DOS pCNJg @ hpNup`dos.library -= Press and instantly release a mouse button. Attributes Special characteristics assigned to text such as bold, underline, shadow, etc. Highlight Using the mouse, position the pointer over the desired text and then press and hole down the left mouse button. Move the mouse and the corresponding text will appear in reverse video showing it has been highlighted. Toolbox The toolbox is located on the far right side of the screen. It J+e is used for switching between entering text and graphics. Graphic Object A column or drawing created using the toolbox. Text Object Text placed outside a column. Pointer The indicator on the screen that shows where you are on the page. Publishing Partner has the pointer shapes. Publishing Partner pointer shapes: Crosshair (drawing) pointer I beam (text) pointer Open hand (move) pointer Arrow (choice) $ pointer for menus, dialog boxes, toolbox, sizing columns, and sizing graphic objects. Picture frame (buffer) pointer indicates you are about to move or copy a picture or graphics object from the buffer. Text icon - If a column becomes filled with more text than will fit and you click on the "overflow" indicator, the pointer will change to indicate that you have just "picked up" the excess text. "Cr j?opping" symbol - When the scissors mode is selected, you will see the cropping symbol indicating you can trim a picture. CHAPTER ONE A 10 minute tour of Publishing Partner This 10 MINUTE TOUR has been designed so you can quickly see some of the many options Publishing Partner has to offer. After working through the 10 MINUTE TOUR , you will greatly benefit from the more in depth tutorial found in Chapter 2. If we're going to finish in 10  minutes, let's get started. GETTING STARTED When you open the Publishing Partner package, you will find 2 disks. One disk is labeled "Color Version" and the other is labeled "Monochrome Version". If you wish to use Publishing Partner on a color system, you will need to load the program from the disk labeled "Color version". If you wish to use the Publishing Partner on a monochrome system, you will need to load the program froQt m the disk labeled "Monochrome Version". Before you turn the computer on, you must insert the publishing partner program disk in drive A. If you use a disk other than publishing partner when turning the computer on, you will be unable to print (such as Epson and graphic compatible printers etc.) using the GDOS output program. Insert the correct program disk for your system in drive A and turn the computer on. If you are us \ting a color system, open the "PUBLISHC.PRG" icon from the "Color Version" program disk (point on the icon, click the mouse and then select OPEN from the FILE drop down menu). If you are using a monochrome system, open the "PUBLISHM.PRG" icon from the "Monochrome Version" program disk. The disk in the drive should spin and after waiting a few seconds, Publishing Partner will be loaded. If while working through the "10 minute tour" of publishing  5> partner you make some mistakes and wish to start over, just select NEW DOCUMENT and click on the "OK" box to start over. Use the mouse and position the pointer over the arrow in the TOOLBOX located on the right side of the screen. Click the left mouse button. Again using the mouse, position the pointer near the upper left edge of the grid and press and hold down the left mouse button. While holding down the left mouse button, "draף0Zg" the mouse approximately 3 inches down and to the right and then release the left mouse button. You have just created a column which you can enter text into. Select the option labeled TEXT located in the upper right corner of the screen (select the TEXT option by clicking the mouse while the pointer is resting over it). Type the word "hello" and then press the RETURN key. Using the mouse, highlight the word you just typed (Position the  # that the BBCEmulator character set is always fully "exploded" - meaning that any character from 32 to 126 and 128 to 255 can be redefined using VDU 23. VDU 23,1 to switch cursor on/off is supported, as are various variations on VDU 23,0. Other uses of VDU 23,0 are NOT supported however. Note also that GCOL modes 1 to 4 are not available from the Amiga graphics library, and are therefore not supported. Operating system commands ~~~~~~~~~~~~~~~~~~~~~~~~~ The following standard comm \ands are supported via the BBCEmulator CLI: *CAT *BASIC *CODE [X,Y] - NOT YET IMPLEMENTED *EXEC *FX A [,X,Y] *GO [
] *HELP [] *KEY N *LOAD [
] *LINE - NOT YET IMPLEMENTED *MOTOR 0/1 - NO EFFECT *OPT X,Y - OPT 4 ONLY *RUN *ROM - NO EFFECT *SAVE [][] *SPOOL *TAPE - NO EFFECT *TV X,Y - NO EFFECT *GO by itself will enter a special "CLIPrompt" evnvironment, with a '*' prompt; to get back to BASIC use '*BASIC'. A number of special commands are also supported; these are discussed elsewhere in this document. *AEXEC [] *ASPOOL [] *CLOSEDOWN *CONNECT [] *FORCECLOSE *ICOPY *IMPORT *MONITOR *SEVER ASPOOL and AEXEC ~~~~~~~~~~~~~~~~ *ASPOOL and *AEXEC are like their DFS equivalents, but take an AmigaDOS path-name as a parameter, and work in AmigaDOS compatibleσ3b format. They are used to transfer text files between the BBCEmulator and the standard Amiga environments. For example, to export a program Eric to the Amiga RAM disk in AmigaDOS compatible format, use *ASPOOL RAM:Eric LIST *ASPOOL This file could then be edited using an Amiga editor such as MicroEmacs; it could then by imported back again by NEW *AEXEC RAM:Eric Printer redirection by CTRL-B is not yet supported explicitly within the BBCEmulator. For the time being, a gooNM to 8PM central standard time. If anyone's in the office on Saturday, we'll be more than happy to answer your questions. If you wish to receive SoftLogik's free customer service, you must return the enclosed registration form to register your program. Feel free to make backup copies of Publishing Partner for your personal security. If you have ideas which you think might be beneficial to other users, Softlogik wants to know so we can pass the word along. j The manual which you are now reading was typeset with Publishing Partner, and an Apple LaserWriter. EQUIPMENT REQUIRED In order to use publishing Partner you must have an Atari ST with a minimum of 512K memory, one disk drive and TOS on ROM. You can use either a color or monochrome monitor but monochrome is suggested. Publishing Partner will support any Epson, Epson graphics compatible printer, GDOS print driver or any Postscript compatible printer such as th+~ge Apple LaserWriter and the QMS PS 800. USING THIS MANUAL This manual is divided into 4 chapters. The first Chapter gives you a "10 minute tour" of Publishing Partner. The second chapter is a tutorial which leads you through many of Publishing Partner's more unique features. The third chapter contains step by step instructions on some of the basic operations. The last chapter is a reference section which describes each feature of Publishing Partner in more dejtail. If you have not used an Atari ST prior to using this program, you should read the manual which came with your computer and become familiar with the "ST" system before proceeding. If you are an experienced Atari ST computer user, you can probably start using Publishing Partner without ever touching the manual. However, we recommend that you read the "10 minute tour" and the tutorial so you will become familiar with the basic commands for creating a document. If after mastering the "tutorials" you want more information, you should read chapters 3 and 4 for more information. OVERVIEW Publishing Partner is a desktop publishing program. It is the culmination of typesetting, graphics, and forms design. By SoftLogik combining all 3 of these elements in one program, you can create professional looking documents on your Atari ST. First you can do a rough page design by creating columns and graphics and then start addiꩁGng text. See how it fits. See hoe it looks. See how it flows on to the next page. Make some changes. Try a different type face, or even some pictures. You'll see instantly if your new idea works or not. Once you become familiar with desktop publishing, you'll be able to produce professional documents quickly and easily. WHERE TO LOOK For: See: 10 Minute Tour Chapter 1 Tutorial Chapter 2 [F Step by Step Chapter 3 Instructions for Common Operations Reference Chapter 4 KEY TERMS The following definitions will help identify the various options and commands available within Publishing Partner. Select To choose a (1) menu, command, (2) option from a dialog box, or a (3) drawing tool from the TOOLBOX, move the mouse pointer over the desired option and click the left mouse button. Click  ةgng on its Icon, then invoke the BBCEmulator by double clicking on the Icon. The disks will turn for a bit while it fetches various bits and pieces; if you a running on a single drive system you may be prompted to reinsert your Workbench for the BBCEmulator to load certain Amiga system libraries. You should then find yourself in the BBCEmulator. Note that the BBCEmulator expects to find BASIC in the same drawer as itself - so if you copy the program somewhere else, you should move B}V(j$Nr%Ax <(jPN""0 <(jN%A\Jf0$G" $0( <(j(Nr%Ax <(jPN"*\ <(jN"JgZ"0 <(jN%A`Jf0$G" $0( <(j(Nr%Ax <(jPN"*` <(jNBd"Jg#pt#B`r`>r%Ad``r#A`V")ҩt0G" <(j(N`.")ҩt0" <(j,NtHgvNg`R")t0l~Jdg0Jg(G" <(j$Nr%Ax <(jPNJg <IN`r%Ah <(jN#Atgd QiGDBASIC as well. If it can't find BASIC you will find yourself in the CLI environment, the prompt for which is a star '*'. To PAUSE the BBCEmulator, perform a mouse-click anywhere in the BBCEmulator screen; this will also give you an Amiga "drag bar" at the top of the screen, which can be used to pull it up and down, or rearrange it relative to the Workbench and any other screens you may have open. With the BBCEmulator in pause mode, it is possible to run various accessories from t The Amiga Workbench and Extras disk, including Palette and GraphicDump utilities. To get rid of the drag bar and get the BBCEmulator running again, click again anywhere in the BBCEmulator screen below the drag bar. To EXIT the BBCEmulator, enter the special command: *CLOSEDOWN TECHY NOTE: In order to run properly, the BBCEmulator needs to be on a PAL Amiga with at least 300K free memory, with a 68000 (not 68010 etc) processor. It also expects to find mathstrans.library in its LI {kBS: directory. If any of these conditions aren't met, it will fail to open. The keyboard ~~~~~~~~~~~~ The first thing you will probably want to do on entering the BBCEmulator is to press CAPS LOCK - this is in order to talk to BASIC sensibly. The BBCEmulator pays attention to your Keymap and Preferences settings as determined by your Amiga Workbench. Note that Preferences determine things like key repeat delays - things like *FX 11 and 12 have no effect. The numeric keypad workJ(s as would be expected. Certain keys are "stolen" by the BBCEmulator to have special effects. These are as follows: Function keys - as BBC function keys; F10 used for F0 Cursor keys - as BBC cursor keys for copy key editing, etc Backspace - acts like BBC DELETE Del - acts like copy key Help - acts like BREAK Note that some protection has been applied to the BREAK facility - to BREAK it is necessary to HOLD DOWN LEFT AMIGA (CBM key on some A500s) THEN PRESS HELP. This msperforms a "warm boot" like BBC BREAK; you can also perform a "cold boot" by HOLDING DOWN CTRL AND LEFT AMIGA THEN PRESSING HELP. Cold boot differs from warm boot in that it resets the programmable function keys, and resets the DFS - note that this involves a few seconds pause for disk activity if you are running on floppies. Graphics modes ~~~~~~~~~~~~~~ The BBCEmulator supports the following graphics modes: 0 640 x 256 2 colours 80x32 1 320 x 256 4 colours 40x32 2 320 x 256 8 16 colours 20x32 3 text only 2 colours 80x25 4 320 x 256 2 colours 40x32 5 320 x 256 4 colours 20x32 6 text only 2 colours 40x25 7 Teletext display 40x25 Note that in modes 2 and 5 the horizontal resolution is actually double the original - which doesn't seem to be a problem. The double width (20 column) characters are rendered accurately however. The BBC's Teletext (Mode 7) display is emulated in software in the BBCEmulator. Mode 7 is the fastest mode on the BBC, but tqAhe slowest mode on the BBCEmulator. This is because we are having to emulate character- based hardware in pixel-based software - think of a very skilled painter trying to create text as fast as a crummy old typewriter. The speed of BBCEmulator Mode 7 should be more than fast enough for all practical application purposes; however it is not recommended for program editing. For this reason, the "power up default" for the BBCEmulator has been set to Mode 6. Note that Teletext HOLD an [9Ɠd RELEASE graphics are not available in version 0.95 of the BBCEmulator. Vdu drivers ~~~~~~~~~~~ The following VDU calls are supported: VDU 0 No effect VDU 1 NOT YET AVAILABLE VDU 2 NOT YET AVAILABLE VDU 3 NOT YET AVAILABLE VDU 4 Text at text cursor VDU 5 Text at graphics cursor VDU 6 NOT YET AVAILABLE VDU 7 Make a beep VDU 8 Backspace cursor VDU 9 Forwardspace cursor VDU 10 Move down cursor VDU 11 Move up cursor VDU 12 Clear text window VDU 13 Carriage return VDU  ey14 Page mode on VDU 15 Page mode off VDU 16 Clear graphics window VDU 17 Change text colour VDU 18 Change graphics colour - GCOL 0 ONLY VDU 19 Change colour palette VDU 20 Restore default palette VDU 21 NOT YET AVAILABLE VDU 22 MODE VDU 23 User-defined character VDU 24 NOT YET AVAILABLE VDU 25 PLOT VDU 26 Default windows VDU 27 No effect VDU 28 Define text window VDU 29 Define graphics origin VDU 30 Home cursor VDU 31 Move cursor VDU 127 Backspace and delete Note "Mt implementation, though we say it ourselves. 6502: An emulation of the 6502 chip, written in 68000 assembler - enables programs which call assembler subroutines to work properly, though not as fast as the original. Other elements in the software are a "CLI environment" entered by *GO, and a simple 6502 monitor, entered by *MONITOR. This documentation assumes basic familiarity with the Amiga environment as explained in the User Guide; it also assumes familiarity with the BBC co mputer. Material needing a more advanced understanding of the Amiga system are flagged as "Techy notes" - ignore these if you want to. Getting started ~~~~~~~~~~~~~~~ You should first backup the BBCEmulator disk and put the original in a safe place - you MAY NOT however make copies except for your own use on your own machine, except by special agreement with Commodore. To get started in the BBCEmulator, you should insert your copy of the master disk, open the disk by double-clicki 's)here that are to be read from the CLI, you cannot use more than the first four colours. This is because the Workbench screen only has 4 colours, and someone might not be happy if you go beyond that. A general rule of thumb is that colours 0 and 1 (Black and White) are the primary colours. Colour 2 is supposed to be a dim colour, and colour 3 is a lighter colour - if you draw with this in mind (ie, if you need to do shading, use colour 2), your creations should look okay with anybo %EţB@_ጎ@oCaDcLwπ77Ԣ$@- zH=#(deg hlnI\.}1rR]'֧>%X+d3)ge %x8@ڜ>dɅ'S4Ɓ?8Y|pcO8 ozzU f@$'- %'-$a'-`%9}C0ljT_脨MM@ղ@3-B|`yji{ isDŽ?lLFa#O88u0!43r)>GDA90b=t Bb8$ca8@֦N7p CcS[;rNuKRϷt3?P+˪)Ҋ  &4,JPƅǞPT}}E@,DYBRLEV?q۽ HgJMYQU%9:QDS09A''U>wL-]fHl%MU32}>aBARt@%(q'ϐ`P'\HA~9ہB..ff6?貰E ݝp PUu2 C*# ӐKg12xZ[88dKdCd2V"`Pt 09<< l1PwL. /h5!cPa$ @Y0?]h0  0 X`$,%р_s yMT|J`Ġ@ l0 H`/@;LN0 `H%JF>C0 Pu 2`PF'CFm0 `@, x0X`HhbP5 Z@`'%eg hlnI\.}1rR]'֧>%X+d3)ge %x8@ڜ>dɅ'S4Ɓ?8Y|pcO8 ozzU f@$'- %'-$a'-`%9}C0ljT_脨MM@ղ@3-B|`yji{ isDŽ?lLFa#O88u0!43r)>GDA90b=t Bb8$ca8@֦N7p CcS[;rNuKRϷt3?P+˪)Ҋ ( Ydy's preferences. APPLICATIONS: - For creating headers on readme files, like I've done with this one. This is REAL simple: Create your text, then create the Ansi file to go on top of it, and just type "Join Header Document as Result" and this will join the two files "Header" and "Document" as "Result". - For creating BBS menus. Depending on what BBS you use you might have a fair bit of editing to do to these. 8-) - Title Screens or Login Screens or Logout)Oe screens on BBS's. The files this thing creates can be used directly as say the Login.txt file for a BBSPC system. COMMPLX: AnsiPaint can create standard ANSI output, and it can also create output in "CommPlX" format. CommPlX is a program that lets you substitute 2-character keystrokes for many ANSI attribute-modification sequences. You can, for instance, create a screen in CommPlX and send it via the Ascii SEND command in CommPlX into a conference on People/Link. (Note th*at you have to have your character send speed set really slow, or else the 1 second delay between any 2 lines on Plink will eat some of your text). Also, remember that when you are in conference, the left side of the screen shows your name - if your name is 5 characters long, then you have 9 less characters to work with - keep this in mind. To get a CommPlX file output, do what you would normally do to create an ANSI output file - but make sure the first character of the file's na+me (as shown in the Filename string gadget at the bottom of the file requester) is the character '!'. So, writing to RAM:Hello would give you an ANSI file, but RAM:!Hello would give you a CommPlX file. DISTRIBUTION: AnsiPaint is being released as FreeWare. FreeWare is like ShareWare except that I don't want any money for it. (Just buy my BBS when it comes out). AnsiPaint can be distributed wherever PD software is welcome, but cannot be included on any commercial software witho2>Wut written permission by yours truly. Steve Tibbett 2710 Saratoga Pl. #1108 Gloucester, ON Canada K1T 1Z2 BBS: 613-731-5316 Plink ID: STEVEX Bix ID: s.tibbett u are in conference, the left side of the screen shows your name - if your name is 5 characters long, then you have 9 less characters to work with - keep this in mind. To get a CommPlX file output, do what you would normally do to create an ANSI output file - but make sure the first character of the file's na-nn on the boom box to record. Touch the sphere on top of the pedestal and the door will open. Go to the middle door and you will notice that the sphere is damaged. Turn on the boombox to play and the door will open. Go to the third door and open it with the ladder. Then go to the giant statue on the right and read the strange markings. Make a note and send Melissa back to the shuttle. Put the fuse back in the glovebox and use the oxygen. Switch back to Zak. IN MAYAN PYRAMID --------?v----------- Use the crayon on the strange markings to make it the same pattern as the one on mars. The statue will open and you can take the crystal shard. Get out of the temple, heading to the outer doors and go back to San Francisco. AT SAN FRANCISCO ------------------ Cash in your Lotto ticket and you should have 10,000 dollars extra. Go to the airport and get a ticket to Lima. AT LIMA --------- Put the breadcrumbs in the recepticle. At this point save the game. Use the blue c@9rystal on the bird and head to the LEFT eye of the Hill statue. Take the scroll and quickly head back to Zak and give it to him. The alien will appear again and take Zak back to the cell. Use Annie to rescue him as before. Now take Annie and Zak to London. IN LONDON ----------- Give Annie the pole,wirecutters,two pieces of yellow crystal,scroll and whiskey if she hasn't got them. Send Annie out the door to the guard.Give the whiskey to the guard and when he falls asleep switch off A&Fthe electric fence. Go to the far right and use the wirecutters on the fence to get to Stonehenge. Use the pole on the altar and place the two pieces of crystal on the altar.Read the scroll and the crystal will be fused together. Take it back to Zak and give it to him. Now send Annie and Zak to Cairo. AT CAIRO ---------- Send Zak to Zaire to the Shaman and he will teach him to use the yellow crystal. Now using the map Zak can teleport to any of the platforms that have not been dama,ged. Use it to go to Lima and get the candelabra from the right eye. Then teleport to the Pyramid in Cairo. Use the lever to open the stairs and light the torch in the lower room. Then go to the sphinx to the strange markings.Switch to Annie and bring her there also. At this point go to Mars and send one of the girls into the first room in the Giant Chamber with the flashlight. Follow the maze until you come to a statue with markings on it. These are the markings needed to open the sCG"lan 500 and Plus have been limited to a maximum Worksheet size of 32,760 Rows. 5. Installation of MaxiPlan Plus on a new Workbench Disk Your Amiga computer comes with a Workbench Disk. MaxiPlan Plus is a bootable disk in that it has Workbench 1.2 installed on it already. You may wish to transfer MaxiPlan either to a backup copy of your Workbench or onto a copy of any new version of the Workbench that may subsequently be released. When installing MaxiPlan onto a new Workbench, y Dqou will want to install a special set of Fonts which are only used by Charts in a high resolution mode. To install MaxiPlan on a new Workbench Disk, be certain to copy the entire MaxiPlan drawer, not just the program. To install the special Trantor font set: Assuming you place MaxiPlan disk in df1 and your new system or boot disk in df0: From CLI type: * COPY DF1:TRANTOR.FONT DF0:FONTS * MAKEDIR DF0:FONTS/TRANTOR * COPY DF1:TRANTOR/16 DF0:FONTS/TRANTOR 6. Har EFS^d Disk Installation When installing MaxiPlan on a Hard Disk a few points must be kept in mind. * The whole directory should be copied not just the MaxiPlan program * The directory should be copied to the Root directory of the Hard Disk * Install the special Trantor font set for using Charts in high resolution or 44 line display mode. 7. When generating a Mail Merge output to a Disk File, there is no Icon created. You must access the Disk File from the File Selector or CL F kI. --------------------------------------------------------------------- To Get a Hard Copy of this File from the CLI key in: Copy "MaxiPlan DATA:Read Me First!" PRT: 8. Printer Control Menu Version 1.8 introduces a new Menu in the Control Window which has the most frequently used printer commands used in Preferences. This Menu called the Printer Control Menu has the 8 Menu Items listed below. * Printer Output with two Submenu Items - Black & White - Color * Pri GxZnt Type Size with three Submenu Items - Pica (generally 10 characters per inch) - Elite (generally 12 characters per inch) - Fine (generally 15 characters per inch) * Set Left Margin (brings up a Requester for keying in character location) * Set Right Margin (brings up a Requester for keying in character location) * Set Page Length (brings up a Requester for keying in number of lines) * Perform Form Feed (automatically inserts form feed before printi H[mng) * Line Spacing with two Submenu Items - 6 Lines - 8 Lines * Print Quality with two Submenu Items - Draft - Quality 9. Setting Column Widths with the Mouse A new feature of MaxiPlan Plus and 500 is the ability to change the width of an individual column with the mouse. You will notice there is a fine line on the worksheet border designating the boundary of each column. To change the width of a column, just move the pointer to the righthand borderI- of a column, depress the left mouse button, reposition the column border to a different position, and then release the mouse button. The column will now have a different width. Thus the column can be changed as you are entering data should you find that it is not wide enought to accomodate your data. You can also make a column narrower by the same method. 10. Dithering of Charts On the Color and Options Menus of the Chart Drawing window are new menu items for executing DitherinJCg of the Charts. Dithering is a speckle pattern of a complimentary or contrasting color which gives your charts a 3D look, and an alternative look to MaxiPlan Charts. Dithering can be applied to the Border area of the Chart as well as the Data area. On the Options Menu of the Chart Drawing window, is the Dither option. This must be turned on to activate Dithering. On the Color Menu are two menu items to determine the Dithering color for the Border area and Data area of the ChKB1art respectively. You can experiment with different colors until you find the combination which is the most appealing. 11. Pattern Option for Charts When MaxiPlan is set up for Color output, the Charts are displayed with solid color components such as Bars, Pie slices, lines, etc. In Grey the default is to display these components with patterns, i.e. diagonal stripes, horizontal stripes, plaid, etc. You now have the option of choosing either type of display for either Color or ;y1Grey printout option. The Menu Item Patterns on the Options Menu in the Chart Drawing Window determines if the Pattern option is on or off. e look to MaxiPlan Charts. Dithering can be applied to the Border area of the Chart as well as the Data area. On the Options Menu of the Chart Drawing window, is the Dither option. This must be turned on to activate Dithering. On the Color Menu are two menu items to determine the Dithering color for the Border area and Data area of the Ch 7:ət part has to be done with split-second timing. Take the flagpole and quickly use the cashcard in the yak to escape before the policeman gets you. Go to London and through to Zaire. AT ZAIRE ---------- Go to the Shaman and give him the golf club. He will show you a secret dance which is in fact a combination to a door. Make sure you write it down! Then go back to London and to Miami. AT MIAMI ---------- Give the book to the drunk and he will give you a bottle of whiskey. Then bu N999 zcb-MI/HZa@{iSNfa fCs*XT`=f9Og0E$!J+E(֐ #AlKapmxTYNFJM)t3ā;:4%h[f SC T p) <,:%Ha(I,!L\ p(0"oh%A ! EI9#P: @R ؇Bq[1?КE褀e<^IDNȆ>J#¦=6 EXCeqG==6<L >tx a F1OB @ D1GР;S?88M`9'2# ɠ RO{*! х]U @ " |M $Pԑ l7R߅H@tمT؁I%"p@3 HDLāN!$Fn3:wcY #W78^HX}H|@,ug lU'|ã.dXOmP3(JAAz*BeXM``CTL! T!4*PBUHTP"hhe%cz? $dԕ@9)7,+у@d PzhY2y5$=EDkLG C^K ԭdf0)/$RPf @J8 H<Xe7*:M$Ԡ*y <@. q@C>@rI sBj aZ݁/;M adgw}sCt f" A!WHA)Q"ND>P腇oard where it can be copied into another product which utilizes the System Clipboard. To import data from the System Clipboard, move the active cell to an area to the worksheet that will accomodate the data and select the Ext.Paste menu item on the Edit Menu. Note in the current release Ext.Copy and Ext. Paste may not be compatible with all products that use the System Clipboard. 3. Freeze Titles MaxiPlan can Freeze any number of Rows from the top and number of Columns from the B?left. To execute Freeze Titles: * select a Range of Cells such that the bottom right most Cell designates the boundary of Freeze Titles * pull down the Options Menu and select Freeze Titles and then select one of the Submenu Items: - None - Rows (Horizontal) - Columns (Veritical) - Both When you print with Freeze Titles, the Column Headings and Row Headings will appear on all pages of the printout. 4. 32,760 Rows in MaxiPlan 500 and Plus MaxiPlRDFk the InterChange program behind the Wb windows and clisk on the modules you need. For instance if you have a file to convert from Sculpt3d to TurboSilver3, click on the SculptAnimate icon. This brings up a little window for sculpt animate. Next click on the TurboSilver icon. When you see the Tsilver window you will need to decide the sizing of the object. Remember that the Tsilver world is 1000 units by 1000 units. I usually make my Tsilver objects 100 units large. DON'T close Sߔthe sculpt or Tsilver windows, just click 'em to the back and click the InterChange requester to the front. Now set the input files on the left side by typing or clicking on the disks and directories. Once you have a file to be converted click twice on it so that it ends up in the right window. Now all you have to decide is what drawer you want the file to go into (ie. dh1:Tsilver) and click on the Tsilver conversion routines in the small window on lower right. (the program you want ?pgthe object converted TO)When all that is set click on the CONVERT icon and the file will be converted. Thats all there is to it !! Ifd you can't seem to get tjhe program to work make sure you have the FROM file format and the TO format windows open. Happy Converting !!! Wooden Nickels Documentation INC l need to decide the sizing of the object. Remember that the Tsilver world is 1000 units by 1000 units. I usually make my Tsilver objects 100 units large. DON'T close Uease do not report. They are being worked on as of this writing. a. 48 Row limitation on Recalculation in Natural Calculation Order If a formula is filled down more than 48 rows, in Natural Calculation Order only the first 48 rows will recalculate. Workaround: This can be avoided by switching to Row by Row or Col by Col calculation order. b. Extract, Delete and Find Database Criteria pick out records that both match the criteria AND have a BLANK CELL in the fields (columns)V used by the criteria. The result is that extra records will be found, deleted, or extracted. If the criteria is used in a database function such as DSUM, the results will be erroneous too large. Workaround: These errors can be avoided by putting in a dummy character instead of a blank in the field used by the criteria for each record in the database. c. Cell protection violated by Macro. Workaround: No known workaround. Avoid using macros on cells of a worksheet that are ProWtected. d. ROUND function gives erroneous results for larger numbers. Workaround: No known workaround. e. SELECT function in an Automatic Macro may select cell on macrosheet instead of worksheet, even if cell adress properly denoted. Workaround: No known workaround. Macro must be executed manually to select cells on worksheet properly. f. Execution of ESC key while in a database Find Mode in a Macro aborts the execution of the Macro. Workaround: No known workaround. g. OXs Colors confused when printing worksheets in color. Workaround: No known workaround. h. Most Amiga 2000 numeric keypad operator keys inoperable. Workaround: No known workaround. 2. Using System Clipboard On the Edit Menu are two new menu items for Importing and Exporting Data to and from other programs via the System Clipboard. To export data, select the range of data to be exported and select the Ext.Copy menu item on the Edit Menu. This saves the data to the System ClipbY{s added to ComicSetter since the manual was printed: 1. When you select the Import Bitmap function by either double-clicking on the Bitmap tool or selecting the Project/Import menu item, your cursor will change to an upside-down "L". This shows that the frame you are about to draw will be used to import a bitmap, rather than to create a blank one. 2. You will notice that, whenever ComicSetter redraws the display, it switches to black-and-whitZGye. This allows for quicker screen updates, and should cause you no concern. 3. A new menu item has been added under the Layout heading: Collapse Panel. If a panel is selected, choosing this menu option takes all the individual objects that comprise that scene, and replaces them with a single bitmap object. If a panel consists of many elements, collapsing it this way will make it redisplay much more quickly. Also, if the panel contains bitmaps, it[ w will usually take up less memory after it is collapsed. Beware: Once you have collapsed a panel, its individual elements no longer exist separately, and you can no longer move or change them as you normally would. (You can still alter the panel using the bitmap drawing tools, however.) For this reason, you should only collapse a panel when you are sure you won't want to change it any more, or else you should save a copy of the comic in a different file on di\Ssk so that, if you later need to change the panel, you'll be able to bring in an uncollapsed version to work with. Note also that if a panel contains only structured graphics and text objects (including balloons), collapsing that panel will make it take up a whole lot more space (although it may still display more quickly than before). 4. Under the Preferences menu, another menu item has been added: Workbench. When selected, this option tells ] =[;3mComicSetter to attempt to close the Workbench screen, thus freeing a significant amount of memory. If there are any windows on the Workbench screen, other than Workbench drawers, this command will have no effect. Once the Workbench screen has been closed, the Screen-to-Back gadget at the top-right corner of the ComicSetter screen will no longer do anything. The Workbench screen will reappear automatically when you quit from ComicSetter,  ^ӧor you can select Preferences/Workbench again to bring it back without quitting. TRICKS TO SAVE MEMORY Here are some things you can do to conserve memory, thus allowing you to create bigger, more complex comics: 1. Use the Collapse Panel option on panels with multiple bitmaps in them, to make them take up less space. 2. Select the Workbench option, to close Workbench. 3. If you want a large area of the same co _lor, or the same fill pattern (for example, a brick-wall background for a panel), use a structured graphic rather than a bitmap. Structured graphics use much less memory than bitmaps do. 4. The way the Undo feature works is that every time you delete some- thing, or change a bitmap, a copy is saved away. Then, if you select Edit/Undo, the saved copy is used to restore things to the way they were. When ComicSetter saves something like this, it thr `m%Hows away any information for undoing previous operations. If you delete a bunch of bitmaps at once, for example, you will have a lot of memory tied up in the saved copies of them. To get this memory back, just do anything which is undoable -- create a struc- tured graphic or a panel, for instance. This will cause the program to free up all the saved bitmaps in the process of saving the new information. 5. Along the same line, if you have Cut or C a݄opied a large amount of stuff to the Paste buffer, you can get back the memory by Cutting or Copying something else. We bet you'll make some amazing comics, and we'd love to see them. Why not send us some examples, to the address given below? Make the good guys win at least some of the time, and have loads of fun with ComicSetter! KAPOW!!! ------------------------------------------------------------------------ If you hav QK e any comments or suggestions please feel free to contact us by mail or telephone. Our Technical Support phone number is (416) 828-5636. Gold Disk Inc. P. O. Box 789, Streetsville, Mississauga, Ontario, Canada L5M 2C2 t do anything which is undoable -- create a struc- tured graphic or a panel, for instance. This will cause the program to free up all the saved bitmaps in the process of saving the new information. 5. Along the same line, if you have Cut or C MMv )rG*"5'‘ b\@tGL!Qɳ8&>Zgq#L ` XS b{o&3ŧ$:`9:YlS?͖ϗQH#5 0$OTCHF A(J0%P C('!մ8)*,~3gzӺ% *M!@c '$t4t øf X!:_eWpH* *H{JT5 o1ՠ\ƚe:e~‘Q :4s F@H! C~f0@~jP%J}.(& % @A0u=N!@.IB [@ ѧ,u3 S2! d$E,lXN o,lXN o,lXN oL,lNX o,lN8 oL,lN0123456789abcdef 00000 @@@@@@@@@@@@@@@ @@@@@@@ @@@@@@ @@@@ ) 4,l"o /NL,lN"o,lNL,lNN o,lNLgFk you for purchasing ComicSetter. May we remind you to return the registration card. This will enable you to take advantage of Gold Disk's Technical Support services, and will give you a free subscription to our newsletter, New Laser Times. BUG FIXES (v1.0A) In version 1.0 of ComicSetter, there was a bug which prevented the program from working with some printers (notably the Okimate 20). Another bug caused memory to be corrupted under somehJYGr,v% |Ggn Da_t(^GF!8I!J lА/(ŀtkGx=# 55-M IOB#q$PS @v ,9p @O0,iB} LV$ <hF8@3 ef%pwDq"y\69W0&ElD&Ta^FhՏ"m3DR_Ý̵xJPpu \DtVFf@&!f5s)胪kE# D\R0aDf" F mkhE(4NYȩ'_*9D\6N,UAt@G&G@w?<y^,;<ADBs<#fAyiQRHi0Zo|EhOM Q Bmgonccp|/fc`jF$n the micrwave oven,put the egg in it and turn it on (What a mess!). Go back to the seats and when the stewardess starts cleaning the microwave get the cushion and the lighter that falls out. Open all the bins until you find the oxygen tank then sit down. AT SEATTLE ------------ Get the branch from the tree and give the peanuts to the squirrel. Use the golf club on the loose dirt (I know the feeling) and head into the cave. Use the what is function to find the birds nest and use itkضI in the fire pit with the branch and the lighter to start a fire. Go to the strange markings and use the crayon on them. Once the door is open go in and use the remote control to get the blue crystal.Then go back to San Francisco. AT SAN FRANCISCO ------------------ Go to your mailbox and by this time a letter should be there. Its your KING Fan Club Membership. Head for 14th avenue. 14TH AVENUE ------------- Place the blue crystal in the slot in the red door. Annie will appear aL)nd tell you her dream. Give Annie the butter knife and the rope. Switch to Annie and look under the blotter to get her cashcard. Send her to Zak's bedroom and use the rope in the hole in the floor. Switch to Zak and go to London and through to Katmandu. AT KATMANDU ------------- Go right to the guard and give him the book and he will let you in to see the guru who will tell you how to use the blue crystal. Then head to the prison. At this point I suggest you save the game as the nexmȅ*PUCQ1p:c )6!0*B/'a|hAm`+6 ֈpL.I}6 ëoP6t<rSQ^ˀ3h @@$3ɝSrrplǤz.`Wz%` -{ e)[?끐&aayEKA` C # %.*s@ ̊pI\` (/f.`8 (a@YMy]t_ocl LTh>& 42P N 3NhB6?8$%e|iœ{Fɓ :0ș) 3yeϿpP1%g@KX VDu8g?" eB&pʬ;bPsYx@0;1ѐ–@,l rG+Mv8-AE;%~ y41`HO"D$|C0 ! h<(&A02مم \ P:R "TBDW0 4P;8c†v.v :-l@M~9;ۙ:;8DEV])d( '+"j  8ax.@! !p"@@Y@-YXs how they appear in the internal command buffer, but should be enough to identify them. Trace mode only works with the Director and not the Projector. Trace mode can also be turned on for t M.A.A.D. (Most Advanced Amiga Developers) Proudly Presents: be the foreground pen, and the background of the text will be the background pen. 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KR//,NDO Hz:HHЬ/NPO?-/ /,NDO Bl&l$KH:| g| g| g | g| fR`  mz "f.R KRH:g JR|"f "fR`B*```8 KRH:g&| g | g| g| g| g JR` JRBJEfSRl`ZBB0,R@H/N LPO)@fBl`z&l`0H l!/ NXOR@HRElm0H lB` L 2/ `WgRA`BQNu0<`0/ oJfSH"oS@WgB /Nu0<`0/ S@k osy"o f SHJWpNucpNupNu o "ofNuNUH0$mBHzN PO)@XfL pN]Nu m "h$/)N XO(gRHzm D/(6N PO&@Jg4Hx/ N PO,g$ * E%h%FHxHz8N PO%@/N XO/,XN XOBX`icon.libraryWINDOW*NU/)mHm/- HzNO 8 lB0(N]NuNU lR- H|N]NuNUHm /-HzpNO N]NuNUH $m mf m(`Jm o mp0(` m0H(BmJm lDm JlD;|2- H NA\S2- H N(fJmgS- LN]NuNU"H0$m&mt8 Bm+m KRH8g|%fB-0;|;| ;|' KRH8|-fBm KRH8|0f;|0 KRH8|*f mT;P KRH8`2Bm`0- D|0;@ KRH80R@An0fԸ|.fZ KRH8|*f mT;P KRH8`2Bm`0- D|0;@ KRH80R@An0f;||lf KRH8;|`|hf KRH80H`x;|`;| `;|`;|?-Hm0?-/-NO +@0-Hѭ`Z mX+P/-N XO;@`J mT8A/+H`(cgSg gtYgUgru2+LHWgt`A0;H0-mo;mJmgh m -g "m +f. m0f&Sm mRH?NTO|f pL N]Nu`?-NTO|fp`Rm0-SmmnBm` mRH?NTO|fp`Rm mJg 0-mm0-mJmf(`?< NTO|fp`xRm0-Smmn`?NTO|fp`RRm` 0-`BHHBJjDRDJjD Da>JDgDLJNuHHBJjDRDJjDa `/a "JNu/a"JNuH0HAJAf HA64B@H@"H@20BAHAL NuHA&"BAHAH@B@tЀӁbR@QL Nu o Jf SNuNUHl?- v+N\ON]NuNU/8-/- ?N0\O| f$ m ( Hg?NU/ A$HJ* gA삨ep$_N]Nu`BBB `NU/ $m?<NTO+@f5| м%@$_N]Nu5| %m* H?NTOJ@g* `NUH0$l`&R *P// NDPO$K fBL N]NuNU/ A)HB -P/NPO$@Jfp$_N]Nu$%m)J P`NUp0-/aXON]NuNUH0$l` mQg&J$R fpL N]Nu g&`)R *P// NPOp`NU/ 0-$@Jmm0-llJf9|p$_N]Nu0- l/0NXOJ xgp`p`NU/-NrXOJfN|9@pN]Nup`NUH 8-Np0$@JDm llJf9|pL0N]Nu0*|f 9|p`p0-//- /N8O *f N9@p` `NUHxBNPO+@ gJlf -N]NuNp`NUHxHzN/NO ?<N TON]Nu^C NUJg lN?-NTON]NuNU/0-H+@Jg(x` ?NTORDlm0,//,NPOJg lNJg /,N~XOJg /,NnXOJg /,N^XO,x.)g/ K N*_`B_NsJf0Jg(0,H//,NfPO0,R@H c //,NPPO`NN"o,lNb /,lNNL,lN:N"o,lN,lN|N"o /,lN. /,lN o,lN oL"/,lNDN,l"o /NL,lN"o,lNL,lNN o,lNLzi you (against all odds) FIND A BUG! in TetraPack, then write or phone to: STEFAN BOBERG TYNNE BJORKE 62023 ROMAKLOSTER SWEDEN Tel: (+43) 0498-54076 AT ONCE!! THE VERY LAST WORD... LOOK OUT FOR TETRAPACK VERSION 3.0, MUCH IMPROVED VERSION!!! (The ultimate?) Am LSO LOOK OUT FOR RELPACK VERSION 1.1... Signed: AntiAction of TETRAGON. Final note: There is a BUGGED version of TetraPack in circulation, the version is 2.0, please, delete that one and replace it with this one instead!! It lied on a release diskette which was just a workdisc, it contained a faulty version of TetraPack, Reloc. does NOT work!!! (and it doesn't contain all the features of 2.1) ffset (as above) LengtP|ziet" SOUND a,"slowfade",speed SOUND a,"free",buff SOUND a,"kill" The SOUND command is a module command. All module commands start with a variable which returns the result of the command, followed by a text string which is the command to be sent to the module. Parameters following these are dependant on the module command being sent. SPEED s SPEED SPEED 1 SPEED -1 Set global speed to "s". The default is 5, which causes pause coQ}kGfunts to be taken as .1 sec increments. Set speed to 50, and pause will be in 1.0 seconds etc. Set speed to 1, and pause will be in 1/50 second increments. You can change this as often as you want during a script. A speed of 0 causes all PAUSE commands to do nothing. Speed can be used to affect ALL pause commands identically, thereby modifying the speed of the entire sequnce or over portions of the sequence. STENCIL picturebuffer,maskbuffer,maskpolarity STENCIL ,<R~expr>, STENCIL 2,2,1 STENCIL 3,7,0 Does a masked "blit" of the entire buffer area. Buffer "picturebuffer" will be transferred to the current screen (or current BLITDEST buffer) at all points where "maskbuffer" is color 0 if maskpolarity is 1, or at all points where "maskbuffer" is NOT color o if maskpolarity is 0. "picturebuffer" and "maskbuffer" can be the same buffer if desired. STENCIL can be used for special effect "wipes" by generating patterns into a maS\skbuffer and then using stencil to transfer an image to the screen masked by this buffer. STRING s1,s2 STRING ,$ STRING "message",$(40) STRING "text data",$(str) Moves string s1 to s2. s1 can be either a quoted string or a string index into the @ array, but s2 can ONLY be an index into the @ array. STYLE style,spacing STYLE , STYLE 2,0 STYLE 6,2 The STYLE command sets the text font styling and inter-charaT)cter spacing. Styles are: 0 - Normal 1 - Underline 2 - Bold 4 - Italic Styles can be added together to produce compound styles, i.e. bold and italic is style 6. Inter character spacing is normally 0, but can be set to the number of extra pixel lines to be inserted between each character. TEXT TEXT MOVE 10,10:TEXT "Figure B" MOVE 40,80:TEXT "The answer is:";X Displays text data to the current screen buffer or BLITDESU:,T buffer. The values of the expressions in are printed. An can be a combination of and 's seperated by semi-colons";". If a semi-colon is left on the end of the then no trailng newline will be output. TEXT will use the currently selected font. The text color will be the foreground pen, and the background of the text will be the background pen. By using DRAWMODE you can set the text mode that can cause the background to be transV`ov!parent. If centering is turned on with the CENTER command, text will automatically be centered between the margins set with the MARGINS command or default of the edges of the screen if no MARGINS command has been used. Examples of valid TEXT commands: TEXT "Hello" TEXT "The value of N is:";N TEXT N*2 TEXT N*2;U*3 TRANSPARENT flag TRANSPARENT Sets the transparency mode on and off for the BLIT command. If you do a TRANSPARENT 1, BLITWG commands will only transfer that portion of the specified rectangle that contains colors that are non-zero. Transparent 0 sets it back to normal. When transparency is turned on, the Director must allocate a "mask" bit plane, a 1 bit-plane of the same resolution as the source buffer. If you do not have enough memory for this mask plane at any given time, the use of transparent mode can possibly cause out of memory errors during a TRANSPARENT, DISPLAY, or BLIT commands. TransparenXnMt 0 does not actually deallocate the mask plane, TRANSPARENT -1 can be used to force deallocaton of the mask plane memory in the event that memory space is tight and you want to make sure the mask plane memory has been freed up for other use. TROFF TROFF Turns trace mode off. TRON TRON Turns trace mode on. Trace mode will display each command to the CLI window as it is executed, with the parameters as evaluated. The commands are slightly abbreviated, as that iSosired value to load SR with before jumping to start of code. DECRUNCHER LOCATION: Enter the address where the decruncher is to be located, this should be at least $40 lower than low-mem, or equal or higher than the hi-mem. The deccruncher should though not be located at a higher location than $7ff00. NOTE: At the start of the decrunching, the decruncher loads registers $dff096, $dff09a and $dff09e with $7fff, thus disabling EVERY interrupt, all DMA and clears all ?ADK stuff. Therefore, you will have to enable ALL interrupts, DMA, and ADK in the program, or by setting the appropriate bits in the values entered in the cruncher. Most games, however, should be entered with all this stuff disabled. NOTE II: The mega-decruncher also turns off the drive motor before starting the decrunching. RESULTS --------- How efficient is the TetraPacker compared to other packers??? Well, ӌhere's some figures aquired crunching Katakis with megacrunch on, and crunching with mega-pack in Flashpacker and also the sizes aquired when crunching with Byte-Killer. One should note that the only version that worked by just crunching it straight away, without any patches or transferrers was, yes, TETRAPACK!!! Scan-W. TP-TIME/Size RSI-Time/Size Byte-Time/Size $0080 1:00, 89252 1:10,92908 1:00, 96224 $0100 1:40, 87112 1:50,89168 R 1:45, 91216 $0200 3:00, 85132 3:15,86828 3:10, 88124 No time to check $0400 out!!! $0800 11:20, 84660 11:30,85216 12:05, 86704 $1000 22:00, 84812 22:10,85216 Not Available $2000 43:40, 85108 Not tested Not Available By these figures we can quite easily see that TETRAPACK is THE BEST!! Just compare TP's $0200 to ByteKiller's and RSI's $0800 - better result, but only taking one fourth of the time!!! We can also see, that $0800 is the  very best ScanWidth to choose, because when a bigger value is chosen, the files also become bigger!! EXAMPLE --------- If you want to check this out by yourself, then the file 'Katakis.c0' lies on this disk, it contains all the code on the first Katakis diskette. Use the following parameters: IF YOU HAVE 1MB: Execute 'NoFast'. (Disables system use of FASTMEM) MEGACRUNCH: YES Lo-Mem: $c0 Hi-Mem: $78000 Scan-Width: $xxx Load-Type: o FileName: df0:Katakis.c0 Load-Address: $c0 JMP-Address: $c0 Flash-Register: $00 DMA: $7fff INT: $7fff ADK: $7fff Status: $2700 Stack: $7fffe Decruncher: $7f000 FileName: xxxx IF YOU HAVE 512K: ------------------ MEGACRUNCH: NO Lo-Mem: $c0 Hi-Mem: $50000 Scan-Width: $xxx Load-Type: o FileName: df0:Katakis.c0 Load-Address: $c0 JMP-Address: $c0 Flash-Address: $00 PRO-DECRUNCHER: YES DMA: $7fff INT: $7fff ADK: $7fff Status: $2700 Stack: $7fffe Decruncher: $7f00cRBA0 FileName: xxxx Run it, insert Katakis datadisk in DF0:, then watch it run!! HINTS AND TIPS... ------------------- x Read this instruction through before using the packer to avoid misunderstandings. x If you only have 512K, and a program is too big to be crunched (Fails to allocate memory), try using a program like Add21K, also called RemBP. If this fails, disconnect all extra drives and when re-booting hold down CTRL& and D simultaneously, when 1> appears, run Add21K, then type TetraPack and try crunching your program again.If this fails, then there's nothing more to do! x If you are working on a project and need to crunch it now and then, why not write a TetraPack SCRIPT file?? Enter a editor like TXEd (lies on this disk) or Ed on WorkBench, and type in your info like this: (separated with RETURN's) USE NO EMPTY LINES BETWEEN PARAMETERS (except when the inst- ructions tell you). Y or N (MegaPack desired??) LoMem (in hex, don't include $) HiMem (also in hex, don't include $) Scan-Width (as above) for each file/sectors: T/O/R (Track, Ordinary, or Reloc) FileName (not when doing TrackLoad) LoadAddress (in hex, no $ included) and if TrackLoad: Offset (as above) Length (as above) (Two blank lines here to end file/track loading) JMP-address (in hex, no $ included) FlashRegister (as above) If not MEGACrunch: Y or N (Use MEGA-depacker??) If MEGACrunch or MEGADepack: DMACON (DMA ENABLES) INTENA (INT ENABLES) ADKCON (ADK ENABLES) Status (SR Value) Decruncher (y Decruncher location) And then: SaveFileName (save filename) Y/N (Save again? (NO!)) Y/N (Want to run when saved???) Save the file, and then, when you want to crunch using the SCRIPT file, enter: TetraPack TimeSave 180 60 Then TimeSave would wait three minutes (180 seconds) before going to work. Then it would save all the displays once a minute. Starting TimeSave with no arguments, an improper number of arguments, or the wrong type of arguments (ie. TimeSave hello world) will result in the u ,sage information being repeated to make sure, again, that you know what you are doing. Usage after this point is described in the "general usage" section following Workbench startup. Performance notes - Workbench ----------------------------- To start TimeSave from Workbench, just click on the icon. A small window will open up prompting you for the start delay time and the save delay time, as detailed above. If you enter the wrong usage information, then TimeS.