannot flee. If it doesn't have enough energy to make the jump, then it will perish when it emerges from hyperspace. Fleeing from your opponent will allow your enemy to move again.
Scoring:
-------
The round ends when only one players beasts remain on the galactic grid. At the end of the round, each player receives 300 points for each beast remaining on the field, and 150 points for each captured sector. At the end of the tournament, the player with the highest score wins. If you have been playing against the computer using one of the standard rule set, your name and score will be saved.
Special Features:
----------------
PAUSE
Holding down the CONTROL key and the P key will stop the game. Press return to continue.
SOUND
Pressing CTRL-S will toggle the sound.
QUIT
Pressing CTRL-Q will end the tournament.
RESET HIGH SCORES
Press CTRL-R and the high scores will be reset back to 0.
SELECTING A DIFFERENT BEAST
If you have selected a beast and change your mind, pressing the ESC key will allow you to choose another beast.
-------------------------------------------------------------------------------
Strategy for Beast War
----------------------
The bjective of Beast War is to capture more sectors than your opponent(s). To do this you should consider your beasts movement patterns, energy, power, combat capabilities and strategic positioning. The movement patterns of your beasts need to be carefully considered to enable you to capture sectors, attack your opponents, and defend your terrain. For example, certain beasts will only move on one color. Moving it through the plexus canb change the color of the sector it is on. Moving a beast through the plexus also enables it to regain energy. However, trading beast positions can cost valuable time, allowing your opponent to takle the initiative.
Moving to a sector containing an enemy satellite uses much more energy than moving to a free sector. It is advantageous to block your opponents moves with your own satellites. If your opponent captures a sector containing your satellite, his beast will be weakened and open for attack.
This strategy calls for using your energy efficiently. Your beasts canb gain energy by capturing and defending the plexus against your opponents, and by defeating them in combat. Since beasts lose energy through movement, any move that does not enhance your position is a wasted move.
If your beasts energy is less than three units it will perish on the next move. There is little you canb do with it in combat unless it has a very long weapon range versus its opponent.(such as the dracon fighting the aeroctus) The kamikazee strategy is recommended: move into a sector containing an opposing satelitte and (poof!) your beast is gone but leaving a friendly satelitte behind.
But to be a successful Beast Warrior, you have to fight well. The amount of power a beasthas is determined by its strength, moral support, and combative relationship with its opponent. The strength is determined by its nature; it cannot change. If the adjacent sectors contain friendly forces, your beast will be strengthened by their presence. Each friendly beast will increase the combatants power by one unit.
Finally each beast is especially effective in fighting one other beast, and resistant to attacks by one other beast. These factos provide combat bonuses which canb increase or reduce a beasts power by 2 units. The Beasts section provides more info on this.
The power graph reflects the sum total of these factors. In combat, the amount of damage a beast does is determined by a random number that depends upon its strength, moral support, and combat bonus. The minimum amount of damage inflicted upon your opponent is determined by your beasts moral support and combat bonus. So a beast which has a combat bonus and moral support can often be quite successful in deafeating an apparently more powerful opponent by repeatedly striking with an above average amount of damage.
Your positiin becomes greatly improved when you defeat an opponents beast, and greatly weakened when one of your beasts are defeated. If your beast is defeated, you lose a sector and a beast, your total energy pool is reduced, and the victors pool is increased. It is often the better part of valor to retreat when threatened by a superior force. Fleeing from combat is also costly, though not as much as being defeated. Recovering from a flee will lose time and energy, but it will preserve your beast.
-------------------------------------------------------------------------------
Call The Roadhouse.................................................714/533-6967
The Draco Tavern..............................................707/745-5805
Abdul's Oasis.................................................619/341-2984
Brought to you by the U>P>G>
+64
View File
@@ -0,0 +1,64 @@
(formatted for 80-columns)
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: :
: Beautiful Boot :
: by MiniAppler and Apple Bandit :
: Copyright [C] 1984 Midwest Pirates Guild (MPG,) all rights forgotten :
: :
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
For years, many pirates have created the DOSless disk--that is, a disk that has
no DOS on it, so that more space was left on the disk for programs. The only
problem with this was, if you wanted to run one of the programs, you had to
boot up another disk that had DOS on it, then stick in the DOSless disk, and
then Run/Brun the program you wanted. Well, forget it. MiniAppler and Apple
Bandit have come up with a program that will eliminate those problems forever.
The program, Beautiful Boot, sits on track 0, and has its own built-in RWTS
and fastloader program. When the disk with Beautiful Boot on it is booted up,
the hi-res graphics screen will clear, and a menu with the binary files on the
disk will show up. The background will have stars floating by, in color. To
run (Brun) one of the programs, just hit the letter indicated in the menu. Al-
so, the following control keys will work in the program:
/Return/ -------> Read another directory from the same drive
/Spacebar/ -------> Read another directory from different drive
/Escape/ -------> Get out and return to Basic
Now, to install the program, just enter the command, "BRUN BEAUTIFUL BOOT".
When it's finished loading, the screen will clear, and a page of instructions
will show up. Note that if you do not have a lowercase chip, then all that you
will see is garbage on the screen (hence the purpose of this writeup.) Hit
a key to get to the next screen, and then the question will be asked, "Do you
wish to make a beautiful boot?" Hit "Y" (for yes,) and then you will get a
little space (2 lines) to make a short message that will be displayed upon a
disk boot. Type in your message, and hit the /Return/ key when you are fin-
ished with your message. Then, a message will come up telling you to insert
the target disk in drive 1 and hit any key. (Note: make sure that the disk
that you insert is initialized--the Vtoc will be modified so as to free up the
unused DOS sectors on the disk--this was also done so as to make a little ea-
sier the updating of old DOSless disks to a Beautiful Boot disk.) The disk
will be updated with Beautiful Boot, and then a last question will appear, ask-
ing if you want to make another disk with Beautiful Boot. If you want to make
another (which you surely will, although maybe not at this moment,) hit "Y"
(for yes.) This will bring you back to the first instruction page.
If you hit "N" (for no,) then you will be returned to Basic. To run Beautiful
Boot, just boot up the newly updated disk. Then, enjoy! It all fits onto one
track. Now, isn't that beautiful work? Now you will want to update all of
your DOSless disks. But, that's it for us. You now know how to make up DOS-
less disks with Beautiful Boot on it.
-MiniAppler and Apple Bandit
: Copyright [C] 1984 Midwest Pirates Guild (MPG,) all rights forgotten :
: Call the best in the Midwest-> The Safehouse /612/ 724-7066 16 megabytes :
(> Distributed by better AE lines all over the country <)
+592
View File
@@ -0,0 +1,592 @@
(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)
(*) (*)
(*) BELOW THE ROOT (*)
(*) DOCUMENTATION AND TIPS (*)
(*) (*)
(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)
Welcome to the land of Green Sky! In Below the Root, you must find and
return Raamo to the people, for he is their spirit leader. Looking
everywhere is essential to complete the quest.
PREPARING A STORAGE DISK:
Format a disk in DOS 3.3 format. This may be used in order to save games
to disk.
HOW TO BEGIN:
Create your storage disk if you wish to save games to disk. Then put the
program disk into the drive and boot Below the Root. Choose "J" for
Joystick or "K" for Keyboard. Be sure to insert Side 2 first. The game
introduction will automatically begin. Introduction may be stopped by
pressing space bar or joystick button.
KEYBOARD AND JOYSTICK COMMANDS:
JOYSTICK CONTROL: To move your character or cursor, push joystick
forward or backward, left or right. To make a selection, press either
joystick button. To get to the possible selections while you are playing
the game, hold down the joystick button and pull the joystick down.
KEYBOARD CONTROL: Use the keys below to move in a direction. When you
want to make a selection, press spacebar. Left-handed players may use
alternate keys.
R I
| or |
D--+--F J--+--K
| |
C M
Left-handed players Right handed players
MAIN MENU:
After the game is loaded, the main menu will appear with the following
choices:
START GAME
CONTINUE
DISK STORAGE
SAMPLE QUEST
START GAME:
To Begin a New Quest
1. Choose START GAME on the main menu.
2. The message "CHOOSE YOUR QUESTER" will appear. There are five
characters to choose from, each with their own abilities and
personality. Push your joystick forward or press the up key to cycle
through your options, then make a selection.
3. Depending on which character you choose, you may be asked to "INSERT
SIDE 1". Follow the instructions on your screen.
4. You will be instantly transported to the nid-place (home) of your
character, ready to begin the quest!
CONTINUE: To Return to your Quest
Use CONTINUE option after loading a previously saved game from the
storage disk.
DISK STORAGE: To Save or Reload a Quest
1. Select DISK STORAGE from the MAIN MENU.
2. The following message will appear:
SAVE GAME
LOAD GAME
RETURN TO MENU
3. Move cursor to SAVE GAME and select. the following message will
appear:
QUEST 1 2 3 4 5
You may save up to 5 different games on one storage disk. Saving
additional games will erase an old one.
4. Move cursor to a number and select.
5. You will be instructed to insert your storage disk. Follow
instructions on the screen. You will return to the Main Menu.
NOTE: After loading a saved game be sure to begin play by chosing the
CONTINUE option and not the START GAME option.
SAMPLE QUEST: To get a preview of Green-Sky
To get a preview, simply choose SAMPLE QUEST. A character will
demonstrate a few of the techniques on playing the game.
GREEN-SKY QUESTERS' STATS
NAME: Neric
SEX: Kindar-born young man
HOME: Star Grund
SPIRIT: 5
STAMINA: 20
NAME: Genna
SEX: Kindar
HOME: Grand Grund
SPIRIT: 0
STAMINA: 20
NAME: POMMA
SEX: Kindar child, Raamo's sister
HOME: Sky Grund
SPIRIT: 10
STAMINA: 10
NAME: Charn
SEX: Ten-year old erdling boy
HOME: Silk Grund
SPIRIT: 5
STAMINA: 15
NAME: Herd
SEX: Erdling
HOME: Broad Grund
SPIRIT: 5
STAMINA: 20
SPIRIT SKILLS:
Spirit skills will aid you in your quest. It is essential that you
discover how to use and raise your spirit skills. As you master higher
levels, you will have more spirit skills and come closer to uncovering
the secret that will save Green-Sky. Check your spirit level by
reviewing the STATUS option on your menu. Be aware that your use of
spirit skills uses energy.
PENSE: An ancient skill, mind touching, allows you to read the minds of
others and communicate without speaking.
Pense Emotions Can be performed from any distance. Uses 1 unit of
spirit energy. Spirit Limit: 5
Pense Messages You must be within speaking distance of the one you are
pensing. Uses 1 unit of spirit energy. Spirit Limit: 10
HEAL: The healing spirit allows you to restore partially your food and
rest. This is helpful when you're far from your nid-place. Each use of
the skill uses 5 units of spirit energy. Spirit Limit: 15
GRUNSPREKE: The ability to influence tree growth. Each use of the skill
uses 2 units of spirit energy. Spirit Limit: 20
KINIPORT: The ability to move inaccessible objects or your own body with
your mind. This most highly advanced spirit skill is so difficult to
achieve that few Green-Sky people have the ability. However, you must
master Kiniporting if you are to succeed.