&zave will abort, assuming that you really didn't want to run it. If your options have been entered correctly, the small window will close up and operations go on to what is described below. Performance notes - General Usage --------------------------------- After you have started TimeSave in your preferred manner, a small window with a close gadget will pop up letting you know that TimeSave is working. If you want to quit TimeSave, just click on the close gadget`w. After the initial delay that was entered, TimeSave will save all the current ViewPorts (displays) on the system to the logical device GRAB:. I used this name so that Grabbit users won't have to reassign anything to use this program. The filename is in the following format: TimeSave.VPXX.YYY The XXX refers to the the ViewPort number (starting at zero) and the YYY number refers to the number of the save procedure that the pictures came from. After the picture has been saved thenv WorkBench screen will flash, letting you know that the picture has been written. Here is a typical sequence of events in using TimeSave: 1> Assign GRAB: DF1: ( this assigns the logical device GRAB: which is where TimeSave will try to save its files to ) 1> run TimeSave 30 120 ( This starts TimeSave with an initial delay of 30 seconds and a 2 minute delay between saving sets of screens. ) Now, assuming you have two active displays, after 30 seconds the following filc(.es will be written: DF1:TimeSave.VP00.000 DF1:TimeSave.VP01.000 The Workbench screen will flash, letting you know that the files have been written. Then two minutes will pass. Suppose during that time you open up ANOTHER screen. Here is what will be written: DF1:TimeSave.VP00.001 DF1:TimeSave.VP01.001 DF1:TimeSave.VP02.001 Again, the Workbench screen will flash. Then you click on the close gadget and TimeSave goes away. After this TimeSave session you have the foӔu(llowing files: DF1:TimeSave.VP00.000 DF1:TimeSave.VP01.000 DF1:TimeSave.VP00.001 DF1:TimeSave.VP01.001 DF1:TimeSave.VP02.001 During the time that TimeSave is running, if anything goes wrong (TimeSave can't save the files, for instance) it will abort gracefully. One other thing you should know about is that TimeSave sets itself to a VERY high priority to try to keep things from moving while it is saving the files. Don't worry, while it is waiting for the time intervals, it woǾn't slow anything down at all, just when it is saving the screens. If there is too much movement going on when the screen is being saved, there is a good chance that you will get a little bit of blur, but this doesn't happen very often. Mis-Features ------------ As with GrabViews, TimeSave won't handle funny video modes such as HAM and ExtraHalfBright. Also, certain game screens do not come out quite right. The pixels will all be in the right places, but the cmolors come out funny every now and then. In such a case, just be glad that you at least have the meat of the picture (the bitmap) and boot up a paint program and play with the palette until it looks right.  MemView 2.0 -------------------------------------------------------------------------- MemView 2.0 is based on a program written a couple of years ago by Leo Schwab. It is designed as your last resort -- for those games that don't start from Workbench conditions (nMYPsygnosis products come to mind) and for times when the displays may be hidden in memory but not actually showing on the screen (see the hints and tips section for examples of this). Basically what it lets you do is scan through chip memory looking for bitmaps and then (if you choose) saves the image as an IFF file when you exit the program. Performance notes - Workbench & CLI ----------------------------------- To start from Workbench, just click on the icon. T{/o start from CLI, just run the program. Execution after this is identical in either case. Performance notes - General Usage --------------------------------- After you have started Memview2, a window will pop up with many gadgets in it. Nine of these are switches, and when you click on one of them, it will slide to the right, and the previously selected one will turn off. The four gadgets on the top row are the screen resolution at which you wish to work. The  ] of the inadequacies of the many screen grab and snapshot programs currently available. For the technically oriented, all three programs work by starting in GfxBase and working their way through the list of active ViewPorts. A display does NOT need to be on an Intuition screen for the SSS programs to find it. Other screenshot programs that look for screens instead of ViewPorts are likely to not work properly if a program is directly manipulating the display as described in the RKM  UN'Graphics Primitives' chapter. Format of these documents ------------------------- The documents that follow are for the three programs that make up SSS, GrabViews, TimeSave, and Memview2. The programs are designed to each be in ascending order as to how hard it might possibly be to get at a screen. For example, if you have control of your computer while a program is running that you need a screenshot of, GrabViews will do the trick. If you can't do anything while th4e program is running, not even a hotkey, then TimeSave will save screens without your having to press a single key. If TimeSave will not work with the program you are trying to get a snapshot with (a desperate case indeed) then Memview2 is your last resort. Enough of the preface, onward to the instructions for each of these programs...  GrabViews 1.0 ---------------------------------------------------------------------------- GrabViews is the most basic form of thesK e utilities. When run, the program will save all currently active displays with incremental file names. Operation is fairly simple, but the interface is different depending on whether you start from Workbench or CLI. Performance notes - CLI ----------------------- GrabViews runs from CLI with a single argument, the prefix for the filename(s) that the IFF's will be saved with. Since there can be many displays active at any given time, files are numbered increme~ntally in the following fashion : .VPXX The prefix is what you supply on the command line. The VP stands for ViewPort, and the XX will be a number, starting at 0. GrabViews does not check for files of the same name already existing, so use with care if you already have any similarly-named files in the same directory. If GrabViews cannot open a file with the name you requested, it will abort gracefully. Example usage would be: 1> GrabViews Picture Assuming you have tlv' wo displays active (say the Workbench screen and a terminal program) you would have the following files written: Picture.VP00 Picture.VP01 These would go to the current directory. If you wanted to send them to another directory, just add the path to the prefix on the command line, for example: 1> GrabViews dh0:graphics/pictures/hello Would result in hello.VP00 and hello.VP01 being written to the directory 'dh0:graphics/pictures'. Starting GrabViews from the CLI with no argum ˆqents will result in usage information being displayed just to remind you what is going on. Performance notes - Workbench ----------------------------- Running from WorkBench is easy, just click on the icon. A small window will open up and present some information and a prompt for you to enter the prefix to be used on the filenames. After you have done this, if your information is valid, GrabViews will start saving the displays one at a time, displaying each fi @/lename as it is written. After everything is finished, you will be asked to press a key to terminate GrabViews. To write to a particular directory, just tack on the directory name in front of the prefix as described in the CLI usage section. Please note that display of filenames as they are saved ONLY occurs if you run the program from Workbench. Mis-Features ------------ Currently there is NO support for funny video modes such as HAM or ExtraHalfBright. If y 6ou do happen to have screens of this nature up when you run GrabViews, it won't crash; rather, it will just output an IFF file that probably can't be shown by any type of picture viewer. On the upside, non-standard screen sizes should be saved perfectly. If you happen to have more than 100 ViewPorts active when you run GrabViews, the numbers will 'wrap around' and start saving again when it gets to 100, writing over the VP00 files and so on. I seriously doubt that anyone will have Ÿk a problem with this, but I thought I would add it in. If YOU can figure out how to get over 100 ViewPorts active at once, then I will gladly modify the code to go up to 999.  TimeSave 1.0 --------------------------------------------------------------------------- TimeSave was written to handle those times when the program you are trying to get a screen from won't let your hotkeys get through, or does something strange when you switch back to CLI (if it will even LET  you get back to CLI). It was also written to allow unoprompted and scheduled saves of the active displays. The basic operation of the program is similar to that of GrabViews, but with a few more options. Read onward. Performance notes - CLI ----------------------- TimeSave expects two arguments on the command line, the start delay and the save delay. Start delay refers to the amount of time in seconds that TimeSave is to wait before beginning incremental savijǟuholds beam width \ sto angle \ reg 1 holds angle looking at \ lab scan hit \ see if it gets hit while looking \ x!=0? \ if it does, move \ goto move rcl width \ recall the beam width \ rcl angle \ recall the scan angle \ radar \ anyone out there? \ x>0? \ found something \ sto dist \ store distance \ x>0? goto sam rcl width # 2 * sto+ angle \ add it \ lab sam \ found something \ k}\# 2 sto/ width \ half the beam width \ rcl width sto- angle \ take new width from scan angle \ # .6 x SEEK 0 SEEK recloc Moves current file position to position "n". File must be opened with the OPEN command. -1 will specify the end of the file. SETBLACK flag SETBLACK SETBLACK 1 SETBLACK 0 Will set the screen to black, or turn colors on to the K/`owappropriate palette. Works by setting all the colors in the present screen palette to black. Will not affect actual palette associated with storage of screen. SETBLACK 1 turns screen off, SETBLACK 0 turns screen on. If set before initial LOAD command, first screen will come up black. A fade in can then be done, or a simple SETBLACK 0 to turn on the screen when desired. SETFONT n SETFONT SETFONT 2 SETFONT 7 Sets the current font to preloaded font L̈́'Qnumber "n". Allows the selection of several preloaded fonts. Fonts are designed to be preloaded to allow the avoidance of disk operation which might slow the change in font selection at critical times otherwise. SETLACE SETLACE SETLACE will turn interlace mode on. SETLACE is most useful when some of the mages used by a given Director script are to be interlaced. When an interlaced file is loaded, interlace is automatically turned on, but it may be desirable to turn SETM pALACE on early so the entire script will be run with interlace on. Interlace should be turned on in scripts where the output is to be videotaped, for best results. Interlace cannot be turned off once it is on. SETMAP buffer,index SETMAP , SETMAP 7,index SETMAP -1,0 Sets the color map for screen buffer "buffer" to a color map in the @ array at index "index". Note that the "@" symbol is not used in the array index specification, though the N8value is used as an index into the @ array. If "buffer" is the current screen, the current screen colors will be affected. "buffer" of -1 can be used to specify the current screen. SETBLACK 1 will disable SETMAP's effect on the current screen colors, though a subsequent SETBLACK 0 will then display the newly selected colors. SKIPANIM abuffer,pbuffer,abs,rel,end SKIPANIM ,,,, SKIPANIM 2,7,abs,rel,done SKIPANIM parameters O{vare identical to the ANIM command parameters, except no modifcation to screen buffer specified by "pbuffer" is actually performed. SKIPANIM allows you to skip over frames that my be redundant, as in the standard 2 frame overlap ANIM's. See the ANIM command for more details. SOUND var,command,param,param,param SOUND ,,<>,<>... SOUND period,"load",buff,octave,":sounds/splash.samples" SOUND a,"play",buff,times,volume,period SOUND a,"qu=y? :N:2: if x is greater or equal to y, perform the next instruction, otherwise skip it. x<=y? :N:2: if x is less or equal to y, perform the next instruction, otherwise skip it. xy? :N:2: if the x register is greater than the y register, perform the next instruction, otherwise skip it. x!=y? :NU$8*w:2: if the x register does not equal the y register, perform the next instruction, otherwise skip it. x=0? :N:2: if the x register equals 0, perform the next instruction, otherwise skip it. x>=0? :N:2: if the x register is greater or equal to 0, perform the next instruction, otherwise skip it. x<=0? :N:2: if the x register is less or equal to 0, perform the next instruction, otherwise skip it. x>0? :N:2: if the x register is greater than 0, pVkѓerform the next instruction, otherwise skip it. x<0? :N:2: if the x register is less than 0, perform the next instruction, otherwise skip it. ----- Execution Control Instructions ----- goto name :N:1: Jump execution to the label name gosub name :N:5: Jump execution to the label name. When a return is encountered, execution will continue at the instruction following the gosub. gosub's may be nested up to 10 levelWַgs deep. label name :N:0: Label for a goto or gosub. Only the first six characters of a label name are used, the rest are ignored. So the compiler will see fredscum and fredscum2 as the same label. return :N:5: Continue execution at the instruction following a gosub. If no gosub was ever called, start at the beginning of the code. ----- Droid Control Instructions ----- delXȳvay :N:1: Delay, lets the cpu sit idle for the number of cycles specified in the x register. Note the instruction takes one cycle itself to execute, so specifying a delay of 1 would actually delay 2 cpu cycles. radar :X:20: This is the instructions to use to find other droids. The instruction uses the number in the x register as the direction to scan, and the number in the y register as a beam width. The beam width is measured from the sY gcan angle to both sides. Thus if the beam width is five degrees, any droid that is less than five degrees left or right of the scan angle will be seen. The distance to this droid will be placed into the x register. If more than one other droid exists within the scan beam, the closest distance is put in the x register. If no other droid exists within the beam, a -1 is put in the x register. radar0 :X:10: This instructions is a shZVortened version of the radar instruction. It automatically assumes a beam width of 0 degrees. It requires the scan angle to be in the x register. It replaces the x register with the distance to the closest droid in the scan direction, or -1 if there is no droid in the scan direction. The advantage of this instruction over radar is that it takes much less time to execute, so your droid runs much faster. If your droid execute[@s the following: #60 radar0 the distance to the other droid will be put in the x register. The following diagram should help explain this: 90 degrees | / | / | _/__ | /other\ | | | | \droid/ | / \w | / The other droid will be seen, | / and its distance to the scanning | / droid will be put into the x | / register of the scanning droid. | / (This will replace the scanning | / originally in x). _____ / An angle of about 60 degrees in /scan-\ the x register. | ning | ------]mf---------------------- 0 degrees ---- \droid/ radarw :X:10: This is a different form of radar beam. Instead of a cone, the beam is a rectangle. See the diagram below for an example of this. In the x register is the scan angle as with all radar instructions. In the y register is the beam width measured in meters. Droids are 4 meters across. So the diagram below is for a beam width of 4. The instructions to execute this ^Ѭ would be: # 4, # 60, radarw As with all radar instructions, the number in the x register is replaced with the distance to the closest droid in the beam, or -1 if there are no droids in the beam. 90 degrees | ---> / beam / <--- | / width / | / _ /__ | / /other\ | / | | IP@take more memory to hold than others. Thus, the cost of each instruction differs. The cost of instructions is printed out next to each instruction in your program as it is compiled. Here is how the functions are presented: function name : stack effect : execution time : description The letters used for stack effect are: N : Instruction has no effect on stack. P : Instruction pushes the stack up, puts something new in x. D : Instruction drops the Jstack down; the instruction will put the result of some operation on the x and y registers into the x register. X : Instruction only changes x register of the stack; it leaves y and z unchanged. U : The effect on the stack is unique to specific instruction, where it will be defined. equate s1 s2 :N:0: All subsequent occurrences of string s1 in the droid code will be replaced by string s2. OnlK'y the first ten characters of s1 and s2 are used. Up to 100equates may be made. Even instruction may be changed, for example: equate define equate will allow you to use the word "define" instead of the word "equate" in all subsequent program instructions. ----- Droid Hardware Definition Instructions ----- reg n :N:0: Allocates n storage registers for your droid Lb:to use. The registers are numbered 0 to n-1. drive name n :N:0: Gives your droid a drive so that it can move. name is any valid drive type, and n is the amount of armor above the basic amount of armor (costs $7 per point of extra armor). cpu name :N:0: Give your droid a cpu to think of type name. weapon name a s :N:0: Define a weapon. name is any valid weapon type. a is the M쬅amount of armor the weapon will have protecting it (costs $7 per point of armor). s is the number of shots the weapon will (cost is given in the section on Hardware). ----- Droid Mathematical Operations ----- + :D:2: Add the y and x registers, put the result in x. - :D:2: Subtract y minus x, put the result in x. * :D:4: Multiply y by x, put the result in x. / :D:4: Divide y by x, put the result in x. chs :XN.ؖ6:1: Change sign of number in x. y^x :D:8: Raise y to the x power, put the result in x. lnx :X:8: Take the natural logarithm of x, put the result in x. e^x :X:8: Raise base e to the x power, put the result in x. sin :X:12: Take sine of x, put result in x. x should be in degrees. cos :X:12: Take cosine of x, put the result in x. x should be in degrees. tan :X:12: Take tangent of x, put the result in x. x should be in degrees. asin :X:14: Take the aOXkHrcsine of x, put the result x. (result in degrees) acos :X:14: Take the arccosine of x, put result in x. (result in degrees) atan :X:14: Take the arctangent of x, put result in x. (result in degrees) Returns a result between -90 degrees and +90 degrees. atan2 :X:16: Take arctangent of y register divided by x register. x may be 0. Put result (in degrees) in x register, drop stack. Returns a result between -180 P}F degrees and +180 degrees. r-d :X:3: Convert radians to degrees, put result in x. d-r :X:3: Convert degrees to radians, put result in x. 1/x :X:3: divide 1 by the x register, put the result in x. sqrt :X:8: take the square root of x, put the result in x. abs :X:2: take the absolute value of x, put the result in x. int :X:2: Drop any fractional value from the number in x. rnd :X:2: Round off the number in x. ----- Number Entry and Storage InstrQŒAuctions ----- pi :P:2: Put 3.141592654 in the x register. ran :P:5: Put a random number between 0 and 1 in the x register. # number :P:1: Put number in the x register. sto n :N:1: Put x register into storage register n. rcl n :P:1: Put storage register n into x register. sto+ n :N:4: Add storage register n plus the x register, put result in n. sto- n :N:4: Subtract register n minus x, put result in n. sto/ n :N:6: Divide register n by x, put result inRx n. sto* n :N:6: Multiply register n by x, put result in n. stoind n :N:2: Store indirect, store the x register in the register named by register n. e.g.: if register 5 contains 10, then stoind 5 will store the x register into register 10. rclind n :P:2: Recall indirect, recall to the x register, the register named by register n. incr n :N:1: Increment register n by 1. decr n :N:1: Decrement register n by 1. ----Sa- Droid Stack Instructions ----- swap :U:2: Switch the values in the x and y registers. rup :U:2: Roll the stack up. x goes to y, y to z, and z to x. rdn :U:2: Roll the stack down. z goes to y, y to x, and x to z. enter :U:2: x is copied to y, y to z, and z to oblivion. clst :U:2: Clear Stack. Sets x, y, and z to 0. ----- Comparison Instructions ----- x=y? :N:2: if the x register equals the y register, perform the >Hh | | | | | | | | | | | | time: | | | battles | ------------------------------------------------------------- A: Status Panel. Contains the Control Icons, Time Remaining, and the current status?i $ of all the droids in the arena. B : Control Icons, clicking these has the following results: Q: This will quit the current sequence of battles, and and return to CLI. P: Pauses current battle until clicked again. N: End the current battle and go to the next one. S: Toggle the sound on and off. C : Droid icon, name and cost. Clicking on the droid icon will open the droid monitor window for that droid. D : Armor bar. This shows th@5e relative amount of armor remaining on a droid. As armor is destroyed on a droid, the bar gradually shortens. When the bars disappears, there is no armor remaining on the droid. E : Score. The first number is the score obtained in the current set of battles. The second is the average score obtained by the droid in its lifetime. Score is calculated as follows: 16000000.*(points obtained)/(cost*cost) Aph Points obtained is the total damage caused by the droid plus 30 points for each droid destroyed while it was still operating. The cost is shown next to the name. F : Time Remaining. When timer runs to 0, the battle is considered over. No more points are awarded to any droids. Droid Monitor Window The droid monitor window may be opened by clicking one of the droid icons in the status panel. The monitor window shows theBȨ name of the droid it is monitoring, the numbers contained in the stack of the droid, and the instructions the droid is executing. This is a very useful device for debugging a droid, and even for learning the essentials of using the stack and RPN. There are two controls for the monitor window. If the STEP icon is clicked, execution will stop. Each time the STEP icon is clicked, the next instruction in the droids program is executed, the list of instructions C*+is pushed up, and the executed instruction is shown on the bottom of the list. The resulting stack is also displayed. If the STEP icon is held down, instructions will be executed at a slow pace. Click the RUN icon to resume execution of the program at normal speed. The monitor window may be closed by clicking the close window gadget, or by clicking the droid icon again. If a different droid icon is clicked, the current monitor window is shutDH= down, and a new one is opened for the most recently selected droid. Damaging Droids Droids receive damage from three sources: running into walls, running into other droids, and being shot by other droids. Hitting walls is usually avoidable, running into other droids is not always avoidable, and very little can stop another droid from shooting at yours apart from destroying it first. The amount of damage that is done depEzends on its source. Damage from hitting walls and other droids depends on the speed your droid is going when it hits. The faster your droid was moving when it hit the wall, the more damage is done to it. The damage caused by different types of weapons is given under the section on Hardware. When a droid takes damage, all the points are randomly applied to the drive or one of the weapons, that is only one thing will beFL:/ hit. Each point of damage will destroy one point of armor. Once all the armor on the drive or a weapon is gone, the next hit on that particular thing will destroy it. Weapons operate at full function until destroyed, but the drive will gradually loose top speed as its original base armor is destroyed. Once all weapons and the drive are destroyed, the next hit will destroy the droid. GIT 7 : Droid Instructions Summary Here is a synopsis of all the droid instructions available. Each instruction also shows its relative execution time. For example, "+" takes 1 relative execution time for a cpu to run it. An 8bit cpu may run 9 instructions every 1/10 of a second. This means it may do 9 adds every 1/10 of a second, or 90 adds per second. Some H1^instructions take longer to execute. For example, "sto n" has an execution time of 3, thus an 8bit cpu may execute 3 "sto n" instructions in the same time it takes to execute 9 "+" instructions. The speed of a cpu also affects this. An 8bit cpu may run 9 adds in the same time it takes a 32 bit cpu to run 18 adds. If you have a droid that does a lot of thinking, it's a good idea to give it a good cpu so that it won't take all day to think. Some instructions 3.I#:xplode at in x. \ fire 0 \ Fire the light gun (distance is in x).\ goto start \ Keep looking. \ This is a complete droid, since it has a cpu. The weapon is defined as a lgun with 10 armor and 50 shots. Two registers are given to it to store numbers in. Two things are here that are very helpful to programming. The first is the "equate angle 0". This means that anywhere the word "angle" is seen, it will be repl4(aced by "0". Thus, "sto angle" will be the same as "sto 0". This allows words to be used instead of numbers for the registers, and helps you make programs that are much more readable. Second are comments. Anything between a pair of "\"'s is ignored. This allows you to put in comments to tell what is going on. "x>0?" is a conditional test. If x is greater than 0, the next instruction ("goto fire") will be executed, otherwise it will be skipped. Sinc5Fje radar returns the distance to a droid, or -1 if none is seen, execution will jump to "label fire" if a droid is there, or will "goto start" if one isn't. "aim" takes the number in the x register and turns the turret containing the weapons to face that direction (0 degrees is straight right, and posative is measured counter clockwise). "fire 0" will fire the light gun. The number in the x register when "fire 0" is executed will give the distance for the6?J- shot to explode at. If you don't get a direct hit, you may still have the shot blow up nearby and cause damage. Movement can be done quite easily also. All your droid needs to know is the direction it wants to go, and how fast. This is done with "heading" and "speed". "heading" takes the value in the x register, and faces the droid in that direction . Heading is measured positive counterclockwise (0 is straight right, 90 up, 180 left, and 270 down). "7Msspeed" takes the value in the x register, and starts the droid moving at that speed. For example: # 0, heading # 2, speed This will move the droid at a heading of 0 degrees (straight right) at a speed of 2 meters/second. There are many more instructions to affect the droid, and for the droid to find information about its environment (such as where it is in the arena, if it has been hit, etc.). See the list of droid control and droid envi8ronment instructions under the instruction summary section for more details. 5 : The Compiler The compiler is used to transform the file which contains your program into something that can easily be read and run by the Battle Droids Arena. This section gives details of compiler syntax and use. An instruction consists of the instruction name plus any parameters it require9SϪ)s. For example "sto" must be followed by a register number. All names and parameters must be separated by a separator character. The separator characters are the blank, carriage return, backspace, tab, comma, and colon. All instructions must also be separated by a separator character. Thus the following are equivalent: #:5 #:3 + #:3 #:1 + / and # 5 # 3 + # 3, # 1, +, / Comments are delimited by "\". Any characters between a pair of "\":`'s are ignored. The definitions for cpu, drive, weapons, and registers may appear anywhere in the program, but it is most convenient to put them at the beginning. To compile a droid, type from CLI on the Amiga: comp [-f -n] d1 d2 d3... The -f is optional. If used, the compiler will run faster, and the output on the screen will go by faster. The -n option will not print to the screen at all. Use only the -f or -n options, not both. d2 d3;j9<... is a list of droid names. Whenever a droid is compiled, its average score is reset to 0. Whenever an instruction in a droid program is changed, the droid must be recompiled. When the compiler reaches an unknown instruction in your program, it will pause, show you what it doesn't understand and ask if it should continue. Type "n" to have it stop. 6 : The Battle Droids Arena This sec<>z,tion describes the arena window, the droid monitor window, and damaging droids. The Battle Droids Arena is started as described in the section Running The Arena. Below is a diagram of the arena and the Status Panel. _____________________________________________________________ | | ___ ___ ___ ___ | | | |Q| |N| |P| |S| | | | --- --- --- --- | | =dZ |C name $cost | | C |----------- | | | current/average | | | | | |C name $cost | | |------- | | | current/average | | | ( ,U the section on Instructions Summary the exact effect of each instruction on the stack is given. The concepts of pushing and dropping the stack are very important, and should be well understood in order to become proficient at programming RPN. The first thing you probably will want your droid to do is to find a target. To do this, it is easiest to use the radar that comes with your droid. To use it, the radar needs a directi) L on to scan, and a beam width. The direction is measured counter clockwise with 0 being straight right, and the beam width is measured to either side of the scan direction. The radar gets this information from the stack. The scan angle is taken to be the number in the x register, and the beam width is taken to be the number in the y register. The value in the x register will be changed to the distance to the closest droid in the radar beam. If th* ɽere is no droid in the beam, a value of -1 is put in the x register. For example to scan straight up (90 degrees) with a beam width of 10 degrees, put the following instructions in your program: # 10, # 90, radar The first instruction, "# 10", will push the stack up, and put 10 in the x register. "# 90" will push the stack up, the 10 will go into to y register, and 90 will be put in x. "radar" will then scan at 90 degrees (in the x register) wit+ i2Jh a beam width of 10 degrees (in the y register). The value in the x register will then be changed to either the distance to the closest droid within the beam, or -1 if no droid was in the beam. The following diagram for this example may help clear up any misunderstadings: 90 degrees | | |____ | | / \ This droid will | | | o, 6ther | be detected | 10 | 10 \droid/ | | | | | | | | | | | | beam width=10 | | | (in y register) | | | | | scan angle=90 | | (in x register) __|_-u1_ 180 degrees /scan-\ 0 degrees ----------------------- | ning | -------------------------- \droid/ Of course, you may want to look in more than one direction. This is easily accomplished if you use a storage register to hold the scan angle. For example, assume you have at least one register available: # 0, sto 0 label start # 10, sto+ 0 .3 # 5, rcl 0, radar goto start There are a few new instructions here that need explaining first. "sto 0" will change the number in register 0 to the number in x; it does not change the stack. "label start" is a label. This marks a place in the program. The "goto start" later on will cause execution to jump back to the instruction following the label. Any six character name may follow a label instruction. The "sto+ 0" adds the number i/6[n the x register to the number in register 0, and puts the result in register 0. "rcl 0" pushes the stack, and puts the number in register 0 into the x register. So what does this do? First, 0 is pushed onto the stack, and then stored into register 0. The "label start" is ignored. "# 10" pushes 10 onto the stack, and stores 10 plus register 0 in register 0. This increments register 0 by 10. "# 5" pushes the stack, and puts 5 in x. "rcl 0" pushes the 0!lstack, and puts the value in register 0 in the x register. "radar" then looks with a 5 degree beam width (in y register) in the direction of the x register which was recalled from register 0. Next, the "goto start" is executed. The next instruction to be executed will be the one following "label start", i.e. "# 10". This will keep adding 10 to register 0, and using it as a scan angle. Thus each time through it looks 10 degrees further counter clockwise. 1c' Now how do you make it fire? Here comes several more new instructions, so get ready: cpu 16bit \ Give it a cpu to think. \ weapon lgun 10 50 \ A light gun with 10 armor and 50 shots. \ reg 2 \ Two storage registers allocated. \ equate angle 0 \ Anywhere it sees "angle", replace with "0"\ # 0, sto angle \ Set angle to 0 degrees. \ label start # 10, sto+ angle \ Increment angle by 10 degrees. \ # 5, rcl angle, radar \ Scan at an2O3gle, width 5 degrees. \ \ Remember, the radar returns the \ \ distance to the droid in the x \ \ register, or -1 if none is found. \ x>0? goto fire \ If x is greater than 0, goto fire. \ goto start \ Goto start, and keep looking. \ label fire sto dist \ Distance to droid is still in x register. \ rcl angle, aim \ Aim in the proper direction. \ rcl dist \ Need distance to e;droid took the time to tell the shell to explode at the distance to the other droid, it may still cause damage. Of course lasers and protons are very expensive, and will decrease your score by costing more than other weapons. Also, be careful to buy enough ammunition to keep your droid going for the entire battle. Droids are reloaded between battles, but it is very embarrassing to have your droid destroyed because your droid thought it was blasting f3away at something, but was actually out of ammo. 4 : Programming droids To create a droid program, type the definitions for the cpu, drive, weapons, registers, and the instructions for it to execute into your droid file. You can use any editor to do this as long as the editor writes its output to the file in ASCII (that is, normal +.readable characters). The ED text editor is good for this on the Amiga. This droid must then be compiled. For example, if you write your droid to a file called "fred", type: comp fred This will compile fred, and create aversion called "fred.drd" that the arena uses. More on the compiler later. To program a droid you must understand the language the droids use. Droids are programmed in Reverse Polish Notation (RPN). This language is very efficie #]nt in terms of execution speed, but must be understood to be used. Normal notation used in most programming languages is arithemetic notation. In arithmetic notation, you may write an equation as: (5+3) ----- (3+1) The answer is 2. In RPN, the same equation is written as: # 5, # 3, +, # 3, # 1, +, / To understand this, let's look at how the cpu executes these instructions. A !+!register is a place where a number may be stored. The cpu is made up of three registers that numbers are stored in; they are called the x, y, and z registers. Collectively they are called the "stack". This is because they can be visualized as being stacked on top of each other: z register y register The Stack x register Some terms commonly used with the stack are "push" and "drop"Е". When the stack is "pushed", the value in the z register is lost, the value in the y register is put into z, and the value in the x register is put into y. This is visualized as the stack being pushed up, with z falling off the top: z lost /------- z y --------/ /----- y Pushing the stack x ----------/ /- x new value--/ "Dropping" the stack means performing some operation on x and y (#6such as adding them), and putting the result in the x register, the z value is then put into the y register. This can be visualized as the stack dropping down (note, the z value is unchanged): z ------\---------- z y -\ \--------- y Dropping the stack x --- operat$̺ion---- x Now, back to the example: (5+3)/(3+1). This is what happens to the stack as the RPN instructions ( # 5, # 3, +, # 3, # 1, +, /) are executed. Assume x, y, and z start with the value of 0 in each: z = 0 The first instruction, "# 5", pushes the z = 0 y = 0 stack up, and puts 5 in the x register. y = 0 x = 0 the resulting stack is shown on the right: x = 5 The next instruction, "# 3", again pushes the stack z = 0 and puts the number 3 i%9n the x register: y = 5 x = 3 "+" is a stack dropping instruction. That is, it z = 0 operates on x and y, puts the result in x, and y = 0 drops z into y. The result is shown: x = 8 "# 3" will push the stack again, and put the z = 0 value of 3 into x: y = 8 x = 3 "# 1" pushes the stack, a&۸nd puts 1 in the x z = 8 register. Note how the 8 which was in y is first y = 3 put into z, and the 3 in x was put into y before x = 1 the 1 is put into x. "+" again will drop the stack. It adds x and y, z = 8 puts the result in x, then drops the value in z y = 8 into the y register. Note the z value is unchanged. x = 4 "/" is another stack drop instruction. It divides z = 8 y by x, puts the result into the x register, and y = 8 drops z'p into y. x = 2 Now the answer, 2, is in the x register. Look again how this worked. First, 5 and 3 are added. Second, 3 and 1 are added. Last, the result of the first is divided by the result of the second. Some instructions affect only the x register. For example, "sin" will take the sine of the value in the x register and put the result back into the x register. These instructions leave y and z unchanged. Innp) below. The basic armor is how much armor comes with the drive for free. This is just a measure of how tough the drive naturally is. Additional armor may be added at a cost of $7 for each unit. drive cost basic armor top speed acceleration type (meters/sec) (meters/sec/sec) none $0 0 0. 0 budget $200 10 5. 1.0 track $5 U?DS00 60 10. 2.0 wheel $500 30 14. 1.5 hover $500 15 18. 1.0 turbohover $700 5 20. 1.5 To define a drive, put the following line in your droid file: drive track 20 This gives you a track type drive with 20 armor units (in addition to its basic 60 units). The "none" type drive exists so that you can simply add armor to your droid. The "budget" driv!Be is a simple small flimsy car type chassis, kind of like a Hyudail. The "track" is a pair of tank treads (very tough) from surplus army Sherman tanks, "wheel" is a three wheel solid rubber tire drive, "hover" is a hovercraft (fairly flimsy and easily stopped), "turbohover" is a more powerful and lighter version of the basic hover. REGISTERS When writing a program for a droid, you may find it useful to have your program save numb"'7?Ners for later use. Your droid will need some memory to store these numbers in. This memory is created in the form of storage registers. Each register costs $2 for the extra memory. To define some storage registers in your program, type: reg 23 This will give you 23 storage registers to store numbers in. The registers are numbered 0 to 22. WEAPONS If you plan on destroying other droids and getting points, yo#}u will probably want to buy a weapon or two. You may have up to four weapons (numbered 0 to 3) on your droid. To get a weapon, you need to specify the type, how much armor you want protecting it, and how much ammunition you want to have for it to fire. Below are the available weapons, their cost, the speed of their shots, the cost for ammunition, how long it takes for the weapon to reload (so that it may fire again), and how much damage the shot does on average.$ weapon cost shot speed ammo cost reload time average type (meters/sec) (per shot) (seconds) damage lgun $150 100 $1 .6 7 mgun $225 80 $2 .8 12 hgun $300 60 $3 1.0 17 arail $100 70 $5 .8 15 brail $150 60 $8 1.0 20 crail $200 50 $10 1.2 %ރ 25 laser $400 instant $5 1.0 15 proton $800 instant $10 2.0 30 To define a weapon type the following line into your droid file: weapon laser 10 50 This will give you a laser with 10 armor, and 50 shots. As always the cost of armor is $7 for each point. So the total cost of this weapon is $720 ($400 for the laser, $70 for armor, and $250 for ammo). The lgun is light caliber gun, the mgu&xn a medium caliber, and the hgun a heavy caliber. The guns fire explosive shells which can be set to explode after traveling a specified distance. The shrapnel from this explosion can cause damage to droids. The damage will be less than a direct hit, but is better than nothing. An arail is a rocket lauching rail that is made for small rockets, brails are for medium rockets, and crails are for heavy rockets. Each rocket is like the shells in that it ma'wNy be set to explode at a certain distance. The warheads carried on the rockets are much larger than those on shells, however rockets take much longer to arrive at their targets because they travel slower. The ammunition for the rocket rails also costs more than the gun ammo. The laser is a chemically activated laser; each shot uses up a cartidge of chemicals. The proton is a particle beam left over from SDI. Note: The only piece of hardware that you (ɑ&are required to buy is a cpu. You don't have to buy anything else, but the other things really are very useful. A fast moving drive allows you to dodge shots more easily if you keep moving; of course shooting is much more difficult if you are moving. When you find another droid while you are moving, you will need to correct for the fact that you have moved from the time you found the droid to the time you actually fire. The type of weapon can also help in hitting. Iwf you are firing at a moving droid, you will probably hit with a laser or proton because the shot reaches the target instantaneously. However, if you fire at a moving droid with a C type rocket, the rocket will probably miss because the target will have moved by the time the rocket arrives. In addition, if a laser or proton miss, they will hit the wall, most probably not hurting anything. If a rocket or shell misses, if your *2U weapons, armor, and program into a file. Any editor will work as long as it writes to the file in ASCII (that is, plain normal text). Once the hardware is defined in the file, and the program is written in, the file is compiled. The compiler reads the file you just made, and interpretates it so that your droid may now be put in the arena. How well your droid does relative to other droids is measured by its score. There are two scor+QGes kept for each droid in the arena. The first is the score for the current battle. The second score is the droid's running average score. The running average score includes the score for the current battle, so both scores increase as your droid does damage, however the average score increases more slowly because it is averages with previous scores. The current score is based on two things: how much damage your droid causes, and its cost. Points  ,KD=are awarded as follows: for each point of damage your droid causes, it gets a point, for each droid that is destroyed while your droid is still running in the arena, your droid gets 30 extra points. The number of points obtained by your droid is divided by the square of its cost. This requires a droid to be extremely viscious, yet inexpensive. The idea is to get as much bang for the buck as possible. The actual equation for calculating score is:  -5 16000000.*points/(cost*cost) The number 16000000. is included to make the score a reasonable number from 0. to 1000. As you can see, a more expensive droid will have a lower score than a less expensive droid if they both obtained the same number of points. Every time the droid is compiled, the value for its average score is set to 0. Thus, destroy as many enemy droids as possible, and do it with as little money as possible. Anyone can buy th .3`e best weapons, all the ammunition they need, and as much armor as could be imagined. No one is impressed by a $10000 droid destroying a $2000 droid; one would hope it would be able to. Great droids need something more. They need a program; they need intelligence. Remember, "The sharpest blade is not always enough." (Highlander) 2 : Running the Arena To  /w_ybegin running a few battles right away between several droids, go to CLI on the Amiga, and type: bat n d1 d2 d3 ... Where n is the number of battles to run. n may be from 1 to 99. d1 d2 d3 ... is the list of the names of the droids you want to put in the arena. You may place up to eight in, but you must put in at least two. The battles will be run consecutively until finished. When all battles are done running, click on the Q icon on the upper 0f right side of the status panel to quit. The Battle Droid Arena may also be started by typing from CLI: battle This will bring up a window showing the available droids in the left column under the heading "AVAILABLE". You may scroll through the list of available droids by clicking on the up and down arrows between the AVAILABLE and SELECTED columns. To pick one to put in the arena, click on its name. This will put its name in the list un1 der the heading "SELECTED". If you change your mind, and don't want to run the droid, click on its name under the SELECTED column, and it will be removed. The number of battles to run may be adjusted by using the up and down arrows next to the display showing the NUMBER OF BATTLES TO RUN. Once you have selected all the droids you wish to run, and have selected the number of battles, click on RUN. If you've changed your mind, click on the window's close247 gadget. 