Kiniport Tools Will move objects out of reach. Uses 5 units of spirit
energy. Spirit Limit: 25
Kiniport your Body Will move your body to a place of your choice. Uses
10 units of spirit energy. Spirit Limit: 30
EXPLORING GREEN-SKY:
Once you leave your nid-place, you are free to travel in any direction.
It might be helpful to make a map. This is how you'll get around:
WITH JOYSTICK:
WALK: Move the joystick left or right.
JUMP: (while standing still) Hold the joystick button down and push the
joystick in the direction you want to jump.
RUN: Jump and keep the joystick pressed toward the direction in which
you wish to run. Return to a walk by stopping the character briefly.
CLIMB: Push the joystick forward or backward while you are on a ladder
or vine.
CRAWL: Push joystick backward when in a standing position to stoop
down. Then push joystick left or right.
STAND UP: Push the joystick forward when you are in a crawl position.
FALL: Walk off the end of a ramp or tree limb.
GLIDE: Gliding is possible only if you are carrying a shuba. To glide,
push the joystick button while you are falling. Once the gilde begins,
push the joystick sideways to move left or right.
EXIT OR ENTER A DOORWAY: Position yourself over the door and press the
joystick button.
ON KEYBOARD (use the keys shown on the diagram)
WALK: Press the appropriate key for the direction you want to go. JUMP:
From a standing position, press the appropriate directional key quickly
two times. While walking, press the appropriate directional key once.
To jump from a ladder or vine, go right or left. Jumping from ladders is
not allowed underground. RUN: After a jump, you will automatically
start running. STOP: Press the key opposite to the direction you are
moving. CLIMB: Press the appropriate directional key while you're on a
ladder or vine. CRAWL: Press the down key when you are not on a ladder
or vine to stoop. Then go right or left. STAND UP: Press the up key
when you're in the crawl position. FALL: Walk off the end of a ramp or
tree limb. GLIDE: Press the left or right directional keys while you're
falling. EXIT OR ENTER A DOORWAY: Position yourself over the door and
press the up key.
WHAT YOU CAN DO IN GREEN SKY:
After you choose your character, you'll be ready to explore Green-Sky.
The option menu enables you to choose all the activities you will need
in Green-Sky. To display and use the option menu:
WITH JOYSTICK:
1. Hold the joystick button down while you pull the joystick backward.
2. Move around the Menu by pushing the joystick in the direction you
want to go.
3. Stop on the option of your choice, press the joystick button.
WITH KEYBOARD:
1. Press the spacebar.
2. Move around the Menu using directional keys.
3. Stop on the option of your choice and press the space bar.
NOTE: Whenever the Menu is visible, the timer will stop.
PAUSE: Pause during game then return to the quest.
SPEAK: Move close to another game character. Be sure you are facing each
other. The other character's message will appear.
PENSE: Depending on your level of spirit skill, you can pense emotions
or messages. To pense messages, you must be standing close to and facing
the other character.
OFFER: Offer anything you are carrying to another character. Cycle
through your inventory and select.
TAKE: Position yourself over any item you would like to take. If you can
take the item, it will instantly disappear from the screen. You are now
carrying it in your inventory.
BUY: Stand close to and face the merchant. The merchant will take your
token and give you permission to take an item, provided you have room to
carry it. After buying, be sure to take item.
USE: Use trencher beaks, vine ropes, honeylamps, and other tools you
happen to aqquire.
Trencher Beak: Face the bramble then USE the beak. One layer of bramble
will disappear; repeat process until you clear bramble. If you get
caught in a bramble patch without a beak or cutting tool, you must RENEW
yourself.
Vine rope: Face direction you want to throw rope. Try to USE the rope.
The rope will appear if there is something for the rope to conntect to
in the direction you throw it. CRAWL across the vine rope, or you'll
fall.
Honeylamp: It will be obvious when you need to USE the lamp.
EAT: Eat any of the edibles you are carrying. Cycle through your
inventory and select.
DROP: Drop an item, if you are carrying too much.
SELL: You may sell tools and food to any of the merchants.
HEAL: This spirit skill will restore your energy and food level.
REST: Rest indoors on the hanging green nids, either in your own
nid-place or in the nid-places of others who offer you rest. Stand in
front of the nid and select REST.
EXAMINE: Examine unfamiliar objects you happen to come upon.
INVENTORY: Displays what you are carrying.
GRUNSPREKE: If you have enough spirit skills, you have the power to make
tree limbs grow. Stand at the edge of a limb, facing outward. With each
successful grunspreking, the tree limb grows. Step out on the new growth
and GRUNSPREKE again to create a living bridge.
KINIPORT: If you have enough spirit skills, you have the power to mvoe
tools or your own body using psychic power. When you select KINIPORT, a
pointer will appear on the screen.
To kiniport tools: Move the pointer to the tool you want to move.
Select. Then point to where you wish to move it. Select again. You must
place the tool on a spot where you will be able to stand when you pick
it up.
To kiniport your body: Place the pointer on your body near your feet.
Select. Then point to the spot where you want to move.
STATUS: Displays your STATUS at any given point during your quest.
RENEW: If you get stuck somewhere, RENEW will return you home at the
expense of losing a day of quest time.
MENU: Return to the main menu.
STATUS: How you can check on your progress:
Checking on status will give you all the information about yourself.
SAMPLE DISPLAY:
DAY 1 NERIC
EARLY MORNING LEVEL OF REST 10
SPIRIT LIMIT 05 LEVEL OF FOOD 10
STAMINA 20 LEVEL OF SPIRIT 05
DAY: Your performance as a quester will be judged on the number of days
you take to complete the quest. At the end of 50 days your time will run
out.
TIME OF DAY: Reports the current time of day. Game time passes whenever
you are moving around the Green-Sky enviroment. Time stops whenever the
Option Menu, Main Menu, Status Display, or text of any kind is being
displayed.
SPIRIT LIMIT: Indicates your current Spirit Limit.
STAMINA: Rates your maximum strength. Questers with more stamina can
store more rest and food energy, jump farther, and carry more. Your
stamina can be increased in the Quest by eating Strange Exilers.
QUESTER: Displays your name. Depending on which character you have
chosen, your beginning spirit and stamina will vary.
LEVEL OF REST: Your rest energy is used as your journey time passes.
Jumping, climbing, and especially crashing will also use rest energy.
Your level can be restored by resting in your nid or in the nid of a
friendly character. Your maximum level is one-half of your stamina. If
your rest drops below 0, you will be forced to return to your nid-place.
You will have lost a day of game time but your energy levels will be
replenished.
LEVEL OF FOOD: Food energy is depleted in the same manner as rest
energy. Dropping below zero will return you to your nid-place. Keep
your food level up by eating.
LEVEL OF SPIRIT: The amount of spirit energy you posess. This energy is
depleted every time you use a Spirit Skill. Spirit energy is restored as
game time passes.
Note: An example of the difference between SPIRIT LIMIT and LEVEL OF
SPIRIT:
You may have a SPIRIT LIMIT of 20 and thus have the ability to
GRUNSPREKE. Grunspreking, however, uses two units of spirit energy, so
if your level of spirit is currently less than 2, you cannot Grunspreke
until your energy is restored.
(*)(*)(*) BELOW THE ROOT GAME TIPS (*)(*)(*)
OBJECTS: (descriptions and where to find them)
PAN BREAD: Pan Bread is a main source of food for the people of Below
the Root. Pan Bread is a good meal and provides good nutrients. You can
find Pan Bread at Sky Grund, Grand Grund, and Silk Grund. You can also
find Pan Bread at a shop.
ROAST LAPAN: Roast Lapan provides protein for long trips. Some roast
lapans have strange tastes and lower your spirit energy. You can find
Roast Lapans below Garden Grund at the Lapan House, and also at Broad
Grund.
FRUIT AND NUTS: Fruit and nuts provide quick energy to keep going, and
are a good snack. Fruit and nuts can be found at Garden Grund, Below the
Root in Vatar's Quarters, at Temple Grund, and you can purchase them at
shops.
SHUBAS: Shubas are used to glide between the Grund, and slow you down so
you can land on branches without hurting yourself. You are automatically
given one shuba at your home. Additional shubas can be found below
Garden Grund, or may be purchased at Star Grund. Beware, for some shubas
tear easily, especially when you're falling from braches.
TOKENS: Tokens are the money of Below the Root. Tokens can be used to
bribe others, or to purchase objects at shops. Tokens are located every-
where in Below the Root. An enormous supply is also found in the
caverns.
WISSENBERRIES: Wissenberries have no real use, except to bribe the guard
at the front of the door that leads to the cavern. Never eat
wissenberries, for they can weaken you. Wissenberries are found at Sky
Grund, Garden Grund, and at Temple Grund. They can also be purchased at
Grand Grund.
VINE ROPES: Vine ropes are used to cross from one place to another, and
can prove very useful at times. Vine ropes can also be given to Raamo to
save him. Vine ropes are located at Sky Grund, Broad Grund, and at
Temple Grund. Can be purchased at Star Grund.
HONEYLAMPS: Honeylamps are used in the caverns to light the way. You
need a big supply, for honeylamps die quickly. They can be found at
Grand Grund, in Broad Grund shops, and in the caverns.
TRENCHER BEAK: Trencher beaks are used to cut bramble in order to make a
path. Trencher beaks are weak and could break at any time. The Wand of
Befal is a better tool. Trencher Beaks found at Broad Grund Shops, and
at Silk Grunds.
WAND OF BEFAL: The Wand of Befal takes the place of a trencher beak, but
is very strong, and does not break. The Wand of Befal is hard to get. It
is owned by the evil group called the NEKOM. You must get kidnapped by
the NEKOM in order to aqquire the wand. See elsewhere for the hideouts
of the NEKOM. SPECIAL NOTE: The Wand of Befal can also be used to kill
people, but completely takes away your spirit level and energy.
SPIRIT LAMP: The Spirit Lamp takes the place of the honeylamps, but does
not burn out. The Spirit Lamp can only be acquired in Temple Grund using
D'O Falla's key. The Chamber of the Forgotten is where the Spirit Lamp
is found. The Chamber is located by Vine Palace in Temple Grund. See
elsewhere for the location of D'O Falla's key.
SPIRIT BELL: The Spirit Bell rings whenever there is a door that you
cannot see underground. The Spirit Bell is located on top of Sky Grund.
See elsewhere for more details.
STRANGE EXILERS: Strange exilers are a type of food that you can eat,
and you will grow stronger. Strange exilers are really useful if you're
low on energy and strength and food, the strange exiler revives this
plus gives you extra. Strange exilers are located in Sky Grund, Garden
Grund, and in Temple Grund. Exilers are very rare. There is also one in
the hideout of the evil gang, D'O Slatt and in the caverns. See
elsewhere for the location of D'O Slatt's hideout and how to get there.
TEMPLE KEY: The Temple Key has a numerous amount of uses. The Temple Key
can unlock the front gates of Temple Grund. The Temple Key can also
unlock the door to the Temple. The Temple Key can also unlock the doors
that hold objects in D'O Slatt's and the Nekom's hideouts. The Temple
Key is located in Temple Grund, near the top of the grund. Use a shuba
to glide down and retreive the key. NOTE: If you don't have the key, and
can't get the key, and need to get into Temple Grund, there's a way. See
elsewhere.
D'O FALLA'S KEY: D'O Falla's key is the key to unlock the Chamber of the
Forgotten. In order to get this key, first get permission from D'O Falla
who lives in Temple Grund in the Vine Palace. Then jump off the edge of
Temple Grund and glide to the ground. Go left, climb up the ladder, and
glide down onto the platform and retrieve the key.
WHERE TO GET SPIRIT ENERGY:
WISE CHILD: The Wise Child lives up near the garden in Garden Grund, and
is very easy to get to. The Wise Child gives you advice and 5 points of
Spirit Energy.
RAAMO'S MOTHER: Raamo's mother lives in the Temple in Temple Grund, and
gives 5 points of spirit energy. You need the Temple Key to enter.
VATAR: Vatar lives below in the caverns and gives 5 points of spirit
energy, and has 2 fruits & nuts which you can get simply by talking to
him. Once you enter the caverns, keep going right and you can't miss
it.
HERMIT: The hermit lives atop of Grand Grund. It really isn't that hard
to get there, but you need a trencher beak or the Wand of Befal to enter
& exit.
D'O NESHOM: D'O Neshom lives atop Sky Grund, and it is not easy to get
there. You will need at least 1 vine rope. If you are Pomma, you will
need 2 vine ropes to get there. Vine ropes are all around in Sky Grund.
D'O Neshom gives you 5 points of energy, plus the Spirit Bell.
ANIMALS: Pensing rabbits (lapans) and monkeys will give you 1 point of
spirit energy. Spiders and snakes do not give spirit energy, and can
tear your shuba quite easily. There are 3 spirit-giving animals in Sky
Grund, 2 in Garden Grund, 1 in Silk Grund, 1 below Temple Grund, and 1
underground near Raamo. Simply get by the animals, and pense them for 1
point of spirit energy. If you get enough animals, that could amount up
to 7 extra points, good for characters with weak spirit energy.
EVIL MEN'S HIDEOUTS AND DESCRIPTIONS
NEKOM: The Nekom is an evil organization that has the Wand of Befal, a
type
of trencher beak, but much stronger and it does not break. The hideout
of the Nekom is below Star Grund, and almost impossible to reach by
hand. Getting kidnapped is easier. There are many kidnappers for the
Nekom. If someone offers you sleep, pense them and you can tell if
they're working for the Nekom. If they are, you can sleep there and
you'll be kidnapped. Once you are kidnapped and in the Nekom hideout,
you will need the power to kiniport or you will need the Temple Key in
order to get the Wand of Befal.
D'O Slatt: D'O Slatt's men are much more evil then the followers of the
Nekom. These men also offer you sleep. Some can be found wandering
outside, just waiting to kidnap you. Just pense them in order to find
out if they're working for D'O Slatt. They usually say, "D'O Slatt's men
are waiting." Sometimes, outside, men or women with an evil emotion
usually work with D'O Slatt. Once you are kidnapped and arrive at D'O
Slatt's hideout, you will need to use the Temple Key or the power to
kiniport to get the Strange exiler there. The hideout is located in
Broad Grund. A man who lives near Broad Grund is a kidnapper for D'O
Slatt also.
BRIEF STATUS OF CHARACTERS:
NERIC: Neric is a good one to use if you are just beginning to play
Below the Root. Neric has good strength, and some spirit energy. He's a
good one to quest with.
GENAA: Genaa is a good one if you need a little challenge. Genaa is very
strong, but has no spirit energy. See elsewhere for places to acquire
spirit energy.
HERD: Herd is kind of like Neric. He has moderate strength, and moderate
spirit energy. He is a middle person. Note that some people do not like
Herd and will not give him supplies.
POMMA: Everybody ADORES Pomma. They'll give her anything she wants. Even
if people hate kids, her emotions win them over. Pomma has some
strength, and is greatly spirit gifted. Pomma will need strange exilers
later in the quest.
CHARN: Let's all face it, Charn was created for a challenge, and I mean
a big challenge!!! He is a weakling, and his spirit gift was created for
the birds. If you want a challenge, here it is!!!
MORE TIPS AND HINTS FOR BELOW THE ROOT:
ENTERING THE TEMPLE GRUND WITHOUT A KEY: If you need to get into Temple
Grund, and have no key, simply revive your spirit energy, and go to the
top of Star Grund. Get to the rightmost edge of the highest branch, and
grunspreke till it says you can't grunspreke anymore. Then jump off the
edge, and quickly pop open your shuba. You will keep on gliding, right
past the gate to Temple Grund, and you're in!!
SHOPS ARE NO GOOD: Shops really are no help. You can get the same
supplies for free at houses. Each thing that is in a store is also in
some house. Why buy when you can get it for free??
GUARD AT THE FRONT ENTRANCE: The guard to the front entrance to the
cavern takes wissenberries before you enter. If you give him 2 batches
of wissen- berries, the guard will disappear and you won't ever have to
worry about gathering wissenberries ever again.
HOW TO GET TO THE CAVERN: Getting to the cavern is really quite simple.
The cavern is directly below Sky Grund, simply go to the bottom of Sky
Grund and go left. You can't miss it!
HOW TO GET TO IMPOSSIBLE PLACES: Using the grunspreke power, the wand of
befal, and a shuba you can get almost anywhere!
WHAT YOU NEED TO EXPLORE THE CAVERN: You need wissenberries for the
front guard, you need a token for the guard inside, you need a lamp (the
spirit lamp, or many honeylamps) and you need the Wand of Befal or a
trencher beak in order to clear the bramble in the cave. You also need a
vine rope or a shuba in order to save Raamo, and the Spirit Bell in
order to find some hidden doors.
HOW TO SOLVE BELOW THE ROOT:
Solving Below the Root is not an easy task. But here's a way to go about
it. Explore every grund, take any supplies, get the spirit energy if
there is any, and explore the next grund. Return to your house
frequently to drop off items. When you have explored every grund, go in
the caverns with your special cavern supplies, and keep going right.
Going left in the caverns leads no place. You can visit Vatar. Keep
going right, and soon you'll hear your spirit bell ring. Enter the
invisible door, go left and use your power of kiniport to save Raamo! Be
sure to offer him a shuba or a vine rope, and you've won!!
-END-
+507
View File
@@ -0,0 +1,507 @@
+=====================================+
| Big Edit Thing v1.0b3 Documentation |
| Revision of September 1, 1991 |
| Copyright (C) 1991 by Jim Murphy |
| All Rights Reserved. |
+=====================================+
NOTE: The version of the software, Big Edit Thing v1.0b3 (BET), described herein
is ShareWare. It may be distributed freely, but those who continue to use
BET after an initial one month evaluation period must register with the
author for $10.00 (American). If you wish to distribute this version via
any commercial means, please contact the author by one of the channels
listed at the end of this documentation.
It is not guaranteed that any future versions of this software will retain
ShareWare status. Please check future version's accompanying notes for
current distribution information.
--------------------------------------------------------------------------------
============
INTRODUCTION - Hello there!
============
Big Edit Thing (BET) is a powerful New Desk Accessory-based word processor,
designed to work under Apple IIgs System Software v.5.0.3 or newer. It supports
loading, editing, and saving files in a number of popular file formats
including; Text, Teach, ORCA/APW Source Code, and AppleWorks (v.1.0 - 3.0). It
currently only supports one ruler, but it allows multiple fonts, sizes, styles,
and colors throughout a document. Some of the other features include:
- In-window menu bar with full keyboard menu equivalent support
- Multiple ruler formats including inches, centimeters, and pixels
- Rulers automatically reformat to reflect current printer setup
- Hide/Show ruler option (NOTE: Disabled in this version, see below)
- Variable-interval auto save feature
- Powerful Find/Replace movable modal dialog
- Powerful custom Choose Font dialog
- Dynamic Font menu
- Document printing
- Optional 'live' character count
- Optional automatic word-wrap
- Optional intelligent cut and paste
- Optional intelligent quotes (curly quotes)
- Resource based interface
--------------------------------------------------------------------------------
=============
THE INTERFACE - How to get there from here.
=============
The BET interface design is basically very straight-foreword. The main
window layout borrows heavily from many other desktop-based word processors. The
extensions that you will notice are the two distinct regions above the ruler.
The area to the left being a fully-featured menu bar. It works exactly like you
would expect, with full keyboard menu equivalent support. The second area is the
status region. Currently the only information you may see here is a 'live'
display of the total number of characters in your document, if activated via
'Preferences...'.
----------
NAVIGATION
----------
BET supports a keyboard and mouse interface that provides many options for
text entry, selection, deletion, and navigation. The following list summarizes
the supported keystrokes and mouse clicks:
Left Arrow This moves the insertion point before the previous character.
With the Command key, this causes movement by words, rather than
by single characters.
With the Option key, this causes the insertion point to move to
the beginning of the current line of text.
The Shift key extends the selection from the current insertion
point to the left by one character. If modified with the Command
key, this extends by words. If modified with the Option key,
this extends by lines.
Right Arrow This moves the insertion point before the next character.
With the Command key, this causes movement by words, rather than
by single characters.
With the Option key, this causes the insertion point to move to
the end of the current line of text.
The Shift key extends the selection from the current insertion
point to the right by one character. If modified with the Command
key, this extends by words. If modified with the Option key,
this extends by lines.
Up Arrow This moves the insertion point up one line.
With the Command key, this moves the insertion point up one
page.
With the Option key, this causes the insertion point to move to
the beginning of the document.
The Shift key extends the selection from the current insertion
point up by one line. If modified with the Command key, this
extends by pages. If modified with the Option key, this is to the
beginning of the document.
Down Arrow This moves the insertion point down one line.
With the Command key, this moves the insertion point down one
page.
With the Option key, this causes the insertion point to move to
the end of the document.
The Shift key extends the selection from the current insertion
point down by one line. If modified with the Command key, this
extends by pages. If modified with the Option key, this is to the
end of the document.
Delete This removes the character to the left of the insertion point. If
there is currently a selection, this removes the entire selection.
Clear This clears the current selection. This does nothing if there is
no selection.
Delete This removes the character to the right of the insertion point. If
there is currently a selection, this removes the entire selection.
Control-Y This removes all characters from the insertion point to the end of
the current line.
Control-X This cuts the current selection and places it on the clipboard.
Control-C This copies the current selection to the clipboard.