3 : Droid Hardware This section describes all the hardware available to your droid, its function, and most importantly its cost. CPU'S Every droid needs a cpu. This component is required. The cpu is the brain of a droid. The more expensive cpu's can execute instructions in the program faster. The cpu's available are shown 3v蝴 below with their cost and relative execution speed. Execution speed will be discussed further in the section of Instructions Summary. cpu type cost relative speed measured in operations every 1/10 of a second 8bit $100 9 16bit $200 14 32bit $400 18 2x16bit $600 22 2x32bit $1000 25 To define the cpu for your droid, typethe fU:ollowing line into your droid file: cpu 2x16bit This will give your droid a 2x16bit cpu which will add $600 to the total cost of your droid. DRIVES While the drive is not a required component of a droid as is the cpu, it is highly recommended. Once your droid is located, it will be an easy task to destroy it if it does not move to a new location. The drive units, speeds, accelerations, costs, and basic armor are shown5)Ny begins. There are 2 ways to hike the ball: pushing the button, or pulling back on the stick. Pushing the button means you want to follow the diagrammed play and make a handoff. You CANNOT pass the ball if you push the button to hike!!! As soon as the running back has the ball, he will begin to run automactically. To make handoffs from the shotgun position, hole the button down for at least 3 secs.. Pull back on the stick if you want to pass. You can drop back or roll left 6|lor right to pass. To throw, "point" the quarterback in the direction you want to throw the ball, and HOLD the joystick button. A green "x" and show you where the ball will land and marks the middle of the "catchable range". As long as you hold the button, the x will continue to move. At the moment you release the button, the nearest receiver will run towards it, and the ball will be halfway between it and the quarterback. Make sure you lead your receivers. CATCHING THE 77yBALL ----------------- The closer the player is to the x when the ball comes down, the better the chance he has to catch it. Watch out for INTERCEPTIONS!!! PUNTING ------- To punt, press the fire button or pull the stick back. Move the joystick left or right to point in the direction you want to kick it. Then hold the firebutton down to kick it. For a long kick, try to release the button just as the ball leaves the punters hand. KICKING FIELD GOALS -----------84-------- There are 2 ways, by computer or you can do it. To let the computer try hike the ball by pushing the firebutton. For you to do it, pull back on the stick. There is a box in the lower right hand corner. Use this to guide to WHERE on the football you want to kick it. As soon as the ball is hiked, a red line will begin to move from bottom to top. While it is moving, slide the blue line in. Before the red line goes half way point on the ball, push the button to stop it.9H The spot where the lines meet, is where it will be kicked. DEFENSE ------- The defensive player can be changed by clicking the button before the snap. To make a player BLITZ, choose a player and hold the button down and pull DOWN on the stick. Well, that is about it....hope these help! Docs typed by MR.DOS... Sysop of T H E N I G H T S H I F T 2400/9600/19200 314-869-7743  93 ALL THE LATEST WAREZ t. To let the computer try hike the ball by pushing the firebutton. For you to do it, pull back on the stick. There is a box in the lower right hand corner. Use this to guide to WHERE on the football you want to kick it. As soon as the ball is hiked, a red line will begin to move from bottom to top. While it is moving, slide the blue line in. Before the red line goes half way point on the ball, push the button to stop it.;վ 1 : Introduction Battle droids is a game of artificial intelligence and survival. Your job is to design, build, and program a droid which is intelligent and deadly enough to survive in an arena filled with enemy droids which were made by other people whose job is the same as yours. Your droid will be sent to the Battle Droids Arena where it must fight, or die. Opposing droids have been programmed by other peop<[ qle to find droids and destroy them. Thus, you must make a better droid, one that will find the enemy droid before it finds yours. To build your droid, you must first buy a cpu for it. The cpu is the brain of the droid; it will execute the instructions in the program you later write for the droid. There exists several different cpu's that run at different speeds. If you want your droid to be able to move about the arena, you may buy a drive for it; t=^΁here are several different types that move at different speeds. To be able to destroy the (hopefully) inferior droids in the arena, you will need to buy a few weapons and some ammunition for the weapons. There are expensive weapons that can devastate another droid in a few good shots, there are weapons with shots that move at higher speeds so that it is easier to get a good shot in. You may also buy armor to protect your drive and weapons. This is always a good i>dea, since the other droids in the arena will not simply short circuit themselves out of fear. They are in the arena with the same purpose as you: TO DESTROY ALL OTHER DROIDS. All of this hardware is of no practical use however, unless you have something to run it. This is the program's job. Once you have decided on what hardware you want your droid constructed out of, you must tell the droid what to do with it. The program gives the d) roid a set of instructions to follow once it is the arena. The program tells the droid where to scan with its radar to find other droids, where to fire once it has found them, and what to do if it gets hit. The droid and its program are made entirely before the droid is put into the arena. Once in the arena, all the droid can do is let the cpu execute the program, for better or worse. To make your droid, simply type the definition for the cpu, drive,@&ly, most Thargoid battle ships carry a few small remote- controlled ships, each equipped with a single pulse laser. It is rumored that the Galactic Navy are designing their own remote-controlled fighter, and will pay well for Thargoid ones to study. Dimensions - 180/40/180 ft Cargo Capacity - Armaments - Widely varying. Mountings available for most systems. Maximum Velocity - 0.20 LM Inservice Date - Uncertain Maneuverability - CF AZ6 Crew Number - 150 Drive Motors - Thargoid invention Hull Stress Factor - Uncertain Hyperspace Capability - Yes TRANSPORTER The Lakon Spaceways MC15 QuikTransport Shuttle is the most commonly encountered intermediate range shuttle, with a range of 0.1LY and a full HiGrav Loading facility. It can carry up to 100 passengers, and has a cargo capacity of 10 tonnes undefined bulk. Can land on asteroids, space stations, and Bkcan skim atmosphere, and touch down on land surfaces and all liquid surfaces except acid. Dimensions - 35/10/30 Inservice Date - Unknown, but probably pre-2500 AD. Known prototype built on spaceLink Shipyards, Mars orbit (Old Earth). - 33 - VIPER (POLICE SHIP) Small, highly maneuverable short range "hunter-killer", the Viper was specifically designed for GaC7t`lCop Space Policing purposes by Faulcon Manspace and are built under licence on all Medium Tech worlds. The Viper is a single pilot craft, but can carry up to ten humanoid passengers. It has no cargo space, but has a "tug" capability, and can tow a ship of up to 140,000 MTS mass (including the Cobra Mk 3). This popular ship is also carried by large freighter convoys, for defensive purposes. Dimensions - 55/80/50 ft Cargo Capacity - Zero ArDmaments - Ingram MegaBlast Pulse Laser; Seeker missiles Maximum Velocity - 0.32 LM Inservice Date - 2762 AD (Faulcon Manspace, Reorte) Maneuverability - High (CF 7.4) Crew Number - 1 (up to 10) Drive Motors - deLacy Super Thrust VC10 Hull Stress Factor - Varies Hyperspace Capability - No WORM CLASS LANDING CRAFT A small landing craft carried on larger ships, for use as either a lifeboat, or for landing parties. LightE{ly armed, the Worm is occassionally employed as an attack and/or decoy craft during combat conditions. Manufactured to specific requirements dependent upon the Mother Ship, the Worm is highly adaptable. Dimensions - 35/12/35 ft Cargo Capacity - None Armaments - Ingram Pulse laser Maximum Velocity - 0.23 Inservice Date - 3101 AD Maneuverability - CF 6 Crew Number - 2 Drive Motors - Seeklight HV Thrust Hull StresFEs Factor - T Ki 10 Hyperspace Capability - No rmh - 34 - PILOT'S LOG Date: Filename: Name: Status Combat/Legal: Planets Traversed: Current Equipment: Purchases and Prices Paid: ItG^8em/Planet Av.price Price paid Quantity ordered Trading Profits: Kills: Credits: SPECIAL NOTES: - 35 - PILOT'S LOG Date: Filename: Name: Status Combat/Legal: Planets Traversed: Current Equipment: Pur 8Lchases and Prices Paid: Item/Planet Av.price Price paid Quantity ordered Trading Profits: Kills: Credits: SPECIAL NOTES: - 36 - Hull Stress Factor - Varies Hyperspace Capability - No WORM CLASS LANDING CRAFT A small landing craft carried on larger ships, for use as either a lifeboat, or for landing parties. Light4^.in move your joystick diagonally to choose the PLAY you wish. If you don't call a play in 15 secs, the computer will call one for you. NOTE: YOU CAN DOUBLE THE NUMBER OF PLAYS BY REVERSING THEM. TO DO THIS, HOLD DOWN THE FIREBUTTON WHILE CALLING YOUR PLAY. THE PITCH LEFT NOW BECOMES A PITCH RIGHT, AND SO ON. To call timeout, push the firebutton before a formation is called. OFFENSE ------- To send a man in motion, simply move the joystick left or right before plaHTt EDIT TEAM. NOTE: WHEN YOU BEGIN A NEW SEASON YOU ERASE ANY EXISTING SEASONS ON THAT DISK!!!!!! You can give players different Rankings or "talent points". The best player get 24 and so on...The points are divided umong SPEED, STRENGTH, HANDS, and AGILITY. CALLING PLAYS ------------- When your ready to call a play, refer to the joystick icons. Simply move the joystick diagonally toward the formation you want. When you have done that, the PLAYS are displayed, agaK] Oew Number - 1 Drive Motors - deLacy Spinlonic ZX 14 Hull Stress Factor - C-Holding A20-B4 Hyperspace Capability - No MAMBA Fighter which grew out of custom-built primarily designed for racing purposes but adopted and armed by pirates due to its high speed and maneuverability. Cargo space was added later when Raddlett and Rayburn Shipyards (based at Reorte) standardized the variences and began manufacturing the craLift in large numbers. Dimensions - 55/12/65 ft Cargo Capacity - 10 TC Armaments - Ergon laser Maximum Velocity - 0.32 Inservice Date - 3110 AD (Reorte Ship Federation) Maneuverability - CF 9 Crew Number - Drive Motors - Seeklight HV Thrust Hull Stress Factor - TKi 10 C-Holding B100+ Hyperspace Capability - No - 30 - MORAY STAR BOAT DeveM~2Yloped initially as a submarine flyingboat, Marine Trench Co. soon say the possibilities for extending their operations into space and the Moray SFB became the "Star Boat" after its ingenious adaptations were completed. Aquatic space-faring races are the main users of this multi-purpose vessel, whose hull is able to withstand the pressures of depths of up to 5500 fathoms. Standard fittings include: highpower seal locks, 2 torpedo tube/ single missile pods andN&" flood-lock cabins for subaquatic life-forms. Dimensions - 65/25/60 ft Cargo Capacity - 7 TC Armaments - Geret Starseeker missile system Maximum Velocity - 0.25 Inservice Date - 3028 AD Maneuverability - CF 4 Crew Number - 6 Drive Motors - Turbulen Quark Re-charger Mode 1287 Hull Stress Factor - T Ko T24 Hyperspace Capability - Yes PYTHON One of the larger trading vessels manufactured in Inera Orbit SpaceOl_ by Whatt and Pritney ShipConstruct. Cabin accommodation is cramped and spartan in contrast to facilities for cargo and "alien environment" transport. Though slow and ponderous, the craft has powerful CC-Voltaire shields and Volt-Variscan Pulse lasers, earning it the nickname of the "space porcupine". Not commonly attacked by pirate ships, but a popular craft for freebooters, usually used as a way-station and storage hulk. Dimensions -P?bp 130/40/80 ft Cargo Capacity - 100 TC Armaments - Volt-Variscan Pulse lasers Maximum Velocity - 0.20 Inservice Date - 2700 AD (Whatt and Pritney ShipConstruct) Maneuverability - CF 3 Crew Number - 20-30 Drive Motors - 4 C40K V Ames Drive Exlon 76NN Model Hull Stress Factor - T(ensman) YO 20 C-Holding K21-31 Hyperspace Capability - Yes - 31 - ORBIT SHUTTLESQ^({ These unarmed and often unmanned craft are built under license in every planetary system. Based on a prototype developed by Saud-Kruger AstroDesign, they are used for cargo ferrying between planet and space station, but can be modified to hospital ships, or orbiting prisons. Favorite targets for small-time criminals, because of their instantaneous release of cargo canisters, they are often followed by single fighter patrol ships. R1 Dimensions - 35/20/20 ft Cargo Capacity - 60 TC Armaments - None Maximum Velocity - 0.08 Inservice Date - 2856 AD (Saud-Kruger AstroDesign) Maneuverability - CF 4 Crew Number - 6 Drive Motors - V & K 20.20 StarMat drive Hull Stress Factor - T Ko 28 Hyperspace Capability - No SIDEWINDER SCOUT SHIP Designed by Faulcon deLacy and built in the Onrira Orbital Shipyards by Spalder and Starblaze Inc. to GalacS{{tic Navy specifications for a multi- purpose support craft. Mainly used for atmosphere and planetary surface scouting, but extensively too for city-strafing, reconnaissance and infantry air support (and by pirates who favor speed and elusiveness, its primary advantage). Has some interspatial capability not including hyperspace, and must be carried through hyperspace by jump-capable vessels. Hull is too small for the installation of fuel scoops, Tor more than one missile pod. Dimensions - 35/15/65 ft Cargo Capacity - None Armaments - Dual 22-18 lasers; Seeker missiles Maximum Velocity - 0.37 Inservice Date - 2982 AD (Onrira Orbital/Spalder & Starblaze) Maneuverability - CF 9 Crew Number - 1 Drive Motors - deLacy Spin Ionic MV Hull Stress Factor - Not available; C-Holding C50 Hyperspace Capability - No -?2˜ 32 - THARGOID INVASION SHIPS Though most of the Thargoid Space Fleet is currently engaged by the Galactic Navy in Intergalactic Space, a few of the smaller battle ships make occasional sorties into Human Space. These ships are extremely fast for their size and invariably have ECM Systems (this was originally a Thargoid invention to counter Navy missiles, subsequently copied by the Navy from captured Thargoid ships). AdditionalVeIDreater cargo capacity due to refinements in equipment design (e.g. the Renold Astrogation bloc is one fifth the size of the previous Machanalian Interspatial Wayfinder) and reduced number of necessary crew. Largely developed out of the recommendations left by Commodore Monty, a Python Captain of 40 years experience. Dimensions - 115/60/65 ft Cargo Capacity - 125 TC Armaments - Ergon Laser system; Standard JK Pulse laser; IFS Seek & WͨM} Hunt missiles Maximum Velocity - 0.24 LM Inservice Date - 3017 AD (Gerege Federation Space Works) Maneuverability - CF 4 Crew Number - 15-28 Drive Motors - 4 C40KV Ames Drive motors. Seeklight Thrust Systems Hull Stress Factor - T(ensmann) Yo20 C-Holding K21-31 Hyperspace Capability - Yes - 27 - COBRA MK I Combat-trader craft favored latterly by pirates, the Mark I XbCobra was the first trade ship designed and built for the one-man trader. Its special feature at the time of manufacture (by Paynou, Prossett and Salem) was its Prossett Drive, which incorporated afterburners with proton-tightened, interior shaft walls. These are now a standard fitting for both internal and external integuments of all PPS made craft. Dimensions - 55/15/70 ft Cargo Capacity -10 TC Armaments - Hassoni Variscan laser system anY빧d early Lance & Ferman missile system Maximum Velocity - 0.26 Inservice Date - 2855 (Paynou, Prossett and Salem) Maneuverability - CF 3 Crew Number - 1 Drive Motors - Prossett Drive Hull Stress Factor - T Ji 18 Hyperspace Capability - Yes COBRA MK III Larger, more popular version of the Cobra Mk I (the Mk 2 only reached prototype stage and was abandoned due to a design fault in the hull). This ship is equipZKped with several special features, including Zieman Energy Deflection Shields, fore and aft, and mountings for four Ingram Pulse lasers. The Cobra is much favored by lone-wolf traders who wish to combine potential superior combat qualities with adequate cargo space. Dimensions - 65/30/130 ft Cargo Capacity - 20 TC Armaments - Ingram laser system; Lance & Ferman Seek & Kill missile system Maximum Velocity - 0.30 Inservice Date[-e - 3100 AD (Cowell & MgRath Shipyard, Lave) Maneuverability - CF 8 Crew Number - 1 or 2 Drive Motors - Kruger "lightfast" motors Irrikan ThruSpace Hull Stress Factor - T Ji 18 C-Holding M18 Hyperspace Capability - Yes - 28 - FER-DE-LANCE A Zorgon Petterson Group (Zee Pee Gee) designed vessel favored by well- heeled bounty hunter and freewheeling business corpora\1.4tions. A sophisticated craft, capable of both limited trading, combat, and leisure function. The spacious hull is mainly given over to sophisticated weaponry, defences and navigation equipment at the expense of cargo capacity. Cabin accommodation is large and luxurious with extensive Owndirt Inc. recycling facilities, encouraging extended live-in periods (useful whilst pursuing a quarry). Fuel scoop is a standard fitting, ensuri]#ng complete self-sufficiency. Dimensions - 85/20/45 ft Cargo Capacity - 2 TC Armaments - Ergan Laser System; IFS Seek & Hunt missiles Maximum Velocity - 0.30 Inservice Date - 3100 AD (Zorgon Petterson) Maneuverability - CF 5 Crew Number - 12 Drive Motors - Titronix Intersun Ionic for LT Hull Stress Factor - T Ji 10 Hyperspace Capability - Yes GECKO Patented by Robert Bream, but not manufactured until Ace and ^eVFaber improved upon the original design specifications after the death of the inventor. Later the design was stolen and widely circulated to a number of "backyard" workshops who produced the ship in vast numbers with many individual variances to protect companies against lawsuits. Mainly used as a single- pilot combat craft, typically pirates. Dimensions - 12/40/65 ft Cargo Capacity - 3 TC Armaments - Ingram 1919 A4 laser; LM Homing missile _yT Maximum Velocity - 0.30 Inservice Date - 2852 AD (Ace & Faver HullWorks, Lerelace) Maneuverability - CF 7 Crew Number - 1 or 2 Drive Motors - BreamPulse Light XL Hull Stress Factor - T to 84-94 C-Holding JZ20 Hyperspace Capability - Not available - 29 - KRAIT Small, reliable one-man fighter, common until the standardized version of the Mamba became available on Ja;Jthe open market. Several of these early Faulcon deLacy designed craft may still be found in service in remote areas, but spare parts are no longer available and the need to cannibalize has reduced numbers still further in recent years. Dimensions - 80/20/90 ft Cargo Capacity - 10 TC Armaments - Ergon laser system Maximum Velocity - 0.30 Light Mach Inservice Date - 3027 AD (deLacy ShipWorks, ININES) Maneuverability - CF 8 Cratle and enigmatic life forms. To win the confidence of a feline alien is almost invariably to be invited to mate, so a certain aloofness is recommended. INSECTOIDS. The most dangerous insectoidal life form is the Thargoid, which is mentioned in the Combat section. Insectoidals are usually highly intelligent, often existing as a group mind. There is rarely any individuality among insectoids, and the trader must beware making deals in such a way. Ob%mne life form builds earth cities up to four miles high, and over four million drones live in the middle levels. According to legend, any trader who voluntarily ascends the earth passageway from ground to upper surface of these immense mounds is honored with the rare title Ascender of the Scent City. And then consumed alive. But trading with insectoids can be immensely profitable, as there are so many of them (to trade in wrist watches, for exacW{Jmple, means two to four watches per individual in a clone-group of perhaps ten thousand). In dealing with any alien life-form, for the purposes of trade, there are three cardinal rules: Learn the body language of the alien race. Cover up your body scent. Beware of Carapace concealed weapons. OBSERVER'S GUIDE TO SHIPS IN SERVICE In most trading and combat operations, certain ships are repeatedly d-[B encountered. All ships, whether unarmed cargo shuttles or Navy transporters, are potentially dangerous as pirate and bounty hunting activity spreads. Some ships are potentially more dangerous than others. The brief guide given here is just an indication of the range of ship-types plying the trade and space lanes. The illustrations show top, side and front views of each craft. Dimension data provide the scale. For a fuller account see Jane's e_Galactic Ships and Remote Colonial Construction, 5th Edition, 3205 pub. Trantor House. - 25 - ADDER Manufactured by Outworld Workshops, a rogue breakaway company from Spalder and Prime Inc. which operates without license from an unknown location, the Adder-class craft has dual atmospheric-spatial capability and is often used by smugglers. Pregg's "wingfolding" system permits landing on planetary surfacfuqes. Carries one missile. Dimensions - 45/8/30 ft Cargo Capacity - 2 TC (Tonne Canisters) Armaments - Ingram 1928 AZ Beam laser; Geret Starseeker missile Maximum Velocity - 0.24 LM (Light Mach) Inservice Date - 2914 AD (Outworld Workshop) Maneuverability - CF (Curve Factor) 4 Crew Number - 2 Drive Motors - AM 18 bi Thrust Hull Stress Factor - T Ko 28 Hyperspace Capability - Yes ANACONDA The largest known fregighter with a cargo bay designed by Beerbaum and ThruSpace Inc., the Anaconda is the only freighter fitted with Dizaner SpaceWares swing-float platforms. These load-balance metering devices enable the loadmaster to rearrange the cargo within seconds to increase maneuverability of the great ship. Equipped only with laser weaponry (the 500 Gigazap front-firing pulse), and sometimes with missiles, the Anaconda range of craft usually have fighter escortshr9. In trader parlance, the Anaconda is built as strong as a rogue asteroid, and steers like one. Dimensions - 170/60/75 ft Cargo Capacity - 750 TC Armaments - Front-fire Hassoni HiRad Pulse laser; ColtMaster Starlasers; Missiles (Geret Starseekers) Maximum Velocity - 0.14 LM Inservice Date - 2856 AD (RimLiner Galactic) Maneuverability - CF (Curve Factor) 3 Crew Number - 40-72 Drive Motors - V&K 32.24 Ergmasters, with uni@{der-and-over firing tubes Hull Stress Factor - T(ensmann) Ji57 C-Holding Z 22-28 Hyperspace Capability - Yes - 26 - ASP MK II Galactic Navy vessel designed and manufactured in government workshops, incorporating secret self-destruct devices which are primed to activate when the astrogation controls are used by unfamiliar hands. Integument has chameleon properties enabling the j{'ship to assume effective camouflage in any type of environment. Intended for reconnaissance and the transport of high-ranking military personnel from combat it is very fast and maneuverable. Despite its hazardous nature it makes an ideal pirate vessel, primarily because of the speed, camouflage and high intensity Hassoni-Kruger Burst-lasers. The Asp II has room for powerful shield generators, but only one missile port. DimensioUg}ns - 70/20/65 FT Cargo Capacity - None Armaments - Hassoni-Kruger Burst Laser; Geret Starseeker missile Maximum Velocity - 0.40 LM Inservice Date - 2878 AD (GalCop Workshops) Maneuverability - CF 4 Crew Number - 2 Drive Motors - Voltaire Whiplash HZ Pulsedrive Hull Stress Factor - TT 16 Hyperspace Capability - Yes BOA CLASS CRUISER Although marginally smaller than the Python, which it superseded, the Boa has a gulBMerative. Farmers receive a fixed payment for their crops, whether or not the harvest is good, and selling prices do not vary greatly. It is a dependable market, and customer relations are good. Luxuries, machinery and raw materials sell well here. Zaatxe is an example of a rich, industrial state (Tech level 12). It produces luxury goods, elaborate and innovative machine systems, and specializes in Prototype design. Prices fluctuate dependvmѢzing upon the level of inter-state competition, but it is always a safe bet to buy recently- developed machine items which have not yet spread very far across the galaxy. DICTATORSHIPS Dictatorships such as the worlds Lave and Enzaer, are only moderately safe to trade with, but are well worth the risk (provided the trader is well defended and combat trained). Very often pirate attack will not occur because of an agreement between pirate fleets anwnY;d the world itself. A proportion of all incoming trade is "allowed" to be stolen by pirates, who will then leave the world alone, and protect its shops from aliens or rogue traders. It is an uneasy liaison, which often breaks down. Lave is an agricultural world, and Enzaer an industrial planet, but a similar principle operates on both surfaces. There are two trading standards, that of the People and that of the Aristocracy. Standards of living xo}are artificially generated, a veneer of progress, and luxury goods, machinery and textiles sell well - usually. The great demand, however, is for basic commodities, especially foodstuffs, clothing and raw materials. These will sell well when the voice of the People has been raised in protest. - 23 - ANARCHY PLANETS A trader can make his biggest profits here and reach his grave the quickesyp"t. Worlds like Onisou and Xeesenri have vast wreck-yards in far orbit, the dead places of ships that came to trade honestly, and fell prey to trickery. These are lawless places, and have usually become so because the original settlers completed too hard when there was too little resource material. Those worlds which survived holocaust did so because of uneasy and bloody alliances between clan families. Pirates and mercenaries were hired for protectionzq? and assassination purposes. Anarchic worlds will trade readily in narcotics, slaves, firearms and exotica, and the price will be good... if you get a price at all. These worlds are almost always supplying invisible Masters, usually elite trader/combateers who have turned to crime as the most profitable way of life. Such form loose federations, and trade on the black market extensively throughout the galaxies. These worlds pay highly for goods they cannot pr{rv:oduce themselves, because they know that traders avoid them. Their own products need specialized, illegal outlets: weaponry, narcotics, eavesdropping devices... if it's covert, then anarchic worlds are producing it. Trade in these items and you will get rich quick, or dead quick, or at least become a "Fugitive". ALIEN RACES Of the 2040 officially registered planets in the GalCop, all but 45 support human colonies only, that is to say, human presence els|s[ewhere is restricted to settlements in under-populated parts of the land surface. Trading at such worlds depends, for its success, very much upon the extant state of co-operation between human and alien. Human control the Coriolis stations in orbit, but the availability of items for trade, and their relative expense, can be affected by the controlling life forms. Most alien life forms are either too primitive, or too glad of off-World trade, to interfere.}t Some, such as the Reptiloid life form of Esanbe or the Amphibioids of Anbeen, can make a trader's life very difficult, by haggling at the point of a laser. The available planetary information on all worlds will indicate the nature of the inhabiting life form. BIRD-FORMS. Dealing in alien artifacts on such worlds often involves forming a close liaison with Flight Elders, or Nest Elders, and this is very much a job for the specialist. Bird-forms~u6 are, on the whole, a delight to trade with, and the highest form of honor (fairly universally) that an off-worlder can receive is an (invitation to "keep the eggs warm for a moment". AMPHIBIOIDS are usually a lot sharper than their wet, sluggish appearance would suggest. They are usually keen to trade in narcotics, or exotic foodstuffs. Skin creams are always well received. Technologically they tend to be backward, but will pay high prices for s`ׂK.uch middle-range items as automated ponds, croak metres, spawn freezers and swamp purifiers. - 24 - FELINES are dangerous in the extreme. No matter what sort of political structures the world may have, feline aliens are pack orientated, and feudal, and very unpredictable. All traders are advised to wear body suits, to prevent secretions of sweat from triggering a feeding response among these hostijwИ*fuce basic items of need for civilized worlds: beds, seals and gaskets, power storage units, basic weapons, mass produced fertilizer, mass produced medicines, etc. Think about a planet's needs. Think what might make the society function. Don't trade expensive trivia to a hungry world. If the profit isn't worth it, trade it somewhere else. ALTERNATIVES TO TRADING Since the Cobra craft is equipped as a fighter as well as a trader, with in-built capacitkxa y for strengthening its armaments, there are alternative life-styles to trading which may prove profitable, but which are excessively dangerous. BOUNTY HUNTING Galactic banks, which insure the larger trading convoys, will pay a large bounty for each pirate ship destroyed. A ship's computer will transmit photographic evidence of any kill to the GalCop Bank Federation Monitoring Authority. The IR signature of the destroyed ship is then tallied withly-&C all known pirate vessels, and the bounty hunter pilot credited accordingly. Bounty hunters commonly have Cobra Class ships in order to masquerade as traders. They simply hyperspace into a system (anarchic and feudal worlds especially) and wait to be attacked, ensuring that they have sufficient hyperspace fuel (Quirium) for a quick escape. PIRACY Piracy is widespread throughout the 8 galaxies, and many pirates are not hardened criminals at all, but faimzꮁled traders who have turned to this way of life in desperation. To survive as a pirate, looting freighter convoys and small ships, requires a high degree of combat experience, since not just Police Vipers will pursue them, but other pirate ships and Bounty Hunters, too, prey upon them. But the rewards are high. Provided the pirate ship is equipped with a fuel scoop, the jettisoned tonne-cannisters of attacked cargo ships can be scooped up and traded.n{gj ASTEROID MINING There is money in rock, but to make the most of it a Cobra ship must be fitted with a fuel scoop and a MinReduc 15 Mining Laser (or some equivalent type). The mining laser will blast very large asteroids into very small fragments and the scoop can rapidly swallow this tradeable ore. - 21 - FREE SPACE CARGO Trade ships are often destroyed (by natural catastrophe or enemy action) o|.M_ and their cargo left ungathered. Using a fuel scoop such "free bounty" can be collected. The contents of the cannisters will be known until they are taken aboard and examined, and may be worthless or worth a fortune. It their contents are illegal goods, they cannot be traded r sold without legal risk. (NB: Pressurized cargo canisters are the Universal means of storing cargo for Interplanetary Space voyaging. Made of HiFlux Chromon-alloy, they hold onep}N& Gal Tonne of goods, under variable pressure and temperature conditions. Tales have been told of such barrels being discovered after over 500 years on barren moons, and such "Moon salvage" is a remarkable source of historical artifact material.) ILLEGAL TRADING It is surprising how many planetary systems will allow the purchasing of illegal trade items, notably firearms, narcotics (especially Arcturan Megaweed) and slaves. Slaves are supplied in cq~3 ryosuspension in transporter coffins, and often turn out to be old and sick specimens of vaguely humanoid life forms. Nonetheless, few systems will allow the selling of these items without taking recriminatory action. --------------------- KEY FUNCTIONS - TRADE F8 - Market prices F10 - Inventory F3 - Buying mode/trade goods F2 - Selling mode/trade goods POLITICAL PROFILE OF THE UNIVERSE CONSEQUENCES FORrNy TRADE To trade successfully, and profitably, will almost certainly require you to fly the Cobra trade ship into politically unstable planetary systems. Pirate and free-booter activity is high in many solar systems, and adequate ship defences are essential if the rewards of higher selling prices are to be reaped. For the benefit of new traders, a brief political summary is given below, but reference should be made to Kroweki & Carr's PsychoHistory and Economsn~ic Theory in the GalFederation, 2845. - 22 - Planetary governments, or federations, determine the relative safety of their Solar Space. Ranked in decreasing order of safety, the 2040 officially registered worlds of the Galactic Federation can be classified as Corporate States Democracies Confederacies Communist States Dictatorships Multi-Governments Feudal WortkSlds Anarchies CORPORATE STATES Like ENGEMA and ZAATXE, these are well-ordered worlds, which have usually developed from settlers who practiced a free trade form of competition. Taxation is high on such worlds, but the living standards are high also. Corporate planets with to protect their trade, so goods are expensive, but luxuries are welcomed. Import licences are often necessary. Engema is an agricultural world, run as a single farming co-op_ (Simple organic products, see below) 4.4 tonne Textiles (Unprocessed fabrics) 6.4 " Radioactives (Ores and by-products) 21.2 " * Slaves (Usually humanoid) 8.0 " Liquor/Wines (Exotic spirits from unearthy flora) 25.2 " Luxuries (Perfumes, Spices, Coffee) 91.2 " * Narcotics (Tobacco, Arcturan Megaweed) `\`C 114.8 " Computers (Intelligent machinery) 84.0 " Machinery (Factory and farm equipment) 56.4 " Alloys (Industrial Metals) 32.8 " * Firearms (Small-scale artillery, sidearms, etc) 70.4 " Furs (Includes leathers, Millennium Wompom Pelts) 56.0 " Minerals (Unrefined rock containing trace elements) 8.0 kg Gold aNw 37.2 kg Platinum 65.2 kg Gem-stones (Includes jewelry) 16.4 g Alien Items (Artifacts, Weapons, etc) 27.0 tonne * These items are defined as illegal by the Galactic Government, so trading in them is risky. F8 activates a list of basic trade items at current market prices. Shown on this list are the quantities of eacb h item available (vertical bar to the right of the item), and the current market price per unit. Most CorCom Trade Systems deal exclusively under blanket categories, including Food, Machinery, Minerals and Gemstones. The prices shown at the time of trading represent an offer to you and will be guaranteed while you are in Trading Mode. F10 offers an inventory of cargo, fuel and cash. F3 puts you in purchase mode. If you wish to buy, numerically indicate thecS*] amount you wish to purchase; autoSCAM modules will immediately load your purchase into the cargo bay. your screen will indicate your remaining credit facility. The Cobra trade ship must dock with a Coriolis space station before buying or selling cargo. It has no Free Space trade facility, apart from routine jettisoning of cannisters. Once docked, the selling process is automated, although there is no requirement to sell. F2 puts you in selling mode. d]f - 19 - HOW TO TRADE BUYING MODE FOR GOODS F8 - List of goods available on target planet F10 - Inventory of your cargo F8 - To see again what is available F3 - To buy some goods use the mouse, joystick or cursors to select item and then press fire or double click either button. You will then be asked to enter the quantity of goods you require on a calculator pe"ad. SELLING MODE F2 - To sell some goods use the mouse, joystick or cursors to select item and then press fire or double click either button. You will then be asked to enter the quantity of goods you wish to sell on a calculator pad. ADVICE TO TRADERS The Cobra trade ship can be fitted with four lasers, four missiles and one energy bomb. This should be sufficient to make trade possible within the System Space of even heavily f-piratised worlds. But it is strongly recommended that pilots achieve a combat of at least "Deadly" before any worlds designated "Anarchy" or "Feudal" are approached, especially if the cargo is high tech machinery or luxury goods. To make money as a trader is no easy task. Unless you have backing capital you would be well advised to start with foodstuffs, textiles, minerals and luxuries. Demand for goods varies widely and prices within planets fluctuateg8U, but galCop regulations prohibit planets from advertising their requirements or announcing their market prices beyond their own System Space. Any trader, therefore, approaches all transactions with a certain financial risk. Trade depends upon demand, and selling prices depend upon the level f demand on the planet, and its available money. None of these factors can be assessed before docking. Agricultural planets invariably have excess produce at reasonabho,le purchase prices, and such food sells well at industrialised, middle- to high- technology worlds. Raw materials, and ores, will sell well to middle-tech worlds, which are usually able to refine them, and the refined product can fetch excellent prices at worlds of very high tech status. The rules are complex, and anarchy and piracy has its effect on causing the rules to change. In trading with a planet, consider its economic profile: AGRICULTURAL WORLDSiv need specialist food and raw materials, but mostly basic machinery and spare parts. If they are rich, they need luxuries and high tech industrial machines. They produce food in quantity, raw materials and specialized "organic" items, like some textiles. - 20 - INDUSTRIAL WORLDS need agricultural produce; raw materials (for refining); resource exploitation machinery; (if rich) high tech goods. They prodT ship. This will not harm you unless you crash into it. Escape Capsule Specification: Recommended model is the Xeesian FastJet LSC 7, which can support two human life-forms for seven weeks, in moderate Suspended An.state. NON-COMBATIVE EQUIPMENT FUEL Fuel is always available. You can refill your tanks to full (7 light-year) capacity - no less is permitted. FUEL SCOOPS Fuel Scoops may be fitted to the hull at a planet of Tech level 5 or higU_?her. These enable a ship to obtain free hyperspace fuel by "skimming the sun" - flying close to it at high velocity. - 16 - Since fuel scoops utilize powerful electro-magnetic fields to guide the solar winds into their converters, they may also be used to pick up miscellaneous space debris. Almost all pirate vessels are fitted with these so that they can blast their prey apart and sift among the Vawreckage, rather than attempt to dock with a hostile craft. Once fuel scoops are installed, you can scoop up an object (such as a cargo canister) by keeping it in the lower half of the screen view areas while flying right up to it. Fuel Scoop Specification: Fuel scoops are considered an essential for Deep Space, and dangerous zone trading. They have a standard design, and a standard fitment. They use powerful electromagnetic fields to guide solar winWpd or small space debris into their ReQax convertors. CARGO BAY EXTENSION One cargo bay extension can be bought, increasing the hold space from 20 to 35 tonnes. Cargo Bay Extension Specification: Standard model is the Mariner Freight Chamber. DOCKING COMPUTER This is available from all Tech level 9 planets; they are fitted to the ship's flight control system and enable it to dock the ship automatically. The auto-docking sequence is triggered by X6the C key and switched off by pressing C again. Docking Computer Specification: The SinCorn RemLock D&A System is a sophisticated and expensive piece of gadgetry. It comes with MemnSomn pilot interaction to induce hi-cram sleep during the maneuvers. INTERGALACTIC HYPERDRIVE The intergalactic hyperdrive is obtainable only from planets at Tech level 10 or higher, and can only be used once. The Inter-Galactic Hyperdrive is engaged by pressing G then HY,K. IGH Specification: although a number of manufacturers have supported a whole range of IGH motors, it is recommended you remain loyal to Xexor/Hikan who provide the standard hyperspace transit drives. - 17 - ASTEROID MINING LASERS Asteroid mining involves the fitting of fuel scoops and special mining lasers to your ship. Ships which always carry them are known as "Belters". They seaZ>írch for asteroids and, on finding one, use the laser to fragment it into pieces sufficiently small to be taken into the cargo bay. Mining Lasers Specification: Kruger Model ARM64 Sp. Mining laser is highly recommended as both a trade and combat addition. Uses variable frequency laser rods of 200mm length, fired in wide beam, 100 channels/beam. Automatic debris-pattern lock ensures no fragments of large size of target asteroid impinge on ship spa[]ce. can be fitted with a fuel and matter scoop. ---------------------- KEY FUNCTIONS - COMBAT A - Fire laser T - Target missile I - Ship ID computer M - Fire missile U - Unarm missile E - Operate ECM TAB - Launch energy bomb Q - Launch escape capsule F4 - Equipment acquisition INTERGALACTIC TRADING The Cobra Mk III, designed primarily as a trading ship, combines combat efficiency \+m and maneuverability with substantial cargo space (20 Tonne Canisters) and with scoop attachments for space debris, jettisoned cargo and space rock. Most space stations have made the process of trading very simple, in order to facilitate a fast turnover in goods and ships. Import and export tariffs - which are high on some worlds - are automatically added or deducted and this is reflected in the prices shown. The auto-trader system, emp]@loyed by the Cobra, does not allow for more specific trading deals to be performed. A selection of the more valuable alien items that are tradeable is given in this manual, but the trader must deal with them in person. Once docked you are linked directly with the CorCom Trade System. At your request you can obtain a list of basic trade items available for purchase. Slaves are measured by the tonne in galactic trading. This may seem a little strange, but i^0t includes the cryogenic suspension system necessary to keep them alive during space travel. The slave trade, once almost eliminated by the Galactic government is now returning, despite the efforts of the Galactic Police Force to suppress it. - 18 - AVERAGE ITEM PRICE/CR Food Ix(ess your enemy successfully takes on of the precautions described above. The missile launch mechanism is very reliable and hardly ever jams. Missiles can be locked onto targets in any view (F1, F2, F3 or F4). The targeting sequence is engaged by hitting the T key. The square missile status indicator on the astrogation console will then turn purple. When any possible target enters the cross-hair region the missile will lock onto it, the missile status J%block turning red. A beep will sound to inform you of this. Pressing the I key switches on the ship ID computer. This computer will tell you the class of the next enemy ship to pass in front of your cross- hairs, and then it will automatically Lock a missile onto that ship. The M key will then fire the missile. The U key (Unarm) will abort the sequence at any time before firing. - 14 - MissiK{le Specification: Lance & Ferman Homing Missiles (4x4) are now recommended for all small class trade-combat ships, but can be fitted as part of a mixed design weapon rack. LF missiles have 2IL-135 guidance systems, and optional manual directional control overrides. Warhead packed with Terminal 9 explosive, and the 4x4 is invulnerable to all known counteraction, except ECM systems. Capable of Megazon Destruct Force 7. Prototype first used in LY 2987, during Ineran Wars. ENERGY BOMBS An energy bomb will be offered for sale at a planet of Tech level 7 or higher, and can be used only once. It is activated by the TAB key and will destroy all other ships, asteroids, and missiles in the vicinity. Energy Bomb Specification: Medusa Pandora Self Homing Energy Bomb (available at Tech Level 7 worlds or higher) is a tactical weapon capable of Megazon Destruct Force 13. Has heat radius of 900 km. MMqDeveloped by Klaus-Kline laboratories for multi- role combat using "launch-and-leave" techniques. DEFENSIVE MEASURES SAFETY ZONE The Orbit Space around any Coriolis Space Station is safe. The Stations own defences will come to your immediate assistance. Entry to safety zone is signalled with a large "S" on the astrogation console. SHIELDS AND ENERGY BANKS You ship comes equipped with fore and aft shields and energy banks. The shields protect your shipN from agressive fire, and will be recharged from the energy banks. Constant fire will harm the shields. Once a shield is depleted, enemy lasers and missiles striking that shield will take energy directly from the energy banks and may even destroy items of cargo or ship fittings. When all your energy banks are empty your ship will be destroyed. Using lasers or an ECM system will also deplete your energy banks. The ship's computer will keep you Oroinformed of any damage to your ship and will also warn you when energy levels are dangerously low. An Extra Energy Unit may be fitted at planets of Tech level 8 or higher, and doubles the energy bank replenishment rate. This is the energy unit with the copper colored top. No other unit looks like it, or lasts like it. Defensive Shield Specification: The shields consist of hi-tense flux webs of Zieman-charged sub-particles. They are weakest where Ptthe laser and missile tubes pass through the ship's hull, and along the central ship bank where the two shields overlap, and cause a stress zone. - 15 - ECM An ECM System (literally Electronic Counter Measures System) is offered for sale at Tech level 2, and may be used any number of times given sufficient energy replacement. When activated by the E key, ECM destroys all missiles in your vicinity - including anQ y that you have fired. Some enemy ships, especially traders, will have this and may use it against your missiles. Your ship's computer displays an E on the console when it detects ECM broadcasts. Anti-missile (ECM) System Specification: Radiant-Magnetic "wipe-out" using ion-saturation theory developed by Bell and Braben on riedquat 359. Electronic Counter Measures Systems use minute charged particles of InterSpac heavy Element dust, releasing theRir radiant energy and setting up expanding nuclear flux chains. ESCAPE CAPSULE An escape capsule can be fitted in place of your cabin at any world of Tech level 6 or higher. If Q is then hit during combat the capsule will be jettisoned from the ship, be automatically tracked by the nearest world and will travel safely to a Coriolis space station. Your cash will be preserved but all your cargo will be lost. However, this item comes with a widely reSrcognized insurance cover which will guarantee you a new Cobra Class ship, equipped in like manner. The contents of the cargo hold is exempt from this protection. Since the unique IR signature of a ship's hull is used to file police records, abandoning your ship in this way will have the effect (unfortunately exploited as much by galactic brigands as trader victims) of clearing your police record. You may see an escape capsule leaving an enemy>missile) Missile status depicts the number of missiles on board and whether they are "targetted" (purple) or "untargetted" (green) or "locked and ready to fire" (red). 3. (LT) Laser temperature will rise during continuous firing of the ship's laser(s). As the central housing overheats, a laser will temporarily cut out rather than destroy the system. (flight grid scanner) 4. The 3-dimensional scanner operates in such as way that you can pinpoi?