Control-V This pastes the current contents of the clipboard to the current
insertion point. If there is a selection, this replaces the
selection with the text from the clipboard.
Single-Click This moves the insertion point to the line clicked. By draggging,
this selects by characters.
Double-Click This selects a word. By dragging, this selects by words.
Triple-Click This selects an entire line. By dragging, this selects by lines.
Command-[1,9] This supports the AppleWorks style of relative cursor navigation.
By performing a Command-number sequence, the insertion point is
moved a relative distance from the beginning of the document.
Command-1 results in the insertion point moving to the beginning
of the document. Command-9 moves the insertion point to the end
of the document. Command-2 through Command-8 result in a relative
movement into the document.
--------------------------------------------------------------------------------
=========
OPERATION - 'If yesterday was an odd weekday (to determine, see schedule
========= 12-3a.7, 'How Can I Be Sure That Today Isn't Odd?'), only the even,
non-shifted, non-vowel function keys will be operable.' :-)
When initially opened, BET will present you with an empty edit window. From
there you may create a new document by typing, or you may load an existing
document from disk. You may also paste in text that was previously copied or cut
to the clipboard.
-------
LOADING
-------
To load a file, select 'Open...' from the 'File' menu. BET will present you
with a file selection dialog box. You will notice a pop-up menu at the bottom of
the window. Through it, you may constrain the types of files that are shown in
the file list. For example, if you choose 'Teach' from the pop-up, only those
files that are saved as Teach formatted will be displayed. If the 'All Types'
item is chosen, as it is initially, BET will display every file that it is
capable of interpreting. You select a file that you wish to open by double-
clicking on the file name, or selecting the 'Open' button while the file is
highlighted.
------
SAVING
------
The procedure for saving a file is quite similar to opening a file. You can
select either 'Save' or 'Save As...' from the 'File' menu. If you have just
created a new document and you select 'Save', you will be given the opportunity
to name the new file. If you choose 'Save As...', you will always be given the
opportunity to name the file before saving.
If you have already saved your document, or you have loaded a pre-existing
document from disk and you select 'Save', BET will automatically save your
document as it is named, in its current file format.
The save dialog also has a pop-up menu from which you can choose the format
in which BET saves your file. If you have never saved your document, BET
automatically displays 'Text' as the default save type. You may change this type
to whatever you wish. If you have saved your document, or you have loaded a
pre-existing document, BET will display the original file type of the document
in the pop-up. You may also change this.
One note about saving files with styled text is in order. Currently, BET
can only save style information (font, size, attributes, color) when you save as
'Teach'. If you save a file that contains a variety of styles as Text or Source,
all style information will be lost. A future version will address this problem.
---------
AUTO SAVE
---------
BET has a powerful feature, selectable via 'Preferences...', that allows
you to specify minute intervals that BET will attempt to save your document. If
you have never saved the document when the auto save time occurs, BET will
present you with the same dialog you use for a 'Save As...'.
BET resets the save countdown timer in four instances; 1) Whenever you
manually save your document. 2) When you open a new document. 3) When you select
'Save' from the 'Preferences...' dialog. 4) When it completes a successful auto
save.
When BET's main window is deactivated, BET temporarily suspends auto-save.
It will be re-activated when the window again becomes selected.
---
NEW
---
'New' allows you to discontinue working on your current document. If the
file has been saved, the current text is cleared and you may begin entering your
text. If the document has not been saved, BET will ask you if you wish to save
it before clearing the text. You may choose 'Yes', 'No', or 'Cancel'. 'Yes'
allows you to save the document before BET clears the current text. 'No' clears
the current text, ignoring any changes that you may have made to the current
document. 'Cancel' returns you to your current document as though you had never
chosen the 'New' menu item.
--------
PRINTING
--------
'Page Setup...' and 'Print...' work exactly as you would expect them. You
will see the appropriate dialogs for the current printer.
----
QUIT
----
You may close BET by three means. The first is if you click in the close
box in the upper-left corner of the edit window. You can also close BET through
two menu items. The first is 'Close' and the other 'Quit', both in the 'File'
menu. In all cases, BET will inform you if you have not recently saved your
document.
------------
FIND/REPLACE
------------
The 'Find/Replace...' feature allows you to search for, or replace,
specific text strings throughout your document. The search starts from the
current cursor location or start of a selection range.
Conventional find/replace features have usually appeared in two forms. The
first is the standard modal dialog that is opened on top of your document. Its
placement is dictated by the programmer, so it can obscure portions of your
document. The second is the use of a modeless dialog. This is the kind of search
where the 'Find' window can be sent to the background, but it can be kept
onscreen at all times if you wish.
Since BET is a desk accessory, using the second search type, a modeless
dialog is not possible. Desk accessories can only leave one window permanently
open (under System Software v.6.0 this is no longer true). I did not opt for the
first method because I do not like being forced to do something that needs
multi-window interaction, from a modal position.
The dialog that you are presented with differs from normal modal dialogs in
a few ways. The first is that it is called a movable modal dialog. It always
remains the frontmost window, but you may position it anywhere around the
screen. It also allows you to position the main text editing window wherever you
like, except that the front to back window orientation cannot be changed.
The scrolling and selecting of your document's text is also permitted. With
this method you can change the search start location while you are searching.
All that you have to do is click or drag in the appropriate area of the edit
window. Note that the window will not move to the front as it would in a normal
environment. Also, the cursor usually can be seen, but it will not flash as when
editing is possible.
-----------
PREFERENCES
-----------
From the preferences dialog you may set up your environment to suit your
specific needs. BET saves your preferences to an external file which is
maintained in such a way that BET is fully AppleShare friendly. BET may be run
off of a server volume, with separately maintained preferences for each user.
The buttons at the bottom of the window provide you with three options
for exit. The 'Cancel' button allows you to ignore any changes you may have
made. 'Temporary' enables any changes you have made, but does not save them
permanently. When you close BET, the preferences will revert to those that
were previously set. 'Save' immediately writes your preferences changes to the
preferences file.
The various preference options are:
Word wrap only on carriage returns - This informs BET when you wish it to
wrap your text to the next line. If this item is selected, then BET will only
wrap text when you enter a carriage-return. If it is unselected, then BET will
wrap text to fit the current ruler. As you resize the window, the current text
will be re-wrapped to fit the current ruler width.
Use intelligent cut and paste - This helps eliminate the need for you to
insert space characters to fix a paste. With this option enabled, BET allows the
you to select a word, and cut and paste that selected text without adding or
removing any space characters.
Draw active character count - This enables the interactively updated count
of your document's length. When selected, the character count in the status
region is continuously updated to reflect the current number of characters in
your document.
Auto save every XX minutes - This specifies the intervals in which BET is
to attempt to save your current document. If you have never saved your document
when the auto save occurs, you will be given the chance to give your document
a name.
Use intelligent quotes - This enables the curled quotation marks that
indicate the opening and closing of a quotation. If this feature is enabled, BET
automatically uses the curled variation of quotation marks as you enter new
text. Changing this option has no effect on previously entered quotes.
Covert 8-bit ASCII text on saves - When this feature is turned off, BET
writes 8-bit ASCII text (such as files created by Merlin) just as it was read.
This means that you can use BET to edit such files without the manual conversion
most text editors require. If this feature is enabled, BET will clear the high
bits of all characters of such files at save time. This allows you to convert
such files to normal 7-bit ASCII text, again, without a manual conversion
process.
Default Font - This preference allows you to specify the font, size, style,
and color settings BET uses when creating a new document. This allows you to
override the normal 8 point Shaston system font. You make your selections from
the same Choose Font dialog that you use during the normal operation of BET.
Source Save - This pop-up allows you to specify the language stamp to apply
to Source files when using 'Save As...'. Note that this option's value is not
used when you save your document with 'Save'. In that instance, your document is
stamped with its current language designation.
Ruler Type - Allows you to specify the default measurement type that BET is
to use in displaying the ruler. Current options are English, Metric, and pixel.
Miscellaneous:
BET saves the current position and sizes of the main and Find/Replace
windows to the preference file when BET is closed. When BET is again opened, the
windows are sized and positioned to reflect the saved values.
BET also remembers the current visibility state of the ruler when BET is
closed. The next time BET is opened, the ruler will be visible or invisible,
depending on its previous state.
NOTE: Some serious problems have arisen in testing this feature.
Unfortunately, I do not currently have the time to fully come up with
an alternate method, so I've elected to disable this feature in this
version. It should be enabled in the next release, most probably when
System 6.0 is released later this year.
BET automatically saves the current printer setup (set via Page Setup)
when it is closed. This allows you to set up your most common print variables
once, rather that with each new document.
--------------------------------------------------------------------------------
============
WHAT IT DOES - Or doesn't. It just depends on the way you look at life.
============
- Clicking upon the line spacing and justification buttons will reformat
the entire document. Unfortunately, the Text Edit tool set, of which BET is
based upon, doesn't support multiple rulers just yet.
- Just as the above changes are global, so are the placement of tabs.
Tabs do not belong to a specific line, rather, they currently are for the
entire document. This is also a Text Edit toolset limitation.
- The file translation routines for AppleWorks documents currently only
extract the text. No formatting information that is embedded in the
document is retained. Since the principal reason for implementing this
translator was to enable me to quickly read AppleWorks documents, I've
left out the formatting until a later version. That version will address
both the importing and exporting of fully-formatted AppleWorks documents,
including AppleWorks GS.
--------------------------------------------------------------------------------
=======================
PLANNED FUTURE FEATURES - Will we see it by version 7.0?
=======================
My current future features list (is that mutually exclusive?) is rather
extensive, and growing. But for now, I will be concentrating on finishing those
features that are already partially implemented. As always, your suggestions are
greatly appreciated!
--------------------------------------------------------------------------------
================================================
BUGS, ANOMALIES, AND OTHER UNDOCUMENTED FEATURES - Or, 'What just happened?'
================================================
In its current incarnation, BET is a rather stable piece of code. That's
not to say that everything will work completely properly, but thus far BET has
not crashed for me. That's always a plus in my book.
As I've mentioned above, the Hide/Show ruler option is not enabled in this
version. It should be fully working in the next release, which will coincide
with the release of System 6.0. I have some great new features in the works that
specifically take advantage of new System 6.0 features.
BET has strange behaviour with the AppleWorks GS Word Processor module.
AWGS apparently does not play with the cursor properly. If BET is in the front,
and your cursor keeps changing from the insertion cursor to the arrow cursor,
somewhat like a strobe light, it's not my fault. Call Claris (do they still
develop Apple II software, or just sell it?). Using a text editor while you are
running AWGS's WP is also strange behaviour...
--------------------------------------------------------------------------------
================
ABOUT THE AUTHOR - I'm the one you should blame.