ҩnt a ship above and below yours, as well as to the front, behind or to the sides. The vertical bars show this clearly. - 12 - (bars to the right of the scanner) 5. (1,2,3,4) Energy banks will rapidly drain if defensive shields are taking excessive fire. Using lasers or an ECM System will also drain their resources. When the fourth bank is tapped, an ENERGY LOW message will flash onto the screen. Eventua@u]lly, in normal circumstances, the banks will be automatically replenished by surface radiation absorption. AGRESSIVE WEAPONRY ITEM TECH LEVEL PRICE/CR Fuel always varies Missile always 30 Large Cargo Bay always 400 ECM System 2 600 Pulse Laser 3 400 A̴L Beam Laser 4 1000 Fuel Scoops 5 525 Escape Capsule 6 1000 Energy Bomb 7 900 Extra Energy Unit 8 1500 Docking Computers 9 1500 Galactic Hyperdrive 10 5000 Mining Lasers 10 800 Military Lasers B 10 6000 LASERS Pulse lasers are initially housed only in the front of the ship, and so no sights appear across rear or side views until such time as you have sufficient credits (from combat and trading) to afford lasers for these mountings. As we shall see, with sufficient cash you will also be able to upgrade pulse to more powerful beam lasers. The Cobra astrogation console accommodates a single laser-fire key (A). Pilots Cbwith joysticks use the fire button of course. Even fully equipped only one laser may be fired at a time. If a laster overheats it will not fire (observe the laser temperature bar). Lasers are the principal armament of all space fighters. Pulse lasers will be offered for sale at planets of Tech level 3 or above (see Trading). Beam Lasers will be offered at Tech level 4 or above. If a beam laser replaces a pulse laser the price of the pulse laser is refunded Dafter the beam one has been fitted. Pulse Laser Specification: Ingram Model 1919A4 Pulse Laser is recommended for all positional laser mountings, but is especially effective for rear-shooting. Fires intermittent laser "rods" 610mm in length, with a cycle rate of 1500 RoPM. The barrel is of high grade Allutium fiber, lined with tempered QuQorian Silica. Power provided directly from inverse energy banks contained in main ship's drive. EE<ach rod is capable of piercing 267mm of Flux-Locked metal. - 13 - Beam Laser Specification: Ingram Model M1928A2 is highly recommended for front shooting. beam lasers fire continuous laser strands, up to 150 in parallel. Barrel is Allutium + lined with tensioned plastiglass, and as with the 1919A4 Pulse laser, power is provided by main drive link. Beam lasers are capable of slicing through 410mm FL metal. F Military lasers are the very height of sophistication. Costing fifteen times the price of a pulse laser and available only on planets at Tech level 10, it is an extremely effective piece of hardware. (See also Mining lasers under Non-Combative Equipment) Military Laser Specification: Range and penetration twice as effective as the Ingram Model M1928A2 beam laser. This is Lance & Ferman's entre into the laser market. Hitherto known for their hGnighly effective and relatively cheap missile systems, in the military laser they have in effect created a whole new laser market. The LF90 is the current computer-aided model and comes with x4SUSAT sights. MISSILES Missiles are always available, whatever the nature of your destination world, though no more than four may be carried at any one time. They are extremely effective weapons and are carried by the larger star ships. Your ship's computer will wHarn you when one is fired at you with a message on- screen. Unless your ship is fitted with ECM (see below) you will have to outmaneuver the missile, which will home in on you relentlessly. If a missile hits you, it can almost completely exhaust a fully charged shield and, if your shields and energy are low, may well be fatal. Before a missile can be fired it must be locked onto a target. When fired, it will home in on that target and destroy it, unl3b<| Lone-wolf traders - such as Cobra pilots - are constantly at risk from other Spacefaring types. An understanding of other loners, packhunters, and bounty killers is essential. - 10 - Bounty Hunters Unless you have achieved FUGITIVE status, and especially if you are highly ranked as a combateer as well as being a criminal, bounty hunters will not bother a ship as insignificant as a Cobra M4aek 3. In fact, many bounty hunters favor Cobra trade-ships as they make an excellent disguise. But the real killers star-ride in the sleek, and highly efficient, Fer-de-Lance Lightspeeder, in which they live for months at a time. Bounty hunters can always be found outside Orbit Space, especially around worlds classified as "dangerous". They are invariably of combat rating: DEADLY or ELITE. Bounty hunters rarely identify themselves to passing ships, and 5hVif pestered too closely will usually kill. Pirate Vessels There are several ways of identifying a space-going ship as "pirate occupied", and this is essential since pirates and renegades will take any ship for their purpose, from a Worm to a massive Python. Pirates exist everywhere in the galaxy, but cluster mainly around unstable GalCop worlds, especially worlds run on a feudal or anarchic system. Small ships hovering very distant from a planet 6vbare pirates. Large ships accompanied by a mixture of small fighter types are pirates. Ships that refuse to acknowledge identification signals are pirates. Around worlds run by autocracies, or clans, pirates will very often have been paid to leave trade ships alone. Piracy is a huge, and complex, business, and any life-respecting trader will learn the tell-tale signs of pirate presence. Police In a Co-operative of Worlds as complex as the 2040 pl7V0anets f the GalCop, the police can be as menacing as they can be helpful. The typical police vessel is a Viper GH Class PulseShip, which is very fast, and very maneuverable. They are on constant standby on every Coriolis and Dodec space station, and will attack - a pirate, or a fugitive trader - within seconds. They do not make arrests, they destroy. There are different police departments serving different purposes - narcotics, space8W- drunkenness, psychotic shooting, piracy, slave trading, etc. - but all have small fleets of these very fast Viper patrol craft. Thargoid Invasion Ships and Thargons The Thargoids are humankind's deadly enemy, and throughout the 8 galaxies there are at least 50 war zones between humanity and Thargoid. This highly technologically advanced insectoid race is also at war with 17 other space- going life-forms. All Thargoid combateers are ruthless in combat, and 9 .some may be comparable with elite-status human combat pilots. Though most of the Thargoid Space Fleet is currently engaged by the Galactic Navy in InterGalactic Space, a few of the smaller battle ships make occasional destructor-raids into human space. These ships are extremely fast for their size and invariably have anti-missile (ECM) Systems. - 11 - Additionally, most Thargoid battle:H ships carry several small, remote- controlled "thargons", killer-craft each equipped with a single, but highly advanced, pulse-laser. The Galactic Navy are developing their own deep- space RemCraft, and pay a large bounty for any thargon craft that are brought to them. (N.B. Bounty on Thargoid invasion craft destroyed is very high. Thargoid battle-cruisers believed to be able to "hover" in Witch-Space (hyperspace) and destroy through-coming craft). O;TtTHER SPACE TYPES Rock Hermits Pirates, aging bounty hunters, or planetary outcasts, who create living space out of asteroids. They usually choose large asteroids, and set up signal beacons to warn off miners. GalCop Law protects Rock Hermits, but since most of the asteroid is hollowed-out, there is little advantage to be gained by "mining" them anyway. Generation Ships Before the development of the WS Thru-Space drive, in all its various<y forms, interstellar travel occurred in large, self-sustaining environment ships - Generation Ships - most of which have now been logged and their progress monitored. There are more than seventy thousand of these immense vessels ploughing their way through the galaxy, some of them into their 30th generation. The penalty for interference with such a vessel is marooning. Space Dredgers These immense factory ships are to be found wherever there=_` has been a war, or a Thargoid invasion, or a natural catastrophe. More than forty miles long, the dredgers are a life-form to themselves. The Dredgers are huge cities in space, feeding off debris and ruination. Heavily armed, and with fleets of reconditioned fighter ships, they are to be avoided at all cost. COMBAT CONSOLE (bars to the left of the scanner) 1. (FS & AS) Defensive shields take power from two energy bank sources, fore and aft. 2. ((Uˇerspace, you will find yourself at some distance from your target world. This conforms with GC Flight Law. Even in the safest systems there can be unseen dangers, and you will be well advised to approach orbit space, and the safety of the space station, as quickly as possible. Increase forward velocity to maximum. At this point you can take full advantage of the space-skip facility (J). Inter- space jumping does not function (because of interference pat)}%terns) if there is another ship, a planet or a sun in the immediate vicinity. Soon your ship's computer will pick up the beacon signals of the nearest orbital space station and will re-engage the compass to track that instead of the target planet. Once the Cobra is within scanning and protective range of the Coriolis station, the flight-grid scanner will begin to track it. Its own defenses are now available for your protection. The scan console will re*V'gister the letter "S" as long as the space station is within range. Hyperdrive Across Galaxies The intergalactic hyperdrive is expensive and can be obtained only from planets at Tech level 10 or higher. It can only be used once, and will take you to a system in a whole new galaxy (i.e. a new F5 map). There are 8 such galaxies and making 8 jumps will return you to your starting galaxy. The Inter-Galactic Hyperdrive is engaged by pressing G then H. +x - 8 - DOCKING PROCEDURE Docking with a Coriolis space station is never easy, unless the ship is equipped with an automatic docking computer (in which case C will activate it). The Navy Training Manual recommends the following approach and dock sequence. Locate the Coriolis station and approach it. The entrance tunnels to all these stations face the mother planet. Fly near to the,(& station and then on towards the planet (monitoring altitude carefully). By turning a half circle you will now find your ship orientated towards the entrance. Approach the final moments of docking at DEAD SLOW SPEED. Failure to dock cleanly can be fatal but may simply result in your scraping the sides of the aperture, with consequent loss of defensive shield(s) and quite possible your cargo. Manually control the Cobra's roll motion to match the rota-o*xtion of the Coriolis station. The entry port must be as nearly horizontal as possible. If docking is successful; the protective field across the station entrance is penetrated, and a break pattern appears on the screen. Berthing is handled automatically. Docking protocol, and Orbit Space Regulations, are numerous, and are available in the GC Orbit and System Space Code, published by Federation Planet Bureau. ---------------------- KEY F.IUNCTIONS - FLYING F1 - Launch SPACE - Increase velocity J - Space skip / (SLASH) - Decrease velocity < - Counterclockwise roll > - Clockwise roll S - Dive X - Climb G then H - Inter-galactic hyperdrive C - Docking computer toggle on/off - 9 - INTERPLANETARY TRAVEL / *q IN-FLIGHT COMBAT: COMBAT PROTOCOL Not all ships in deep space, even small fighters, are pirates. Most ships will respond to hostile action with hostile action. If you attack a police ship or trade in contraband goods (see Trading), your legal status will be changed to OFFENDER, or even higher. If you destroy pirate ships, or Thargoid invaders, (or asteroids) you will receive a bounty payment. If you shoot at the Coriolis space station, its own defens04b%ive ships (Viper class fighters) will attack you. MANEUVERING The Cobra tradeship is fast, and has a very tight turning circle (though less tight at full speed); it is an ideal combat ship against small packs of enemy vessels. It will outrun many attack craft by speed alone, but it will not outrun a missile. Spinning, fast-slow, and duck-and-weave maneuvers are very effective against the larger, less maneuverable ships when then attack. A su1Vdden decrease in speed followed by a tight 180 degree turn and an increase in velocity will often give you a big advantage over pursuing enemy craft. SIGNS OF DANGER If you cannot make an interspace quick jump J towards the planet, there is a ship in the vicinity. It could be dangerous. If the status screen, during flight, shows YELLOW or RED, prepare to engage in combat. Laser fire striking the defensive shields makes a light screeching sound. Listen fo2\#8br laser fire striking the hull direct. Through damaged screens it makes a low, screeching sound. DANGER. An incoming missile will be detected, tracked, and a warning message flashed on main screen. Some star pilots are braver than others and pirate ships may break off and run in the face of stiff resistance. Some appear to know no fear - in particular Thargoid vessels, whose captains have had their fear glands surgically removed. LIKELY ENEMIESĵwuinner facet of the station there are berthing and refueling facilities, as well as cities, hospitals, farmlands and leisure-scapes. Each Coriolis station has a diameter of 1 standard kilometer. They can berth 2000 ships, and support a fair-sized colonial life development of humanoids. LEAVING THE SPACE STATION (F1) On coding for Station Depart the pilot is advised to accept a 10-second MemnSomn to dispense with subjective experience of the passage f rom docking bay to Coriolis station egress. The screen will then show a break-pattern, which is the passage through the protective field over the Coriolis entrance tunnel. BASIC MANEUVERS The Cobra trade ship needs practice to fly well, though it is highly maneuverable, very fast, and a good combat vessel. It accelerates and decelerates rapidly using fingertip control: Anticlockwise roll <, joystick or mouse left Clockwise r?oll >, joystick or mouse right Dive S, joystick or mouse forward Climb X, joystick or mouse back Increase speed SPACE or hold right mouse button then forward Decrease speed / (slash) or hold right mouse button down then back one Cancel roll press on right mouse button Pitch and yaw maneu xdver requires bi-digital play on keyboard model (<,>,S,X) Notice the small dot moving around inside the large circle on the dials. This is your compass; the dot corresponds to the position of the space station. If the dot is small then the station is behind you. When the dot is large and in the center of the circle, you should be able to see the space station directly in front of you. Practice rotating the space station off the screen and using the compass!74: to find it again. You might see some Cobra Class ships. These are other traders like yourself, and will not harm you unless you shoot at them. If you do this they will either attack or, alternatively, run away. Should you use them for combat practice, do not expect the space station to turn a blind eye to such unruly behavior. Nothing will attack you while you are within sight of the space station - unless you make a nuisance of yourself. "*Ħ - 6 - It is not possible to land on the planet, and flying into planets or space stations is fatal. The altimeter shows your height above the planet's surface, and you should not let it fall too low. (If you are a new pilot, now is your best chance to practice docking maneuvers with the space station at Lave. The Lave Orbit Space Authority permits an unlimited number of practice runs by newly appointed pilots, #ʕand does not charge. This facility is suspended during attack, or when the Coriolis station has no free docking space. CONSOLE READINGS (bars to the left of the flight grid scanner) 1. (FU) Fuel level. 2. (CT) Cabin temperature will increase and the console register this when your ship flies too close to a sun. 3. (AL) Altimeter. You altitude above your destination planet can be crucial. Flying too near its surface will be fatal. (flight$k grid scanner) 4. (x1 - upper left corner of scanner) Radar Magnification. 5. (S) S refers to the space station and indicates that you are on target for it and within its protective range. 6. Compass (upper right corner of scanner). This instrument first picks up a target planet while it remains out of range of the main flight-path scanner. When the planet's space station nearest to you comes within range of it, the compass picks up that instead. When%̴gI the dot is small, the object is behind you; when large and in the center of the compass circle, it should be visible through your front viewfinder. 7. Flight grid scanner. This sophisticated instrument displays a three- dimensional view of space in the immediate vicinity of your ship, seen from a point behind and above it. The precise position of any ship within its range can be pinpointed. (bars to the right of the flight grid scanner) 8. (SP) Forw&kard velocity should be maintained at maximum on planetary approach. Keep it low during space station approach, and minimal for final docking. 9. (RL and DC) Gyro orient bar indicators show right/left roll and dive/ climb status. - 7 - MAKING FOR YOUR TARGET WORLD Hyperspace and Related Controls Having left the space station you will be in low orbit above the planet Lave, moving at lo'Lw velocity. Decrease your velocity to absolute minimum before coding the astrogation console for Hyperspace Jump. During space flight only, F1, F2, F3, and F4 provide access to views all around your ship. Use F5 or F6 to display a chart (galactic or local, respectively), and move the smaller cross to choose a larger planet, press F1, then hit H. After a short delay, the hyperjump motors will engage. On arrival in a new planetary system, after transit from hyp\4pke you Public Enemy Number One with the Federation Crime Monitoring Authority and you will not be left alone. --------------------- KEY FUNCTION - STATUS F9 - Status page accessed by pressing F9. NAVIGATION AND FLYING NAVIGATION The Galactic Co-operative is only one - although the largest - of several planetary federations, and maintains trade and diplomatic links with over 2000 planets spread throughout 8 galaxies. The powDlitical profile of a planet is an important navigational consideration as many are in a state of anarchy and are unsafe to visit in poorly equipped ships. Important too is its economic profile, as will be discussed in the section about trading. Navigational strategy depends of course upon your aims in life. If you think you have what it take sot become elite, you will need to chart your path through the galaxies with care and great precision. You will wish toѝʭ equip your ship as fully and as early as possible. You will, therefore, need to study the trading section of this manual so that you can work out a profitable trading route in order to be able to afford the weaponry you will require. You will wish to lead; in general, the more risks you take (travelling to dangerous planets or trading in contraband goods), the faster you may equip your ship but the quicker you will be killed. You will discover thDYat life in the 8 galaxies is a question of fine balance. Although it may seem, at first, that indiscriminate carnage is a soft option (kills improve your rating, after all), as your skills and experience of living in space mature, you will quickly discover that piracy is a short-lived career. Success in this context is a mosaic of talents: combative, certainly, buy thinking and decision-making talents too. Here you are introduced to all the controa`ls which will eventually be useful to you in developing a route through the 8 galaxies. NAVIGATIONAL CONTROLS It is important that you do not press the F1 key for the moment. GALACTIC CHART (F5). This chart shows all registered worlds within the galaxy, and indicates your own coordinate position. The star cursor may be used to scan the shown worlds for potentially favorable trade sites. - 4 - Use the joystick, 0BeK mouse or cursor keys to move the small cross over to one of the dots, and hit F7. WORLDATA LINK. The Orbit Space Authority takes no responsibility for the accuracy of the information registered here, but the trader may gain some idea of the relative wisdom of trading with the world whose data is displayed. The information shown is distance, type of main life form, degree of agricultural or industrial development, with industrial and technologi[)cal level displayed on a scale of 1-12. The government type, ranging from Corporate State to Anarchy, will be a strong indication of the danger of trading with the system. Use F5 again to return to the chart and acquire information about some more planets. The larger of the crosses on the chart shows where your ship is and the circle shows how far it can jump with its current hyperspace fuel. Hit B key to return the small cross to the larger one. LOCAL NA3VIGATION CHART (F6). This is a high power chart of all planets in the immediate vicinity of your docking world. Since the Cobra ship has a maximum single H-jump range of 7 light years, the target world must be chosen carefully. The target cursor, used in conjunction with the Worldata link, will indicate dangerous or likely worlds for trade. If the cross moves off the screen, use the B key to bring it back. Notice also that the D key will tell you how far awaT?y the system nearest the small cross is. -------------------------- KEY FUNCTIONS - NAVIGATION F5 - Galactic chart F6 - Local chart D - Distance to system B - Retrieve cursor cross F7 - Data on system Cursor keys - Cross-sight cursor for local and galactic systems A CORIOLIS SPACE STATION Every world registered with the Galactic Co-operative has several Coriolis space stations in orbit at various altitudes. Coriolis stations are 4XI%"neutral" territory, controlled equally by GalCop and the Planetary Government. A new dodecahedral design (the so-called "Dodo" stations) is replacing the Coriolis design in the more advanced systems. Coriolis stations are hexagonal in approximate shape. They spin along a single axis running vertically from the planet below. One side of the station always faces the planet, and it is on this facet that the access tunnel is located. × - 5 - Coriolis stations were designed at the GASEC (Galactic Astronautic and Space Exploration Center) Laboratories on the planet Vetitice. The first station was in orbit around the world Lave in 2752. Coriolis stations have powerful defensive shields (against pirate attack and inept docking) and a large fleet of Viper fighters, and several larger types of ship. The inside of the station is free-space, and on each Gimple, and ThruSpace GravDistort communications systems. Its life support functions are varied and flexible to ensure maximum comfort during trading or hunting operations. Pilot licences are issued only at the planet Lave, and it is likely, therefore, that you are now docked at a Coriolis station in orbit around that particular world. Lave is a rich, agricultural dictatorship, but is a reasonably safe world at which to begin your endeavors. GalCop and tۆ]1Whe Lave Authorities allow practice docking and departure runs to all their space stations here, and you would be advised to take advantage of this facility. INTERIOR OF A COBRA MK III The Cobra is essentially a single-pilot trade-ship, but has been designed to support a second person, provided that person is of ordinary human or humanoid dimensions and physiology. The ship itself consists of five main areas: THE CARGO HOLD fills the bulk of the m ܽ9id-space area, and the cargo bay doors open downwards. The capacity in an unmodified Cobra is 20 1-tonne canisters. Extra cargo space may be acquired by extending the cargo bay, which does not affect maneuverability. Tonne canisters (TC) attach magnetically to the cargo arms within the bay, and 2 AutoShuttles occupy the central space. THE BRIDGE has seats for pilot and co-pilot, a MedStim Center, entrance to the escape pod, descent well to livin ݳ)g quarters, communications console, special suit locker, RemLock supply case, attachment facilities for AutoDock System and a hand-weapons locker. The main wall is occupied by the scanner screen, astrogation console and main systems monitors. - 2 - THE DRIVE SECTOR houses the directional thrusts, the System Space Kruger "lightfast" motors, and the Irrikon Thru-Space drives. Also here are the rear las h$er housings, the ECM capsule, the Zieman shield generators, and energy banks, and the Witch-Space fuel condensors (Quirium). There are both internal and external access panels. Radiation level is high. THE LIVING AND HYGIENE SECTION is below the main bridge, and reached through a descending gravity well. Two bunks, food dispensing facilities, waste disposal (including high-tox copper exudate for Aonians), SynPleasure relaxapads, and videos. THE EQUI ߷YPMENT LEVEL runs throughout the ship, and houses all energy banks for lasers, plus the missile rests, with dispatch shafts to the lower hull. The communications center is here, and the escape pod (with a separate entrance from the bridge) life support systems, cryogen tanks (two) and 40 cubic meters of FacsEnvironment for emergency use. THE STATUS PAGE The "Present System" refers to the planetary system which your ship is currently in; while the "Hypersp NAace system" refers to the system onto which the hyperspace is locked. There are 4 possible "Conditions": DOCKED means that you are docked in a space station at the Present System; GREEN means that there is no immediate danger; YELLOW indicates enemy ships in the vicinity; Condition RED signals a high-risk on-going death-type combat situation. "Legal Status" refers to your Galactic Police record. If this is CLEAN you have nothing to worry about, but as an OFFENDER ~or, still worse, a FUGITIVE you are likely to be attacked by police ships. The "Rating" is a dispassionate assessment of your performance in combat so far. Current cash and fuel are also displayed, along with a list of ship fittings. The status page is always retrievable by pressing F9. YOUR RATING AS A COMBATEER To become an elite combateer requires great skill and great patience, because expert trading is essential before the necessary more ⺿ powerful armaments and equipment available to the Cobra ship can be bought: beam lasers, more missiles, energy bombs, a docking computer, galactic hyperdrive, etc. As you sail through space between the stars, and as you trade, you will live with your combat rating. You will begin as HARMLESS. If you survive your first skirmish you may be reclassified as MOSTLY HARMLESS. But on the slow climb to a status level that reflects a growing talent for co㧹Jmbat you will have to engage many different ships, in many different skirmishes, in the System Space of many different worlds. You will be classified as POOR, then AVERAGE, then ABOVE AVERAGE, then COMPETENT. Then you will become DANGEROUS, then DEADLY. An at last, a few will become ELITE. - 3 - Your kills are photographed and transmitted by TS ComDirect to the nearest GalCop Federal Law Center. Your ratingξ5 as a combateer will increase in direct proportion. Fly your Cobra craft wisely and carefully. Remember: other pilots may be attempting to increase their own combat rating by attacking either innocent traders, or police Vipers (the ships of the GalCop Police Force). If you resort to such tactics (or if your adopt the fast-credit routine and trade in illegal goods) then your combat rating may rise, but your legal status: CLEAN -> OFFENDER -> FUGITIVE, will ma תdepending on where it is...) Then it will flash to the Dragon who starts to wake up and Princess Daphne (or something) says "Oh, save me!" Then it will flash back to you - hit RIGHT or LEFT (the opposite direction of the furniture), then DOWN. You will go onto another screen with more furniture. This time, hit DOWN to catch it. Then you will see the Princess moving around in the bubble saying, "Use the Magic Sword!".. As she is saying this, hit the  RBUTTON and then when she stops yapping, you will see the magic sword in a rock. Dsk6 Screen 11 (Dragon's Lair Part II-Computer Randomly Chooses Which ~~~~~~~~~ Lateral Screen You Will Do.) You will be behind a tree... Hit down to duck Singe The Dragon's mighty claws. * MAKE NOTE OF WHERE THE DRAGON'S HEAD WAS! * After ducking, go in the direction Singe's head was. Then, you will automatically rip the magic sword out of the r+7T6ock... Then, you get another screen showing you and the Dragon waving his tail. Hit DOWN to dodge, and while you dodge it, on the way down, take note of the timing at which your sword glows. Right after you dodge the tail for the first time, Singe will try again, just hit DOWN again. Again, make note of the timing. After you dodge it for the second time, Singe will try yet another time to get you... This time, hit DOWN (like usual), but this tiz3me when the sword glows (or a touch earlier), hit the button and you will whip the sword into the dragon. T H E * E N D NOTE: NEVER, IF UNSURE, HIT EXTRA MOVEMENTS AS THEY USUALLY TURN INTO UNPLEASANT DEATHS!!!!! I hope this helps all you's that can't finish Dragon's Lair yet, but this has been a bitch to explain in words... So if there are any problems, contact me, Skylark, on a few Toronto Boards: AeroNaught (416) 636-6110 ? Nomad (416) 249-5077 Th. Guild (416) 267-3938 The Magic (416) 253-6912 AND REMEMBER WHERE YOU HEARD IT FIRST!!!: // \\ // K \\// L /\ R K !! // //\\ \\ C A N A D A ;x[rd glows (or a touch earlier), hit the button and you will whip the sword into the dragon. T H E * E N D NOTE: NEVER, IF UNSURE, HIT EXTRA MOVEMENTS AS THEY USUALLY TURN INTO UNPLEASANT DEATHS!!!!! I hope this helps all you's that can't finish Dragon's Lair yet, but this has been a bitch to explain in words... So if there are any problems, contact me, Skylark, on a few Toronto Boards: AeroNaught (416) 636-6110 US 3. Interplanetary Travel ....................................... 10 In-Flight Combat: Controls and Tactics Likely Enemies Equipping the Cobra Mk III: Weaponry and Non-Combative Equipment How to Buy Equipment for Your Ship 4. Intergalactic Trading ....................................... 18 How to Trade  Piracy Bounty Hunting 5. Political Profile of the Universe ........................... 22 Consequences for Trade Alien Races 6. Observer's Guide to Ships in Service ........................ 25 7. Pilot's Log ................................................. 35 - 1 - INTRODUCTORY DATA  Welcome aboard this Cobra Mk III trading and combat craft. The ship has been supplied to you by Faulcon deLacy Spaceways, by arrangement with the Galactic Co-operative of Worlds whose Space and Interstellar Pilot's Exams you have just successfully completed. The small flight manual supplied with the craft is designed to familiarize you with all aspects of space flight, combat and trading, and we hope that it will be of use to you. You begin your career|4u, your ship equipped with a single forward-firing pulse laser, 3 homing missiles, 7 light years of fuel, and the sum of 100 Credits (CR), ready to embark from a space station in orbit around the planet Lave. The Cobra Mk III is the best of the medium-range, medium capacity fighter- traders, and is an ideal ship for new traders intent on building their fortunes, or new combateers who will constantly need to finance the cost of both armaments and non-combak5otive equipment. The ship is highly maneuverable, has a good C-holding factor during hyperspace transit, can hold sufficient Quirium H-fuel for a 7-light-year single jump and has full Auto Trading Systems Link for use at space stations. Further, it is protected by Dual Zieman Energy Deflection Shields, powered by 4 energy banks, and has a powerful, rapid-fire pulse laser mounted on the forward hull segment. Flight controls and elegant and sot+Jd ?<NjTOBN:XO)@ l ( f l+hgHyHxDNPO+@gHyHx$NPO+@gz m -м!@ m -м!@A"m#H m!| m -!@(/-/-NPOHlN XO m+hHx$/-NPOHxD/-N|PO)|@ -N]Nuconsole.deviceNU l)hx ,\)@Hz/,NbPOJ@fdHzuHlNrPO lBx l"l,i>"V"X l"l#P l l/,NXOHx/,NPOBgNTON]NuBorder c NU lJxf.NXHyHxNhPO)@f ?<NTOHz a*will get through, listen for when the game records your specific up moves and when you get better, you won't have to hit up rapidly... But I still do anyway because it guarantees me getting through. - This screen will repeat again laterally inverted! - Screen 10 (Dragon's Lair Part I-Computer Randomly Chooses Which ~~~~~~~~~ Lateral Screen You Will Do.) You will see a wobling bunch of "furniture". Hit LEFT or RIGHT (/7-This will always be second!) ~~~~~~~~ This one is a tuffy! When the "DrinkMe" sign flashes, hit RIGHT; Dirk The Daring will bravely kick the door open to the right of him and stomp out. -Screen 1 Repeats, laterally inverted!- Dsk2 Screen 3 (The Falling StairWell-This may come after Screen 4....) ~~~~~~~~ - More (Y)/N/NS? ;n You will either be walking left or right down the stairwell. If you are moving left, when the stairs ahead of you flIash, hit LEFT. If - More (Y)/N/NS? ns you are going right, hit RIGHT. You will jump over the hole in bridge and continue... Do not mind the bats, they are there for decoration!! Screen 4 (The Tentacles-This may come before Screen 3....) ~~~~~~~~ As soon as the tentacle drops from the ceiling, hit BUTTON! Dirk will then slash it. As soon as you slash it, hit UP. You will go to the front of the room. Then hit RIGHT or LEFT (depending on where u"the door is), and you will go to the door. Then hit DOWN and you will goto the back and automatically start going up the stairs, at this point, hit LEFT or RIGHT (depending on where the little table is.) As soon as you get on the table, hit UP and you will go out the door in a few seconds. WARNING: IF YOU HIT MORE THAN ONE MOVE YOU WILL DIE! Just hit the move once and wait for it to take affect!! -Screen 3 and 4 will repeat again laterally inver4)ted!- Dsk3 Screen 5 (Ye WhirlPools/Ye Rapids-This may come after Screen 6...) ~~~~~~~~ You will start off with the Ye Whirlpools. If the whirlpool is on the - More (Y)/N/NS? ns right, hit LEFT; if on the left, hit RIGHT. You will easily use your manouvering abilities to steer carefully around them. NOTE: Don't hit left or right more than once, or you will be sucked in! Then come the Ye Rapids. Now on my A2000, all you do is hit LEFT or RIGHT `sI(depending on the direction of the light blue path), then when I get into the middle, I hit UP and go all the way down (Both Screens..) But I've heard other stories and this is what I've been able to piece together... If you have an A500 (hahahaha): Do what I do (above), but the second screen, hit UP one more time. If you have an A1000, do what I do, then on the second screen, hit up twice. (Once on each of the two levels). Experiment.. One of these tePpchniques is sure to work but I can only confirm my way. Screen 6 (Slime Stew-This may come before Screen 5...) ~~~~~~~~ On this screen, you mainly watch... You will dodge the slime, then pick up a drink automatically. Then, the Slime Goon will appear, hit BUTTON and you will slice him. Just watch the rest of the board. - Screen 5 & 6 will appear again laterally inverted! - Dsk4 Screen 7 (The Black Night-This may come after Screen 8...) ~M6~~~~~~~ First, make note of what side the Black Night's sword is on. If it is on the left, you will have to hit RIGHT first. You then jump right. Right after this, hit LEFT... Then UP... Then LEFT... Then RIGHT... Then Left... As jumping left now in mid-air hit RIGHT because you don't have anytime to spare once you land. (Remember, better early than never!) If it is reversed, just do the above backwards. This is one of the "Most-Moves" boards s (o eventually you'll get the hang of it. Screen 8 (Marble Madness-This may come before Screen 7...) ~~~~~~~~ You will appear in the distance walking casually at the end of the half-pipe. Then, a huge black ball will appear behind you wanting to make Autie-Em's World Famous Pancakes out of you. The screen will change angles and you will see a coloured ball go by. As soon as it goes by, hit DOWN. Then, another coloured ball will go by; again, as  ?8 soon as it passes, hit DOWN. This is all you do, there will be a few more balls to get by, but if you can do one, the rest is really simple! WARNING: DON'T HIT DOWN MORE THAN ONCE PER BALL! When you run by successfully, it looks really close... It is supposed too! - Screen 7 & 8 will repeat again laterally inverted! - Dsk5 Screen 9 (The Bedroom Wall-This will come first!) ~~~~~~~~ Pretty simple. Just keep hitting UP at a leisurely pace and you :POf Sodan P 7) Director P 16) Maxiplan Plus P 25) Tetrapacker P 8) Dragon's Lair P 17) Multiview P 26) TV Sports P 9) Dungeonmaster P 18) Pagestream (220K!!!) P 27) Zak McKracken CREDITS TO THE TYPERS OF THESE INSTRUCTIONS! PIRASOFT/ACU: PO BOX 58, RUNDLE MALL, ADELAIDE 5000, SOUTH AUSTRALIA HI'S:ACCESSION * BLACK NINJA * DEFJAM * DNS/RAGE/WOW * FLT/NORTHSTAR GARFIELD * HAGAR/TST * HCS/TRILOGY * HOTS:[HOTZ * IBB * LSD (OZZWALD) NORTHERN LIGHTS * PCC * PHENOMENA * PIRANHAS * QUARTEX * SCA * TIC THORAX * UNICORN AND THE OTHERS WE'VE NO ROOM TO MENTION HERE !!! uqyv4> F6 ACU DOCS DISK 6 F6 h?trney (See the control insert for specific keyboard commands). The potions are stored in one of two bottles, either metallic or sand-colored. The potion in each bottle performs one of two different functions. _^_ ) ( Contains either a potion to provide extra life or ( ) increased hit strength with the sword. (___) _^_ ) ( Contains either a Magic Zapper, which kills  Qz ( S ) the enemy closest to you, or a Power Shield, (___) which protects you for 30 seconds. Zoras has defended the castle well. Every level demands new strategies and tactics to complete. While some levels place a premium on swordsmanship, others demand perfect timing or the ability to perform the one task that spells success. Proceed with caution, for death comes quickly to the unaware. ...........Docs provided by THE HELLION & THE CORSAIR.......<D.. Accept no (L)IMITATIONS !!! . The potions are stored in one of two bottles, either metallic or sand-colored. The potion in each bottle performs one of two different functions. _^_ ) ( Contains either a potion to provide extra life or ( ) increased hit strength with the sword. (___) _^_ ) ( Contains either a Magic Zapper, which kills  R 179. Third place w/ swimmer 180. Bowling award w/ pins 181. Blank award w/ pins 182. League champs w/ pins 183. Most improved award w/ pins 184. First place w/ pins 185. Second place w/ pins 186. Third place w/ pins 187. Golf award w/ clubs 188. Blank award w/ clubs 189. League champs w/ clubs 190. Most valuable award w/ clubs 191. Good sportsmanship award w/ clubs 192. Most improved award w/ clubs 1 * 93. School record award w/ clubs 194. Personal best award w/ clubs 195. First place w/ clubs 196. Second place w/ clubs 197. Third place w/ clubs 198. Fishing award w/ tackle 199. Blank award w/ fishing tackle 200. First place w/ fishing tackle 201. Second place w/ fishing tackle 202. Third place w/ fishing tackle 203. Diving award w/ diver 204. Blank award w/ diver 205. Most improved award w/ diver 206.  .E Coach's award 207. Managers award 208. Hunting award 209. Divot King 210. Bright smile award 211. Fashionably late award 212. Murphys law for cars 213. T.G.I.f. award 214. Morning glory award 215. Cought between a rock and a hard place 216. Party animal award 217. Photography award 218. Teamwork award 219. Hardest worker award 220. Good humor award 221. Citation for parking like a beached whale om 222. Sales award 223. Employee of the week style #1 224. Employee of the month style #1 225. Employee of the quarter style #1 226. Employee of the year style #1 227. Employee of the week style #2 228. Employee of the month style #2 229. Employee of the quarter style #2 230. Employee of the year style #2 231. Employee of the week style #3 232. Employee of the month style #3 233. Employee of the quarter style #3  '4 234. Employee of the year style #3 235. Award for excellance 236. Attendance award 237. Outstanding performance award 238. Efficiency award 239. Certificate style #1 240. Certificate style #2 241. Citizenship award 242. License 243. Thank You 244. Merit award 245. Invitation 246. Congratulations 247. First Place 248. Second place 249. Third place 250. Honorable mention 251. Awar fd for first place 252. Award for second place 253. Award for third place 254. Award for honorable mention 255. First place 256. Second place 257. Third place 258. Honorable mention 259. First place 260. Second place 261. Third place 262. Honorable mention 263. Award style #1 264. Award style #2 265. Gift certificate 266. Award style #3 267. Award for 268. Coupon 269-282 are differ'͚ent styles of blank award forms. Please feel free to add to this list. The more information dispersed on Award maker, the better the awards will be. Quasimoto....... le #2 241. Citizenship award 242. License 243. Thank You 244. Merit award 245. Invitation 246. Congratulations 247. First Place 248. Second place 249. Third place 250. Honorable mention 251. Awar yi`f Sodan, to protect the people of the north, but you have taken my son. Unless wielded by a member of the house of Dan, its blade will never again see the light of day." LORDAN - KING OF THE NORTH Lordan had few memories of the tall, steel-eyed man who had left him as a youth in the care of a childless peasant couple. But he remembered that he felt safe with the gentle giant - unafraid of the dark and ready to challenge the shadows. The people Lordan met in the towns and villagessQ of the north did not share his fearless nature. The past had not been kind and memories of the spirits of the mist left them cowering and apprehensive, unable to envision a future of peace and happiness. So Lordan began to travel the land, encouraging the people to look forward and deny the vestiges of the past. He organized an army and started the building of the first of the great cities. The children began to laugh again and soon the tables of the people were piled high with thex fruits of their labor. And in return, the citizens built him a great castle, the Castle Craggamoore, and crowned him King. As the years passed his reputation as a great and benevolent ruler grew. And the castle became a symbol of the peace and prosperity of the united Northern Kingdoms. ZORAS THE NECROMANCER Zoras was an old one, well-versed in the incantations of the black arts. He lived to rule over the people of the north - people he despised for their simple lives of content[ment. Zoras had almost succeeded in his quest a generation before. He had summoned the spirits of the dead and painted a picture of icy fear throughout the land. But for one great warrior, Sodan, he would have ruled. He retired to his tower of human bones and studied the ancient parchments of his ancestors. He experimented with spells and uncovered hidden secrets of centuries ago. And soon he was able to conjure even more abominable creatures from the depths of the earth and raise the worst of people's nightmares and give them life. And they answered his call to bring pain and sorrow to the meek. Now his destiny had been fulfilled. He sat on the throne of Lordan and the people grovelled at his feet. CHILDREN OF THE THRONE Brodan and his sister Shardan were born on the same day to Lordan and his Queen . They lived an idyllic life of youth, pampered by the people and enjoying the castle's great halls and courtyards as a splendrous play- ground. As twins, Brodan and Shardan shared the same hopes, the same dreams and the same bright outlook for tomorrow. But the peaceful existence of the castle was soon to change. The King was brought word of a new scourge upon the land. From every direction demons, evil mutants and creatures beyond the imagination were marching toward the castle, leaving a path of death and destruction in their wake. One night the children listened at the door of the court chambers and for the first time felt the chil,o@rl of fear touch their spines. "I want the children taken across the Cthol Mountains to the farthest corner of the land," they heard the King exclain. "for I fear the end is near. It is said a swordsman of legend dwells there. Perhaps he can protect my loved ones." Under cover of a cloudy night sky, the children were taken from the castle. In the weeks that followed they learned of the death of their parents and the reign of Zoras, and cried until their eyes were dry of tears. And al though unsaid, the siblings knew the course of their destiny had been forever changed. Months later the children were left at the entrance of a humble dwelling far into the virgin forests of the outer Kingdom. The lone inhabitant, a bitter, white-haired old man, answered their pleas and reluctantly shared his meager table fare. And he was told of the trouble at the castle and the incredible journey that brought the young ones to his door. And when the children told of Lordan, the oӫ ld man was overcome. He was listening to the fate of his only son, and his grandchildren were telling the tale. And his countenance visibly changed as he said, "I am but an old man, unable to avenge the death of my son. But I will raise you in the ways of the sword, and one day you will return to the great castle and slay the harbinger of doom." And when that day came the old man displayed the Sword of Sodan. "You have both learned your lessons well, but there is only one sword thatCP' can slay the necromancer. Which of you will take up the blade in vengeance and show it the light of day?" WIELDING THE SWORD Now that you possess the Sword of Sodan, you can begin your quest to avenge the death of your father and free the cities of the Northern Kingdoms from the tyrannical rule of Zoras. The road you must travel is fraught with danger. You will encounter giant warriors, deadly pitfalls and mysterious creatures of the underworld. If you can defeat them, you will areach the chambers of Zoras. There you will face the most difficult challenge of your life. It is not a place for the weak of heart. King Lordan knew that someday a warrior would attempt to defeat Zoras. Before his death, the King mandated the court wizard to develop potions that would aid a rescuer. The wizard hid his magic in the corridors and courtyards of Castle Craggamoore. As you battle your way through the castle, look for these potions and be aware of their value in your jou) Recommended but not required: Extra RAM (will allow you to watch up to 2 hours of game replay) Extra Disk Drives How to Start: Insert joystick into port #2. (Joystick controls are described in full in the beginning of the game) Turn on machine and insert Kickstart dii-sk at the prompt. Insert Sword of Sodan disk 1 at the Workbench prompt. Insert different disks as requested. (Disks #'s 1, 2, or 3) Press fire button on Joystick to begin game. Keyboard Commands: Press Q to quit game. Spacebar pauses/unpauses game. Use F1, F2, F3, and F4 to activate E\ your collected magic items during game play. Misc. Commands: Fire button will allow you to continue play, but you will lose your score, hit strength, and powers. THE MANUAL --------------------------------------------------------------------- It was an age of dreams and a time of miracles. When jeweled cities rose like great forests from tJhe dust and justice ruled the Northern Kingdoms. Still, as in all dreams, there came a time of awakening - and the people of the kingdom arose to a dawn of nightmares. For in the east, Zoras the Necromancer, long since banished from the realms of man, sat in a tower of human bones and parlayed with shadows. In the darkness, spirits of ancient power talked to Zoras in whispers, making pacts and sharing secrets. And in time of harvest, as the first chill winds scattered the leaves of  Jthe trees, Zoras gathered their power and rode to the Northern Kingdoms. And it came to pass that a time of darkness engulfed the land. From the shadows rose all manner of foul creatures, and the streets - once filled with happy people - now echoed the laughter of evil spirits. The armies of the court scattered, and Zoras the usurper slew the King with demon flame. So it was that Zoras took the throne - his manic laughter echoing thru the great halls of the castle while outside the !Hcitizens wailed in despair. Unknown to Zoras, days before the slaughter, the King's two children were smuggled by night from the Kingdom and taken to a distant land. There they were raised in the way of the sword by an ancient warrior whose skill was the precursor of legend. And in time there came word of a prophesy. The Witches of the Dire Marsh, three ancient crones who foresaw the future in the falling of dead leaves and the patterns of fires' light, foretold of a new dawn. A ch"ild brandishing an enchanted blade would return from beyond the mountains, they said, to avenge the father. A warrior who by strength of steel and edge of sword would shatter Zoras' reign of terror and return the light to the Northen Kingdoms. THE LORE OF THE SWORD Before the united cities rose from the forests of the north and peace enveloped the land, the greatest skill of all was the ability to wield the greatest of weapons - the sword. No possession was more cherished than a m #[ighty broadsword, keen of edge and finely tempered. The most treasured blades were born in forge of Brespar, a master swordmaker unmatched in the art of the steel. From the farthest reaches of the lands, great warriors came seeking his talents. And until the First Day of the Cold Death, none were turned away. On that day, all the fires of the land burned cold and none could be rekindled. Risen spirits of the nether world had extinguished the flames of life and the last breaths of m $any were seen in the frigid air. Hundreds rode to challenge the spirits in combat, but none returned. Even the steel of Brespar was impotent when wielded against the spirits of the mist. Hope soon became a distant memory. One day, a man and his son appeared at the icy hearth of the old swordmaker and told of a place where the gods had opened the earth - and where rocks that seemed to flow from the ground shone orange with the heat of the sun. "There you could forge another sword,"  %ւhe told the sickly man. "a sword like none before it." The journey of the three was arduous, but spurred by the importance of the moment, Brespar was able to hold on to the threads of life. And he drew on his years of experience and created a final masterpiece, a sword able to cut granite as easily as the fog of the dawn. Leaving his son with a peasant couple, the man took up the sword and rode into the night sky. And when he met the first night thing in combat it succumbed to the  Xnenchanted blade. But the spirits were plentiful, spread throughout the land, and the years slowly passed until Sodan's singlehanded oddysey sent the final spirit back to the underworld. Once again, fires burned and the people were safe. But the heart of Sodan was cold. He had no idea of the fate of his only son and the years had left him unable to stand the rigors of a search of the land. In anguish, he thrust the sword to the heavens and vowed, "You gave me this sword, the Sword o'*37. Honor student 38. Honors award 39. Honor roll style #1 40. Honor roll style #2 41. Diploma style #1 42. Diploma style #2 43. Diploma style #3 44. Diploma style #4 45. Diploma style #5 46. Certificate of promotion 47. Dance award 48. Photography award 49. Official best friend style #1 50. Official best friend style #2 51. Congratulations style #1 52. Congratulations style #2( 53. Adoption papers 54. Parental express 55. Anniversary award 56. Top boy award 57. Queen for a day award 58. King for a day award 59. League champs award 60. MVP award 61. Good sportsmanship award 62. Most improved award 63. School record award 64. Personal best award 65. First place award 66. Second place award 67. Third place award 68. Soccer award w/soccer ball 69)uK. Blank award w/ soccer ball 70. League champs w/ soccer ball 71. MVP w/ soccer ball 72. Good sportsmanship award w/ soccer ball 73. Most improved award w/ soccer ball 74. School record award w/ soccer ball 75. Tennis award w/ net and rackets 76. Blank w/ net and rackets 77. League champs w/ net and rackets 78. Good sportsmanship w/ net and rackets 79. Most improved award w/ net and rackets 80. School rec* ord award w/ net and rackets 81. Volleyball award w/net and volleyball 82. Blank award w/ net and volleyball 83. League champs w/ net and volleyball 84. MVP w/ net and volleyball 85. Good sportsmanship award w/ net and volleyball 86. Most improved award w/ net and volleyball 87. School record award w/ net and volleyball 88. Baseball award w/ baseball 89. Blank w/ baseball 90. League champs award w/ baseball 91.+{vX MVP w/ baseball 92. Good sportsmanship award w/ baseball 93. Most improved award w/ baseball 94. School record award w/ baseball 95. Football award w/ football 96. Blank award w/ football 97. League champs award w/ football 98. MVP w/ football 99. Good sportsmanship award w/ football 100. Most improved award w/ football 101. School record award w/ football 102. Basketball award w/ basketball 103. Blan ,Uk award w/ basketball 104. League champs award w/ basketball 105. MVP w/ basketball 106. Good sportsmanship award w/ basketball 107. Most improved award w/ basketball 108. School record award w/ basketball 109. Hockey award w/ hockey equipment 110. Blank award w/ hockey equipment 111. League champs w/ hockey equipment 112. MVP w/ hockey equipment 113. Good sportsmanship award w/ hockey equipment 114. Most improved awar -<5d w/ hockey equipment 115. School record award w/ hockey equipment 116.avelin thrower 119. MVP w/ javelin thrower 120. Good sportsmanship award w/ javelin thrower 121. Most improved award w/ javelin thrower 122. School record award w/ javelin thrower 123. Personal best award w/ javelin thrower 124. First place w/ javelin thrower 125. Second place w/ javelin thrower 126. Third place w/ javelin thrower 127. Cross country w/ .@5 runner 128. Blank award w/ runner 129. League champs w/ runner 130. MVP w/ runner 131. Good sportsmanship award w/ runner 132. Most improved award w/ runner 133. School record award w/ runner 134. Personal best award w/ runner 135. First place w/ runner 136. Second place w/ runner 137. Third place w/ runner 138. Skiing award w/ skier 139. Blank award w/ skier 140. First place w/ skier 141. Second pla /uce w/ skier 142. Third place w/ skier 143. Skiing award w/ skier style #2 144. Blank award w/ skier style #2 145. First place w/ skier style #2 146. Second place w/ skier style #2 147. Third place w/ skier style #2 148. Triathalon award w/ events depicted 149. Blank award w/ triathalon depicted 150. Good sportsmanship w/ triathalon depicted 151. Personal best w/ triathalon depicted 152. First place w/ triathalon depict 0Q1ed 153. Second place w/ triathalon depicted 154. Third place w/ triathalon depicted 155. Running award w/ runner 156. Blank award w/ runner 157. Good sportsmanship award w/ runner 158. Personal best w/ runner 159. First place w/ runner 160. Second place w/ runner 161. Third place w/ runner 162. Biking award w/ rider 163. Blank award w/ rider 164. Good sporetsmanship award w/ rider 165. Personal best award w<]P/ rider 166. First place w/ rider 167. Second place w/ rider 168. Third place w/ rider 169. Swimming award w/ swimmer 170. Blank award w/ swimmer 171. League champs award w/ swimmer 172. MVP w/ swimmer 173. Good sportsmanship award w/ swimmer 174. Most improved award w/ swimmer 175. School record award w/ swimmer 176. Personal best award w/ swimmer 177. First place w/ swimmer 178. Second place w/ swimmer ;# Reading award w/ books on desk 12. Blank w/ books on desk 13. Certificate maker 14. Certificate of drama participation 15. Writing award 16. Spelling award 17. Geography award 18. Reading award 19. Math award 20. History award 21. Perfect attendance award style #1 22. Perfect attendance award style #2 23. Punctuality award style #1 24. Punctuality award style #2 25. Student of the week&Wi award style #1 26. Student of the month award style #1 27. Student of the term award style #1 28. Student of the quarter style #1 29. Student of the semester style #1 30. Student of the year style #1 31. Student of the week style #2 32. Student of the month style #2 33. Student of the term style #2 34. Student of the quarter style #2 35. Student of the semester style #2 36. Student of the year style #2 }4Hv$C Superbase's Set Options dialog. This allows you to set the features and modes you prefer. The sequence of control codes is sent to the printer each time you perform a printing operation from within Superbase. If a sequence is present Superbase does not send the `Skip over perforation OFF' and `Set page length' codes that are normally sent when the printer is accessed. * The output format parameters BF, UL, IT enable you to set different print styles within a report or in th}5Iue output from a query. If you wish to set other printing features, you can do so by using the CHR$ function to insert the appropriate printer control codes. In a query, you enter these codes in the query fields line. For example, on some Epson printers, the sequence 27, 14 selects enlarged print, and the control code 20 turns it off. To output the data for one field in enlarged print, your query Fields line might look like this: Firstname, Lastname, CHR$(27);CHR$(14);City}6J;CHR$(20), Street Note that some control codes may be inappropriately interpreted by the printer device, in which case you should set Print Raw on the Options requester to bypass the interpretation. Alternatively, you can use the generic printer device codes published in the Amiga documentation. * File Names. Avoid using the characters : ? # / ; or the space character. When using a file name as an argument to a command such as OPEN FILE, it must always be inside }7KKquotation marks. However, a file name used to extend a field name, e.g. Name.Customers, need not be inside quotes, unless it includes non-alphanumeric characters, i.e. other than a-Z and 0-9. Superbase supplies quotes when necessary during dialog selections, but if you type a command line in directly be sure to observe this rule. * The normal New Line sequence on the Amiga is a CHR$(10) (line feed). On most other machines and in Superbase, the default New }8LLine sequence is CHR$(13) CHR$(10) (carriage return, line feed). The CHR$(13) may be suppressed, for example to achieve compatibility with the ED editor, by setting RETURN=OFF in the Tool Types list of the Superbase icon, which may be modified using the Workbench Info option. * Tool Types. These are the means of customizing the way in which Superbase starts up (See User Guide Appendix K). The new option SCREEN=LACE forces Superbase into Interlace mode on a custom }9M >Tscreen. Tool Types may also be assigned to Superbase form or program icons (see previous item). The CLI equivalent for LACE is sbp -l (alphabet letter, not number). * Superbase now makes full use of Workbench screens that have been set to overscan, supporting utilities such as MOREROWS and SCREENSIZER. * The window title bar indicates the current pathname as well as file. * Superbase.par file. All communications parameters are stored. * Labels dialog. There are two new param}:N%eters, Top Label Margin and Label Rows Before FF. These are intended to facilitate label printing on laser printers. Top Label Margin allows you to specify a vertical offset as a number of rows. Label Rows Before FF allows you to tell the printer to perform a form feed after a fixed number of label rows have been printed. If this parameter is set to zero it is ignored. * Printer handling. To suppress form feeds issued by some printer drivers, especially laser printer driv};OHers, the way in which Superbase handles the printer has been slightly changed. The first time the printer is used, it is opened; it now remains open until one of the following events occurs: Quit from Superbase Selection of the Set Screen menu option Any error Stop button is clicked or ^C is pressed Other processes which need the printer may find that it is still in use by Superbase. If this happens, all that needs to be done is to click on the Superbase }< 3LStop button. bel Margin and Label Rows Before FF. These are intended to facilitate label printing on laser printers. Top Label Margin allows you to specify a vertical offset as a number of rows. Label Rows Before FF allows you to tell the printer to perform a form feed after a fixed number of label rows have been printed. If this parameter is set to zero it is ignored. * Printer handling. To suppress form feeds issued by some printer drivers, especially laser printer driv})SL------- When both users have set the parameters in the comms dialog, they should click on OK. If you have selected Receive, the computer will then wait for a file to be transferred from the other end of the link. If you are transferring a file, you will be presented with a file selection dialog for the files in the current directory. Select the file you wish to send and click on OK. Superbase will then proceed to transmit the file. During transmission, a further dialog appears}*T= on both machines showing the status of the transfer. It displays the number of blocks successfully transmitted or received, and indicates errors. If errors occur, the block is transmitted again. When transfer has been completed, the file is stored on disk at the receiving end. If AUTO has been selected, it is stored under the same name with which it was transmitted. Note: If you are transmitting files over the public telephone network at a baud rate higher than 1200, you may}+UȖ experience problems with file transfer. In order to reduce the number of errors, you should select a lower baud rate. The Transfer Status Dialog -------------------------- During file transfer, Superbase displays a dialog showing the status of the transmission. The top of the dialog indicates whether the user is transmitting or receiving and, if the Auto has been selected, it also gives the file name. Below this, there are three headings: Blocks, Count, and Errors. Blocks sho},V{ws the number of blocks that are still to be transmitted, Count gives the number that have been successfully transmitted. Remote Transmission ------------------- The procedure for sending files via modem is as follows: 1. Enter the receiver's number in the Auto-dial box in the comms dialog. 2. Select Transmit. 3. Set the other comms parameters for baud rate, port number, etc. 4. Click on OK. 5. Select the file or files (using wild cards) for transmission. Notice that there i}-W7_s no Remote/Local option in the comms dialog. Provided the modem is on line and the DCD line is off, Superbase detects that Remote transmission is required and proceeds with the operation as soon as you have selected a file. At the receiving end, you must select Receive and then set up the other parameters so that they have the same values as in the transmitter's comms dialog (although the port number does not need to be the same). If your modem has an autoanswer facility, thi}.Xs must be turned on. If it doesn't have autoanswer, the ring indicator line from the modem must be connected to the computer's RS 232 port. The next step is to click on OK in the comms parameters dialog. If the File Header option has been set to Off, you will first be presented with the file selection dialog where you can enter the name under which the file is to be saved. Superbase will then display the `busy' symbol (an watch icon) and will wait to be contacted by the transm}/YYitter. If the Auto option has been selected, transmission will proceed as soon as the comms link has been established. ATD and ATZ can be used in the modem intialization sequence to establish file transfer during an existing telephone call. ATD should be entered by the transmitter, ATZ by the receiver. This means that the transmitter will not need to enter anything in the Auto-dial number box. Cable Connections ----------------- If you are using a modem, then you should use }0Z0Qthe cable supplied with it. Superbase uses the DCD line from the modem (pin 8) to determine whether a connection has been established, so make sure this pin is connected. Also, if your modem has options which change the usage of the DCD line, make sure that you select the option that causes DCD to reflect the current connection status. If you are connecting two computers by a direct RS232 line, they should be wired up as follows: XMIT 2 -------\/------- 2 }1[RCV 3 -------/\------- 3 RTS 4 -------\/------- 4 CTS 5 -------/\------- 5 DSR --6 6-- GND | 7 -----------------7 | DCD --8 -------\/------- 8-- DTR 20 -------/\------- 20 MISCELLANEOUS ------------- * Data Entry. Required (REQ) fields are now checked when you exit from them as well as when you save the record. Unique indexed (IXU) fields are likewise checked as soon as data is entered into t}2\c8hem as well as when the data is saved. * Mail Merge. Superbase now recognizes a double ampersand (&&) in a text document as an intended single ampersand, so that text such as "Laurel & Hardy" does not confuse the merging process. * The SER function is now handled differently by REORGANIZE. Numbers generated by SER in the new file continue from the highest number in the old file. * A Directory Read option has been added to the System menu. This forces Superbase to re-read th}3G^+e current directory and update its internal list of the contents. * A full-size gadget has been added to the title bar for the Text editor. This provides a quick way of expanding and contracting the window. * If you try to print a line longer than the line length set in Superbase's Printer options, Superbase will output a Carriage Return followed by a Line Feed when it reaches the maximum line length. * Note that you can set a printer initialization sequence from within}^>4e given above. Note that the fields in ASCII fixed length files are exported in the format of the current file definition. If the data in a field is shorter than the length set in the file definition, Superbase pads it out with spaces. Click on the button corresponding to the file type required. If you select a spreadsheet file type, you also have the option of specifying that the field names are included as a set of labels along the first row of the spreadsheet data. Now cli}_Л3ck on the OK button. Superbase displays the Export filter. Use this to determine which records are to be exported. If you wish to export the entire file, leave the Filter Command line blank; otherwise, build up the Command Line in the normal way. When you click on OK, Superbase displays the Export File Name dialog. Enter the name the file is to have when it has been converted. With ASCII files, you should supply an extension name. If you have specified a non-ASCII file type, d} `_o not include the extension name: Superbase adds it for you. Superbase then processes the database file, checking each record to see whether it matches the conditions set up in the Filter. If it does, Superbase creates a copy of the data in the currently open fields and stores it on disk. NEW FUNCTIONS ------------- The following functions are either new or have had their syntax extended as described. EXISTS This is a new keyword, which allows a quick check to see whether }!aia file exists on disk, or whether an index value exists in an index. The basic syntax is: EXISTS (strexpr[,indexfield]) The index value check works on any index of any file, without reading a record. This would allow you to see whether a specific key exists in any index of the current file while you are editing that file. EXISTS ("jones",lastname.ADDRESS) would look up "jones" in the Lastname index of the Address file, returning True (-1) if "jones" appeared in it, Fa}"bDlse (0) if it did not. The function is case insensitive, unlike LOOKUP. Partial matches return False. Note that if you combine EXISTS in a validation or calculation with some other function that does change the record pointer, the effect could be to overwrite the current record in memory. FILE This keyword may now also be used to return the name of the current Superbase database file. INDEX This keyword may now also be used to return the name of the current index for the cur}#c˫rent Superbase database file. COMMUNICATIONS -------------- Select Comms from the Process menu. Superbase displays the communications parameters dialog. Before a file can be transferred, both users must set up all the parameters in this dialog in the same way. For each of the following parameters you must select an option by clicking on its corresponding button: Baud rate --------- This determines the speed at which the file data is transmitted. Four different baud rates are}$dO available: 9600, 2400, 1200, or 300 Protocol -------- Three transfer protocols are supported; XMODEM, XMODEM-CRC and WXMODEM. If you select WXMODEM and/or XMODEM-CRC for transfer, Superbase will use it if possible, but is also capable of detecting whether the receiver is also using WXMODEM, and of "changing gear" by automatically selecting first XMODEM-CRC and then XMODEM if necessary. This means that in practice the receiver determines the protocol to be used. Opti}%e[ ons ------- CHOP removes the padding from the last block of a received file. It removes zeros, nulls, and ^Z characters. XMODEM always sends files in 128 byte blocks. If the last block is not complete, it is padded out. Amiga executable files that have been padded out in this way will not run until the padding is removed. CHOP only applies to received files. LF->CR Works on transmitted files only, converting Amiga Linefeed characters (ASCII 10) to Carriage Returns (ASCII 13),}&f-s enabling text files created on an Amiga to be read by editors on PCs and other machines. When AUTO is selected, Superbase transmits the file's name and the file is saved under this name at the receiving end. If it is not selected, the receiver specifies the name under which the file is to be saved. Superbase displays a file selection dialog before transmission takes place. If you are at the receiving end of the comms link, you must then enter a name for the file or select an}'gy existing name from the dialog panel. Note that when the file is transmitted, the last 128 byte block will be padded out with zeros (unless CHOP has been selected). The header block will always be transmitted using XMODEM, regardless of the protocol selected for the actual file transfer. Transmit/Receive ----------------- Click on the Transmit button if you are sending a file, click on Receive to receive a file. Auto-dial number ---------------- If your modem has an auto-dia}(R?dQ(l option, you may enter the receiver's number in this box. Modem Initialization Sequence ----------------------------- You may insert a sequence of up to 28 characters, which will be sent to the modem when you click on OK, before file transfer begins. The sequence is stored in the superbase.par file. Wild Card --------- You may use the '*' character to represent either a file extension or a filename. The #? syntax of AmigaDos is not supported. Transferring a File ------------}i uYf labels to define the field names in the Superbase file. If the spreadsheet labels are not specified, the fields take the grid's column letter with an underscore character added to it; i.e., all the cell data in the first column would be stored in a field named "a_". Converting ASCII Files ---------------------- To convert an ASCII file you must first create a new Superbase file to hold the data, so you must know the following information about the ASCII file's structure: * }j.The number of fields in a record. * The number of characters in each field. For delimited ASCII files, this will be the maximum number of characters in a field. * The type of data each field contains: numeric, string, date or time. Now you can define a Superbase file (using the New File option on the Project menu) with the same structure. Importing ASCII files: Prerequisites ------------------------------------ * The file into which the data is to be imported is always the cu}k|rrent file. Open this file before you select Import. * The fields into which data is to be imported must be of the correct type: a numeric field for numbers, a date field for dates, etc. You may need to remove Required field status and Validations temporarily with Project Edit. You can specify that only certain fields are imported by selecting these fields in the Open Fields list (select Open Fields from the Project menu). If you are importing into just the set of open fie}ll=jlds, Superbase will create records with the other fields left blank. Index entries for such fields may be created, but they too will be blank. If you are importing data from an ASCII delimited file, you may need to specify which characters it uses as separators (or delimiters). Superbase expects the comma (ASCII 44) as a field separator and the carriage return (ASCII 13) as the record separator. If the separators in the ASCII file are different from these, select Options on t}m Dhe Set menu and alter the separator values accordingly. Using Import ------------ Select Import from the Process Menu. Superbase displays the Import dialog. It shows the file type options with selection buttons to the left of them. Click on the button corresponding to the type of file you wish to import. After selecting one of the spreadsheet types, you have the option of specifying the range and a label row. The first value for the range should be the coordinates for the cel}nէl at the top left-hand corner; the second value determines the bottom right-hand cell. Coordinates are entered in the conventional way for spreadsheets; for example, A12 or AF30. If the range is not specified, Superbase converts the entire spreadsheet file. To specify that a row of labels will be used for field names, enter the number of the row. ASCII Files Only ---------------- When you click on OK in the Import file type dialog, Superbase displays the Import Filter dialog}onR5. See Chapter 1 of the User Guide for an explanation of how Filters work. Build up your Filter Command Line in the normal way and click on OK. Selecting the Import File ------------------------- You will now be presented with a file selection dialog. If you have specified an ASCII format, it lists all the files in the current directory. Otherwise it only shows files of a particular type; i.e., if dBase is specified, the dialog lists files with the extension name `.dbf' (but it}pg>Y doesn't show the extension name). You may also type in a path name and file name for a file in another directory, leaving out the extension name if it is not an ASCII file. Select the file you wish to import or convert and click on OK. For ASCII files this completes the procedure. If one of the file conversion types has been specified (dBase, Lotus, Superplan and DIF) Superbase displays a new index dialog where you can select the field or fields on which the new file is to be}qVnw indexed. PROCESS EXPORT -------------- This function allows you to convert a Superbase file to a different format so that it can be loaded into another software package. Export offers the same range of formats or file types as Import including two ASCII file types. Even if the other program does not provide any file conversion facilities, it will almost certainly be able to accept ASCII files. Preparing to Export a File -------------------------- Before you select Export, y}raou can specify which fields are to be exported, using the Open Fields option on the Project menu. In creating the new records Superbase will only take the data from the fields in the Open Fields list. If you intend to convert the Superbase file into an ASCII delimited file, two further preliminary options are available: * Field and Record separators. You may want to change the values for the field and record separators. To do this, select Options on the Set menu. * Quo}] tation marks. The Options dialog in the Set menu allows you to specify that every field exported is enclosed in quotation marks. This is necessary if the data contains the character used as a field separator; for example, addresses, dates or numbers may contain commas. Using Process Export -------------------- Open the file you wish to export. Then select Export from the Process Menu. Superbase displays the Export file type dialog. Details of the different file types ar}tcode.Invline,Stockcode.Stock) ELSE "Stock code not found in Stock file" When you enter the code for a stock item into the Invline file, the formula uses the LOOKUP function to check whether the code exists in the Stock file. The trouble is that if users make a mistake, it is probably because they are not sure what the code is for a particular stock item. Ideally, they should be shown a list of all the stock items in the file together with their codes. This is just what v} uWialidation help dialogs do. They display a list of all the acceptable data inputs, and allow the user to select an item by clicking on it (without having to type it in). To display a help dialog, you need to use the REQUEST command in your validation formula. For the example above, the formula would be: LOOKUP(Stockcode.Invline,Stockcode.Stock) ELSE REQUEST "Stock code not found","Select another stock code",20,a%, Stockcode.Invline,40,Stockcode.Stock, Description.} v^>Stock When the user enters the wrong stock code, a dialog appears which lists the stock codes in the Stock file. To the right of the stock codes it also gives a description of the stock item; i.e., it shows the contents of the Description field for the associated stock code. Provided the first field is an indexed field (in the example above, Stockcode.Invline), typing the first letter of the stock code would bring up a set of stock codes beginning with that letter. Alternati} wsvely, you can use the scroll bars or the cursor keys to scroll down the list. Double clicking on any item in the list, then automatically places the item into the field specified (again, in this example, the Stockcode.Invline field). You may use the REQUEST command to create a validation help dialog for any validated field. But when you create the validation formula, it is important that you enter the correct parameters for the command. The first two parameters specify the v} xN6alidation message. If you wish, you can leave these blank by entering two sets of quotation marks, so that the command starts with: REQUEST "","", ... The next parameter, 20, is compulsory but can otherwise be ignored. It does not make any difference to the way the dialog functions -- but you must enter it in the formula. a% can be regarded in the same way. As an alternative to a%, you may simply enter a comma so that there are two commas next to each other after the nu} yjgmber 20. Following these, you enter the name of the field to which the formula is attached. The item you select will be entered into this field. 40 specifies the width of the dialog in terms of the number of characters. The remaining two parameters -- Stockcode.Stock and Description.Stock in the example above -- specify the fields which are to be displayed in the dialog. The first field is the one that will be selected for your data entry and is therefore compulsory. As an o}zɸMption, you may also specify one or two extra fields to provide the user with additional information about the data. PROCESS IMPORT -------------- This option has several different applications. As a file conversion utility it takes a file created in another program and turns it into a Superbase file. It also allows you to read ASCII data into a Superbase file. Used in conjunction with Export, Import can also be used to transfer or add records from one Superbase file to anoth}{ er. File Types ---------- Superbase recognizes the following file types: ASCII delimited files ASCII fixed length files Dbase `.dbf' files Lotus files with extensions `.wks' or `wk1' Superplan `.spp' files and Logistix `.lgx' files DIF files In ASCII delimited format, the data is stored as ASCII characters but the file also uses special characters (separators) to mark the end of each data item such as a field or a record. When you export records}|& from a Superbase file, they are stored in this format in an ASCII delimited file. In ASCII fixed length files each field and record occupies a fixed amount of space on disk and the data is stored as a continuous string of ASCII characters. `.dbf' files are the Dbase equivalent of Superbase's `.sbf' files; i.e., this is the format used in Dbase II and III for standard database files. The Lotus and Superplan formats are used for spreadsheet data files. DIF is a standard form}}at used by many software packages for exporting files. In this respect it is similar to ASCII format but has the advantage of allowing the file to be converted to the Superbase format in one step. File Conversion --------------- Files in the ASCII formats must be read into a pre-defined Superbase file. With the other formats, Import performs the conversion automatically and creates new `.sbf', `.sbd' and index files in the current Superbase directory. The new files take the sa}hme name as the file that has been converted. When you import spreadsheet data into a database, each row is taken as a record, and the individual cells in a row represent fields. Any empty columns in the spreadsheet are ignored. It is not practical to convert a spreadsheet file into a database file unless the data is structured as a series of repeated rows. Superbase allows you to convert a block in the spreadsheet grid by specifying a range of cells. You can also use a row oxENTATION ***************************************************************************** Introduction ~~~~~~~~~~~~ The Amiga BBCEmulator is a program which will turn part of your Amiga into something rather, but not exactly, like a BBC Model B with BASIC 2 and DFS. It runs as a PROCESS on its own screen within the Amiga multi-tasking operating system; thus you can run it AT THE SAME TIME as Amiga programs like editors and Workbench accessories. This means that if you have an Amiga 2000 with Bridgecard and a reasonable amount of memory, you can run BBC applications, PC applications, and native Amiga applications at the same time if you so wish, with easy transfer of data between the different environments. You can even run several BBCEmulators at once if you want to! Our principal objective in creating the BBCEmulator has been to run existing education software, written in BBC BASIC or in a mixture of BASIC and 6502 assembler, as well as possible - WITHOUT kil駳ling off the Amiga's native advantages such as split screens and multi-tasking. Speed of execution of BBC BASIC is very good - we have clocked speeds of over seven times faster than the original on some programs. We can also run programs written entirely in 6502 assembler - however, since we are having to emulate 6502 (RISC chip) hardware in 68000 (CISC chip) software, this isn't nearly as fast, and isn't recommended for serious applications. Emulator strategy has been to create aK3A "bridge" from the BBC operating system through to the Amiga's operating environment. This means that we can run nearly all "legal" BBC software which uses BASIC and the OS - ie software which will run on things like 6502 second processors. We cannot however run "illegal" software that dodges the OS and goes direct to BBC screen memory or to the hardware. 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N@&Zr `8$."F Q  jH@ jH@B@Ԁ0( Z @f`&X$`&Vr Nl$Jg .bJf ` .-@f-| .g@|-D-BJgJg .gp-@"F Q( qgp-@p-@` y h!eT&yp0+ "<N/N-@&yp40+ "<N/N-@P` p-@p-@Jf .ѮJf .Ѯ`B.ygj8.=n=nnSn .-n-@ .-n-@8.=n=D&.|p?ƀ&n|p" €$p*Āpƀ-B|J|f :  z.<Bh  ll   & " 4 B Rtd840,($      C/ /$|zB9|B9~ yB( BBJgJf NJg&Nnp#p#|#|1$_Nu"| Q3 V Q3 X Q3 Z Q3 \ Q3 ^ Q3 jNu"| Q0( VyfF Q0( Xyf8 Q0( Zyf* Q0( \y f Q0( ^y f Q0( jygp`pNuNVH< nh"h#h$h%p0( *pLfp.#B`HnHnp0( /N8&pO o`xJfBHxN (PJfx y( f/HnNX(PfXN (`NE" `RS  hgJf //NX(PfN (fBHxN RSPJgJgJfJfBHxN (PpL !cLoY|S"ca`~-r-*+23'uy'=FWeed is less important than staying on your feet. Remember that you earn points for spinning jumps over obstacles (jumping and spinning at the same time). Complicated moves lead to high scores. But be careful not to fall more than twice, or you'll be out of the competition. BMX Bike Racing BMX stands for Bicycle Motoscross. It also stands for radical action and challenging competition. In this event, riders use strong, lightweight bicycles to race on an action-packed course in the Cy(F]alifornia desert. There are plenty of jumps, bumps and dips. (Rows of low bumps are called "Whoop- ti-dos.") You'll need speed, a good sense of timing and a heavy dose of endurance. OBJECT: The object is to cover the course in the fastest possible time, performing stunts and avoiding or jumping over obstacles. The fastest dare- devil rider will win this event. o Move the joystick RIGHT to start the event. o Move the joystick UP to steer LEFT. o Move the joystick DOWN to sty)ZoKeer RIGHT. o Move the joystick RIGHT repeatedly to increase your speed. o Press the FIRE BUTTON to jump. o Move the joystick LEFT to do a wheelie. o When you're in the air, use the joystick to perform stunts: - Move the stick UP to do a table top. Hold the stick as long as possible then release the joystick to put the bike down. - Move the stick DOWN to do a 360-degree turn. - Move the stick LEFT to do a backward flip. - Move the stick RIGHT to y*@do a forward flip. o Timing is important to perform stunts and jumps. You must time the start and finish of each move to complete it successfully. If you're not back in a "centered" position by the time you land or complete your stunt, you will crash. o You're allowed one "serious" fall or three "easy" falls before you're out of the race. If you flip and fall on your head, it's a serious fall. o At the end of the course, press the FIRE BUTTON to stopy+ţS. You earn bonus points for stopping on the finish pad. SCORING: Try to complete the course within the 2 minute time limit. The faster your time, the higher your score will be. You also get points for each stunt, with bonus points for holding stunts as long as possible. 9 Here's a table of the minimum and maximum points awarded for each stunt: Stunt Minimum Maximum y, Wheelie 100 200 Jump 200 400 Table Top 500 1000 360 Turn 1000 2000 Backward Flip 1500 3000 Forward Flip 3000 6000 STRATEGY: When you complete the course, you get 60 points for each second left in the time limit. So finishing the course in the fastest possible time is important, but the highest scores goy-7` to the riders who perform the most daring stunts. Make a 6000-point forward flip, and you've probably got a lock on the first place trophy. Flying Disk To serious competitors, the plastic saucer invented by two Californians in 1947 is called a "flying disk." Of course, you may know it by another name. Originally spelled Frisbie, the disk's most popular name originated at Yale University, where students first started tossing empty pie plates made by the Frisbie Pie Company one hundy.bՙred years ago. Now molded from light and flexible plastic, the flying disk is a common sight whirling through the air at beaches and parks everywhere in California, and it's the perfect challenge of skill and timing to wind up the competition in CALIFORNIA GAMES. OBJECT: The object of the Flying Disk is to throw accurately to the catcher at the other end of the field. Score extra points for difficult catches. o Press the FIRE BUTTON to start the event. o You get three attempty/ key. OK, so you're lined up and locked on to target. Your HUD Target Discrete (left bottom of HUD) switches from an ARM indication to LCK it's locked, so squeeze the trigger, an X will mark where your bullets hit. If you want to ignore the Lock on ranging system, pump your trigger in short bursts instead of holding it down in one long burst. The AIM9 SIDEWINDERS: Use the procedure for tracking anuI@d closing on your target as with the cannon. Select the sidewinders, with the ENTER key, if you have a combination of AIM9Js and AIM9Ls, switch to the ones you want with ENTER (note: Joystick button B can switch between weapons, but to switch between A to A or A to G you must use BACKSPACE and ENTER keys). Watch your HUD target discrete, as you close, the IN RNG will light up on the right bottom of the HUD, just under the Target Distance indicators. KeepuNw an eye on the right bottom of the HUD, the weapons Discrete. When it switches from ARM to LOCK, a flashing diamond also appears in the target designator, fire the missile. When fighting multiple bogeys it becomes necessary to switch the Designator between targets. Use the T key to switch between bogeys and watch your ass, they like to play carrot and stick. THE MAVERICK MISSILE: Use the same procedure for locking on as with the strafing ruu }n. It's a bit easier to lock with the maverick since it has a TV camera in the nose. Switch the COMED to radar mode, select the Maverick and activate Radar. You will now be able the see the ground in the COMED screen. Fly straight and level to the target and line it up in the COMED, right between the two lines. "Pickle" the trigger when in range. You will then get a lock indication. Fire away! You don't have to fly directly at the target anymore jusu!t in it's general direction, as long as you see it so does the Maverick, watch your COMED and see the target crumble, if you aimed right, that is! NOTE: WHEN CARRYING BOMBS, FUEL AND PODS AT UPPER RANKS, YOU CANNOT FLY UPSIDE DOWN UNLESS YOU JETTISON CENTER STORES FIRST. THIS IS KNOWN AS A CAT-3 CONFIGURATION. MK 84 AND DURANDAL BOMBS: Practice on the Practice buildings! DIVE BOMBING: Select the MK84 bombs. Fly at the target at an airspeedu" X of of 45 and an altitude of 19.5. Keep the aiming reticle right on top of the target. As you close the bombsight will begin to move into view from the bottom of the HUD, once you see it, "pickle" the trigger(tap it once). Adjust the angle of attack to keep the target designator on top of the building, in other words, DIVE, but do it gently. When the Bomb site is at the base of the building, tap your trigger to release a pair of Mk84s. This will NOT MAKE a sounu#jФ)d, the only indication you have of a release is the word REL will replace ARM on your HUD's weapon Discrete (lower left). Pull back on the stick and get the hell out of there if this is a combat mission at higher rank. Select a rear view to see if you were successful, an X marks the spot of impact. In combat never go back to see if you were successful, let intelligence find out for you when you land safely. NOTE: Use Mavericks against SAMs and buildings wheu$AДnever possible, but you must use MK84s against the Cantelever bridge in Dragon's Jaw. When bombing runways follow this procedure with the Durandal, or use THE FLING BOMBING TECHNIQUE: AKA "POP-UP BOMBING" MK84 OR DURANDAL ALTITUDE SHOULD BE BETWEEN 2,000 AND 10,000 FEET. Maneuver so that the aiming reticle is directly CENTERED on the target. This usually requires a shallow dive. Pickle the trigger, the target designator (small black squugw************************** 1st Lietenant | Captain | Major | Lt. Col | Col Lowest-------------------DIFICULTY---------------------------Highest EASY---------------------EASE OF FLYING----------------------HARDEST Easy to hit Mig---------GUN ACCURACY-------------------------HARD SUPER ENGINE | NORMAL ENGINE NO ENGINE STALL | STALL POSSIBLE Unlimited Arms |Limiteduƌ arms but no weight | Full weight + Drag or drag Unlimited fuel | Limited fuel Must monitor it or else No collisions | Collisions possible with ground structures No ground crash |Crash>60 deg. | Normal ground crash Ejecting pilot lives and returns |POW possible| POW or Fatal Always UNLIMITED FLARES | LIMITED FLARES (30) Unrestricted | Must raise and | Full landinu Ig Gear and nose wheel system Landing+ Takeoff| Lower gear | Requirements No pilot blackout and Redout | Redout and blackout possible No Mig missiles |No Mig missiles |Migs fair |Guns very | All enemy Weps. or guns |Gun poor |accuracy |accurate |accurate No Mig flares |Poor effect|effective |Totally effective No SAMs |Won't hit you |SA-2 only | SA-2 + 7 |SA-6 and SA-7 ************u ******************************************************************* FLYING AND USING YOUR WEAPONS ******************************************************************************* TAKE OFF PROCEDURE: START ENGINES + (JFS Light goes on) RELEASE WHEEL BRAKES W INCREASE POWER TO 100% + GENTLY PULL BACK ON STICK AT 150 KNOTS (AIRSPEED INDICATOR IS ONuUQ THE LEFT OF YOUR HUD) (The NWS light will switch to DISC when airborne) RETRACT GEAR G You can change the cockpit views with keys 3 4 5 6 8. 3 front 4 left 5 rear 6 right 8 Auto ( switches to view MiG, keep it on Auto when your Radar is off, you can be traced to your radar emissions!, then turn it off in combat by selecting one of the other view angles) Note : At higher ranks (normal engine) when taking ofuf with heavy loads of bombs and fuel, use the after burner for more speed (/). LANDING PROCEDURE: Runway 9 is equiped for ILS (instrument landing system) USE it whenever possible. It's the horizontal runway at your base, approach it from the west. Turn on your ILS (F7), at a 90 degree heading towards runway 9. You will then see "radio" messages from the tower, as well as the Glide slope deviation scale on your HUD. When the lines inu *}tersect to form a perfet cross, you are on the right approach. Use your Angle of Attack indicator and indexer. The indexer is the 3 lights on the left side of your HUD, a down arrow head, a circle and an up arrow head. When the circle is light you are on a perfect descent angle. The up arrow means too high and slow, down too low and fast. The indicator is the scale on the right of your CRT radar, at upper ranks it is imperative that the indicator readu )( between 8 and 13 for a safe landing. (Dropping airspeed increases your AOA) Use your airbreaks (B) and Flaps (F) to slow your plane, throttle should be at about 68%. Lower gear at approx. 4,000 feet. NWS RDY (ready) Light goes on. As soon as you touch down, apply Airbrakes , Flaps and Wheel brakes and reduce throttle to 60%. At this point you can press ESC and select "Mission Completed" from the option screen. ************u I******************************************************************* USING THE WEAPONS ******************************************************************************* At Captain rank and higher you select your own weapons. Use the cursor keys to move from the items, + and - keys to equip or de-equip that item. You can't always get what you want though, the Sarge'll tell ya'. THE GUN: The target designatu *zor is a square that wraps around the target when it's on screen. Through the square, you will see a line, this is the LCOS, there is an indicator on the Stores control panel showing when it's active. The Black line is the computers guess of the enemy's heading, the white line is his contrail or engine vapor. ALWAYS aim your weapons and plane at the black line, AHEAD of the target. The large circle is the Aiming reticle, this shows where your rounds will u land, when you fire the gun. To hit the enemy wait for the IN RNG (in range) indicator on your HUD (within two miles), keep an eye on the Target distance scale on the left bottom of the HUD, as it moves lower on the scale the closer you are to the target. When you are within 2 miles, line the Aiming reticle on the LCOS line directly in front of the target. Squeeze the trigger (space bar or joystick button) a few times and "Splash" that bogey! Practiu f an enemy is around) 20. B = Air Brakes 21. W = Wheel Brakes 22. G = Landing Gear 23. V = View Weapons 24. F = Flaps 25. C = Radar/Map Display Toggle 26. R = Radar On/Off Toggle 27. T = Air Target Select 28. E = Emit ECM Radar Jamming Signals (only if ALQ pod is installed) 29. = Menu Select 30. = Landscape On/Off Toggle 31. A = Autopilot, tracks you to MiGs. 32. S = Sound On/Off Toggle 33. X = Clear Lu8Jocked On Position 34. CTRL-B = Black Box 35. CTRL-C = Jettison Centerline Stores 36. CTRL-D = Demo 37. CTRL-E = Eject 38. CTRL-K = Jettison All Stores 39. CTRL-S = Joystick Control Style 40. = Yawn/Pitch Control 41. = Trim Control 42. = Center Yawn/Pitch Control 43. = Flight Path Ladder On/Off Toggle 44. = ILS Landing Mode 45. = Center/Level Plane 46. = Decreases SensitivituLRy 47. = Increases Sensitivity 48. = Change Speed to Adjust to Computer CPU Speed PRESS ONCE TO SLOW, AGAIN TO RESTORE. ******************************************************************************** Weapons Descriptions ******************************************************************************** USE THE SPACE BAR TO HIGHLIGHT MISSIONS OPTIONS 1. M61-u A1 Vulcan Internal Gun - Also called a cannon, we call the M61 a gun because of the information displayed on the HUDs where its status will appear. Since the M61 is an internal weapon, your F-16 Falcon already starts with 5000 rounds of ammo. The gun is an all purpose weapon (Air-to-Air or Air-to-Ground). 2. AIM-9J Sidewinder - The AIM-9J is a heat-seeking missle used in Air-to-Air combat, with an averageuseful range of 5 miles. It needs a strong heat su⢣ource to track, and should be aimed directly at the Mig's rear quarters for it to be effective. 3. AIM-9L All Aspect Sidewinder - The AIM-9L is similar to the AIM-9J in that it is a heat-seeking missle. However it's called an "all aspect" missle because it contains filters that block out other heat sources (such as flares). The effective range is 5 miles. 4. AGM-65B Maverick Missle - The Maverick is an optically guided missle used for Airu z(-to-Ground bombing. It must be fired from below 20,000 feet. It has a TV camera in the nose, when it is selected and your radar is on, you can view the ground/targets in your Radar CRT (center bottom of cockpit). 5. Mk 84 2000lb Low Drag Bomb - The Mark 84 is a general purpose bomb. It is used for any Air-to-Ground bombing when you want to make maximum impact. 6. Durandal Anti-Runway Bomb - This bomb is especially made to destroy runways. It propu anels its self underneath the runway, and then blows. This causes more repair time, and more damage. 7. ALQ-131 ECM Pod - The ALQ-131 pod is an radar scrambler for Air-to-Ground Missions. However, do not use it unless your going to be flying low, the ALQ-131 pod tells every Mig in the world that your coming. ******************************************************************************** Missu $ions ******************************************************************************** Milk Run - Destroy the practice buildings east of your runway. Effective Weapons: Maverick, and Mark 84 Black Bandit - Destroy one MiG. Effective Weapins: AIM-9J AIM-9L Vulcan internal gun. Mig loiters north of your base. Rattlesnake Roundup - Destroy three SAM sights (you will find these when in enemy territory, they look like a mounu TStain with two missle launchers coming out of it). Effective weapons: Mark 84 Maverick Vulcan internal gun Double Trouble - Destroy two MiG's. Same effective weapons as Black Bandit. Dragon's Tail - Destroy the bridge in the middle left quadrent. Same effective weapons as Milk Run. Dragin's Jaw - Destroy the bridge in the upper left quadrent. Note: the only effective weapon is the Mark 84 Hornet's Nest - Destroy the central airpou rt in the upper left quadrent. Note: the only effective weapon is the Durandel Anti-runway bomb. Bear's Den - Destroy the Communication Center north of Dragon's Jaw. Same effective weapons as Milk Run. Venus Flytrap - Destroy all the SAM sights in the lower left quadrent. Hint there are only two. Effective weapons, same as Rattlesnake Round-up. Strike Palace - Destroy the enemies headquarters in the left hand center quadrent. Destroy buqaoth buildings! Same effective weapons as Milk Run. Double Dragon - Complete both Dragon's Tail and Dragon's Jaw in the same mission! Use the effective weapons described in those missions. Grand Slam - Destroy four MiG's. Same effective weapons as Black Bandit. ******************************************************************************* RANK *****************************************************vr  0  0   ߀v l NjL ̀ ͌      π   ̀͘ c  ̀ ͌g`g`vקP=g;o=g;o}o;o}o;o 6` l{c 6` l{c | m{c | vJ.rm{c> m> m6 l 6 l  ٿ~ oٛ ٿ~ oٛ پ| gٛ پ| gٛvi         000 000 000 P 0 0@P 0 0@P 0 0@  vɮ           800 lp800 lp800 lp            vx#s         08`0 ` `08`0 ` `08`0 ` ` @ 0 @ 0 @ 0@@@@@@v 17a``cchcـ`cxya8vf c89a9 cc       0@@@@@@u"kcays-<>- Keyboard Commands ******************************************************************************** 1. End = Front View (Numeric Keypad) 2. PgDn = Read View (Numeric Keypad) 3. Home = Left View (Numeric Keypad) 4. PgUp = Right View (Numeric Keypad) 5. 8 = Nose Down (Numeric Keypad) 6. 2 = Nose Up (Numeric Keypad) 7. 4 = Bank Left (Numeric Keypad) 8. 6 = Bank Right (Numeric Keypad) 9.u ٻf + = Throttle Increase 10. - = Throttle Decrease 11. = Air to Ground Weapons Select 12. = Air to Air Weapons Select 13. = Trigger and Move Highlight in options screens 14. / = Military - Afterburner Toggle 15. = Flares (to defeat heat-guided missles) 16. = Chaff (to defeat radar-guided missles) 17. P = Pause 18. R = Radar On/Off Toggle 19. O = LCOS Toggle (LCOS is the HUD mode that appears iv $ > ߾36o> Ǚ>y36o>ax ofax of Ǚ>y36o> Ǚ>y36o>}f8og~}f8og~}f8og<}f8og<v %h? ? ? ppp      0p80p8v &j[0p8 ?@ ?@ ?@>08@>08@>08@ 8@ 8@ 8@888 v'pˍ  080808fo﹇??fo﹇?fo﹇fo﹇fo﹇fo﹇fl=lv()Pwfl=lfl=lflflflfofofofo7`fo7`fo7`π~8ff<8ππ<lff`lfflv)lHf<ff`f`f`pfl~p<8fgͶyfgͶyfoͶ ᏿o`foͶ ᏿o`foͶ ᏿o`flͶ8?o`flͶ8?o`flͶ8?o` 0f` 0f` 0f`9y 0f`9y 0f`9y 0f`v+ Ϝ8Ϝ888lxlxlxlxoooo٘٘٘٘v,p888      v-Bk000    > > >` `` `` ``  `  `vߥ      @` @` @`` @` @` @` @|` @|` @|  0q/{thlose it to smash the monsters. 6.) Don't eat or drink when the relevant scroll bars are close to maximum; unless you are standing by a water fountain. Food can be pretty scarce later in the game. 7.) Don't be stopped by closed doors with no keyholes or buttons, messages that you cannot pass, etc. Nearly always you can simply chop it down or use an Open Door spell. ............................................................. These hints hqS0as been written by JWX of 777-TEAM from the C+VG magazine (July '88). if it is not needed. 3.) Always have a full compliment of potions ready made for that odd emergency that is lurking round the next corner. 4.) Don't be in a hurry to use weapons with special powers. 5.) Be patient when in combat. Retreat, quaff some potions and try again. The nastiest ones you can kill by letting them follow you under a gate or a door and then cv1B&<͞f>s<<~~Ϳfs~~~ @@  @@ ~Ϳfs~~~ @@ ~Ϳfs~~~fͳf {ff̀@@0@@0fͳf {ff̀@@0fͳf {ff̀fͰ|{`f`  `  fͰ|{`fv2d{E6`  fͰ|{`ffͰ~>o`f??fͰ~>o`f?fͰ~>o`ffͳfoff̀fͳfoff̀fͳfoff̀fg~~fg~~fg~~?yfg<<?yfg<<v3I?yfg<<`f`>y~x3Ac ~ xAc`f`>y~`f`>y~`>f߿`>~063c6s3 30c6s`>f߿`>~`>f߿`>~6`0fٳ`0̀͘0c3wc{0 30wc{6`0fٳ`0̀͘6`0fٳ`0̀͘v4|7`>~3`>͘0c3co< >30co7`>~3`>͘7`>~3`>͘`>߳`>1c3kcg0 0?1kcg`>߳`>`>߳`>`ٳ`0̀363c6c3 0ac6c`ٳ`0̀`ٳ`0̀|?~߿|0cc xacc|?~߿|0|?