================
I'm currently a pre-junior (yep, that's what I said) computer science major
at Drexel University in Philadelphia, PA. I try to be the Apple II champion here,
but you don't know what oppression feels like until you've gone to a school
where everyone thinks the only computer Apple has ever manufactured rhymes with
'Ack!' Heck, we only have 10,000+ of the suckers here. Somebody has to tell this
place the truth. What is a 'Macintosh IIgs' anyway? I've heard that one far too
many times...
I've been programming the Apple II since 1981, and the IIgs since the day
it was released way back in '86. You probably haven't seen much work with my
name on it due to two irritating habits that I've gotten myself into over the
years. One, from '86 through '87, all I wrote were utilities to help me program.
Very bad rut. The second, once I stopped the first, was the inability to
completely finish projects due to the fact that I wanted everything perfect by
the first release. Well, this is a fine example of the death of my second bad
habit. :-)
--------------------------------------------------------------------------------
======
THANKS - The others you should blame.
======
First off, my tester at Carnegie Mellon, Gregory Ross Thompson. I don't
know what you want to read here Greg, but there's your name. :) Next, all of the
people back at APPLE PITTSburgh, my favorite users' group. Special thanks there
to Matt Irvin and John LaScola. They were the first humans to see BET last
December, and John has given me many fine and useful suggestions. Here at Drexel
we have Reggie "put your favorite quote here" Adkins. He desperately wanted to
see me finally get one of my many, many projects completely done. Does this
count?
I'd also like to thank those that have offered many useful and quite varied
suggestions. Keep them coming! And finally, to all of you who have graciously
sent in your ShareWare fees. I _really_ appreciate your support and you can rest
assured that you will continue to have mine.
Thanks to all.
--------------------------------------------------------------------------------
Well, there you have it. If you have any questions, comments, suggestions,
or anything else that I may be interested in, you can reach me at:
Internet: ujmurphy@mcs.drexel.edu
GEnie: J.MURPHY7
America Online: Jim Murphy
US Mail: Jim Murphy
Apartment A-412
3500 Powelton Avenue
Philadelphia, PA 19104-2464
(215) 387-3521
- II Infinitum -
- Created with Big Edit Thing v1.0b3
Binary file not shown.
+347
View File
@@ -0,0 +1,347 @@
MUSE
SOFTWARE
Beyond Castle Wolfenstein
=========================
"Stop The Fuehrer"
[Back Of Box Text]
You're practically a secret weapon since you escaped torture in Castle
Wolfenstein.(TM) Nobody gets post Nazi guards better than you. That's why
your commanders have a favor to ask: deliver a "package" to the Fuehrer,
The Underground has smuggled a bomb into o closet inside the Fuehrer's
Berlin Bunker. Now it's up to you to move it to a secret conference room,
set the timer... and escape. And that won't be easy. The bunker is
crawling with elite stormtroopers. Any one of them will trip the alarm at
the least suspicion of trouble. But you're not worried- You're ready for
what ever it takes to win this war. You're ready to go Beyond Castle
Wolfenstein.(TM)
The Features
Beyond Castle Wolfenstein(TM) is the sequel to one of America's all-time
best-selling action adventure games; suspense, drama and tension mount as
the game demands quick manual response and even quicker decision-
making.
The ingenuity that created Castle Wolfenstein(TM) is alive and well - and
now more ingenious than ever.
MUSE SOFTWARE
347N CHALES STREET BALTIMORE MD 21201 (301)6597212
[Instructions]
BEYOND CASTLE WOLFENSTEIN
(A SEQUEL TO CASTLE WOLFENSTEIN)
COPYRIGHT (C) 1994
MUSE(R) SOFTWARE
All Rights Reserved
PUBLISHED BY: MUSE SOFTWARE
347 N. Charles Street
Baltimore, MD 21201
For:
Apple II+ or IIe,
Requires 48K, disk drive
DOS 3.3
DO NOT UPDATE this disk with other versions of the disk operating system
(DOS). If you do it will destroy this program disk.
REPLACEMENT - If this disk becomes worn or damaged, Muse(R) Software will
gladly replace it. Send the damaged disk with proof of purchase and
$10.00 to:
MUSE SOFTWARE
347 N. Charles Street
Baltimore, MD 21201
If you have any difficulties in using BEYOND CASTLE WOLFENSTEIN(TM) or
any Muse(R) product, please feel free to call Muse's technical support
staff for assistance:
(301) 659-7212
WARNING- BEYOND CASTLE WOLFENSTEIN (TM) READS AND WRITES TO THE PROGRAM
DISK DURING LOADING AND PLAY. DO NOT PRESS RESET OR REMOVE THE DISK WHILE
THE DISK DRIVE IS ACTIVE AS IT MAY DESTROY THE PROGRAM DISK.
ACKNOWLEDGEMENTS
Programmed by: Eric Ace
Frank Svoboda III
Silas Warner
Documentation: Charles Rammelkamp
Product Marketing: Chrystal Rubino
COPYRIGHT
The BEYOND CASTLE WOLFENSTEIN(TM) software package, including program and
documentation is copyrighted. This program may not be copied or
duplicated, in part or in whole. Willful violations of the Copyright Law
of the United States can result in civil damages of up to $50,000 in
addition to actual damages, plus criminal penalties up to one year
imprisonment and/or a $10,000 fine,
COPYRIGHT (C) 1984
MUSE(R) SOFTWARE
All Rights Reserved
INTRODUCTION
World War II is crippling Europe and the whole world has felt the impact
of one man.
The underground resistance movement has arranged to sneak you into a
secluded courtyard outside the Fuehrer's Berlin bunker with a gun, ten
bullets, and at least one pass to show the guards. A confederate within
the bunker has put a briefcase containing a bomb into a closet somewhere
on the first floor.
Your mission:
Find the bomb, locate the Fuehrer's private conference room, and leave
the bomb, timed to detonate! Then return to the courtyard from which you
entered the bunker. Your underground liaison, Hans Undfusse, will meet
you there and convey you to safety. Good luck!
STARTING THE GAME
LOADING THE PROGRAM AND SELECTING CONTROLS
The Apple version requires either an Apple II+ or Apple IIe computer with
a memory capacity of 48K and DOS 3.3. Apple IIe users must keep the CAPS
LOCK key down at all times.
Insert your program disk into the drive with the label facing up. Turn on
the computer. When the title page appears, press RETURN to display the
control selection page, or wait approximately 15 seconds for a game
demonstration.
You may press K to select Keyboard controls, J to select Joystick
controls or P to select Paddle controls. You may also adjust controls by
pressing A and then the type of controls you want to adjust (K, J or P).
Once you have chosen controls, the screen will display the OPTIONS PAGE.
OPTIONS PAGE
After you have selected your game controls, the screen will display the
game options:
.-------------------------------------------.
| |
| SKILL LEVEL: RESISTANCE FIGHTER |
| |
| SELECT OPTION BY LETTER: |
| |
| A) START A NEW GAME WITH A NEW BUNKER |
| AND PRESERVE CURRENT GAME LEVEL. |
| |
| B) START A NEW GAME WITH A NEW BUNKER |
| AND SET GAME TO LEVEL ONE. |
| |
| C) START A NEW GAME WITH SAME BUNKER. |
| |
| PRESS RETURN TO BEGIN GAME |
| |
`-------------------------------------------'
Select the option you want by pressing A, B or C. When you select the
option you want, a box will appear around your selection. Press RETURN to
begin the game.
When you select option A, you will play the game at your present rank but
with a new bunker. Option B allows you to reset your skill level and
change the bunker. Option C allows you to play at the same skill level
with the same bunker.
PLAYING THE GAME
You enter the bunker at ground level and proceed down to the third level,
where the Fuehrer's conference room is located. You will always start in
the same bunker until you accomplish your mission, or until you generate
a new bunker. You will always start with a gun, at least one pass, and
the maximum of ten bullets and 100 marks.
Each room in the bunker has at least one doorway that leads to an
adjoining room, or an elevator that leads to another level of the bunker.
As you roam from room to room, trying to find the closet that contains
the briefcase with the bomb and then the Fuehrer's conference room, you
will have to show the proper pass to the guard when he demands to see it.
If you show the wrong pass he will continue to demand that you show your
pass. At this time you can either try again to guess which one he wants
or you can bribe him with money. The guards seated at desks can be bribed
also, - for information, which they'll give in cryptic phrases whose
meaning you must decipher.
You can shoot the guards, but if any other guards see or hear you
shooting your gun, they will trip the alarm to alert the whole bunker. If
you kill a guard, you can drag the body away, out of the main
thoroughfare, to conceal it from the other guards. If you have a dagger
you can kill them silently. The guards will set off the alarms if they
see a body, or if they are at all suspicious, and unless you can find a
way to disable the alarm system, they will all come after you.
When you search a dead or surrendered guard and find some items that you
need, they will automatically be transferred to your supply. However,
bullets will be transferred only if the guard's clip contains more
bullets than your clip.
Replenish your supply of bullets and acquire money, passes and other
supplies by searching guards and opening supply closets. Some of the
supply closets are locked, and you'll have to use the number keys on your
keyboard to figure out the correct combination. Three single digit
numbers pressed in sequence unlock the door. You'll hear the tumblers
click for each number. If you press a wrong number, you must start the
combination over. For example, suppose that the combination for a closet
is 1-7-9. If you press 1, you will hear a click. If the next number you
press is anything BUT a 7, you will not hear the click, and you must re-
enter the combination from the beginning (i.e., press 1 again). When you
hear two clicks in sequence, you have the first two numbers of the
combination. Repeat this trial-and-error process until you get all three
numbers in sequence. The door will then unlock. You can get first aid
kits from the closets. You'll find first aid kits useful when you get
wounded.
After you find the bomb, you may have to reset the timer before you find
the Fuehrer's conference room. To do this, first set the briefcase down
(B), then reset the timer(R). Pick up the briefcase again, once the timer
has been reset (B).
To show passes, press the corresponding number key when the guard
requests it.
AIMING AND MOVING CONTROLS
KEYBOARD FOR APPLE
Moving Keys Aiming Keys
^ ^
| |
Q W E I O P
<- A S D -> <- K L ; ->
Z X C , . /
| |
v v
To stop movement press S.
To shoot gun press L.
To holster gun press H.
JOYSTICK FOR APPLE
Make sure the joystick is plugged into the Game I/O port. The joystick
controls the direction of movement or aim. TO MOVE your man, turn the
joystick in the desired direction. TO AIM gun, hold the BOTTOM button
DOWN and move the joystick in the desired direction. Release both
simultaneously. TO FIRE gun, press TOP Button. TO HOLSTER either press
the H key or press the BOTTOM Button with the joystick in the center
position.
PADDLES FOR APPLE
Paddle 0 controls movement. The dial controls the direction of movement,
and holding DOWN the FIRE Button causes you to move. Paddle 1 controls
the gun. Press H to take out gun. The dial controls the direction of aim,
and pressing the FIRE Button fires the gun. Press H again to holster the
gun.