~v 5߿|0|>||0y|>||0y|>||0y >y8sǟ@ >y8sǟ@ >y8sǟ@ >8w@ >8w@ >8w@ l0a s~a s~ l۾ l۾ l۾ͼ7>al {fal {f l۾ͼ7> l۾ͼ7> lٰͼ70al {`al {` lٰͼ70 lٰͼ70 ߾36o>ax o`ax o` ߾36ov7~~f͙f͙f͙f͙~͙~͙|͙|͙```y>`y>v8   000` ` ` @@0@@0@@v030 @@  @@  @@ @@00@@@00@@@00@``@@  ``@@  ``@@  <͞f>s<<~@@@0@@@0<͞f>s<<~@@@0r.:sWlls before attempting those more difficult. The symbols of Magick are divided into the four known influences of POWER, ELEMENT, FORM and ALIGNMENT (JWX's NOTE: examine the picture called as DM-Spells from the disk). It is said that other influences were once known, but only these four are remembered today. Each influence is controlled by six symbols which represent the six basic orders of all things. The six orders can also be visualized as combining the four orders of the material r/;Fplane with the two orders of the ethereal realm. each order of each influence is represented by a specific spell-sound and symbol. Lest you be too quick to overstep your abilities, know that each symbol recited draws from and depletes the store of Mana carried in your body. The amount of Mana required depends upon the syllables that make up the spell. The six orders of each influence require differing amounts of Mana to invoke. For the influence of power, the weakest order is the syr0<#Hllable LO, and the most powerful is MON. Thus, LO requires the least Mana to cast, and MON the most. In time, your body restores Mana expended in casting a spell by drawning new Mana from the world around you. As you gain experience in your craft your body will learn to store more and more Mana. With patience and practice, a skilled user can command enough Mana to attempt the most powerful spells. All spells commence with the invocation of power. The influence of power determines tr1=c9he strengh of a spell. Choosing a higher power symbol increases the power of the final spell, but also increases the amount of Mana required to invoke other symbols. After power, the influence of element is called upon to give substance to the spell. Element determines the fundamental effect of the spell. Many useful spells require only power and element. The Magick torch spell, usually an apprentice's first, invokes first power and then calls upon the element FUL to bring light fror2>1>)ym fire. As the novice gains experience with this spell, he can attempt higher and higher power symbols giving greater and more steady illumination. Adding the influence of form to a spell channels the spell into a specific direction. The invocation of the form KATH, as an example, imparts explosive force to the selected element. Form is not required for all spells, but its influence greatly increases the versality of a spell. The influence if alignment cannects nature with the worlr3?d of man: his possessions and his concepts of good and evil. Thus, these influences are less predictable and require a great deal of Mana to control. The novice would be well adviced to leave this influence to the master and the master would be well adviced to avoid this influence whenever possible. As with all skills, only practice will quide the practioner to higher levels of proficiency. And, only caution will spare him from foolish mistakes. ------------------------------------r4E6Ӕ-------------------------------------- That's it folks, hopefully these instructions will help you on your way to the dungeon's quests. Remember also to check the pictures from this diskette... JWX from The 777-TEAM -------------------------------------------------------------------------- s require only power and element. The Magick torch spell, usually an apprentice's first, invokes first power and then calls upon the element FUL to bring light froqA2e Shield FUL + BRO + NETA Potions: 1. Stamina YA 2. Health VI 3. Strenght * FUL + BRO + KU 4. Dexterity * OH + BRO + ROS 5. Wisdom * YA + BRO + DAIN 6. Vitality * YA + BRO + NETA 7. To Cure Poison VI + BRO 8. To Heal Wounds VI GeneralqB3W Spells: 1. Open Door ZO 2. Light Spell FUL 3. Longer Light OH + IR + RA 4. Footprints YA + BRO + ROS Some others: 1. Magical Sight OH + EW + RA 2. Hides From Monsters OH + EW + SAR 3. Frees Power Gems ZO + KATH + RA 4. Leaves A Trail Of Poisonous Footprints YA + BRE + ROS ...qCك.......................................................... NOTES! -Spells marked with asterix (*) are temporary spells! -Most of the Potion Spells need an empty flask!!! ............................................................. Here're some general hints for your playing the game thru: 1.) As you are picking up the crew members in the beginning be sure that at least three of them as some Mana Power! 2.) Whenever one of your party has a full supply ofq.h" Mana, use some, either to make a potions, or cast a light spell, even if it is not needed. 3.) Always have a full compliment of potions ready made for that odd emergency that is lurking round the next corner. 4.) Don't be in a hurry to use weapons with special powers. 5.) Be patient when in combat. Retreat, quaff some potions and try again. The nastiest ones you can kill by letting them follow you under a gate or a door and then cr#EZbe creatures. Remember, weapons are only useful if placed in your champion's action hand, and certain weapons, such as crossbows, require another object, such as an arrow, to be held in the ready hand. (See "Controlling Your Champions" in an earlier section.) If you have extra arrows, they should be kept in your champion's quiver. You champion will then automatically reload after firing the arrow in his or her hand. Practice your spells when you have the chance, and learn to prepare r$F;,%useful potions in advance. The more you practice your spells, the faster your wizards and priests will grow in abilities. Don't be discourage if your spells don't work reliably at first. Start by attempting spell with lower power symbols (JWX's NOTE: examine the picture from the disk called DM-Spells!). These spells are easier for novices to cast and work more reliable. However, even if your champion's spell fail, the practice advances his or her level of skill. Also, remember the dir%Ge%vision of skills for magic users: creating potions and invoking magical defences requires priestly skills, while most other magical skills are the domain of the wizard. Fighters and ninjas need practice, too, it they are to get better at fighting. Try to choose your fights so that your champions have the advantage. This lets your champions gain fighting exparience with less risk of dying. When facing danger, put your strongest champions in front and give them the best weapons. If a r&Hchampion is using a swung weapon, such as a sword, he or she must be adjacent to the creature or the attack will not reach. Watch out for attacks from the rear and from the sides, and try to keep a retreat path open so you can fall back and let your champions recover. Here is where a few potions or spells prepared in advance can be real lifesavers! And, if the going gets too rough, run away. Learn to be careful observer. Sometimes even the tiniest detail can be important. Perhaps a r'Iqsmall but useful object lies just under your nose, or is hidden beneath another object you ignored. Did you notice the level or hidden switch on the wall you just passed? Sounds can provide important hints too. Did you detect the telltale click of the hidden trap you just stepped on? Or did you hear the distant rattle of a door opening or closing? Sometimes it may be helpful to compile an accurate map of your surroundings. Maps can help you locate areas of the dungeon you haven't exr(J2¶plore yet, or avoid reexploring a place you've already been. Also, a well drawn map can be an invaluable aid to a safe retreat from danger. A map can also help locate traps or solve tricky puzzles; but be warned, even a map can sometimes deceive. Conserve your resources whenever possible. Torches only burn when held in a hand. So keep extra torches in a champion's backpack until they are needed. Remember to get fresh water whenever it is available, and grab as much food sa you can gr)Kn7et your hands on. Sometimes your only source of food may be the creatures you find and kill, so learn where they hide so you can get to them when you need them. Mana is also an important resource. If you have available Mana, you should use it to prepare potions, heal injured champions, or ready attack spells in advance. And, as mentioned above, practice makes perfect. CHAPTER-8: THE STORY OF THE ORIGINS OF MAGICK What knowledge of Magick we have conforms not to the rules of scier*L(LZnce, but to the arcane skills and unordered ways of art. Be therefore warned that the path to knowledge is not an easy road. It is said that once, long ago, there was no Magick in the world save the ultimate Magick which giveth life. Later, mankind learned the use of Magick through the control of Mana. This mystical energy is the source of all Magickal power. Those skilled in the art draw its essence from all things and feel its power as they would feel the wind blow or see the shur+MPn shine. But to those unskilled it is unseen, unfelt, unknown. Before you gain knowledge of Magick you must gain knowledge of Mana. However, this talent can only be a gift gained from another skilled in the arts. For it is truth of Magick that you must know Mana to gain Mana. Once gained, the knowledge lasts forever. Thsu have I and others likewise passed the knowledge through generations. With practice and time your own skills can become as great as any who have lived. Know ye thar,N˵ rt the power of Mana is a power of nature harnessed by the mind. What the mind can conjure, the power of Magick will carry out. Yet, this power is not gained by mere imagining. It requires a knowledge of the true order of things. Out mind must do more than imagine fire to summon it. It must look beyond and see instead the true nature of fire. From this need was born the art of spellcasting. A spell as a visualization and recitation that focuses the mind on a specific task and channelr-9Һs Mana to carry it out. A spell is made of symbols which have both a form and a name. The beginning spellcaster learns to pronounce the name as the symbol is seen in the mind. Each symbol must be recited in the proper order to produce the intended effect. However, Magick is not commanded easily. Even with sufficient Mana and proper recitation, a spell may fizzle if the spellcaster lacks the experience to cast it. To gain experience, the spellcaster should first master the simpler sperP *&mbol and pressing left mouse button. As the syllables are recited they appear inside the cast button on the third line, which is the button directly below the symbol buttons. Each symbol recited drains the Mana level of the spellcaster. Note that some symbols require more Mana to recite than others. If the champion's Mana drops too low, he or she may not be able to recite all symbols. Pressing the recant arrow causes the last syllable uttered to be called back and removed from therQZ+v spell. This may be used to correct mistakes. However, the Mana expended in voicing the syllable is lost. Once a spell is formed, pressing the cast button, which is the third line, will cast it forth. A champion may attempt any spell, but beginning spellcasters may not have enough Mana to cast more advanced spells. Also, some spells only work if the champion casting it has attained the proper experience level. Other spell may require the caster to hold a special object in one of therRqir hands. For example, a spell to create a healing potion requires an empty flask. CHAPTER-6: INVENTORY (Examine the picture 'bout DUNGEON MASTER's inventory!) Each champion has an inventory of items that he or she carries. To select the inventory of a particular champion, move the mouse pointer to the name of the champion shown at the top of the screen and press the RIGHT mouse button. Press the right mouse button again to return to the dungeon view. You can also fo go from onrSX%e champion's inventory to another by moving the puose pointer to a new name and pressing the right button again. This is an easy way to transfer objects between champions. Party members may carry objects found in the dungeon. Places witch can hold an object are shown as a box. Some of these boxes represent things which a champion wears. For example, shoes or boots may be placed on a champion's feet. The pouch is a handy spot for small objects. The quiver carries arrows or thrown wrTZ6eeapons. The champion's ready hand can automatically draw objects from here to reload during combat. Note that swords and some other weapons will only fit in the first slot. The backpack is general-purpose place for storing objects. It has enough room for seventeen objects of any size. Should a champion become injured, the box around the injured body part will change to red. Injuries affect the champion's abilities in ways that are related to the location ot the wound. Injuries can rUgbe cured by drinking healing potions. Object can be examine by moving them to the eye and pressing the left mouse button. This will show the object's weight and can sometimes reveal other things about it. What is revealed depends upon the skills of the champion examining it. Touching the eye with an empty hand shows the champion's current attributes and skill levels. The eye works for as long as the left mouse button is held down. A red box around the eye indicates that one of the crVڗQhampion's attributes has recently changed. The champion can eat food or drink water or potions by moving them to the mouth and pressing the left mouse button. Only edible objects may be consumed. The levels of health, stamina and Mana show more precisely the values indicated by a champion's ba graph for the same things. The left value indicates the current level and the right value indicates the current maximum for the champion. Note: as champions advence in level, the maximum valurWe will increase. If the Mana maximum level increase, for example, this would mean that the champion has more Mana available for spell casting. The LOAD value printed before the slash is the amount of weight the champion is carrying, represented in kilograms. The second value is the maximum weight tha the champion can currently carry. If this line is printed in red, then that champion is overloaded and will move more slowly through the dungeon. Note that the party moves only as fast r XY|as its slowest member. Pressing the ZZZ button will put the entire party to sleep. Sleeping is a fast way to rest and recover lost Mana, health and stamina. The party will sleep until you press the "wake up" button or they are roused by an attack. You may exit the inventory by pressing the right mouse button, or by moving the mouse pointer over the exit box ("X")and pressing the left mouse button. You can examine the contents of chests by bringing up a champion's inventory menu anr!Y{d placing the chest into the champion's action hand. This opens the chest and shows you what's inside. As long as the chest remains in the action hand, you can add or remove objects. Pressing the figure of the diskette next to ZZZ button will freeze the game and bring up the save-game menu. If you can't finish the game in one sitting (JWX's note: is this A JOKE!?), you may save the current game and resume play later. Saving the game requires a blank formatted or unformatted disk. Unr"D2formatted disk must be formatted before the game can be saved on them. NOTE: There is a special format button provided for this! CHAPTER-7: GAME HINTS Unlike other dungeon adventure games you may have played, Dungeon Master is a real-time adventure. This means that, just as in real time, the action doesn't stop while you figure out what to do. Because of this, preparation is all important. Your champions should have their weapons out and ready before they are surprised by hostilr [in front of the wall that contains it. You will not be able to reach the control from any other position. Some things, such as locks, may require a special object, such as a key, to operate them. For example, to open a lock you must pick up the right key, move it over the lock, and then press the left mouse button. CHAPTER-3: OPERATING THE GAME The game screen is divided into three main areas (examine the picture on this diskette). Information about your champions in shown at r\.cwthe top. Menus for controlling the game are shown on the right; and the large area at left center shows either a view into the dungeon or the inventory for a particular champion. The four pictures on the screen's right upper corner show a top view of the champion's in the dungeon. Each picture indicates the position and facing of the champion. The top of the screen is the forward direction. Notice that the color of each champion's picture matches the color of his or her bar graph.r]?K} It is important tp pay attention to how champions are positioned. Champions using swords, or other swung weapons, must be adjacent to threats they are attacking or their attacks will not reach. To switch the position of two champions, move the mouse pointer over one member of the party and press the left mouse button. The mouse pointer changes to become the champion's picture. Now, move this figure over the picture of the champion you wish to swap with. Press the left mouse buttonr^q again to make the change. All champions normally face forward. However, when threatned, champions will turn to face the threat. Under these figure lays the name of any object held by a champion shows here. Under that name are the six movement buttons which turn and move the party inside the dungeon. The twisted arrows on the upper line turn the party by 90 degrees without moving in any direction. The left and right arrows move the party left and right by one step without changinr_ٹg their facing. the up and down arrows move the party forward and backward one step. You may move or turn the party by placing the mouse arrow over one of the screen buttons and pressing the left mouse button. CHAPTER-4: CONTROLLING YOUR CHAMPIONS Each champion is represented bya box at the top of the screen which shows their name, their status and what they are holding in their hands. The three bar graphs show, from left to right, the champion's health, stamina and Mana. Whenr`| a champion is injured the heath graph will drop. When it reaches zero, the champion will die. When stamina drops below half the champion's carrying capacity will drop. The Mana graph will drop as the champion uses up magical energy to cast spells. Each champion has two hands. The hand on the left in the "ready" hand. It holds ammunition for range weapons such as bows or crossbows. A range weapon will not work unless the ready hand holds the ammunition it needs. After firing a rangerar weapon, the ready hand will automatically draw new ammunition from the quiver. The hand on the right is the "action" hand in which the champion normally holds a weapon or other "action" objects. An action object has special abilities. For example, a sword can thrust or a wand may cast magical power. Note: some actions that a weapon or object can do may be beyond the current abilities of a particular champion. For example, a novice fighter may need to practice swinning a sword beforrbq6}e he or she can advance to parrying or thrusting. Also, some objects, such as a bow, may require the champion to have another object, such as an arrow, in the ready hand. Each champion has an action button which shows a picture of the action object the champion is holding in their action hand. You press the action button to make the champion do something, such as fighting, with their action object. Note that not all objects are action objects. The action button will be blank if the rcVchampion in holding an object which is not an action object. Also, all champions have actions they can perform with bare hands. The action button will show an empty hand when the champion's action hand is empty. When you press a champion's action button you will see the champion's action menu for that object. Note that it can vary between champions. CHAPTER-5: CASTING SPELLS Every member of the dungeon party can learn to cast magical spells. However, casting spells requires skilrd\x=l and practice. Spellcasting draws upon magical energy, or Mana, stored in the champion's body. Beginning magic users can hold only limited quantities of Mana and thus can only can low level spells. But, with practice, the novice spellcaster can progress to higher levels. The spellcasting box is above the action buttons on the right side of the screen. It is actually divided into the three different lines or parts. To cast a spell, you must first select which champion will cast it. rO|The top of this menu is a series of selector buttons for each champion. Select a new spellcaster with the mouse pointer and press the left mouse button. The name of the new spellcaster will then show on the first line of the spellcasting box. The second line in the spellcasting box includes the symbolswhich represent the basic magic syllables of a spell. To prepare a spell, the magic user recites the syllables that make up the spell by moving the mouse pointer, in turn, over each syrfXparty of no more than four of these champions to lead into the dungeon. The champions are imprisoned in mirrors along with their clothing, weapons and other possessions. To free a champion from the mirror you must move the mouse pointer to the mirror and press the left button. This brings forth a menu which describes the champion's qualities and shows his or her possessions. Each champion is distinquished by the physical attribtes of health, stamina and Mana (magical energy).rgcd" The value of each of these attributes is shown in the lower left corner of the menu as two numbers separated by a /. The first number shows the current level of each attribute. The second number is the maximum level. The current level will rise to the maximum level as the champion rests and will fall as the champion suffers injury, wields weapons, or casts spells. Each champion also has three bar graphs at the top of the screen which show the current values for health, stamina, rhand Mana as a percentage of the maximum. The champion's possessions are shown as pictures inside light grey boxes. The boxes represent space in the champion's backpack or sheath or other places to keep an object. You may pick up an object when the mouse pointer is shown as an empty hand by moving the hand pointer over it and pressing the left mouse button. Notice that the hand pointer changes to resemble the object picked up. Now you can move this object to another location and priKlace it there by pressing the left mouse button again. If the new location is already filled by another object, pressing the left mouse button will swap the object you are holding with the object there. Some boxes represent places where only certain objects will fit. For example, only shoes will fit on your champion's feet. There are two special locations shown as an eye and a mouth. Objects may be examined by moving them over the eye and holding down the left mouse button. OrjŊbjects are eaten by moving them to the mouth and pressing the left mouse button; however, only certain object are edible. A champion may have developed skills as a Fighter, Wizard, Ninja or Priest. You can review these skills by touching the eye with an empty hand and holding down the left mouse button. Fighters are skilled users of heavy weapons and generally have greater physical strenght than other champions. Ninjas are skilled users of precision weapons and are also noted frk}Zor their thiefly skills and abilities. Wizards can marshall the forces of the magical realm for combat. And Priests are masters of the healing arts, being able to use their magical energy to create restoring potions and other remedies. Champions also have the additional attributes of strenght, dexterity, wisdom, vitality, anti-magic and anti-fire. You may review these by touching the eye with an empty hand and holding down the left mouse button. Strenght increases the strikrlpying poewr of the weapon and also allows the champion to carry greater loads (such as armour). Dexterity is the precision with which a champion can wield a weapon and dodge blows. Ninjas possess higher dexterity than other champions. Wisdom affects a champion's ability to learn spells and recover Mana. Vitality governs how fast a champion recovers from wounds and resists injury. Anti-magic helps resist magic attacks and anti-fire helps resist injury from fire. If you resurrect a chamr mLᆐpion, he or she will return to life exactly as they were before death. Resurrected champions remember all the skills and abilities of their past life. If you reincarnate a champion, they will lose their past memories and skills and take on a new identity. However, these skills are converted to greater physical attributes. Regardless of whether you choose to reincarnate or resurrect a champion, each champion will be able to learn new skills or improve on existing ones. Fighters and Nr n{_injas gain more fighting ability by fighting. Priests and Wizards gain more magical skill by learning and casting spells. Champions can specialize in one skill, or learn a mix of all four skill areas. CHAPTER-2: CHOOSING THE PARTY LEADER When you have selected at least one champion, the mouse pointer will change from an arrow pointer into a hand pointer whenever it moves into the dungeon view or in near an object box. The hand pointer represents the hand of the party leader. Ther oPz leader's name is always shown in a different color at the top of the screen. The leader is your direct link to the dungeon. The leader can pick up things your party finds, open and close doors, or do other actions in the dungeon. To select a new leader, move the mouse pointer until it points to the name of the new leader and then press the left mouse button. To pick up or put down objects, point with the mouse and press the left mouse button. You will not be able to pick up all thr Zu'e objects you cansee in the dungeon, Some objects are too far away. The leader can also throw objects. To throw an object, pick it up and move it to about eye level and then press the left mouse button. The object will travel as far as the leader can throw. Remember, it is the leader who is throwing, and gains throwing practice. The leader's hand can also move levers, press buttons, or operate other controls found in the dungeon. To operate a control, the party must stand directly H*\Mqvu:$}yr F3 ACU DOCS DISK 6 F3 1 h?qs^(/.CBA@s j10ngeonmasterSpellspr4tČr?>=<;:9NMLKJIHGFEDYXWVUTSRQPOdcba`_^]\[Zonmlkjihgfetb} i 9ungeonmasterpq@_D SOME USEFUL SPELLS FOR THE "DUNGEON MASTER" GAME: Attack Spells: 1. Poison Cloud OH + YA 2. Ghost Killer DES + EW 3. Fireball FUL + IR 4. Lightning OH + KATH + RA 5. Cast a Poison Cloud ZO + VEN 6. Poison Spell DES + VEN Defence Spells: 1. Shield Spell YA + BRO 2. Firre'-------------------------------------------------------------------------- THE MANUAL FOR THE 'DUNGEON MASTER' Written by JWX from 777-TEAM -------------------------------------------------------------------------- CHAPTER-1: CHOOSING YOUR CHAMPION Beyond the entrance to the dungeon lies The Hall of Champions, containing the souls of the champions who perished in the Dungeon. Before you can begin your quest, you must choose a u+x5     "!xQS l 913lcon.docpvw2u -,+*)('&%$#543210876w8 j11ngeonmasterSymbolspv62TFORM8ILBMBMHD CMAP0`0pP P@@@DPPVhh@ZCRNG CRNG CRNG CRNG BODY7|y|yu!P) Falcon Extensive Documentation ================================================================================ by, ___ /he Godfather -- A big HI to Dr. DeaTH, Yellowbeard, The Jailer, Robin Hood, The Ringlord, Sir Atari, Jupiter Skylark, Blind SKier, B.C. & Black Shadow December 16, 1988 -<>-Happy Holidy8zŌ<zj nI5aliforniaGamespyE CALIFORNIA GAMES ---------------- ------------------------------------------------------------------------- TABLE OF CONTENTS ------------------------------------------------------------------------- INTRODUCTION ............................................ 1 OBJECTIVES .............................................. 1 GETTING STARTED ......................................... 2 STARTING PLAY ..............fNX"_aZNu/ i( )$B aJf"W#i$ a"_a0Nu/ / NX"_aNu/ / NX"_aNuH (y lhNJfTC3| #o #o$B),iN/,y N|,_C/,y N&,_/,y Nv,_pJLPNu</v:(TH82xh> p l T P & "}<~QRONMLKJIHG\[ZYXWVUTSRgfedcba`_^]rqponmlkjih}|{zyxwvuts~p u 22perbasePersonal2p} READ ME : SUPERBASE PERSONAL 2 ============================== This document contains information about a number of features in Superbase Personal 2 which could not be fully described in the User Guide. If you have loaded the Readme file by clicking on its icon, the controls for viewing the document are as follows: press the space bar to scroll down the document a page at a time, press Return to scroll down a line, press B to scroll up a page, press GbO B/87654321FEDCBA@?>=<QP*5Kmostp) %$#"! /4M24ordOfSodan.DOCpi     0/.-,+*)('&;:'5K2wardp!"X# |_____________ ()()|_____________> |SWORD OF SODAN -------------- Technical Supplement Sword of Sodan Amiga --------------------------------------------------------------------- Technical Requirements: Amiga 500, 1000, or 2000 Joystick 512 K minimum HhU     ('&%$#"! 3210/.-,+*)>=<;:243attledroidzp:ʘ Award Types ============= 1. Geography Award w/world map 2. Blank w/world map 3. Writing Award w/scroll, quill and ink bottle 4. Blank w/ scroll, quill and ink bottle 5. Spelling award w/spelling bee 6. Blank w/ spelling bee 7. History award w/history center 8. Blank w/ history center 9. Science award w/test tubes 10. Blank w/ test tubes 11. q4M8ragonsLair.DOCp~s Dragon's Lair Docs ~~~~~~~~~~~~~~~~~~ By: Skylark / Canada Dsk1 Screen 1 (Opening Bridge-This will always be first!) ~~~~~~~~ Watch Dirk The Daring walk across bridge until he falls through. When the "Things" come toward you, hit the BUTTON and watch Dirk take a swipe at them. Then, hit UP and you will raise yourself up to the bridge again, and run into the castle. Screen 2 (DrinkMe SignH:$AJ4NR12ite.DOCpHZYXWVUjihgfedcba`utsrqponmlk~}|{zyxwv"M^ ELITE by Rainbird SPACE TRADERS FLIGHT TRAINING MANUAL CONTENTS 1. Introductory Data ........................................... 2 2. Navigation and Flying ....................................... 4 Flying and Navigation Controls Leaving the Space Station Making for Your Target World Travelling to Other Galaxies Docking Procedure 6GFEDCBA@?TSRQPONMLKJ_^]\[èr4N21rcerorLordspd' Sorceror Lords Docs by Killerdog Commands Keypad 7 - Left Diagonal Up Keypad 9 - Right Diagonal Up Keypad 4 - Left Keypad 6 - Right Keypad 1 - Left Diagonal Down Keypad 3 - Right Diagonal Down Help - H Access Garrison - G Strategic Maps - M Next Unit - 0 Toggle Sound - S End Movement - X Modes LDR - Leadership SOR - Sorcery FTG - Fatigue MOVE - Movement points left ht 987654HIy4Nv26SportsFootball.DOCpI`0# Docs for TV Sports Football --------------------------- From the clipboard menu(where the pencil is), select a visiting team by moving the pencil to the team and press the joystick button. In One Player and Teammates(which is 2 humans against the computer), the first team you choose is you! If you choose League option, you can edit any player of the 28 teams. All you have to do is select NEW SEASON and choose :f BATTLE DROIDS INSTRUCTIONS MANUAL By Gregg Jacobs Contents: 1 : Introduction 2 : Running the Arena 3 : Droid Hardware 4 : Programming Droids 5 : The Compiler 6 : The Battle Droids Arena 7 : Droid Instructions Summary 8 : Example Droid Program, Arthur y M.A.A.D. (Most Advanced Amiga Developers) Proudly Presents: The Director Docs February 9, 1988 This text file was typed by Picasso and is the complete command overview section of the director docs. M.A.A.D. is in the process of bringing you more docs to LARGE programs in the near future. It is little known that Wayward (Semidisk) was the person to bring you the ent%ؙ(zy515H25trapackerp צ+*)('#65432   !4O81NSIPaint.docp+[8VP4N20reenSavingSystemp| P SSS - Screen Saving System release 1.0 1988 Roundabout Software ---------------------------------------------------------------------------- Thought you had seen the end of screen save utilities on Amiga? Not by a long shot. Introducing three programs designed to help you get an IFF picture out of almost anything that can be on your screen. This archive contains the following : GrabViews 16552 (one shot s^_^]\qponmlkjihg{zyxwvutsr|18Z19wcopypSx-------------------------------------------------------------- TETRAPACK Version 2.1 -------------------------------------------------------------- TetraPack Version 2.1 is a new version of TetraCrunch with rewritten memory management routines, a new decruncher and a mega crunch option which allows crunching of programs up to $7ff00 bytes long (511.75 Kb!!). The cruncher is (and has always been) the very best on the 'market' at this moment. 5M10/.-,A@?>=<;:987Lkji04N27kp|Jw ****************************** * * * The RawCopy V1.3a Copier * AUG 1988 * * By UNISTAR * USER'S MANUAL * * * ****************************** Micro Systems International Copyright (C) 1988 H46 4ZH7irector.docp؃ F7 cp a`_^]\[ZYXge4Q ;6omicSetter.DOCpGrt for remark) allows you to place comments in your scripts to help remind you what is going on. Any text following the REM command on the command line is ignored. RESOLUTION buff,width,height,planes RESOLUTION ,,, RESOLUTION 2,wid,hite,plns RESOLUTION -1,xsize,ysize,depth The RESOLUTION command allows you to determine the resolution of any screen buffer. The "buff" parameter specifies which buffer, and the three variablHwWes following are set to the screen width, the screen height and the number of bit-planes respectively. -1 can be used as a buffer specification to refer to the current displayed screen. RETURN RETURN Returns control to the statement immediately following the most recent GOSUB statement. Subroutines can be nested, that is, a subroutine can call a subroutine that calls a subroutine, etc. ROTATE amount ROTATE ROTATE 1 ROTATE -3 The ROTATE coIʳ7mmand will rotate the positions of the individual bit-planes within a screen buffer. This can have unusual effects on the palette (though it doesn't actually change, the individual pixels are what get changed). A more practical use for this command is in conjunction with the PLANES command to allow copying of image information from any plane in one image to any plane in another image. If the "amount" parameter is positive, it causes the low order bit-plane to move to the high ordeVn~}|{6W+@?>=986 "!~f F54BCEmulatorp|̓R*&(Ar(A@A/;z$xS*&l3Lr#_ y ( f hfB`/,yN,_L Jf$ gClaz gCajpNupNu '= f H d z topaz.fontprinter trouble: z make printer on-line. z out of paper. z check printer and cabling. z .check printer and paper. z \resume z xcancel/ / dcxwvutsrqpo` F7=bN*NNUBHzNVPO)@f ?<NTONZ)@f ?<NTO mf4Hzr m /(N POJ@fNtHz[ m /(NPOJ@fNHzeHzAN POHzaN XOHzyN XOBgNTON]Nuintuition.libraryonoff1;33mBorder0;3;31m Version %s1.1 05/870m by 4mTorsten Juergeleit0m 7;42mUsage : border [on] [off]0;40m NUJ POINTER 1 POINTER 0 Turns mouse pointer on and off. The default for the mouse pointer is off. If flag=1, then the pointer will be turned on, if flag=0 then the pointer will be turned off. Particularly useful when using the IFMOUSE command, as unless the pointer is turned on, it will be invisible. POSITION x,y POSITION , POSITION -1,-1 POSITION 98,25 Allows setting of the position of the upper left corner of the displayCw screen for overscan screens. If you are going to use standard 352x240 overscan screens, you can set the position to -1,-1 which is an estimated centering for the image you are using. For other size screens, or if you desire other adjustments, you can adjust the centering of the screen accordingly. 98,25 will probably be the most upper left position you should ever have to set. Adjusting this parameter is the same as manipulating the "screen centering" control in Preferences, excDKTBept when the Director program exits, the centering is set back to where it was originally set when the Director started. PRINT PRINT Diplays data to current CLI window. If is omitted, then a newline is printed. If the is included, the values of the expressions are printed. An can be a combination of and 's seperated by semi-colons ";". If a semi-colon is left on the end of the then no trailing 6Y-~}f[23perbaseProfessionalpE#vireturn will be output. Examples of valid PRINT command: PRINT "Hello" PRINT "The value of X is:";X PRINT "The string is ";$(0) PRINT PRINT T;", "; PRINT "What is the filename?"; READ v,$s,w READ ,$, READ pos,$(data),80 READ pos,$(0),30 Reads the data file if open, into the @ array at index "s", not to exceed "w" characters. If successful, "v" will contain the file position, if not succesFX&?sful, "v" will contain a -1. -1 usually signals end of file. RECT ux,uy,lx,ly RECT ,,, RECT 20,30,60,90 Draws a solid color rectangle in the foreground pen color of the area bounded by upper left point ux,uy and lower right point lx,ly. If the outline pen is non-zero, will outline the rectangle with the color of the outline pen. REM REM REM ignore this message REM this is how this progrm works The REM command (shoHh|15onFonts.txtppf READ ME : SUPERBASE PROFESSIONAL VERSION 3 ========================================== This document contains information about a number of features in Superbase Professional Version 3 which could not be fully described in the User Guide. If you have loaded the Readme file by clicking on its icon, the controls for viewing the document are as follows: press the space bar to scroll down the document a page at a time, press Return to scroll down a line,&l,MLKJIHGF[ZYXWVUTSRQfedcba`_G5H 17ltiview20.docpoX FontFacts: Secrets & Tips (C) Copyright September 1987 by Lion Kuntz Lion's Amiga Art Studio POB 42252, San Francisco, California, 94142 (415) 863-1781 BBS, (415) 431-1799 Tech Support Phone Amiga fonts are the cornerst~}|{zyxwvuc MULTIVIEW - Version 2.0 by Wayne Hogue A.U.R.A. (Amiga Users of Regina Association) January 14, 1988 You are now here because after looking at that screenfull of pretty gadgets you became totally confused and that Mouse turned out to be an inept tour guide. Well, throw that rodent a chunk of cheese and read on. WHAT THE PROGRAM DOES: ---------------------- = 1. Read Graphics Files in following forms a) IFF - ILBM (InterLeaved Bit Map) - ACBM (Amiga Continuous Bit Map) (Note: IFF = Interchange File Format) b) Atari ST - DEGAS Elite - NEOchrome c) Macintosh d) SPUT - my special form for AmigaBasic PUT command e) SBOB - my special form for AmigaBasic BOB's f) DECODE - extract pictures buried in complicated files 2. Write Graphics Images as a) IFF - ILBM non-compressed format - ACBM b) SPUT - with special header information - without special header information c) SBOB - with special header information - without special header information d) Image structure for 'C' programmers 3. Create GIANT ICONS for the Workbench Screens (Just the effect needed for your custom program that took you so long Nf to write.) THE PROGRAM: ------------ The program can either be run from the CLI or by double clicking on its icon. A window opens which can be reduced in size so that it can be placed any where you like on the screen. All parts of the program are accessed through gadgets. Whenever you see a word totally capitalized such as CLOSE this means I am referring to a gadget. To Quit: -------- So, to begin let's start at the end. At the upper left corn7er of the window is the CLOSEWINDOW gadget. Pressing this gadget brings up a requester that gives you the choice of really quitting the program or continuing with the program. Sizing the Window: ------------------ Just below CLOSEWINDOW is the SIZEWINDOW gadget. Selecting this gadget either shrinks or enlarges the winow. In its shrunk size you can drag the window to any spot on the Workbench screen. When the window is changed back to its original size it w8ϼill position itself to the right spot on the screen. Views and ViewPorts: -------------------- Its now time to let the techies cringe with this simple description of how you see things on the monitor. Below SIZEWINDOW are two gadgets for selecting the type of view to use. They are called SCREEN and SUPER. With SCREEN you create a standard Amiga screen where the entire picture is seen on the screen. Using SUPER you create a view that uses a super bitmap wjhich can hold a picture that is larger than what you can see on the screen. When SUPER is selected you must then decide how big to make the bitmap. The bitmap can measure as much as 1024 pixels by 1024 lines. Use the SUPERWIDTH and SUPERHEIGHT gadgets and type in them the size you want. A maximum size bitmap at maximum depth is too large for 512K of CHIP memory. After deciding on whether to use SCREEN or SUPER, you must then decide on how many colors to have in> the picture. This is done by choosing the Depth. DEPTH Colors ----- ------ 1 2 2 4 3 8 4 16 5 32 6 4096 The more colors used mean more CHIP memory is needed. Now use WIDTH (320 or 640) and HEIGHT (200 or 400) to determine the size the picture will be on the monitor. (Note: To give you overscan just means changing the gadgets) P.. A superbit map should really be larger than the screen size you choose here. If a depth of 5 or 6 is chosen for a superbit and then you make the viewport 640 pixels wide then only 4 bit planes of data will be displayed. Selecting OPEN now creates the screen or super bitmap display. If you now select DISPLAY only a blank screen will appear because no picture has been loaded yet. To get back to the Workbench screen you can do a Left_Amiga_N or for a SCREEN use  :RUthe hidden BACK/FRONT gadgets at the top right hand corner or for a SUPER view press the or keys. For some reason the and keys do not work the first time the SUPER view is displayed. The CLOSE gadget closes down the screen or super view. For a super view if the bitmap is larger than 320x200 then you can resize the viewport without loosing the picture already loaded. Just select the new WIDTH and HEIGHT and then press RESIZE.  _2 When displaying a super view you can scroll the picture around using the keys on the numeric keypad. The keys mimic the action of a joystick. Using the Up and Down arrow keys you can change the speed of the scroll. If a screen or super view is open then a picture will be read into that size of view. If you want a picture to load into the size of screen for which it was created then choose CLOSE before loading the picture. Degas, Neo and Mac pictures will always HΥx"! /.-,+*)('&%:9876543210EDCBA@?>=<;PON Yh4O 18geStream.docp?{e for 1 second. The SPEED command can adjust the increment. PEN pennumber,colornumber PEN , PEN 1,8 PEN 0,color Sets selected pen to the specified color register. This will affect TEXT, FILL, and DRAW commands. Pens are as follows: 0 - Background pen 1 - Foreground pen 2 - Outline pen There are 32 possible color registers, 0-31. Not all IFF image files may understand all 32 at a time. Different resolution screens may pYPUBLISHING PARTNER - INTRODUCTION Softlogik was founded by 2 individuals with a vision that the Atari ST would become the preferred desktop publishing machine. After 1 and 1/2 years research working with typesetters and printers, the dream has finally been realized. CUSTOMER SUPPORT With publishing Partner, you get more than just a wonderful product, you gain access to professionals with years of design experience. Customer service lines are open from 10AHF     $#@ PLANES 4 PLANES -1 The PLANES command allows you to specifically enable which bit-planes are to be affected by otHqS<;:9876543HGFEDCBA@?>SRQPONMLKJI^]\[ZYXWVUTihgfedcba`_tsrqponmlkjH     '&%$#"! 210/.-,+*)(=H+H\[ZYXWlkjihgfedcbwvutsrqponm~}|{zyxBAVUTSRQPONMLa`_^]Acher commands. With the PLANES command you can enable only specific planes for modification, preserving the data present on the remaining planes. The PLANES command will affect the DISSOLVE, WIPE, BLIT, TEXT, CLEAR, and drawing commands. Use PLANES -1 to enable all the planes. POINT x,y POINT , POINT 38,40 POINT xloc,yloc Will plot a single point at position x,y. Uses the foreground pen for the color of the point. POINTER flag POINTE4k %load IFF file "filename" into it. Loads only into CHIP ram, you must use LOADFAST to load into FAST ram. Any Director command that requires a current screen to operate, which includes all graphics, blitter, and text and input commands, can only function if a LOAD has occured within the program that defines and creates the current screen. If you need a blank screen to work from, you can load a blank IFF screen with a palette setup for your work. LOADANIM buffer,filename L5"OADANIM , LOADANIM 2,":anims/test.anim" LOADANIM 21,$(animname) Will load a standard picture buffer with all of the frame to frame information contained in an IFF ANIM file, for later processing by the ANIM and SKIPANIM commands. FREE can be used to free the memory space allocated by LOADANIM. ANIM data will automatically load into fast ram if such ram is available. LOADFAST buffer,filename LOADFAST , LOADFAST 2,":pictur6Kes/background.pic" LOADFAST buff,$(picname) Will create buffer "buffer" and load IFF file "filename" into it. Loads only into FAST ram. LOADFONT fontnumber,fontsize,fontname LOADFONT ,, LOADFONT 1,9,"topaz.font" LOADFONT 2,12,"ruby.font" Loads font "fontname" size "fontsize" into memory and assigns font number "fontnumber" to it. Fontnumbers are used by the SETFONT command to specify which font to use for TEXT commands. Valid fon7ܒ t numbers are 1-10. This command allows you to preload several fonts to be used, using SETFONT to select them from memory. Font memory can be released with the FREEFONT command. The fontname must contain the .font extension, i.e. "ruby.font" LOCATION v LOCATION LOCATION loc Assigns the current open file position to the variable "v". MARGINS l,r MARGINS , MARGINS 20,300 MARGINS leftmarg,rightmarg Sets text wrap po8x/oijnt to "x" pixel coordinates l for left and r for right. Allows simple margin setting for text character-wrap. No word wrap is performed. Default margins are set at the time the initial screen is displayed, and margins are set at the edges of the screen. When the centering is turned on with the CENTER command, text centering occurs between the two margins points set by the MARGINS command. Thus MARGINS can be used to adjust the centering to anywhere on the screen. MEMORY9ε all,chip,fast MEMORY ,, MEMORY allmem,chipmem,fastmem Stes the three variables specified to the amounts of memory in the system. The first variable is set to the total amount of memory in the system, the second to the amount of available CHIP ram, and the third to the amount of available FAST ram. MODULE modulename MODULE MODULE "sound" MODULE "newmodule" Specifies an expansion module to be used, such as t:he "sound" module. Once specified, the module can then be used. For information on individual module commands, see the section on the specified module. Modules are expected to be in an assigned "mod:" directory. MOVE x,y MOVE , MOVE 32, 70 MOVE xpos,ypos Moves current graphics cursor position to x,y. This command is used in conjunction with the DRAW, INPUT, and TEXT commands. NEXT NEXT terminates a FOR loop. FOR loops can be nest;N)ed. A variable specification is not required as in some BASICs, though it can be used for clarity. NEW buffer1,buffer2 NEW , NEW 5,1 NEW 7,-1 Creates a new CHIP memory buffer, "buffer1" using a copy of the palette for buffer "buffer2". NEWFAST buffer1,buffer2 NEWFAST , NEWFAST 10,2 Creates a new FAST memory buffer, "buffer1" using a copy of the palette for buffer "buffer2". OPEN openmode,filename open , mode = 0:OPEN mode,"mydisk:testfile" mode = 1:OPEN mode,"ram:tempfile" Opens file "filename" based on the value in the variable "openmode". The variable can have values as follows: 0 - Open for read 1 - Open for write 2 - Open for read/write After the open, the variable specified as "openmode" will be set to a 1 if the open was successful, and a 0 if not. Only one file can be opened at a time. A previous file must be CLOSEd be=҉8"fore a new file can be OPENed. If a file is opened for read/write, you will be positioned to the end of the file. This will allow you to append data to an existing file. By SEEKing to other locations in a file, you can write over data that was there before with new data. PALETTE buffer,permanence PALETTE , PALETTE 2,1 PALETTE 7,0 Sets the screen palette or BLITDEST buffer palette to the palette from buffer "buffer". If screen buffer is specif>*wied and "permanence" is 1, then both the current screen colors and the current screen buffer's palette are modified, if "permanence" is 0, then only the current screen colors are modified. Buffer of -1 specifies the current screen buffer. PAUSE v PAUSE PAUSE 20 PAUSE delay Pauses for a time period specified by "v". The default time increment is .1 sec. (set by SPEED command). This means that the pause will take v*.1 seconds, i.e. PAUSE 10 will paus)Ԛ>Re: FOR K=0 TO 10 STEP 2 .... NEXT will set K to 0, at the end of every loop will add 2 to K, and see if it has reached 10. If so, the looping is finished, otherwise it continues. The program will loop 6 times, with K being equal to 0,2,4,6,8,10 as it loops. The STEP value is an optional parameter, if omitted, a step of 1 or -1 (depending on direction to the TO parameter) is assumed. If you exit out of a FOR loop without going through NEXT (by doing a GOTO) *Rasome information will still left on the looping stack. This can cause a stack overflow if done enough times during a single script. FREE buffer FREE FREE 7 FREE buff Deletes the specified screen buffer. This will free up all memory being used by the specified buffer so that the memory can be used for other things (other buffers, fonts, etc.). The current displayed buffer can not be freed. FREE will free either screen or ANIM buffers. FREEFON+yT fontnum FREEFONT FREEFONT 2 FREEFONT font Frees font loaded with LOADFONT specified by fontnum. GETKEY variable GETKEY GETKEY char Get a keystroke and assign it to the specified variable. i.e., GETKEY A will wait for a keystroke to be input, and assign the variable A to the resultant ASCII code of the key hit. GETMAP buffer, arrayindex GETMAP 7,colortab Will move a copy of the color map for buffer "buffer" into the,q Ѕ @ array at the index specified by "arrayindex". Note that there is no "@" symbol in the array index specification, though the value is used as an index in the @ array. The map is a set of 32 2 byte nubers, each assembled from red,green,blue color codes in the following manner: Color = (red * 256) + (green * 16) + blue Individual r,g,b color values can be extracted as follows: red = color / 256 green = (color / 16) % 16 blue = color % 16 The map can -،N(be modified and replaced into a screen buffer with the SETMAP command. GETMOUSE x,y GETMOUSE , GETMOUSE mousex,mousey Will wait for a mouse click, and then insert the x and y location of the click into the two variables. The pointer will be turned on automatically if not already on from the POINTER command. GETPEN variable,x,y GETPEN ,, GETPEN color,32,20 GETPEN pixel,xval,yval Will set variable t.Po the pen value of the pixel at location x,y on the current screen, or BLITDEST specified buffer. GOSUB linenumber GOSUB GOSUB 200 GOSUB 1000+N*100 GOSUB func Go to subroutine command. Causes program to continue execution at line number specified. Subsequent RETURN statement will cause program to continue at line immediately following original GOSUB statement. GOTO linenumber GOTO GOTO 300 GOTO 800+func*10 /W3 GOTO func Causes program to continue execution at line number specified. Line numbers can be computed, or stored in variables. IF condition IF IF 7=var-1:PRINT "equal":ELSE:PRINT "notequal":ENDIF IF flag:GOSUB 100:ENDIF IF char#-1:END:ENDIF If condition evaluates to non-zero, the statements immediately following the IF are executed, otherwise, control is transferred to the next ELSE or ENDIF statement, whichever is encountered