KEYBOARD GAME CONTROL KEYS
FUNCTION APPLE*
To fire Gun: L
To holster Gun: H
To switch weapons (Gun or Dagger): :
To drop and pick up Bomb: B
To reset Bomb: R
Use contents of Open Closet: U
Show Pass: 1-5
Bribe Guards: M
Use contents of First Aid Kit: F
To use Tool Kit: CTRL-T
To use Keys: CTRL-K
Terminate play and save position: ESC
Exit Demo Mode: ESC
List Personal Supplies: RETURN
Opening Closets: aim gun at the closet and press the spacebar.
Unlock Closets: aim gun at closet then use number keys for 3-digit
combination.
Search Dead Guards: stand over body and press spacebar.
Drag Dead Guards: stand adjacent to body, aim gun in the general
direction of the body and press spacebar.
*NOTE: if you have an Apple IIe, the CAPS LOCK key must be down at all
times
SAVING YOUR POSITION
To terminate play and save your position, press ESCAPE (ESC).
The next time you load the game, the OPTIONS PAGE will include an
additional option:
.-------------------------------------------.
| |
| SKILL LEVEL: RESISTANCE FIGHTER |
| |
| SELECT OPTION BY LETTER: |
| |
| A) START A NEW GAME WITH A NEW BUNKER |
| AND PRESERVE CURRENT GAME LEVEL. |
| |
| B) START A NEW GAME WITH A NEW BUNKER |
| AND SET GAME TO LEVEL ONE. |
| |
| C) START A NEW GAME WITH SAME BUNKER. |
| |
| D) RESUME GAME CURRENTLY IN PROGRESS. |
| |
| PRESS RETURN TO BEGIN GAME |
| |
`-------------------------------------------'
Select option D to continue the game you've previously saved. If you
select any of the other options, you will lose the game you've saved.
ADVANCING TO ANOTHER RANK
You can play at five skill levels of increasing difficulty. When you
successfully complete the first skill level, you will be able to try
again at a more difficult skill level. You also have the option of
returning to a lower skill level.
The skill levels are listed below:
RESISTANCE FIGHTER
ALLIED INTELLIGENCE AGENT
TOP SECRET OPERATIVE
MASTER SABOTEUR
ELITE STRIKE FORCE SPY
[These instructions are complete. Minor editing was made to remove
superfluous Commadore instructions and to account for missing diagrams.]
+81
View File
@@ -0,0 +1,81 @@
BGMUSIC Background Music, by Guy T. Rice BGMUSIC
Version 1.0 documentation
This program lets you play music or some digitized sound in the background
while you are using an Apple IIgs program. Since it is an NDA, it will only
work with programs that use the standard IIgs desktop interface. It can play
any digitized sound file. You can create these digitized files with an MDIdeas
SuperSonic Digitizer, or with a Future Sound digitizer, or whatever.
How to set it up:
First of all, there's a program called BGMUSIC. This program must be
copied into your DESK.ACCS directory, which is inside your SYSTEM folder.
It doesn't matter what position it takes in the catalog. Personally, I always
keep my desk accessories alphabetized.
Secondly, you will need a digitized sound file. Put this into your
DESK.ACCS directory, and rename it MUSIC. Digitize whatever music you like
best. You should probably digitize as slowly as possible, as you don't want
to use up too much memory. (Memory used by BGMUSIC cannot be used by your
program. However, if you run out of memory, you can click the Close box for
BGMUSIC. This will release all the memory BGMUSIC was using immediately.)
Finally, there is a program called AUXSET. You can put that program
anywhere you want, it doesn't matter. When you change sound files, you may
have to run this program. It modifies the playback rate of the sound file by
changing it's "auxtype" field. If a file is digitized at a different rate,
then it must be played back at a different rate. This program can also be
used to configure STARTSOUND and SYSBEEP as well as BGMUSIC.
When you run AUXSET, it will ask for the pathname of the file you wish to
modify. You should type something like this:
/HARD.DISK/SYSTEM/DESK.ACCS/MUSIC
Replacing "HARD.DISK" with whatever the name of your hard drive it.
A note on digitizing for BGMUSIC:
Since loading sound files takes time, I would suggest digitizing sounds
at the slowest possible rate, so that they take up the least amount of space
and can be loaded quickly. The quality of the sound goes down, however, when
you digitize slowly. Its a tradeoff, but I think it's best to speed up the
boot process by slowing down the digitizing rate.
If you are using the MDIdeas SuperSonic Digitizer, and the new Sound Edit
program, go into the "Preferances" section before digitizing. Set the
Playback rate to 40, and the Digitizing rate to 34. Then click "Okay". This
will result in the most compact sound files.
Oh, also, don't pack the resulting sound file when saving it. Leave it
unpacked. And make sure the file's playback rate is set at 200. (Note, the
playback rate used by BGMUSIC is on a different scale than that of Sound
Edit. To be specific, the BGMUSIC playback rate is the parameter passed to
the Sound Manager toolset as playback rate.) Run AUXSET to set this.
Macintosh and other sound files:
When playing back files digitized on a Macintosh, a playback rate of 450
has worked best for me so far. If that doesn't work, 200, 300, and 400 also
are good bets.
Finally, if you figure out how to use sound files from any place I
haven't mentioned, let me know. I don't know if any other computers use the
same kind of files as Apple IIgs and Macintosh, but I'd love to hear from
anyone who does. My GEnie mail address is GUYRICE, and my Post Office address
is given below.
Final notes:
This software is completely public domain. You are not OBLIGATED to send
any money at all. However, you are NOT RESTRICTED from doing so, either. If
you really liked this program, STARTPIC, STARTSOUND, SYSBEEP, or any other
public domain programs I have written, and feel you need to show your
appreciation to me somehow, my address is:
Guy T. Rice
P.O. Box 13036
Dinkytown Station
Minneapolis, MN 55414
Binary file not shown.
+98
View File
@@ -0,0 +1,98 @@
Bilestoad Help File : by Moose
----------------------
Bilestoad for the Apple ][ / + / e.
I have tested this game on Apple Win and it works fine, except
for the sound.
Unfortunately, the sound is not as good as the original Apple ]['s.
This is the case (at least) on my "El cheapo" 8 bit mono Orchid Sound
Producer sound card. The PC Speaker is far worse, and it sounds
like a "duck farting under water" !!
This is the only game that Apple Win has not done justice to, IMHO.
The game is a top down view of a huge arena where 2 gladiators fight.
The game involves you controlling :
- a human controlled gladiator against a computer controlled gladiator, or,
- a human controlled gladiator against another human controlled gladiator.
The controls are :
------------------
Player 1 Player 2 Description :
Q W E I O P Swing axe outwards / stop / inwards
Z X C , . / Bring shield outwards / stop / inwards
A S D K L ; Turn whole body anti-clockwise / stop / clockwise
Left ALT Right ALT Walk forwards
If you chop the arm regions of the other gladiator enough, you can cut their
sword arm off or shield arm off completely, effectively rendering them
defenceless / attackless.
Hitting your opponents body with an axe will quickly kill them.
So, go for the arms first, so you score more points, and have more
fun !! ;-)
Starting the game :
-------------------
Enter a name for a robot (such as your own name) to get a "human"
controlled robot. Otherwise press enter for a Computer Controlled
gladiator.
As you play the game, keep note of your "class" codes. I think that
these are in effect the level. If you are a good / successful fighter
then the matches will get harder to keep up the chalenge.
In Game Objects :
-----------------
Scattered around the "arena" are various round objects with pictures inside
them.
Stars Teleport to another disk in the same arena
Yin / Yang Is a special hovering disk. When you stand on it, it
lets you move much faster and gain a big advantage
over your opponent.
Faces These are "next level" teleports.
If you step on one of these you are effectively
"throwing in the towel" for this level, and your opponent
gains a big points score (5,000 points) as a result.
Computer players don't seem to get a penalty for quitting !
Screen Maps, etc :
-------------------
The Maps on the right hand side of the screen show the current playing
arena in high, medium, and low ZOOM magnifications.
At the end of say 10 rounds or so, the winner is the gladiator with
the highest score.
Bilestoad for the MAC / PC :
----------------------------
The man who wrote the original Bilestoad is now developing a new
version for the Macintosh and hopefully the PC. It features
incredible graphics and looks fantastic so far !
Check out the Bilestoad Home Page for full information, screen shots,
details, etc :
http://www.continuumsi.com/~marc/bilestoad.html
Bilestoad is a classic Apple ][ game !
It looks set to become a classic PC / MAC game in the future.
Moose
October 23, 1995.
+35
View File
@@ -0,0 +1,35 @@
!! BIRTH OF THE PHOENIX !!
FIRST OF ALL WE WANT TO TAKE CARE OF EVERYTHING ON THE FIRST SIDE OF THE
RAVINE.
"GET BOOK", "OPEN BOOK", "DROP BOOK", "EAST", "GET SHOVEL", "GET FLASHLIGHT",
"WEST", "WEST", "CLIMB TREE", "GET BRANCH", "GET NET", "DOWN", "NORTH", "ON
FLASHLIGHT", "DOWN", "GET RUBIES", "UP", "DROP FLASHLIGHT", "EAST", "EAST",
"TURN DIAL", "10", "22", "35", "GET DIAMONDS", "WEST", "PHOENIX"
THAT ABOUT DOES IT FOR THE FIRST SIDE. NOW TO STOP THE CLOCK THAT IS TIMING
YOU, AND DROP THE TREASURES.
"GET KEY", "NE", "GET STICK", "EAST", "NORTH", "WIND CLOCK", "DROP KEY".
THERE THE CLOCK IS STOPED. "WEST", "GET POTION", "WEST", "GET SAPPHIRES",
"NORTH", "DROP DIAMONDS", "DROP RUBIES", "DROP SAPPHIRES".
NOW TO GO BACK AND GET THE PHOENIX.
"SOUTH", "EAST", "EAST", "SOUTH", "WEST", "SW", "NW", "GIVE POTION", "DIG",
"SHOVEL", "DROP SHOVEL", "GET BAG", "OPEN BAG". THIS BAG IS USED TO MAP THE
MAZE. I HAVE ALREADY DONE THAT FOR YOU. "DROP BAG", "NW", "NORTH", "NORTH",
"WEST", "EAST", "CATCH PHOENIX", "GET PHOENIX", "UP", "SE", "SE", "NE", "EAST",
"NORTH", "WEST", "WEST", "NORTH", "NORTH", "DROP PHOENIX", AND FINALLY, "RUB
STICKS".
IT IS DONE. A PERFECT SCORE. I JUST HOPE YOU HAVE PLENTY TO DO DURING THE
NEXT 500 YEARS WHEN THE NEXT PHOENIX WILL BE BORN.
BROUGHT TO YOU BY.....
DOCTOR FLORA

+144
View File
@@ -0,0 +1,144 @@
____________
/ \ ARCADE SOUND
< BLACK BELT > MOCKINGBOARD SUPPORTED
\____________/ APPLE 48K - 1 DRIVE
PROGRAMMED BY: KEVIN RYAN
FROM: EARTHWARE COMPUTER SERVICES
_______________________________________
CRACKED BY: CREATIVE CRACKER
AND HIGH TECHNOLOGY
THE APPLE MAFIA
SHERWOOD FOREST ][ - THE PIRATES CHEST
[914][359][1517] [617] 891-1349
_______________________________________
BLACK BELT INSTRUCTIONS
-----------------------
DETAILS OF SPARRING:
THE SPARRING MATCH FOLLOWS THE RULES
OF TAEKWONDO SPARRING AND THERE ARE SIX
SKILL LEVELS RANGING FROM WHITE TO
BLACK. THE SKILL LEVEL OF THE MATCH IS
DETERMINED BY THE COMBATANTS. IF YOU
ARE SPARRING AGAINST A COMPUTER
OPPONENT, THE SKILL LEVEL WILL BE THAT
OF YOUR COMPUTER OPPONENT. IN A 2-
PLAYER GAME IT WILL BE THAT OF THE
HIGHER OF THE 2. THE SKILL LEVEL AF-
FECTS SPEED, FATIGUE EFFECTS,
TAEKWONDO FORMS ALLOWED AND INTELLI-
GENCE OF THE COMPUTER OPPONENT.
LISTED BELOW ARE THE ACTIONS A PLAYER
CAN TAKE AND THE SKILL LEVEL THAT THEY
BECOME AVAILIBLE:
SIDE BLOCK...................WHITE
LOW BLOCK....................WHITE
PUNCH........................WHITE
SIDE PIERCING KICK...........WHITE
FRONT SNAP KICK..............WHITE
TURNING KICK.................WHITE
BACK PIERCING KICK..........YELLOW
DOWN KICK....................GREEN
REVERSE TURNING KICK..........BLUE
FLYING SIDE PIERCING KICK......RED
ALL MOVEMENT ACTIONS ARE ALSO AVAILIBLE
AT THE WHITE LEVEL. ALL ATACK ACTIONS
ARE AVAILIBLE AT THE RED BELT LEVEL.
KEYBOARD CONTROLS:
W,R- UPPER KICKS
X,V- LOWER KICKS
E- WALK TOWARD SCREEN
C- WALK AWAY FROM SCREEN
S- WALK LEFT
F- WALK RIGHT
D- SWITCH DIRECTION FACING
U- FLYING SIDE PIERCING KICK TO LEFT
O- FLYING SIDE PIERCING KICK RIGHT
J- PUNCH TO LEFT
L- PUNCH TO RIGHT
M- TURNING KICK TO LEFT
.- TURNING KICK TO RIGHT
I- DOWN KICK
K- SIDE BLOCK
O- LOW BLOCK
JOYSTICK CONTROLS:
THE JOYSTICK CONTROLS ARE SIMILAR TO
THE KEYBOARD CONTROLS, WITH BUTTON 1
USED TO SELECT WHICH SET OF CONTROLS
TO USE.
WITH BUTTON 1 UP:
______________________________
! UPPER ! WALK ! UPPER !
! KICK ! AWAY ! KICK !
! TO ! FROM ! TO !
! LEFT ! SCREEN ! RIGHT !
!_________!________!_________!
! ! ! !
! WALK ! ! WALK !
! LEFT ! ! RIGHT !
!_________!________!_________!
! LOWER ! WALK ! LOWER !
! KICK ! TOWARD ! KICK !
! TO ! SCREEN ! TO !
! LEFT ! ! RIGHT !
!_________!________!_________!
WITH BUTTON 1 PUSHED:
_____________________________________
! FLYING SIDE ! ! FLYING SIDE !
! PIERCING ! DOWN ! PIERCING !
! KICK TO ! KICK ! KICK TO !
! LEFT ! ! RIGHT !
!_____________!_______!_____________!
! PUNCH ! ! PUNCH !
! TO ! SIDE ! TO !
! LEFT ! BLOCK ! RIGHT !
!_____________!_______!_____________!
! TURNING ! ! TURNING !
! KICK ! LOW ! KICK !
! TO ! BLOCK ! TO !
! LEFT ! ! RIGHT !
!_____________!_______!_____________!
HIT BUTTON 0 TO SWITCH DIRECTION.
PLAYERS CAN GET POINTS DURING SPARRING
IN THE FOLLOWING WAYS:
1. CONNECTING WITH AN ATTACK
2. BLOCKING AN OPPONENT'S ATTACK
THE WINNER IS DETERMINED BY THE NUMBER
OF WARNING.
PRACTICE SECTION:
OPTION #2 ALLOWS YOU TO LOOK AT THE
DIFFERENT ATTACKS THAT ARE AVAILIBLE.
______________________________________
C.C. - 02/18/84
(?=MENU,QUIT=0, 1-8) ->:
+234
View File
@@ -0,0 +1,234 @@
-:[First Class Presents]:-
--------------------------------
[The Black Cauldron Ducumentation]
--------------------------------
[Written by: The Andrex]
---------------------------------------
Requirements: Apple ][e/][c with 128k
---------------------------------------
Loading Instructions
********************
1) Insert Disk 1, label side up, into
drive 1. Close the door to the disk
drive.
2) Turn on power to the monitor, then
the computer.
3) If you are using a joystick, you
will be prompted to center the joy-
stick, then press either joystick
button.
4) When prompted, turn the disk over
and press RETURN.
5) To bypass the banner page and cred-
its, press any key.
If you have trouble loading The
Black Cauldron on an Apple ][e, first
look at the serial number on the cen-
ter back of your computer's mother-
board. If it ends in "A", you have an
old motherboard, which you can get up-
dated free of charge through any Auth-
orized Apple dealer. If you have the
right motherboard, check your 80-col-
umn card. If there are two or three
exposed lower prongs in the lower left
corner, you are missing the jumper
that goes over these prongs. Acquire
one through your local Apple dealer.
Because of random events and diff-
erent levels of victory, you can play
the game many times over and never play
the same game twice! If you are espec-
ially clever, and find every hidden nu-
ance in the game, you can score a maxi-
mum of 230 points in The Black Cauldron
COMMANDS FOR THE HERO
*********************
STATUS
------
At the STATUS screen, you may see a
list of objects you are carrying, or
perform any one of several game com-
mands:
HELP (see list of control keys for
available commands.)
SAVE the current game.
RESTORE a previously saved game.
RESTART the game.
Press the black Apple key or press
the upper joystick button to view the
STATUS screen. Use the arrow keys or
joystick to highlight a game command
(HELP, SAVE, RESTORE, RESTART), press
black Apple or upper joystick button,
and follow the prompts to perform the
command you have highlighted. To go
back to the game screen, press black
Apple key or the upper joystick button.
TO LOOK
-------
In your explorations, you will often
want to look at an area or object on
the screen:
Look at the room.
Look at the magic sword.
Press 8 (or use the lower joystick
button) to LOOK. What you actually see
will depend on where you are standing.
To LOOK at something you are carrying
, go to the STATUS screen and highlight
the object; then pressing the clear
Apple key (or lower joystick button).
The game screen will reappear, with a
closeup of the object you want to ex-
amine.
TO DO
-----
You can DO any of a large variety of
activities:
Open the door.
Talk to Dallben.
Get the apple.
Press 6 (or use the lower joystick
button) to DO something. What you ac-
tually DO will depend on what has happ-
ened in the game, and where you are
standing. To open a door, you need to
stand next to it. If you stand some-
where else, something quite different
may happen.
TO USE
------
At some point in the game, you may
USE each of the objects you pick up:
Use the gruel to feed Hen Wen.
Use the flask to get water.
Use the key to unlock the door.
Go to the STATUS screen, and high-
light the object you want to USE. Af-
ter you return to the game screen,
press 4 (or use the lower joystick but-
ton) to USE the currently selected ob-
ject. The objext will remain selected
until you give it away, use it up, or
select another object.
CONTOL KEYS
***********
BLACK APPLE - display STATUS screen.
TAB - display STATUS screen.
ESC - PAUSE game.
1 - toggle sound on/off.
2 - display HELP screen.
3 - SAVE current game.
4 - USE object currently sel-
ected on status screen.
5 - RESTORE a previously
saved game.
6 - DO something: talk, enter
exit, get, etc...
7 - RESTART game.
8 - LOOK at an area.
CLEAR APPLE - LOOK at selected object
from STATUS screen, or
display USE, DO, LOOK
menu.
CTRL-Q - install and/or center joy
stick during game.
RETURN - RETURN to game from
STATUS screen.
BLACK APPLE - RETURN to game from
STATUS screen.
Use the arrow keys to move north,
south, east and west.
S
<-- --> ^
W E /!\ !
! \!/
v
N
Use these keys to move diagonally:
NW: ; & :
NE: " & '
SW: > & .
SE: ? & /
SAVING YOUR GAME
****************
Preparing a save game disk
----------------------------
You will need to prepare your "save
game disk" only once. From the game
screen, type INIT DISK and press the
RETURN key. Following the prompts on
the screen to create a "save game disk"
If you have two drives, you may put
your "save game disk" in drive #2 and
leave it there as you play.
Saving your game
------------------
To save your game, press 3; or go to
the STATUS screen and yse the joystick
or arrow keys to highlight SAVE GAME,
then press Black apple key or the upper
joystick button. Next, follow the
prompts on the screen. You will be
asked to enter a letter to identify
your game. Type a different letter for
each game you want to save--if you type
a letter you have already used, the
game previously saved under that letter
will be erased.
Restoring your game
---------------------
To resume a previously saved game,
press 5; or go to the STATUS screen and
use the joystick or arrow to highlight
RESTORE GAME. Following the prompts,
type the ltter for the saved game you
wish to restore.
---------------------------------------
thats it..
Another rad First Class Crack!
Call: The Motherboard 10 megs
[516] 333-7165
Binary file not shown.
+160
View File
@@ -0,0 +1,160 @@
_______________________________________________________________________________
BlackSpring GS v4.0
by: Ronand E. Mercer (aka. The Dungeon Master)
Copyright 1988/1989 Ronald E. & Robin R. Mercer
_______________________________________________________________________________
[ A Full-Featured ACOS Word Processor ]
This program utilizes the ProTERM Special terminal emulation for its effects
------------------------------------------------------------------------------
CHECKLIST
Here is a list of items that have been included in this package:
BLACKSPRING : the actual program
BLACKSPRING.DOX : documentation on the program (what you're reading now)
UPDATES : file which describes updates to the program
NUVISION.GS : NuVision GS Video Driver.
NUVISION.PATCH : Installation program.
NUVISION.DOCS : Documentation for NuVison GS.
------------------------------------------------------------------------------
INSTALLATION
To install BlackSpring into your system, you must first install NuVision GS.
By installing this patch you will be able to see ALL of the ProTERM Special
effects locally, thus taking alot of burden off of the editor.
Consult the NuVision GS Documentation file for installation procedures.
Now you will need to copy the USE file into your system. Simply copy the
BLACKSPRING file to whichever drivespec you please.