first. Exam0۟Ēples are indented for clarity, indenting is not required. Examples: IF A=5 MOVE X,Y TEXT "String" ENDIF IF (A<7)&(B>9) MOVE X,Y TEXT "String 1" ELSE MOVE U,Z TEXT "String 2" ENDIF IFKEY variable IFKEY IFKEY char Will set "variable" to either the ASCII value of a keystroke input from the keyboard, or -1 if none has been entered. Allows testing for keyb1ܙe`oard inout while doing other operations. IFMOUSE x,y IFMOUSE , IFMOUSE xloc,yloc Will set x,y to either the screen position of a mouse click from the mouse, or a -1 if none has been entered. Allows testing for mouse input while doing other operations. INCLI $(i),w INCLI $, INCLI $(0),30 INCLI $(buff),8 Will accept input of a line of textual information from the keyboard. Will echo input keystrokes to the C2ݜ[LI window. Inputs the data into the @ array as a string at array index i. Array index must be preceded with the $. Will only allow input of characters up to a maximum specified in "w". Handles backspace. signals end of the line input. INPUT $(i),w INPUT $, INPUT $(0), 70 INPUT $(buff),12 Will accept input of a line of textual information from the keboard. Will echo input keystrokes to the displayed screen at the location of the gra3phics cursor (set with the MOVE command). Provides a text cursor of the underline symbol from the font. Inputs the data into the @ array as a string at array index i. Array index must be preceded with the $. Will only allow input of characters up to a maximum specified in "w". Handles backspace. signals end of the line input. LOAD buffer,filename LOAD , LOAD 1,":pictures/design1.pic" LOAD buff,$(0) Will create buffer "buffer and _rectangle dissolves will usually use smaller speed values as they tend to run faster. After the dissolve is completed, the palette of the displayed buffer will be updated with the palette from the buffer dissolved from, unless the FIXPALETTE 1 command has been used to disable this feature. DRAW x,y DRAW , Will draw a line using the foreground pen, from the current graphics cursor position. (specified by the MOVE command) to x,y. The graphics cursor position i}3s then updated to be x,y. The line is drawn with the foreground pen (see PEN). To draw a line, try: PEN 1,15 MOVE 10,10 DRAW 300,180 DRAWMODE mode DRAWMODE DRAWMODE 2 DRAWMODE -1 Sets the drawing mode to one of three modes: 0 - JAM1 (foreground only transfer) 1 - JAM2 (foreground and background transfer) 2 - COMPLIMENT (exclusive OR transfer, toggles screen pixels) Mode 1 will put text on the screen in the foreground pen, with t 25ext background in the background pen color. Mode 0 will put text on the screen in the forground pen, and put no text background on the screen at all. Mode -1 will set drawmode to the default mode (1). ELLIPSE x,y,xrad,yrad ELLIPSE ,,, ELLIPSE 160,100,80,40 ELLIPSE 200,50,50,30 Draws an ellipse with center at x,y, and x and y radii of xrad, yrad, using the foreground pen (see PEN). ELSE ELSE If the previous IF instruction ! expression evaluated to zero, the instructions immediately following the ELSE instruction are executed. Otherwise, control is transferred to the instructions following the ENDIF instruction, after the instructions between the IF and ELSE have been executed. The ELSE instruction is not required with the IF though an ENDIF is required for every IF instruction. END END Causes the director to end execution and clean up all screens and data spaces allocated. ENDIF E":eNDIF Terminates an IF clause. See IF for more details. EXECUTE variable, command EXECUTE , EXECUTE a,"Assign fonts: mydisk:fonts" EXECUTE a,"run muydisk:c/smusplay mydisk:playfile" This causes the Director to pass the "command" parameter to the CLI for execution as a CLI command. The result from the command execution is returned in the variable. Most commands do not return anything unless there is an error, though certain commands may r#eturn usefull information that the Director can then work with. This command can be used to copy files into RAM:, delete files, run sound generation programs, anything that can be done by the CLI. Though not required, it is probably a good idea when specifying filenames in EXECUTE commands, to use a complete path name, i.e. specify the diskname:directory/file you want completely, rather than use df1: etc. This is due to the fact that you may later be running your script under diff$Iaerent circumstances, and not have the same disks in the same drives. By specifying the complete file names, regardless of which disks are in which drives, the program should still work correctly. FADE flag, buffer, speed FADE FADE 1,7,0 (fade in quick using buffer 7 palette) FADE 0,8,2 (fade out slow using buffer 8 palette) Will fade in or out to/from the specified buffers color palette. If flag=1, will fade IN from a black state. If black is on %[(as from setblack) will result in a black off state after fade-in. Palette used is one from "buffer", and "speed" sets the duration of the fade. Useful speeds are in the range 0-10, with 0 being the fastest. If flag=0 will fade OUT (to black) with similar effects. FILL mode,x,y FILL ,, Will do a solid fill of the area surrounding specified point x,y, with the foreground pen color. Valid modes are 0 and 1. Mode 1 does a flood of all surround points th&fat match current point at x,y, and mode 0 does a flod fill of all surrounding points that don't match the outline pen (see pen). As an example, to generate a filled cricle, try this: PEN 1,15 CIRCLE 160,100,60 FILL 0,160,100 FIXPALETTE flag FIXPALETTE FIPALETTE 1 will disable any palette updating by the DISPLAY, WIPE, and DISSOLVE commands. This can be useful primarily when color cycling while double buffering, or doing wipes or dissolves. Otherwise, wh'1Nen these commands are done, they will update the palette which will have the effect of reseting the color cycle. FIXPALETTE 0 is the default, and enables automatic palette updating on these commands. FOR variable=start TO end STEP increment FOR = TO STEP FOR inc=1 TO 7 FOR var=11 TO 88 STEP 11 FOR dcr=10 TO 1 where is a valid variable, and is a valid expression. Starts loop using the variable specified(Ӹ*:. The variable is initialized with the value of the first expression. At the end of the loop, the value of the third expression is added to the variable, and the variable is compared with the value of the second expression. If they are equal, the loping is finished. If not , control returns to the statement immediately following the FOR statement. The end of a loop is marked with the NEXT statement. Every FOR command must be matched with a correspondig NEXT command. For exampl~hich reduce to: _ C. _ _ BC + BC 01100110 (binary) 66 (hex) 102 (decimal) Selects logical operations: _ _ _ _ __ ABC + ABC + ABC + ABC Which evaluates to the equivalent of EXCLUSIVE OR. Interesting effects can be obtained by continually exclusive or-ing a buffer to itself with a slight offset. BLITDEST buffer BLITDEST BLITDEST 7 BLITDEST -1 Will set the destination screen buffer for subsequent blit operations to6o specified picture buffer. BLIT operations, MOVE, DRAW, CIRCLE CLEAR, etc. commands are all redirected to use specified screen buffer. This can be usefull for offscreen manipulations and/or double buffering. The DISPLAY command will reset the blitdest to be the current displayed picture, but no other commands should affect its setting otherwise. BUFFERS number BUFFERS BUFFERS 50 BUFFERS 100 BUFFERS will reconfigure the number of available screen buffers for a given Director program. The default is 30 buffers, but can be set to whatever memory will allow. The BUFFERS command must be used in a script before any buffers are actually LOADed with any of the load commands. In general, BUFFERS should probably be the first command in a script when it is to be used. CENTER flag CENTER CENTER 1 CENTER 0 Turns auto centering on and off for the TEXT command. If flag=1, then centering is on, if flag=0 tY'1hen centering is off. See the TEXT command for more details. CIRCLE x,y,r CIRCLE ,, CIRCLE 160,100,50 CIRCLE xval,yval,radius x,y center, r radius. Will do a circle using the foreground pen. CLEAR CLEAR Clears the screen to the background pen color CLOSE CLOSE Closes file opened by OPEN command. COLOR buffer, permanence, colornumber,r,g,b COLOR ,,,,, Will set palette colN?or "colornumber" to color r,g,b where r,g,b are 0-15 color intensity commands for red-green-blue respectively. "buffer" is the buffer number affected, with a -1 being the current screen. If "permanence is a 0, the effect is temporary, will only affect the screen and not the copy of the palette stored with the screen buffer. If permanence is a 1, then the effect is permanent, and the buffer copy is updated. COMPARE v,stringa,stringb COMPARE ,, Wif;ll compare stringa with stringb, and set "v" to the result. Either stringa or stringb can be quoted strings, or string indexes into the @ array preceded by the $ symbol. The "*" symbol in "stringa" specifies a match with anything in stringb. For example: COMPARE V,"*eat*",$(0) Will set V to 1 if the letters "eat" appear anywhere in the string specified by $(0), otherwise, sets V to 0. COMPARE V,"Y*",$(0) Will set V to 1 if the string specified by $(0) starts with a "Y". tv This can useful for testing if the operator type in a yes or no, or just Y or N. Note that a comparison for "y*" should be used as well in case the yes was typed in lower case. "Y*" is not the same as "y*". COMPARE V,"foo",$(0) Will only set V to a 1 if the strng specified by $(0) is EXACTLY "foo". COPY src,dest COPY , COPY 7,2 COPY -1,buff Will copy src bitmap to dest bitmap without using the blitter if either of the bitmaps are not CHIPcH memory buffers. COPY will also copy the color palette. This is useful as a general buffer to buffer copy, and especially when the src or destination buffers are in fast memory, as the blitter will not operate with fast memory. The blitter will be used if both src and dest are CHIP buffers. If source or dest is -1, current displayed screen is used for that parameter. CYCLE mode CYCLE CYCLE 1 CYCLE 0 If mode=1, turns on the color cycling, if mode=0 , then turns it off. Note that if SETBLACK or FADE is used when color cycling is on, somewhat unpredictable results may occur, as these features will interact. If you are doing double buffering, or using wipes or dissolves, you may want to use the FIXPALETTE command to disable palette modification during related commands. If in doubt, you can try it either way to determine the effects as they apply to your situation. DISPLAY buffer DISPLAY DISPLAY 2 ' DISPLAY buff Select buffer as current displayed screen. Also sets blitdest to be selected screen buffer. Only CHIP memory buffers can be displayed with the DISPLAY command. DISSOLVE buffer,fromx,fromy,tox,toy,width,height,speed DISSOLVE ,,,,,,, DISSOLVE 2,0,0,xpos,ypos,32,27,2000 DISSOLVE buff,56,89,30,50,90,60,20 Will do a dissolve from a rectangular area of buffer "buffer" to the current displayed screen.' fromx,fromy is the upper left corner of the source rectangle, and tox,toy is the upper left corner of the destination rectangle. width and height are those of the rectangle. "speed" specifies the number of pixels to be transferred in a single blitter pass. A good range for a full screen dissolve is 1000-4000, with 3000 perhaps being optimum choice. Larger numbers for speed cause the delay times between screen updates to increase so that they may be perceived as pauses. Smaller aSA/variable> ANIM 3,1,abs,rel,end ANIM 7,b,a,r,q Generates the next frame of the ANIM data specified by "abuffer" by modifying the screen buffer "pbuffer". Will return absolute time (since the beginning of the ANIM) and relative time (since the last frame) if specified in the ANIM file, in variables "abs" and "rel" respectively. Variable "end" will be set to zero if the frame processed was not the last frame, and to one if the frame processed was the last frame. ANIMs ~Ki% must be double buffered for best results. ARRAY cells, cellsize ARRAY , ARRAY 1000,1 ARRAY 200,4 Will allocate memory for the "@" array. "cells" signifies the number of elements in the array, and "cellsize" indicates the size of each cell in bytes. A size of 1, 2, or 4 bytes are the valid size parameters. The "@" array cannot be used unless memory is allocated for it by the ARRAY command. If the "@" already exists, a second ARRAY command wil ZQSl cause the present memory reserved for the "@" array to be returned to the operating system, and the newly specified amount to be allocated, thus losing any information stored in the "@" array at the time. The @ array is used thus: @() = To assign an element of the @ array to a value. Or, @ can be used in an expression thus: A+2*@(5) @((N+2)*5) Also, array elements can be used in the computation of array indices: @(N+@(5)) BLIT  }\buffer, fromx, fromy, tox, toy, width, height BLIT ,,,,,, BLIT 2,0,0,xpos,ypos,32,27 BLIT buff,56,89,30,50,90,60 The BLIT command will transfer a rectangular area from a picture buffer "buffer" at coordinates fromx, fromy to the "destination" buffer at coordinates tox, toy. Here, "coordinates specifies the upper left corner of the rectangle. "width" and "hieght" specify the width and height of the rectangle transferred.  VsoThe BLIT command allows you to use the Amiga's "blitter", which is special hardware designed for manipulating graphical data on the screen. While the BLIT commnd is not the only way from the Director to make use of the blitter, it is the most general mechanism for using the blitter to move portions of IFF pictures between buffers and to various locations on the screen. The "destination" buffer is the current displayed picture buffer, unless explicitly directed to another buffer wit  "h the BLITDEST command. BLIT is quite fast, and can be used to do blit oriented animations. If transparency is selected with the TRANSPARENT command, then anywhere the source rectangle contains the color 0 (the background color) no transfer occurrs, allowing arbitray shapes to be transferred. With the use of the BLITMODE command, special blit operations can be specified that do more than a simple move. See the BLITMODE command for more information. BLITMODE mode BLITMODE# BLITMODE 51 BLITMODE -1 This sets the blitter mode to be used during BLIT, WIPE, and STENCIL. The blitter mode can be any value from 0 to 255. 192 is the default and means a straight transfer. All of the possible effects aren't documented here, (there are 256, though a somewhat less number are actually useful). One of the combinations is to effectively make your image into a negative, i.e. it will have the effect of inverting the color palette by invcerting all of the pixel values causing all color 31 to become color 0, color 30 to be 1, etc. BLITMODE is referred to as "minterms" in the Amiga hardware manual. BLITMODE -1 will set the blitmode to the default mode. Unfortunately, understanding of binary logical operations and binary arithmetic is required for full comprehension of the specific modes. The information on minterms here are provided for those who may understand binary logic operations and wish to experiment with specifi{c capabilities of the Amiga hardware. If you do not undserstand binary logic , experimentation won't hurt, you can try all of the combinations from 0 to 255 searching for useful effects. Many of the modes may appear redundant or useless because they are only useful when performing specific blitter operations that reach beyond the scope of what is provided by the standard Director commands. Minterms logical operations are: _ _ __ _ _ _ __ ___ minterms: vt ABC ABC ABC ABC ABC ABC ABC ABC enable bits: 7 6 5 4 3 2 1 0 For the Directors's BLIT commands, source "B" is the source bitmap, and source "C" is the destination bitmap. Source "A" is not used. Here are some example blit modes: _ B 00110011 (binary) 33 (hex) 51 (decimal) Invoked with BLITMODE 51. This mode will set the destination bitmap to the inverse of the source btmap. This is accomplished with the logical equation: _ __ __ hO ___ ABC + ABC + ABC + ABC These are all of the logical terms selected by the binary number parameter. The first two terms reduce to: _ AB The next two terms reduce to: __ AB And the combination reduces to: _ B. _ C 01010101 (binary) 55 (hex) 85 (decimal) Invoked with BLITMODE 85 Ths combination will set the destination buffer to the inverse of itself. The logical operations selected are: _ __ _ _ ___ ABC + ABC + ABC + ABC W ZAK MCKRACKEN - The Final Solution - By COSMOS BEDROOM ---------- In the bedroom open all the drawers and pick up the phone bill,the fishbowl (including Sushi),and the kazoo. Go to the TV/kitchen and pick up the cushion on the wall. Insert the TV plug into the power outlet then pick up the other cushion and get the remote control to turn on the TV. After you have watched the TV,open the cupboard and get the yellow crayon. Then get the butter knife and the e"pgg in the fridge. Go back to the bedroomand get the cashcard from under the desk and tear off a piece of wallpaper near the door. Use the crayon on the torn wallpaper and you now have a starnge map. Go through the TV/kitchen and get the small key near the outer door. Then go down the stairs and outside. TO BAKERY --------- The bakery is just left of the stairs. Push the button three times until the baker throws some bread at you then pick it up and head for 14th avenue TO LOU'S LOAmpENS --------------- Buy the guitar,toolbox,golf club,noseglasses,hat and wetsuit with your cashcard then go to the hair salon TO HAIR SALON --------------- Open the toolbox,and use the wirecutters to get the bobby pin sign, then head back to 13th avenue TO PHONE COMPANY ------------------ Wear the hat and noseglasses and pay your phone bill. The alien will think you are one of them! Then get the application and use the crayon on it, and then head for the mailbox at the bottom of the stairs outside your room. Use the small key and place the application in the mailbox and close it. Then go to the TV/kitchen and use the monkeywrench on the pipe under the sink. Put the stale bread in the sink and turn on the button. Get the bread crumbs and then use the fishbowl in the sink.(Sushi has a safe home and Zak has a helmet) Then go to the bedroom and pick up the corner of the rug. Use the monkeywrench on the loose floor boards and you now have a hole that leads to the aliixiens secret room. Then go outside to the bus. Use the kazoo to wake up the driver then use your cashcard in the reader. TO SAN FRANCISCO AIRPORT -------------------------- Buy the book from the devotee and use the ticket to seattle IN AIRPLANE ------------- After the stewardess has given you the peanuts, head for the toilet and use the toilet paper in the sink. Turn the sink on and when it overflows push the help button on the wall. Quickly head to the front of the plane and opesNire Lattice C manual. In his excitment to get them out he forgot to mention who it was that did the work. Other projects that are in the works are docs to Animate 3D & Pixmate. And of course, as always, we intend to bring you the finest utility programs for your computing enjoyment. We can be contacted on all the Better Pirate boards: The Neutral Zone, Kobiashi Maru, Tardis, Ruggies, Big City Lights, etc.. etc.. Just leave a note to one of our members which follow:  The Duplicator (Ye Leader type) Snatch (WARP & Protocom + Cracks) Wayward (Semidisk & Crack Screens) Lucifer (Program Aquisition & Graphics) Jeff (More Programs then we need!) Picasso (Docs & Graphics) The Inspectre (He does something????) Guillotine (Sound & er3/rands) Arthur Dent (A friendly sort...) The Advocate (where are you?) One final Note: Bartles & Jaymes would once again like to thank you for your support! Oh I almost forgot: Hello to The Kent Teem (serves you right for screwing up our name on your latest crack screens!) and to all those groups who add so much to the enjoyment of our Amigas. z!܅ In the following command reference section, commands are in alphabetical order, and generally conform to the following format: commandname parameternames commandname parametertypes commandexample commandexample textdescription The first line introduces the command, and names the parameters so they can be referenced within the text description. The second line shows the same command, but with the parameter types shown. Following that there are 9p some examples of the use of the command, and then the text description. In parameter types, means any valid expression, means any variable, and means a character string surrounded by quotes, or a string contained in the @ array and referenced by $. is an expression to be used as an index in to the @ array. An is a list of a combination of string and numeric expressions seperated by semicolons. ABORT flag ABORT ABORT 0 ABORT 2 Will set abort flag. 0 means do not abort (you will have to reboot to quit Director unless an error or an END occurs). 1 means a mouse click will signal quit to the Director (the default) 2 means a keystroke will quit the Director, and 3 means either a mouse click or keystroke will do a quit. ABORT should be used to disable mouse abort when IFMOUSE is used. ANIM abuffer, pbuffer, abs, rel, end ANIM ,,,,<2o/ HA PJ"H,xHE6 a2L/&IP .P,SN @I (g @BIO; y8LE~?c8Vƺ̠&0I)`Gmf䮋BvCEʧJ>=4 `~ , KN4\ĄdLYX qDzaj1+¤u$*Ԃy 4=LA+N~f4 5>i+#}P2a3[[ y QG9 vaiHvHO0P8kn},WF,: Q mLԄ U &U15345q{Aq@wڧNQGxۋ[(SeŞ+4)X*C[(SvqO0B& $ЏWhB!=a1QWʏ!HpCjA`VLNgR?ATlB rm}:o V8;@?0}3r:,R]E 8J2veunP$%Q(ܑ! !|lqCTa{(c#y|'Co"E`2PĄ MHl+`gᢠ2O ĂK]@DDS$_5m+yBCɈGbx*.ɀf8!(qmP({fc#$ xl:`605T|#k+Ppi7[&oGr>@1f-g x|24+'I#DH +aRK@v2# mi;,($J6b@lEohbc ,pB@[S[*Jx`U*ldlaignkfnR!q^Lxp)&+جQ(( @ dd@A &JXB] |.4$;3p" DP`/vCבy ;XcK`/ƀ"!u@.đP<h ر` ?e&) 4*P30?ٖ-8JEg,wC&pP`1DF) O"`$d@Db:wDdzn  @RTb-?=@h`5?F᱁NSA2'1BCd%,M~)R G(+ꘀ~qwv F7 AT`3.OO(jdp N$"<I(l/ / g ,倲l"4(T`,2(jtp NJg2**p$A. J (F @BDFHJLNPRTVXZ\^`bdfhjlnprtvxz|~he" F: devsp F9System-Configuration -`q@9F `!/`P7H -R?@ +T? ~0` p,EpsonXOldPB 4O system-configuration  F9printers&JH F9*generic !8HGFEDC! F9\ EpsonXOld ºm[:L(! 2 [pNu# JT&bf `xH4EpsonXOld#A#/,y#CpN# glCpN#gDCXpN#gp,_Nu"y/,yNb,_"y/,yNb,_"y /,yNb,_p`intuition.librarydos.librarygraphics.library"y/,yNb,_"y/,yNb,_"y /,yNb,_pNupNuXPD"#7KJI# p F97parallel.device"I parallel 33.7 (18 Jun 1986) J!<8parallel.devicemisc.resourcezNuB)Jn g.ug)5f|`pB.v)5guJ)f J. fRn nu5v)5g #nZ6#n^:NuB)Jn g Sn fBnrB&u.vgNpNu0</ /,n"N,_"_|0) @ nHA pN<Q)f/,n2N,_ if .vgP9v`8 if69f.vf </ /,n"N,_"_v </ /,n"N$% F8Nsp%&u? & F8startup-sequence$% U2b off t M1 & 5Istartup-sequence$6婇6e as follows: OSWORD &00 Read line from input stream to memory OSWORD &01 Read system clock OSWORD &02 Write system clock OSWORD &03 Read interval timer OSWORD &04 Write interval timer OSWORD &07 Generate a sound OSWORD &08 Define an envelope - NOT YET OSWORD &09 Read pixel colour OSWORD &0A Read character definition OSWORD &0B Read the VDU palette OSWORD &0C Write the VDU palette - NOT YET OSWORD &0D Read current/previous graphics cursor position - NOT YET haracter at t-.-V =pvAd<'2 V`JJ X#.Lprinter.deviceprinter 35.562 (20 Jul 1988) H &I+B+4+n2mt n.J0 kD/,y N|,_J+f A4"K/,y N,_/,y Nv,_`J n* p "KNLNu)f|a 2apNuH $&I/,y N,_f0B+g .6Aj( S"k"!I+f"K/,y N,_/,y N,_LNuHAC(ED < NLJfH.<,xNL``Jg"@##H"NPpNu/ @# ,@Cp/,y N,_#gFCp/,y N,_#gCgp/,y N,_#gAH#H6Ep&@/,y N,_p/,y N,_B9 ,_NuH.<,xNL`"y/,y Nb,_H.<,xNL`"y/,y Nb,_H.<,xNL`"y//,y Nb,_H.<,xNL`"N0.n/,y N.,_p`Jtimer.deviceintuition.librarydos.librarygraphics.library #2* .@2 <>@BbcddXh Z$lT0ZX XX8@H N/ N"_NuaaaNuJn f/NXCZ/,y N,_C/,y N>,_"y/,y Nb,_"y/,y Nb,_"y/,y Nb,_/.""N0.0n/,y N.,_"N Q"i"!I Nu pNu/ &I/,y N|,_Rn n f/,y Nv,_/,y N,_#A4'H/NXJf . g . fvA`AxprCl/,y ND,_JfPp(AlC2Q/ y h NXJf  &_NuCl/,y N>,_`/,y Nv,_p@Sn `parallel.deviceserial.device/ &I/,y N|,_A8/,y N,_Jg Clf `Cf `.G/.Hp/,y N,_@Gk/,y N,_-@Ha`BH/,y Nv,_/ y hNXCl/,y1 N>,_p.Gk/,y N,_/,y N|,_-_H_G/,y Nv,_Sn p'@'@f. g"KN&_NupaNu=Nu=Nu"nHJga|`Nu`LPp/,y N,_*ECAH XB!HCZ-ID-IHp/,y N,_,FGAL XB!HA8-H-Hz-Hp"L/,y N,_~ /,y N,_$ g6A8/,y N,_Jg Clf `Cf ` g"nHJg#0)H n* pN` o /aNuJg8/,yH瀀aŦ Major calls supported OSCLI - Fully supported Indirection via the Page 2 vectors is NOT properly supported under version 0.95. OSBYTE calls supported are as follows: OSBYTE &00 Identify Operating System Version OSBYTE &01 Read/write the user flag - NOT YET OSBYTE &02 Select input stream - NOT YET OSBYTE &03 Select output stream - NOT YET OSBYTE &04 Enable/disable cursor editing OSBYTE &06 Set character ignored by printer - NOT YET OSBYTE &07 Set RS423 baud rate for recei3?(|Oving data - NOT YET OSBYTE &08 Set RS423 baud rate for transmitting data - NOT YET OSBYTE &09 Set duration of the mark state of flashing colours OSBYTE &0A Set duration of the space state of flashing colours OSBYTE &0F Flush selected buffer class OSBYTE &12 Reset soft keys OSBYTE &13 Wait for vertical sync - NOT YET OSBYTE &14 Explode soft character RAM allocation OSBYTE &15 Flush selected buffer OSBYTE &77 Close any SPOOL or EXEC files OSBYTE &7C Clear ESCAPE condition OS4@:ݳRBYTE &7D Set Escape condition OSBYTE &7E Acknowledge detection of an ESCAPE condition OSBYTE &7F Check for end-of-file on an opened file OSBYTE &81 Read key with time limit OSBYTE &82 Read machine high order address OSBYTE &83 Read top of operating system RAM address (OSHWM) OSBYTE &84 Read bottom of display RAM address (OSLWM) OSBYTE &85 Read bottom of display RAM address for a specified mode OSBYTE &86 Read text cursor position (POS and VPOS) OSBYTE &87 Read character at t5+ z#ext cursor position - NOT YET OSBYTE &88 Execute code indirected via USERV - NOT YET OSBYTE &91 Get character from buffer - NOT YET OSBYTE &DA Read/write number of items in VDU queue OSBYTE &E1 Read/write function key status OSBYTE &E2 Read/write SHIFT+function key status OSBYTE &E3 Read/write CTRL+function key status OSBYTE &E4 Read/write CTRL+SHIFT+function key status OSBYTE &E5 Read/write status of ESCAPE key OSBYTE &E6 Read/write ESCAPE effects OSWORD calls supported arBƿOunavailable with the GDOS output driver supplied on the Publishing Partner program disk. If you are printing using a GDOS output program, the following attributes may not work on your printer: Backslant Mirror Tall Wide Upside Down PRINTING COLOR SEPARATIONS When printing a document, you can specify which colors in the document you want printed. If you accept the default of "All", then the entire document will be print"ed without color separations. If you enter a number between 0 and 31, then only the corresponding colors in the document will be printed. The colors in the COLOR dialog box are numbered from 0 to 31 starting from the upper left corner counting downward row by row. MEASURING 72 points to an inch 12 points to a pica 6 picas to an inch s if they have disappeared. 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The key combinations from a diamond pattern on your keyboard. [up arrow] - Control "Y" [down arrow] - Control "B" [left arrow] - Control "G" [right arrow] - Control "H" DELETIONS Whenever text or an object is selected, you can press the BACKSPACE or Ojq> DELETE key to delete it. Other delete commands include: Control "K" - "Kill" current line Control "J" - Delete from cursor to beginning of line Control "L" - Delete from cursor to end of line MACRO A macro is allows you to perform a sequence of instructions by pressing just one key. Here is an example: Type the "hello" and then highlight it. Press the "Alternate" key and the F1 (function) key. You will see the prompt staPz}ort macro in the upper right corner of the screen. Press the "Alternate" key and the letter "F" Press the "Alternate" key and the letter "P" Press the "Esc" key Type "24" and press the "Return" key Press the "Return" key again Press the "Alternate" key and the F1 (function) key again. You will see the prompt end macro in the upper right corner of the screen. We have just defined a macro which will cause any highlightQwU ed text to be placed in 24 point type. Now type the word "Goodbye" and then highlight it. Press the "F1" function key. You will see the commands that you typed will be repeated. Your text should now be in 24 point type. If you wish to define a macro: Press the "Alternate" key and function key. You will then see the prompt "Start Macro" in the upper left corner of the screen. Each time a key is pressed, it will be stored RҤt in a macro buffer. When you are finished entering the keystrokes which you want to save. Press the "Alternate" key and the same function key you used to start the macro. This will define the boundaries of the macro. Once a macro has been defined, you can press the function key to execute the key strokes saved in the macro buffer. A macro can contain up to 63 characters and can be used on the 10 function keys. A macro only captS;kures keyboard commands. It does not capture mouse movement and clicks. If you wish to select an option from a drop down menu or dialog box, you must use its keyboard equivalent. MEMORY ALLOCATION When a column is created, approximately 4K is reserved for the column. However, when you reload the same file, memory allocation becomes dynamic and allocates memory on an "as needed" basis. Each screen font loaded occupies approximately 4.4K.T]$O A 32K buffer is reserved for pictures and is allocated when the program is loaded. Having a picture in memory does not affect available memory for documents. There is no command for deleting the contents in the "PIC" section of the toolbox because the picture is automatically deleted when a new picture is loaded in. REDRAWING THE SCREEN There may be times when the screen looks irregular or fails to execute a command properly, if such an occurreUgnce arises, press "Esc" "U" to force a screen redraw. Each time a character is typed in a column, that line is erased and only the characters associated with the line are redrawn. For this reason, it is recommended that you not place pictures or graphics in a column. If you start typing on a line which contains graphics, the graphics look as if they have disappeared. However, when executing a screen redraw, you will see nothing has bVjKeen lost. Remember, columns can easily be moved and/or sized at any time. PRINTER FONTS FOR GDOS The fonts supplied by Softlogik are screen fonts only. A different GDOS font is used when printing. At the time of Publishing Partner's release, there is only one GDOS font currently available - Helvetica (Swiss). If you would like a copy of the character set editor used to create Publishing Partner screen fonts, just send a disk andA[s! $10 to Softlogik Corp- 4129 Old Baumgartner- St. Louis Mo 63129. PRINTER FONTS FOR POSTSCRIPT Publishing Partner supports 3 Postscript fonts - Helvetica, Times Roman and Courier. Softlogik intends to release additional Postscript fonts. If you wish to keep abreast of new font availability, indicate so on your registration form. GDOS LIMITATIONS Do to the present limitations with GDOS, there are a few special print commands which are XKsr (a temporary storage area). The original highlighted area will remain intact. When information is COPIED TO the buffer, any previous information residing in the buffer will be erased. MOVE TO BUFFER The MOVE TO BUFFER command allows you to pick up a highlighted area (text or graphics) and move it to the buffer. The originally highlighted area will be erased from the page. Don't worry! It's not lost, just resting in the buffer. When information iY's MOVED TO the buffer, any previous information residing in the buffer will be erased. COPY FROM BUFFER The COPY FROM BUFFER command works the opposite of the COPY TO BUFFER command. You can make a single copy of text, graphics or a picture, in the buffer and copy it to several places in your document. If you want to place information in your document from the buffer, you should first position the cursor where you want text to start "flowing". YZ!6ou would then select the COPY FROM BUFFER command. The contents of the buffer would start flowing at the current cursor location. MOVE FROM BUFFER The MOVE FROM BUFFER command is similar to the COPY FROM BUFFER command. The only difference is that after you execute a MOVE FROM BUFFER command, no information remains in the buffer. INSERT MODE The INSERT MODE is a toggle which can be turned on or off simply by selecting it from the EDIT m[nNwenu. If the INSERT MODE is on (you will see a check mark next to it in the EDIT drop down menu), you can enter text in the middle of a sentence without loosing any letters. The text will be pushed back as you type. If the INSERT MODE is on and you reselect it, it will be turned off (the option will no longer contain a check mark). You will then be in the "type over" mode. If you start typing where text already exists, it will be overwritten by the newly\@u typed text. KEYBOARD EQUIVALENTS Many of the drop down menu display both an option and a corresponding keyboard equivalent. For example, if you are typing and wish to underline a word, press "Alternate U". If the word was highlighted, it will now be underlined. If not, anything you type afterwards will be underlined. If you wish to turn off any attribute from the keyboard, press "Alternate N" to return the text to NORMAL. Most options wi]+.thin the STYLE and FORMAT drop down menus use the "Alternate" key. The BLOCK LEFT and BLOCK RIGHT commands are the only exceptions which require that you use the "Control" key. If you wish to use a keyboard equivalent for a menu option which isn't displayed, the keyboard equivalent for those items are as follows: CREATE LAYOUT - Press "Esc" + "C" + the first letter abbreviation as listed below. Create Columns = M (Multiple columns) E^otdit Tabs = T Edit Guides = G Snap to Guides = S Insert Page = I Delete Page = D Set as a Constant = C Set Text Routing = R Insert Page Number = P Set Starting Page = O Measuring System = N For example, if you wanted to view the CREATE COLUMNS dialog box without using the mouse, you could press the "Esc" key and then the letter "C". You will see a list of abbreviations at the top of the screen. When you pres_ys the letter "M", the CREATE COLUMNS dialog box will appear. If the abbreviations appear in the upper right corner of the screen and you wish to cancel the operation, just press the "Esc" key or the "Return" key. VIEW - Press "Esc" + "V" + the first letter abbreviation as listed below. Show Multiple Pages = M (multiple) Show Full Page = E (entire) Show 50% = 5 Show Actual Size = A (actual) Show 200% = 2 Show Full Width = W (w`dԬidth) Show/Set User Scale = U Bring to Front = F Send to Back = B Show Rulers = R Show Text Routing = S Show Pictures = P Show Column Outline = C Show Grid = G KEYBOARD COMMANDS FOR DIALOG BOXES All dialog boxes (except the ITEM SELECTOR) have keyboard equivalents as well. Just press the "Alt" key and the first letter of the option you wish to choose. For example, if you wish to select "OK" from a dialog box, pramess "Alt" "O" to execute the OK command. If you are viewing a dialog box which requires you to select it by pressing the "Alternate" key and a number. For example, if you are viewing the REPLACE dialog box and want to select the "ALL OCCURRENCES" option, you would press "Alternate 2" because it is the second box in the list. If you wanted to select the first option, you would press "Alternate 1". As stated earlier in the tutorials, it is suggesL!ted that you create and enter text into columns when working with documents that use a paragraph format. TEXT EDITOR When entering text into a column, you have several editing commands available to you. CURSOR MOVES [left arrow] - move one space to the left Control + [left arrow] - move to beginning of line [right arrow] - move one space to the right Control + [right arrow] - move to end of line Esc + [up arrow] - move to begc6ng this command, you can delete text, columns, and graphics. If you want to delete text, just highlight the desired text and then choose DELETE from the EDIT drop down menu (you can also highlight the desired text and then press the DELETE key to delete the highlighted material). If you want to delete a column, text outside a column, or graphic image, you should first go into the OBJECT EDITOR (select the arrow from the toolbox), use the mouse and selednsact the object you want to delete, and then choose DELETE from the EDIT drop down menu (once an object is selected, you can also press the DELETE key to delete the object). SEARCH The SEARCH command allows you to "look" for a particular word or phrase in a column. If you accidentally select the SEARCH option, you can exit by selecting CANCEL which is located in the upper right corner of the dialog box. After selecting SEARCH, you will see the followieI$)Tng dialog box. The SEARCH dialog box remembers the last item searched for and displays it when the SEARCH option is selected. If you want to search for something else, just press ESC to clear the line. You can also use the arrow keys, and the delete keys on the computer keyboard to edit the line. At the bottom of the dialog box you can select the direction you want search to occur. The starting point for the search is always at the current cursor locatif on. FORWARD indicates you want to search from the current cursor location forward to the end of the column. REVERSE does just the opposite and searches from the current cursor location to the beginning of the column. ENTIRE says to ignore the current cursor location and start searching forward from the beginning of the column. You will notice that FORWARD is bolded indicating it can be selected by pressing the RETURN key. You can search for eitg GJxher the FIRST OCCURRENCE or ALL OCCURRENCES of a match. You will usually see that ALL OCCURRENCES is selected because it has A FILED SQUARE next to it. If you wish to change this, just click the pointer on the FIRST OCCURRENCE box. If you specify FIRST OCCURRENCE when searching for a match, one or two things will happen. Either a match will be found and the word will be highlighted or no match will be found and the cursor will remain in its hnoriginal position. When a match is found, the "matched" word will be highlighted. You can then assign the highlighted text any new attribute you desire. If you choose to start typing or move the cursor, the match will automatically become dehighlighted. If you specify ALL OCCURRENCES when searching for a match and a match is found, you'll see a new dialog box. You can then either CONTINUE searching for the next occurrence or STOP right there. ibYg If you choose STOP, the match found will remain highlighted. You can also specify if you want the search to be CASE SENSITIVE (matching both upper and lower case). If CASE SENSITIVE is selected, you're indicating you want to find exact matches of the search criteria. If CASE SENSITIVE is not selected, you're indicating you want the program to ignore capitalization when searching for a match. If you see A FILLED SQUARE, this indicates the jZoption has been selected. REPLACE The REPLACE command is very similar to the SEARCH command. There are a few differences in this menu compared to the SEARCH menu. First, there is a new line entitled "Replace:". You can easily move between the two lines by using either the up and down arrow keys or by pointing and clicking the mouse on the desired line. The REPLACE line indicates what information is to be used as the "replacement string" kjrif a match is found. Second, the CASE SENSITIVE command still works the same way when searching for a match. However, there is a new meaning when you replace something. If case sensitive is selected, [A FILLED SQUARE], the program will replace the match exactly as it was typed in the REPLACE line. Otherwise, if the CASE SENSITIVE option is deselected, the program will replace the matched string just as it appears in the text (it will not alter capitalilRzation). Third, you will see a new item called "Verify". This option permits you to "OK" the replacement before it is executed. If VERIFY is selected (A FILLED SQUARE), then you will be prompted to answer NEXT, REPLACE, or STOP when a match is found. If VERIFY is not selected, (AN OPEN SQUARE), you will not be prompted when a match is found. Instead, the program will automatically execute the REPLACE command. Fourth, if you are searching forWsL ALL OCCURRENCES and a match is found, you will see a new dialog box prompting you to (1) ignore the match and look for the NEXT occurrence, (2) REPLACE the match, or (3) STOP the search. You will notice that REPLACE is bolded. This indicates it can be selected by pressing the RETURN key. COPY TO BUFFER The COPY TO BUFFER command allows you to pick up a highlighted area (text, graphics, pictures) and copy it to the copy buffen(Otext to be centered within a column. If at a later time you resize the column, that text will still remain centered. BLOCK RIGHT The BLOCK RIGHT command causes the desired text to be aligned along the right margin. If at a later time you resize the column, that text will still remain blocked right. CHARACTER JUSTIFY The CHARACTER JUSTIFY command causes the desired text to be aligned on both the left and right margins. The left/right oQ|Cjustification is achieved by inserting space between each character in the line. This is called "micro justification". If at a later time you resize the column, that text will still remain character justified. If you are working with a small column, you may find cases where a word is spread apart because of micro justification. In such a case, you may find it advantageous to switch to WORD JUSTIFY. WORD JUSTIFY The WORD JUSTIFY command p|valso causes the desired text to be aligned on both the left and right margins. In this case, the left/right justification is achieved by inserting space between words rather than between characters. If at a later time you resize the column, that text will still remain word justified. CHANGE MARGINS The CHANGE MARGINS command allows you to adjust the left and right margins within a column. When you select this menu option, you will see a dialogqe< box. The CHANGE MARGINS command allows you to adjust the left and right margins within a column. You can adjust the left and right margin by positioning the pointer over the desired arrow and "clicking" the left mouse button. You can also use the arrow keys from the computer's keyboard. You will notice that the left and right margin indicators will change in the dialog box each time you click the mouse while the pointer is resting over an arrowr. The minimum value for a margin is zero and the maximum value is 1.77 inches. If at a later time you resize the column, that text will retain its left and right margins. You can select the box next to the margin line to reset the margin to zero. SUGGESTION - Unless you want an entire column indented, it may be preferable to type in the text first, then highlight it and select the CHANGE INDENT command. The reason for this suggestion is that the psrogram does not set a "begin indent and end indent" command within the text. Therefore, if you start editing a column containing several indentations, the text will be rejustified to reflect the margin settings used when the column was created. LINE/CHAR SPACING The LINE/CHAR SPACING command allows you to adjust the spacing between characters and the spacing between lines. When you select this option you will see a dialog box. The LINE/CHAR SPAtoZCING command permits you to adjust the line and character spacing of your text. You can adjust the line spacing and/or character spacing by simply using the mouse and positioning the pointer over the desired arrow and "clicking" the left mouse button. You can also use the arrow keys from the computer keyboard. You will notice that the line and character spacing indicators will change in the dialog box each time you click the mouse while the puF ointer is resting over an arrow. The line spacing is measured in points (1/72 of an inch) while the character spacing is measured in units. The character spacing unit is not an exact measurement because it is a proportional number calculated by the character's font and point size. MANUAL KERNING The MANUAL KERNING option allows you to adjust the character spacing between any two characters. Position the pointer between two charav)cters. Select MANUAL KERNING. The two characters which the cursor was positioned between will be displayed in the dialog box. Use the mouse and click on the arrows to adjust the character spacing. You can also use the arrows from the computer keyboard. When you select OK, the character spacing for the two characters will be adjusted as you specified. YOU CANNOT SELECT THIS OPTION IF THE CURSOR IS NOT RESTING BETWEEN TWO CHARACTERSwA<. MANUAL HYPHENATE This command is provided so you can insert "soft hyphens" into your document. There may be occasions when you want a word to be hyphenated. With this option, you can insert an imbedded command in the word which says "Hyphenate" the word if it appears at the end of a line, otherwise, leave the word intact. To use this command, position the cursor between the two characters where you want a discretionary hyphen to appear and thb}veen select MANUAL HYPHENATION. That's it! If the word does not become hyphenated immediately, don't worry. It will be hyphenated if you edit the text and cause the word to appear at the end of a line. EDIT - REFERENCE The EDIT drop down menu allows you to perform some basic editing operations such as moving text, deleting/inserting text, along with search and replace. DELETE The DELETE command allows you to delete a highlighted area. UsiyUϻtall. It will, however, still be 12 points wide. The TALL command is only functional for characters under 72 points in size. If you try to execute a TALL command on a character that is already taller than 72 points, the displayed point size will not change but the program will calculate and use the proper horizontal and vertical spacing for the larger point size. By combining the TALL and WIDE command on a character that is 72 points in size, yzou can create a 144 point character. The same idea applies for any character size between 3 and 72 points. WIDE The WIDE command causes the width of a desired character to be doubled. If you execute a WIDE command on a 12 point character, it will then become 24 points wide. It will, however, still be 12 points tall. If you try to execute a WIDE command on a character the is already wider than 72 points, the displayed point size will not change but the p{>rogram will calculate and use the proper horizontal and vertical spacing for the larger point size, you can create a 144 point character. The same idea applies for any character size between 2 and 72 points. FORMAT - REFERENCE The FORMAT menu, like the STYLE menu, allows you to adjust the appearance of your text. The items pertaining to: Super and Subscript, Block Left, Center, Block Right, Char Justify, Word Justify, Change Margins, |i]\and Line/Char spacing work identically to the attributes found in the STYLE menu. These options can be used in one of two ways: 1) You can select one of these attributes while nothing is highlighted. When you start typing, that selection will be used. 2) You can highlight a section of text and then select one of these commands. The text will change immediately to reflect your selection. SUPERSCRIPT The SUPERSCRIPT command raises the highligh}ted character's position relative to the baseline. How hight the character is raised is dependent upon your needs. See CHANGE SUPER/SUB. BASELINE SCRIPT The BASELINE SCRIPT command returns text back to the baseline. It is equivalent to turning off super/subscript. SUBSCRIPT The SUBSCRIPT command lowers the highlighted character's position relative to the baseline. How far the character is lowered is dependent upon your needs.