And finally, you will need to modify your segments so that BlackSpring will be
incorporated into your system. To do this, please refer to the next section.
------------------------------------------------------------------------------
BLACKSPRING OPERATION NOTES
BlackSpring has a buffer size of 96,854 bytes. However, the buffer size isn't
really measured in bytes, it's measured by lines (a line is equivalent to 79
bytes). So really, the buffer size is 1226 lines.
The use format is as follows:
use "x:blackspring",[username],[filename],[optional]
[username] = a3$ This is the variable containing the name of
the person who's using the editor.
[filename] = "x:filename" This is the filename of the file that will be
written when the save option is issued.
[optional] = 0 or 1 This is only used when editing text files. If
you wish to edit a text file this must be set
to 1. Please refer to the next section.
When you return from BlackSpring, memory location 10 will contain one of three
values which will give you some miscellaneous information:
peek(10) value 0 = No errors occurred and message was saved.
1 = Message was aborted and not saved.
2 = The file that was loaded was too large [buffer overflow].
BlackSpring creates a text file which corresponds to the SPEC/NAME defined in
the USE string. You should copy this file into your MSG file and then delete
it.
Please refer to the program example at the end of this documentation file.
------------------------------------------------------------------------------
EDITING TEXT FILES WITH EDITOR
A unique feature of BlackSpring is that it allows you to edit text files
on-line. These text files can only be 1226 lines long, and no longer.
The process is very simple. Simply place a one in the [optional] extension
and the file will be loaded instead of created.
If the text file that you are loading is longer than 1226 lines, memory
location 10 will contain a 2 and BlackSpring will not allow you to edit it.
When the Save/Write command is issued the old text file will be written over
with the newly edited one. If no text file existed, it will be created.
BlackSpring will allow you to use control characters in the text files.
Control characters will appear in inverse during editing.
If a line in a text file is longer than 79 characters, it will be split into
two different lines. It is not recommended that you use BlackSpring to edit
segments, since most segments have lines that are longer than 79 characters.
Example Program:
input @2 \"Filename to edit: " i$:if i$="" return
use "g:blackspring",a3$,i$,1:if peek(10)=2 print \"File too long...":return
if peek(10) \\"[ Aborted ]"
return
-------------------------------------------------------------------------------
GETTING HELP FROM THE EDITOR
If you, or one of your users, is in need of a command list, then he/she only
has to press Control-A (user) or Open-Apple A (sysop) to get a Help Window.
The Help Window will appear on the screen. You simply press RETURN when you
are done using the Help Window and the screen will be refreshed and you can
continue to write your file.
------------------------------------------------------------------------------
COMMANDS
Control-A Display Help Window
Control-B Jump to Line 1 of the editor
Control-C Center the current line of text
Control-D Delete current line; pull text up
Control-E Toggle Insert/Replace Mode
Control-N Jump to Last Line of the file which you're editing
Control-P Toggle Insert Control Characters ON/OFF
Control-W Write: Save Message
Control-T Toggle tab stop
Control-X Clear the contents of the current line
Control-Y Delete the word under the cursor
Control-Z Insert Line; push text down
DEL Delete character to the left of cursor
TAB Jump to next tab stop
ESC Abort: Abort Message
Arrow Keys The arrow keys allow for FULL SCROLLING CAPABILITIES
If the SysOp wishes to use BlackSpring, then he/she can only enact the above
commands by means of the Open-Apple key (instead of the Control key). This
alleviates the compatability problem with the ACOS control-character commands.
______________________________________________________________________________
PROGRAM EXAMPLE
;BlackSpring v4.0 - Full featured ACOS word-processor
;variables used:
;a3$=full name of user that is on-line
; f$=filename of the text file you're writing/editing
editor
use "x:blackspring",a3$,f$:return
______________________________________________________________________________
(this documentation file was written using BlackSpring v4.0)
Binary file not shown.
+84
View File
@@ -0,0 +1,84 @@
+ -=> BLADE OF BLACKPOOLE <=- +
START:
FROM WHERE YOU START THE GAME FOLLOW THESE DIRECTIONS:
[ E, N, N, W ] YOU SHOULD BE IN THE WEAPONS SHOPPE! BUY ALL ITEMS EXCEPT THE
KNIFE! IT IS USELESS! ALSO- IF YOU COME ACROSS AN ITEM IN YOUR TRAVELS THAT WE
DON'T TELL YOU TO PICK UP, DON'T, IF YOU DO IT MIGHT RUIN THE ENTIRE SET UP!!!
ANYWAY, BACK TO THE SHOPPE, AFTER YOU BUY ALL THAT YOU NEED GO "E"AST. TYPE
"TALK BARTENDER" AFTER YOUR LITTLE CHAT FOLLOW THESE DIRECTIONS: [S, S, E]
-=> QUICKSAND <=-
---------
TYPE "SWIM E" THEN "SWIM N", GET THE
POTION AND THEN GO "N"ORTH.
(FROM NOW ON ANYTHING IN "QUOTES" IS A DIRET COMMAD!!!)
TYPE "GET BEES" (MUST HAVE THE HONEY YOU BOUGHT IN STORE!) THEN GO [ S, S ] AND
"SWIM W" AND "SWIM W AGAIN! GO [ W, W ] AND "GIVE BEES" TO THE HUGE PLANT!!!
NOW FOLLOW THESE DIRECTIONS:
[ N, N E, E, N ] "DROP HONEY" THEN [ S, W, W, S, S, E, S ] AND YOU SHOULD NOW BE
AT A BOAT. TYPE "POUR POTION BOAT" AND BOAT WILL SHRINK UP! NOW "GET BOAT" AND
GO: [ N, W, N, N, E, E, N, W, N ] AND YOU WILL FALL INTO A PIT! THERE IS NO WAY
TO AVOID THIS, SO YOU MUST DO IT! IT WON'T HURT YOU! NOW TYPE "THROW ROPE" AND
THEN AFTER ROPE IS SECURED "U" FOR UP. AND THEN "GET ROPE" BECAUSE YOU THREW IT
AND IT IS NO LONGER IN YOUR POSESSION! YOU WILL NEED IT LATER. NOW GO: [ N, E ]
AND THEN "LIGHT LAMP" AND THEN [ W, S, S ], "GET AMULET", [ S, SAVE, S, S, E, E,
N, E, N], "GIVE AMULET" (YOU SHOULD BE AT A TREE) AND THEN [ S, W, N ].
NOW, TYPE "DROP ROPE", AND THEN TYPE "BUY ALE", THEN "DROP MONEYBELT" (YOU WON'T
NEED IT ANYMORE!) AND FINALLY, "GET ROPE".
-=> INVENTORY CHECK <=-
STAFF, OLD LAMP, SPELL BOOK, ROPE, MINIATURE BOAT, MUG OF ALE
IF YOU ARE MISSING ONE OF THESE THEN YOU MAY WANT TO GO BACK AND CHECK TO SEE
WHAT YOU DID OR DIDN'T PICK UP.
NOW MOVE -=>
[S, S, W, W, N,N, E, E, N, W, N, N,] AND TYPE "SING". (YOU SHOULD BE AT THE
CLIFF AREA RIDGE BEFORE WHERE YOU LIT YOUR LAMP) A GIANT EAGLE WILL FLY DOWN AND
PICK YOU UP. NOW TYPE "GO PAD". YOU WILL BE TRANSPORTED ACROSS THE RAVINE! NOW
FOLLOW THESE DIRECTIONS: [ N, W ], "THROW ROPE", "D", "GET ROPE", [S, W] AND
"DROP BOAT" (IN RIVER) NEXT TYPE "GO BOAT" AND "PADDLE N", "PADDLE N", YOU SEE A
MONSTER! TYPE: "POUR ALE WATER" (AT SEA MONSTER), AND THEN KEEP "PADDLE N" UNTIL
YOU HIT AN ISLAND! A STATUE OF A GRUD WILL BE STANDING THERE... TYPE "GIVE BOOK"
AND IN TURN, YOU WILL RECIEVE A KEY! NO GO [S], "PADDLE S" (TWICE), AND THEN
"PADDLE W", [W (BOULDER WILL DISAPPEAR), W, W] AND "GET HELMET". NOW GO: [ E, S
], AND "UNLOCK DOOR", [S], "DROP KEY", [S, S, E], AND "GET LONGBOW",
[E,E,E,S,S,S,W] AND "GET SCROLL", [W,N,E,E,E,E]. NOTE: THIS IS THE LABYRINTH AND
IT IS DONE RANDOMLY. IF THE ABOVE WILL NOT PUT YOU BACK AT THE SIGN, MOVE AROUND
SEE AND TRY GOING [E]AST ABOUT THREE TIMES.
-=> INVENTORY CHECK <=-
STAFF, OLD LAMP, LONGBOW, SCROLL, HELMET, ROPE
FROM SIGN GO: [N,N,E,E], "GO BOAT", AND "PADDLE N", "PADDLE N", "PADDLE W" AND
THEN TYPE "D". YOU SHOULD BE IN A LAIR OF A LIZARD! DON'T MAKE A N,S,E,W MOVE OR
YOU DIE! TYPE "READ SCROLL", YOU WILL SEE TWO SPELLS 'REGNILO' & 'MAHDEN'. TYPE:
"SAY MAHDEN" AND AN ARROW WILL APPEAR. "GET ARROW", "SHOOT LIZARD".
NOTE: DON'T EVER SAY 'REGNILO' AS IT WILL MAKE YOU LOSE ALL OF YOUR EQUIP.
NEXT GO [S], "GET SWORD", [N,N], "PADDLE E", "PADDLE S", "PADDLE S", "PADDLE W",
[W,W,S,S,W]. FINALY: "PUT SWORD ALTAR"
"SAY MYRAGLYM"
----------=> ZAP <=--------------------
YOU ARE TELEPORTED TO A FOREST!
NOW GO: [S, S, E], BY NOW YOU WILL BE GETTIN HUNGRY AND WILL DIE IF YOU
DON'T EAT! BUT YOU SHOULD SEE: A JAR OF HONEY!!! SO TYPE "DROP LONGBOW", "GET
HONEY", "EAT HONEY".
[S, W, W, S, S, E, E, N, N, ]
-=> YOU HAVE NOW WON <=-
-=> BLADE OF BLACKPOOLE! <=-
<<<<<<>>>>>>ALTERNATE ROUTE<<<<<<>>>>>>
IN THE SHOPPE-=>
BUY ALL EXCEPT KNIFE AND STAFF!!! AND GET THE SHIELD WHICH CAN BE FOUND JUST
SOUTH OF THE TAVERN [S,S]. AND AT ALL COST, KEEP YOUR MONEYBELT, THE MORE GOLD
YOU HAVE AT THE END OF THE GAME IN YOUR POSSESION, THE MORE POINTS!!!! SO, DROP
THE MONEYBELT WHERE YOU DROP THE HONEY. AND PICK IT UP WHEN YOU EAT TH
Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More