~5e See CHANGE SUPER/SUB. CHANGE SUPER/SUB The CHANGE SUPER/SUB command allows you to adjust the amount of space by which a character is raised or lowered. When you select this item you will see a dialog box. If you select this option while no text is highlighted, you will change the default value used when super and subscripting characters. If you wish to adjust either value, just use the mouse and position the pointer over one of the arrows anxgc8d click the left mouse button. You can also use the arrow keys on the computer's keyboard. Each time you click the left mouse button while the pointer is resting over an arrow, you will notice the corresponding attribute will change. If you select OK, the values displayed in the dialog box will be used for super and subscript text. You can also use this option to adjust existing super or subscript text. In order to do this, you musΚ>Xt highlight both (1) the super or subscript character(s) and (2) a portion of baseline text in the same line. Once you have the text highlighted, you can then select the CHANGE SUPER/SUB command and adjust the super and subscript values as you desire by simply "clicking" on the arrows. When you select OK, the highlighted super or subscript text will change according to your selection. You can press CANCEL to abort the dialog box. MAKE UPPERCASE The MAKE UPPERCASE command does exactly as its name implies. If you highlight an area of text and then choose MAKE UPPERCASE, all highlighted text will be capitalized. MAKE LOWERCASE The MAKE LOWERCASE command also does exactly as its name implies. If you highlight an area of text and then choose MAKE LOWERCASE, all highlighted text will be placed in lowercase letters. The options BLOCK LEFT, CENTER, BLOCK RIGHT, CHARACTER JUSTIFY, andWt WORD JUSTIFY are all grouped together in the FORMAT menu. These items indicate how text will be aligned in a column. Only one of these items can be active at a time. WORD JUSTIFY would cancel the BLOCK LEFT command etc. If you highlight text before selecting one of these items, the highlighted text will change to an alignment which you selected. For example, if you highlighted text and then choose CENTER, the text in that line would becm%>Aome centered. If you select one of these items without first highlighting text, a check mark will appear next to that item indicating you want it to be the default for subsequent text entry. For example, if you chose CENTER without first highlighting text, everything you typed thereafter would be centered. BLOCK LEFT The BLOCK LEFT command causes the desired text to be aligned along the left margin. CENTER The CENTER command causes .7You will know the font has been selected because it will appear next to the option labeled "Font:". If you have text which was highlighted prior to choosing this option, the highlighted text will change according to the font you just selected after selecting OK. If no text was highlighted prior to choosing a new font, then the newly selected font will be used when you start entering text. LOADING A SCREEN FONT The fonts supplied with Publishing MPartner are special screen fonts created specifically for Publishing Partner. If you are using a non Postscript printing device, you will need to make sure that you have both a screen font and corresponding GDOS printer font. If you wish to load a screen font from disk, select the "Load" option and you will see the familiar ITEM SELECTOR. You can then select your desired font by double clicking on the font's name and it will then be loaded into memory (XwKyou can type it in as well). The font which you load from disk must have been created specifically for Publishing Partner. Otherwise, the font will bee ignored. If you wish to use the font which you just loaded, you will need to first select that font by positioning the pointer over the font's name and click the left mouse button. PRINTER FONTS The fonts displayed when using Publishing Partner are screen fonts. They are representative of the fonts Ϭxused when printing. If you are using a Postscript device, you can use Helvetica, Times, or Courier. If you are using a non-postscript printer, Publishing Partner checks to see if a matching printer font exist. If it does, then that printer font will be used. You may need to change the names of your GDOS printer fonts to match the names used with Publishing Partner's screen fonts. If you attempt to print using a font which does not have a corresponding printer $6font, Publishing Partner will find a substitute. DELETING A SCREEN FONT When a font is loaded it uses 4K of memory. If you are working on an exceptionally large file, you may want to delete fonts to conserve memory. In order to delete a font, you should first select the font you want to delete and then select the DELETE option from the dialog box. If you delete a font which is used in your current document, all occurrences of that font Bwill change to the "System" font. You should double check your document before deleting a font from memory. You will notice the "System" font and "System Bold" is used in several of Publishing Partner's dialog boxes. Therefore, the program will not allow you to delete these fonts since they are an integral part of the program. NORMAL The NORMAL option deactivates previously active attributes. If no text is highlighted prior to choosinvg NORMAL, all active attributes (those attributes with a check mark next to them) will be deactivated. If you highlight some text and then select normal, it will remove the attributes associated with the highlighted text. It will not, however, change "FONTS/POINTS" or "LINE/CHAR SPACING". For example, if you highlighted an area of text that has 6 attributes associated with it and then select normal, all 6 attributes will be removed. BOLD This&} command is used to add emphasis. It makes the desired characters twice as dark as they would regularly be. UNDERLINE The UNDERLINE command draws a line under the desired text. DOUBLE UNDERLINE The DOUBLE UNDERLINE command draws 2 lines under the desired text. ITALICIZE The ITALICIZE command causes the desired characters to lean forward. If ITALICIZE is chosen, it will automatically cancel any BACKSLANT commands. BACKSLANT Thɽe BACKSLANT command causes the desired characters to lean backwards. If BACKSLANT is chosen it will automatically cancel any italicize commands. OUTLINE The OUTLINE command causes the desired text to appear as a silhouette. SHADOW The SHADOW command causes the desired characters to be shaded in such a way that each character appears to cast a shadow. LIGHT The LIGHT command is just the opposite of BOLD. Instead of making a character JOdarker, it makes it lighter. MIRROR The MIRROR command flips the character from right to left. The second occurrence of the word was typed in backwards and then MIRRORED. UPSIDE DOWN The UPSIDE DOWN command causes the desired characters to be "flipped" from "top to bottom" to "bottom to top". STRIKE THROUGH The STRIKE THROUGH command causes the desired characters to have a line drawn through the characters. This option is often uxsed when you want to emphasize that something has changed. REVERSE TEXT The REVERSE TEXT command causes the desired characters to be shown in reverse type. Instead of putting a black character on a white background, you can put a white character on a black background. TALL The TALL command causes the height of a desired character to be doubled. If you execute the TALL command on a 12 point character, it will then become 24 points tuff. STYLE - REFERENCE The STYLE drop down menu allows you to "stylize" your text. Each item in the menu is called an attribute. This menu can be used two ways: 1) You can highlight an area of text and then choose an attribute from the STYLE menu. Once the desired attribute is chosen, the highlighted text will change immediately to reflect your choice. You can mix as many attributes as you wish but some combinations will be more pleausing than others. For example, if you highlighted a word and then selected BOLD from the pull down menu, the word would automatically become bolded on the screen. Since the word remains highlighted, you could then select UNDERLINE and the word would become underlined as well as bold. 2) You can choose an attribute without first highlighting an area of text. This will cause the selected attribute to be used when you start typing. A check marv͕k indicates the "active" or currently selected attributes. This method is slightly different from the first because no text on the screen changes immediately after an attribute is chosen. You must type something to see the effect of the attributes. For example, if you wanted to type a sentence containing two attributes such as underline and italics, you could simply select ITALICIZE and UNDERLINE from the STYLE drop down menu and then start typing. w Provided no text was highlighted prior to choosing the two attributes, everything you type would be underlined and italicized. TURNING OFF ATTRIBUTES If you have text on the screen which has been "stylized" (an attribute selected, i.e. bold) and you wish to eliminate the attribute(s), you would first highlight the desired text and then select NORMAL from the STYLE menu. The attribute(s) of the highlighted text would be "stripped" away. Sexlecting NORMAL will not effect FONT/POINTS or LINE/CHAR SPACING. If you have selected attributes from the STYLE menu without previously highlighting text, you will notice a check mark appears next to them. As you type, the selected attributes are displayed on the screen. If you wish to turn off one of these attributes, follow the same procedure as you did when you turned it on. These are toggle functions. For example, if BOLD in the STYLE menu is actyZive (has a check mark next to it) and you wanted to deactivate it, just select the BOLD option and it will become deactivated. This is true provided no text was previously highlighted. Fonts/Points The FONTS/POINTS command allows you to select both the font and character size you want in your document. The term FONT refers to a character style while the term POINT refers to a character size. A point is equal to 1/72 of an inch - 72 points equals 1 zXinch. When you select the FONT/POINTS option, you will see a dialog box. This menu option enables you to: (1) select a desired point size (character size), (2) select a font (character style) from memory, (3) load a font from disk and (4) delete a font from memory. SELECTING A POINT SIZE next to the prompt "Point:", you will see the currently selected point size. Directly underneath this prompt, you will see a window displaying{4 additional point sizes. You can select any point size between 3 and 72 points (see attributes TALL and WIDE) by using the mouse and positioning the pointer over the desired number and clicking the left mouse button. If you wish to view a point size which is larger or smaller than what's being displayed in the "point size window", you should use the mouse and click on the scroller arrows to view additional point sizes. When you find the point size you wish |1 to use, position the pointer over that number and click the left mouse button. You will notice the number you selected will be displayed next to the prompt "Point:". If you have text which was highlighted prior to choosing this option, the highlighted text will change according to the point size you just selected. If no text was highlighted prior to choosing a new point size, then newly selected point size will be used when you start entering text. If you} HA use the mouse and click on the displayed point size, you will see a dialog box prompting you to enter a specific point size. You can enter a number between 2 and 216. The largest point size that can be displayed on the screen will be 72 points. If you enter a point size larger than 72 points, you will see is 72 point character on the screen. The program will use the correct vertical and horizontal spacing for the selected point size. For example, If you enter a 20~#0 point character, the actual character will be displayed in 72 points but the horizontal and vertical spacing on the character will be for a 200 point character. Thus, you will still have an accurate representation of the printed page. SELECTING A FONT Under the option labeled "Fonts in Memory", you can select one of the screen fonts by simply using the mouse and positioning the pointer over the desired font and pressing the left mouse button. i*ke on the screen. However, this is no longer a problem. Just select the SHOW/SET USER SCALE option and press the ESC key to clear the line. Type "9p". You will now be viewing the page at a 133% enlargement so the 9 point characters appear as 12 point characters on the screen. This will make your job of data entry much easier. When you are finished, you can select SHOW ACTUAL SIZE or SHOW FULL PAGE to see exactly how the document will look before it is prijinted. BRING TO FRONT The BRING TO FRONT command is only useful when you have 2 or more objects which overlap one another. When this occurs, you need to have some way of viewing and selecting the information which is not visible. Instead of repositioning the objects, you can leave them on top of each other and then use the BRING TO FRONT command to place the back object on top. Suppose you have 3 items stacked on top of one another and you want tok_ view the last item. To do this, you must first be in the OBJECT EDITOR (select the arrow from the toolbox). You can SELECT the last item from the stack by moving the pointer over the "stack" of 3 item and simultaneously press the ALTERNATE key and the left mouse button. This selects the last item from a stack of objects. If any of the object's corners are visible, you will see sizing squares around them. This indicates the item is selected. Once this is donl! 4e, you can select the BRING TO FRONT command and the last item will be moved to the top. The information below the object will not be lost even though it may not be visible. SEND TO BACK The SEND TO BACK command, like the SEND TO FRONT command, is only useful when you have 2 or more objects "stacked" on top of one another. If you have a stack of objects and you want to send the topmost item to the rear so you can view what's behind it, you would use thmw e SEND TO BACK command. To do this, make sure you're in the OBJECT EDITOR (select the arrow from the toolbox). Move the pointer over the stack of items and click the left mouse button. You will see sizing squares on the corners of the topmost object indicating it is The selected object. Once the item is selected, you can choose SEND TO BACK and that item will be placed at the bottom of the "stack". SHOW RULERS The SHOW RULERS command allows you tonPv display rulers on the screen. The ruler feature is very helpful in allowing you to place objects exactly where you desire. You can specify the type of ruler you want by selecting MEASURING SYSTEM from the CREATE- LAYOUT drop down menu. When the rulers are visible, you will notice "hash-marks" on the rulers which correspond to the pointers position on the screen. As you move the pointer, you will see the corresponding "hash-marks" move accordingly. Thio=[s permits you to line things up exactly as you desire. You will also see the tab and guide marks. SHOW TEXT ROUTING If you have columns which are linked together through TEXT ROUTING, this option permits you to view the order in which the columns are linked. When this option is selected, you will see 3 sets of number at the top of each column. First number: Column Routed From Second number: Current Column # Third number:p!Cg Column Routed To When the SHOW TEXT ROUTING option is selected, the first line in each column will not be readable because the text routing information is displayed there. For this reason, you will probably want to turn off SHOW TEXT ROUTING when editing a document. As with most other options in this menu, repeatedly selecting this object will select and deselect it. SHOW PICTURES When you load a picture from Degas, Neochrome,Tiny, or otherqŒ supported picture format, you can incorporate that picture directly into a Publishing Partner document. however, if you are working with a large picture that has been reduced, it may take a few seconds for that picture to be redrawn when the program redraws the screen. In order to avoid this delay, you can use the SHOE PICTURES option. This option allows you to turn the displayed picture on and off. When pictures are turned off, the screen will rerYdraw faster. When the SHOW PICTURES option is activated, a check mark will appear next to it indicating it is on. Selecting it again will cause the check mark to disappear and the command will be turned off. This is another toggle function. SHOW COLUMN OUTLINE The SHOW COLUMN OUTLINE can be used if you want to view the outline of your columns. This is useful when you want to see just an outline of the columns on the page. When the SHOW COLUMN OUs *TLINE option is activated, a check mark will appear next to it indicating it is on. Selecting it again will cause the check mark to disappear and the command will be turned off. SHOW GRID The SHOW GRID option permits you to turn the background grid display on and off. When the SHOW GRID option is activated, a check mark will appear next to it indicating it is on. Selecting it again will cause the check mark to disappear and the grid will be turned o^t "Select column - to" in the upper right corner of the screen. This message is prompting you to select the column you want to link to. You will need to click on the TEXT icon in the toolbox to exit the SET TEXT ROUTING mode. You have just text routed 2 columns together. If you are entering information in the first column and becomes filled, the text will overflow into the second column. This option is provided to give you the flexibility t_*?o designate exactly how columns are linked together. As an example, you could use this option to link the third column on page two to the fifth column on page eight. INSERT PAGE NUMBER The INSERT PAGE NUMBER command permits you to insert a command in your document which say "Display the current page number here". The INSERT PAGE NUMBER command can be used on any page including the MASTER PAGE. When the INSERT PAGE NUMBER option is sele`Scted, it tells the program to look at the current cursor location and use that spot to display the correct page number. You must be in the TEXT mode before selecting this command. AUTOMATIC PAGE NUMBERING If you want your pages to be numbered automatically, just use the INSERT PAGE NUMBER command on a master page. The letter "M" will appear on the master page and the current page number will appear on all subsequent pages. If you place the INaĐSERT PAGE NUMBER command inside a column, the displayed page number will move as you edit text. This may or may not be advantageous for you. If you want the page number to be stationary, create it as a text object (press control + left mouse button outside a column). SET STARTING PAGE NUMBER When this option is selected, you will see a dialog box prompting you to enter a starting page number. When you create a document, it does not have to start at pabƝge one. You can enter any number between 1 and 999. The maximum document size which Publishing Partner will allow is 99 pages. With this in mind, you could create a document and set its starting page number at 367. this would permit you to automatically page number up to page 466. If you wanted to continue, you would have to start a new document and set its starting page number at 467. MEASURING SYSTEM The MEASURING SYSTEM option allows you tocZ specify what measuring system you want the RULERS, CREATE COLUMNS, and NEW DOCUMENT options to use. After selecting MEASURING SYSTEM, you will see a dialog box. To select your preference, position the mouse pointer over the desired option and click the left mouse button. VIEW - REFERENCE VIEW The VIEW drop down menu gives you the opportunity to view the page from several perspectives. SHOW MULTIPLE PAGES The SHOW MULTIPLE PAd[GES option allows you to view 2 pages side by side on one screen. While the pages most likely will not be readable, they will allow you to view the overall layout. This will assist you when trying to maintain a standard page format from page to page. SHOW FULL PAGE The SHOW FULL PAGE command allows you to create, view and edit an entire page on one screen. This option is very helpful when creating columns and GRAPHIC OBJECTS which span more thaeIn one screen in the regular viewing mode (SHOW ACTUAL SIZE). Since the SHOW FULL PAGE is a variable percentage reduction of the actual page size, it may be necessary to edit items in the SHOW ACTUAL SIZE mode to obtain exact alignment. SHOW 50% The SHOW 50% command permits you to create, view, and edit 50% of the page at one time. SHOW ACTUAL SIZE This is the default mode and will probably be the mode in which you will do most of yof4cur data entry and editing. The information displayed on the screen will be the same size as when it's printed. SHOW 200% The SHOW 200% command allows you to view your page as if it were enlarged twice its size. This item is very useful when you are trying to align something in a particular place. This command gives you an extra level of precision to check for alignment. As with the previous viewing modes, you can create, view, and edit your dgĴTocument in this mode. SHOW FULL WIDTH This command allows you to view the width of any page on the screen. This can be helpful for occasions when you are constantly moving the horizontal scroller bar. SHOW/SET USER SCALE The SHOW/SET USER SCALE option permits you to enter any viewing reduction or enlargement of the page between 15 and 999%. The SHOW/SET USER SCALE also has a different purpose. As stated earlier in the "Step by Sthv8ep Instructions for Common Operations" section of this manual, this option can be used to reduce or enlarge the page so that any particular point size will appear in 12 points. Since this is the native point size for Publishing Partner, the program runs fastest when this point size is displayed on the screen. For example, suppose you want to create a document using 9 point type. Without this option, it would be difficult to read the 9 point typSalign several graphic objects along a common border. When an object is placed near a guide, the "magnetic pull" causes the object to be pulled next to it. With this option, you can insure that all objects line up perfectly. SETTING TABS AND GUIDES If you wish to edit the tab stops or guides, you must first display the RULER (select SHOW RULER from the VIEW drop down menu). Depending on which item is selected (edit tabs or edit guidesT%oN), the selected option can be adjusted by using the mouse and clicking on the ruler. If you click on an existing tab or ruler guide, it will disappear. If you click where no tab or guide is, one will appear. Tab Example: Here is how you would place a tab stop at 2.5 inches from the left edge of the document. Select EDIT TABS from the CREATE-LAYOUT drop down menu. Select SHOW RULERS from the VIEW drop down menu. Use the mouse and posiUOtion the pointer over the 2.5 inch mark on the horizontal ruler and click the left mouse button. You will see that you have just created a tab stop. GUIDE Example: Here is how you would place a guide at 2.5 inches from the top of the document. Select EDIT GUIDES from the CREATE-LAYOUT drop down menu. Select SHOW RULERS from the VIEW drop down menu. Use the mouse and position the pointer over the 2.5 inch marker on the vertical VbLruler and click the left mouse button. You will see that you have just created a guide. SNAP TO GUIDES The SNAP TO GUIDES option allows you to turn the magnetic attraction of guides on and off. If a check mark appears next to the option, then it is on. If no check mark appears, then it is off. Repeatedly selecting the option will turn the SNAP TO GUIDES on and off. INSERT PAGE The INSERT PAGE command allows you to insert a blank pagW{xe (with the master page format) between 2 existing pages. When you choose this option, you will see a dialog box asking you where you want the blank page to be inserted. As prompted on the screen, enter the page number where you want the new page to be inserted. If you are inserting between 2 existing pages, all subsequent pages following the insertion will be "pushed back" one page. Nothing is deleted, just moved. If you make a mistake, you can aX̺1lways delete that page. DELETE PAGE The DELETE PAGE command allows you to delete an existing page. When you select this option, you will see a dialog box asking you which page you want to delete. Enter the desired page number you want deleted. If you delete a page between 2 existing pages, all subsequent pages following the deletion will be "pushed forward" one page. SET AS A CONSTANT The SET AS A CONSTANT command allows you to create a Y<0 graphic object (line, box, circle, text, etc.) outside a column and specify that it be inserted into the master page. With this option you can create an object on page 1 and send it to the master page instead of having to recreate it on the master page. This option is supplied primarily for convenience so you don't have to select the master page option every time you wish to create something for it. The procedure for using SET AS A CONSTANT is very sZ`Qpimple. If you wish to copy an already existing object to the master page, first select the object and then choose SET AS A CONSTANT. The selected object will then appear on every page in your document. Below is a short reminder on how to "select" an object. You may also want to refer to the TOOLBOX section of the manual for additional information. SELECTING AN OBJECT In order to select an object, make sure you're in the OBJECT EDITOR (sel["Qect the arrow from the toolbox), move the pointer over the desired object, and then click the left mouse button. When the item is selected, you will see sizing squares on its corners. Once this occurs, you can move this item to the master page by selecting SET AS A CONSTANT. This will copy the selected object to the master page. A Shortcut If you are entering text outside a column or drawing an object such as a line, box, circle, it is the cur\rently selected object even though no sizing squares appear. Thus, you can select SET AS A CONSTANT and send the item to the master page without first selecting it using the OBJECT EDITOR. SET TEXT ROUTING If you created columns without text routing, this command can be used to link columns together. Here's how: Create two columns with no text routing. Select the SET TEXT ROUTING command. The mouse pointer will change to 4 arrows and y]f ou will see the prompt "Select column - from" in the upper left corner of the screen. This message is prompting you to select the column you want to link from. You can use the scroller bars, move from page to page or select a different viewing mode without disturbing the process. Position the pointer over the first column and click the left mouse button. The pointer will change to a "text overflow" icon and you will see the prompH(5- Default font, points, and attributes, color All settings from the FORMAT drop down menu Selected FILL and LINE type User defined FILL and LINE types All settings from the PRINT DOCUMENT option All settings from the CONFIGURE option All settings from the CREATE COLUMN option except TEXT ROUTING Default MEASURING SYSTEM Fonts to be loaded All disk function pathnames - includes default disk drive, character extensioImTܜns, and subdirectories. QUIT Selecting QUIT allows you to exit Publishing Partner and return to the desktop. CREATE-LAYOUT - REFERENCE The CREATE-LAYOUT menu allows you to create the general outline of your document. CREATE COLUMNS The CREATE COLUMNS option allows you to create and position columns precisely on the page. When you select CREATE COLUMNS, you will see a dialog box. Using the arrow keys from the computer keyboarJzd, you can move from line to line (you can also use the mouse). Standard editing commands apply. Enter the dimensions you want for your margins and the number of columns for each page. Publishing Partner will then place each column in the correct position. When the CREATE COLUMNS option is chosen, it does not alter any columns which are already on the page. This permits you to go back and add columns using the CREATE COLUMNS option without having to KS@go back and erase what's already there! Be careful not to overlap any existing columns. If you use the CREATE COLUMNS option to create columns which start several inches below the top margin, immediately after "clicking" on the "OK" box the screen may appear as if nothing has changed. If this occurs, use the vertical scroller bar to move down the page. This will allow you to view the middle section of your new page. Another alternative would be to sLLCwitch to SHOW FULL PAGE or SHOW 50% from the VIEW drop down menu. The "Pages:" option allows you to create a range of pages with the same columnar layout. Enter the page numbers that you want the specified columnar layout to appear upon and select OK. TEXT ROUTING OPTIONS When using the CREATE COLUMNS option, you can specify if you want the columns to be linked together. This is a handy feature when you have several columns and you want texMgt to flow from column to column as they become filled. If you select the "No Routing:" option, the columns will not be linked together. If a column becomes filled, you will see a "text overflow" button appear at the bottom left corner of the column. If you position the mouse over the "text overflow" button and click the mouse, the pointer will change to a "text overflow" icon and any text which didn't fit in the column will now be resting in NX*the icon. You will see the prompt "Select column - To" in the upper right corner of the screen. This is a short message indicating that you can place the "overflown" text by simply clicking on another column. If you accidentally clicked on the "text overflow" button, you can cancel the operation by selecting any option from the toolbox. When you place"overflown" text from one column into another, you create a link between the 2 columns. If after lO1y;inking the 2 columns together you go back an add text to the first column, any text which doesn't fit will be "pushed" into the second column. Conversely, if you delete text from the first column, any text which fits from the second column will "pop back". Once a column is linked, you can move the cursor from column to column just by holding down the arrow key on the computer. If the columns are not linked together, you must use the mouse to move from coP63lumn to column when entering text. "NO ROUTING" If you select the "No Routing" option when using the CREATE COLUMNS option, the columns will not be linked together. "ONLY ROUTE THIS PAGE" If this option is selected, it will only link the columns within a page. If you are working with a large multi-page document, this option is suggested. If you "text route" a large multi-page document, it will slow the system when editing at the QPZbeginning of the document. "ROUTE ENTIRE DOCUMENT" This option will cause all the columns and all the pages to be linked together. Care should be taken when linking a large multi-page document. Depending on the characteristics of your document, you will need to experiment to find the operative settings. EDIT TABS AND GUIDES Publishing Partner allows you to set your own "tab stops" and "guides". A check mark will appear next to the R~option which is currently selected. TAB KEY When the TAB key is used with Publishing Partner, it causes the cursor to "jump" to the next tab stop. If text lies between the cursor and the TAB key before it is pressed, that text will be "pushed" forward to align with the next tab stop. GUIDES Publishing Partner allows you to create an imaginary line containing a "magnetic attraction". This option is very helpful when you are trying to =Z@U Select OPEN from the FILE drop down menu. Select the name of the file you wish to open. Select OK to verify your choice. Setting Output Options You can change how printer and screen printing operates, then save the changes and recall them during a later printing session. To set printer options: PRINTER OPTIONS: Select PRINTER... from the OPTIONS drop down menu. Most of the displayed options are already set from when you saved>땷\ your document from within Publishing Partner. The only options you may need to modify are "Initial Form Feed:" and "Final Form Feed:". Select OK to verify your choice. SCREEN OPTIONS: Select SCREEN... from the OPTIONS drop down menu. "Wait for:" specifies the time to wait before displaying the next document. "Cycle:" specifies if you want a repeating display. Select the options you prefer and "OK" to verify your choice. Save?? Option Settings Select SAVE OPTIONS from the FILE drop down menu. Enter a name for the OPTIONS file. Select "OK" to verify your choice. Recalling the Option Settings Select GET OPTIONS... from the FILE drop down menu. Select an OPTION file which has already been saved and select "OK" to verify your choice. Setting Default OPTIONS If you specify your printer and screen options as a default file, you will not have to chang@de the settings every time you print. Set OPTION choices for both the printer and the screen. Select MAKE DEFAULT from the OPTIONS drop down menu. PRINTING WITH POSTSCRIPT (APPLE'S LASERWRITER) To initiate the print operation, select the PRINT option from the PRINT DOCUMENT dialog box. If you have CONFIGURED (see configure) Publishing Partner to use the Postscript output driver, you will see the pages which you are printing flash on the scrAN1een. You will also see a message box which will display any errors detected by the printer. If an error is detected, you should select STOP and try again. If you wish to abort the printing operation, select the STOP option. Otherwise, wait until the document is printed and the prompt at the bottom of the screen will change to "DONE". When this occurs, use the mouse and select the "DONE" prompt to return to your document. NOTE - When pB˵"rinting with Postscript compatible device, it is not unusual to wait 2 minutes or more for a page to print. Configure The configure option allows you to select the appropriate settings for your computer system. You can define: (1) the print driver to be used when printing (GDOS, POSTSCRIPT, etc.) (2) method for output (parallel, serial or disk) (3) the order in which pages are printed. When the CONFIGURE option is selected, yCS\ou will see a dialog box. OUTPUT DRIVER The name of the current print driver is displayed next to the prompt "OUTPUT DRIVER:". If you are not using a POSTSCRIPT compatible printer, you must use the GDOS "Metafile" output driver. If you are using a Postscript compatible device, select LOAD from the dialog box and load the file titled "PS.PRT" and select "OK" to verify your selection. If you wish to reload the "Metafile" driver fD,or printing with GDOS, select LOAD from the dialog box and choose "META.PRT". Select "OK" to verify your selection. SENT TO: Using the SENT TO: command, you can specify how you want data to be transmitted when printing. If you are using the "Metafile" output driver to print with GDOS, you must print to disk. If you will be printing using a Postscript compatible device such as the Apple LaserWriter, you can specify parallel, serial, orEb&J disk. You will need to make the appropriate selection for your system. PRINTING TO DISK WITH POSTSCRIPT If you do not own a postscript compatible device but know someone who does, this option can be very useful. If you load the postscript output driver and select "Print to Disk", you can then print your Postscript compatible documents to disk instead of the printer. Using a modem, you can then transmit your Postscript files to any Postscript FϑO@ compatible printer and they should print flawlessly. PRINT PAGES: The PRINT PAGES: option allows you to specify which order you want your pages to print. Select the order which suits your preference. Select "OK" to verify your selection. You can have these settings saved out to your program disk so you do not have to change them everytime you load the program. This is explained in the following section. SAVE PREFERENCES Gu,` The SAVE PREFERENCES option allows you to save a variety of default settings which will be used whenever Publishing Partner is loaded. When you select the SAVE PREFERENCES command, you must have the Publishing Partner program disk in the drive. The following settings will be saved to the disk and will be used the next time you load from that disk: All setting from the NEW DOCUMENT option Tab and Guide settings Starting page number 2Mr should then enter a new file name and select OK to initiate the operation. PRINT DOCUMENT The PRINT DOCUMENT option permits you to print any Publishing Partner document residing in memory. When you select this option, you will see a dialog box. COPIES You can define how many copies of a document you want printed. You can print between 1 and 99 copies. COLLATE When you print more than one copy of a document, you can specify th3\ies" on its corners indicating it has been selected. If you have 2 objects which are resting over one another and the object which you are trying to select is not becoming highlighted, then you may need to SEND TO BACK (from the VIEW drop down menu). the object which is becoming highlighted. When you draw objects which overlap, Publishing Partner remembers the order in which they were drawn. The most recently drawn object is always placed on top nQ. If you tried to select the line inside the box by moving the pointer over the line and clicking the left mouse button, you would end up selecting the "box which surrounds the line. This occurs because the box was the last object drawn. In order to solve this problem, you could select SEND TO BACK from the VIEW drop down menu. This would move the box to the back of the "stack" and move the line to the top of the "stack". You could now move the po +inter over the line and select it for editing. MOVING AND SIZING GRAPHIC OBJECTS If you press and hold down the left mouse button while the cursor is resting over the SELECTED item, the pointer will change to a HAND and you can move the object by moving the mouse. If you position the pointer over a "sizing square" and hold down the left mouse button, you can adjust the size of the GRAPHIC OBJECT by simply moving the mouse. The only exception to this!Z rule are TEXT OBJECTS which are sized by changing POINT SIZE and CHARACTER SPACING from the STYLE and FORMAT menus. HINT: When sizing lines, you must position the pointer inside a sizing square and press the left mouse button to size the object. However, once you start sizing the object by moving the mouse, you can move the pointer outside the sizing square and still adjust the line size. This eliminates the cumbersome problem of trying t"0io "see through" the pointer so you can see the end point of the line. SELECTING BOXES AND CIRCLES If you position the pointer anywhere inside a box or circle and click the left mouse button, That box or circle will usually become selected. Often times it is useful to send these items to back after they are drawn. DRAWING CIRCLES AND ELLIPSES The CIRCLE option from the toolbox allow you to create circles of varying sizes and shapes on yo#!ur page. Once the CIRCLE option from the toolbox is selected, your pointer will change to a "+" symbol and you can start drawing circles. Move the pointer to the place on the screen where you want the circle to appear and click the left mouse button. After releasing the left mouse button, you can start sizing your circle by moving the mouse. When a circle is drawn, it's drawn using the pre-selected attributes from the LINE, FILL, and COLOR options of t$>fhe toolbox. If you press the right mouse button while drawing a circle, it will cancel the operation. HOW LINES, FILL, AND COLOR AFFECT SHAPES When a circle, ellipses, polygon or rectangle is drawn, it is drawn with a pre-selected LINE, FILL, and COLOR attribute. You can change the LINE, FILL and COLOR attributes by selecting their corresponding option from the toolbox. The LINE, FILL, and COLOR attributes selected will be used when you draw a ci%lrcle, ellipses or rectangle. DRAWING BOXES Drawing a rectangle involves plotting 2 points. Once you have selected the desired rectangle you want (with or without rounded corners), you are ready to draw a rectangle. You will also notice that the pointer has changes to a "+" symbol when it is moved away from the toolbox indicating you're in the drawing mode. Position the pointer where you want one corner of the box to appear and click the left mouse &{qbutton. After releasing the mouse button, move the pointer diagonally. You will see an impression of the box you are drawing. When the box is the right size, click the left mouse button again and your box will be "pasted" to the page. If you were instead to click the right mouse button, it would erase the box you're currently drawing. MOVING ABOUT THE PAGE WHILE DRAWING If you are in the SHOW ACTUAL SIZE mode (from the VIEW menu), you will see appro'ximately 1/4 of the page. However, you may want to draw a GRAPHIC OBJECT that spans the entire page. You can accomplish this 2 ways: 1. Use the scroller bars while drawing 2. Switch to SHOW FULL PAGE mode (see VIEW menu) USE SCROLL BARS WHEN DRAWING If you are drawing a GRAPHIC OBJECT which you want to span more than one screen, it's easy to do. The process is as follows: 1. Select the desired graphic object from the toolbox you o@want to draw. 2. Position the pointer ("+" symbol) on the page and click the left mouse button to start the drawing process. 3. Move the pointer to either the vertical or horizontal slider bar. 4. While the pointer is resting over the slider bar, hold down the left mouse button and move it (by moving the mouse) to the desired location on the page. 5. Move back to the page and click the left mouse button again to define the end poi)Šll see the picture has now been loaded into the Publishing Partner's picture buffer. PLACING A PICTURE IN A DOCUMENT You can copy any section of the picture into your document. Position the pointer in the upper left corner of the section of the picture you wish to copy, press and hold down the left mouse button. While still holding down the left mouse button, move the mouse and highlight a section of the picture you wish to copy in* Zto the COPY buffer. You will see a dotted box indicating the section of the picture you're highlighting. When the desired section is highlighted, release the left mouse button. Select the COPY TO BUFFER option from the EDIT drop down menu. The highlighted section of the picture is now resting in the "COPY BUFFER". Select the OBJECT EDITOR (the arrow from the toolbox). Once again, you will be viewing your document. You can+h now place the picture anywhere on any page. Select the COPY FROM BUFFER option from the EDIT drop down menu. The mouse pointer will now change to a "picture frame" indicating you are ready to place a picture (or any graphic object such as a line, box, circle, etc.) in your document. Position the "picture frame" mouse pointer where you want the picture to be placed in the document and click the left mouse button. SIZING THE PICTU,!RE You will now see the picture you just copied. By using the mouse, you can size the picture by selecting and dragging the sizing squares which appear on each corner of the picture. You can also reposition the picture by placing the mouse pointer over the picture and holding down the left mouse button. The pointer will change to a "hand" and you can move the picture by moving the mouse. Releasing the left mouse button will cause the picture to -ر# be redrawn on the screen. If you want an exact reduction or enlargement of the original picture, simultaneously press and hold down the ALTERNATE and "E" keys (stands for edit). When the dialog box appears on the screen, release the keys. Depending on the size of your picture, there will be a maximum which a picture can be enlarged. This will vary from picture to picture. The dialog box displays the location of the upper left corner .;#%of the picture, the percentage which the picture has been reduced or enlarged, and the contrast (the intensity which the picture is displayed). Using the arrow keys on the computer keyboard, you can move from line to line. Pressing the ESC key will clear the line. NOTE - The CONTRAST option only adjusts the intensity which the picture is displayed on the screen. it does not affect how the picture prints. If you did not have the [PIC] option/Hj selected prior to loading a picture, you can view your newly loaded picture by simply selecting the [PIC] option in the toolbox. When you import a Degas, Neochrome, or other supported picture format, it will be imported into the [PIC] section of the program. In order to view an imported picture, you must select the [PIC] option from the toolbox. GRAPHIC OBJECTS (LINES, BOXES, CIRCLES, ETC.) Immediately after a GRAPHIC OBJECT is drawn0P , it is the currently selected item. If you wish to DELETE an object which you have just drawn, you can select DELETE from the EDIT menu (or press the DELETE key) and the object will be deleted. This shortcut is provided so you don't have to: (1) draw the GRAPHIC OBJECT (2) select the OBJECT EDITOR (choose the arrow from the toolbox) (3) position the pointer over the desired graphic object , click the left mouse button, and then (4) select DELETE1{_9 from the EDIT menu. Another handy feature is that you can easily reposition an object immediately after it has been drawn. Immediately after a GRAPHIC OBJECT is drawn, it is the currently selected item. You can easily reposition it by simultaneously pressing the SHIFT key and the left mouse button. The currently selected OBJECT will become highlighted and the pointer will change to a hand. The OBJECT can then be repositioned by simply moving2ѧ the mouse. When you are satisfied with the OBJECT's new location, just release the left mouse button and it will be placed at its new location. It does not matter where the pointer is positioned on the screen when you press the SHIFT+left mouse button key combination. You can use the SHIFT = left mouse button key combination any time an OBJECT is selected (contains sizing squares). This is a handy feature which will save you time and assist you when positioj>ning graphic objects! EDITING GRAPHIC OBJECTS Before you can edit a GRAPHIC OBJECT, it must first be selected. In most cases, except when moving a "just drawn" OBJECT, you must be in the OBJECT EDITOR (the arrow from the toolbox must be selected). In order to select an OBJECT for editing, just move the pointer over the desired object and click the left mouse button. When the item has been selected, you will see "sizing squar48me left mouse button and the CONTROL key. The new column will be placed where you position it. If you are creating a column on top of a column which already has text in it, the text from the first column will not be lost! The new column appears to erase the text which lies beneath it. Actually, the new column is just resting over it. NOTHING HAS BEEN DELETED. If you wish, you can go back to the TEXT mode and type into the newly created column. CR5=EATING COLUMNS INSIDE AN OBJECT If you are in the OBJECT EDITOR and click the left mouse button inside a box, the box will become selected. If you wish to create a column inside it, just press the CONTROL key and the left mouse button while resting over the box. This will force the column creation regardless of the information resting under the mouse pointer. MOVING A COLUMN OR GRAPHIC OBJECT If you wish to move an existing column, first mak6E!e sure you're in the OBJECT EDITOR (select the arrow from the toolbox). You should then move the pointer so it is resting on top of an existing column. Once this is done, press and hold down the left mouse button. You'll see the pointer has changed to "hand". Once you have the "hand" as your pointer, you can move the column by simply moving the mouse. When you release the left mouse button, the column will be placed on the page. If there is text 7s!in the column which you are moving, it will automatically "reflow" within the new column's position. RESIZING A COLUMN OR GRAPHIC OBJECT (LINE, BOX,ETC.) If you wish to resize a column or graphic object (make it longer, shorter, bigger or smaller), first make sure you're in the OBJECT EDITOR (select the arrow from the toolbox). Once this is done, move the pointer so it rests directly on top of the desired object and click one time on the left mouse butto8cn. After clicking the left mouse button, you'll see "sizing squares" on the corners of the selected object. You can adjust the object's size by positioning the tip of the pointer inside one of the sizing squares. Once the pointer is correctly positioned inside the sizing square, press and hold the left mouse button. As you move the mouse, you will see the object change in size. If there is text inside a column which you are resizing, 9G that will automatically reflow within the column's new dimensions. DELETING A COLUMN OR GRAPHIC OBJECT Before you can delete a column or graphic object, you must first be in the OBJECT EDITOR (select the arrow from the toolbox). Once this is done, select the column or graphic object you want to delete by positioning the pointer over the desired item and click the left mouse button. You should see the familiar "sizing squares" on the corners of th:re selected object. Once the item is selected, you can delete it by choosing DELETE from the EDIT drop down menu or simply pressing the BACKSPACE (or DELETE) keys. If you are deleting a column which has text inside it, you will see a dialog box prompting you to verify that you want the text deleted. SCISSORS The SCISSORS option allows you to "cut" or trim a picture which has been pasted into a document. Cropping reduces the physical size of the ;gpicture, but the part that remains does not change in size. After cropping, you can reduce or enlarge the remaining part of the graphic. To restore the parts you trim, you must place the picture again. The following example assumes you have already pasted a picture into your document. Select the SCISSORS option from the TOOLBOX. Position the mouse pointer over the picture and click the left mouse button. You will see "sizing squares" < on the corners of the picture indicating it is selected. Position the mouse pointer over one of the sizing squares, press and hole down the left mouse button. Drag the sizing square until the picture shows only the parts you want. Release the left mouse button to stop the operation. PIC The "PIC" option from the toolbox refers to Publishing Partner's picture buffer. Selecting this option will display the last picture which has=k been imported. IMPORTING A PICTURE Publishing Partner will read any picture which has been saved in either a Degas, Neochrome, or Tiny format. Importing a picture involves 4 steps: 1. Copy picture from disk to the "PIC" buffer. 2. Select section of picture you want to copy. 3. Copy picture to the COPY BUFFER. 4. Redisplay document and execute the COPY FROM BUFFER to place the document. Use the mouse and sel(suect the "PIC" (stands for picture) option from the toolbox. Select IMPORT from the FILE drop down menu. Select the name of the picture you wish to load and click on the OK box to continue. HINT - For best results use a picture that was created in a resolution which you are currently using (i.e. if you are working in hi res, use a picture created in hi res or if you're working in medium res, use a picture created in medium res). You wi?#ean repeat this process until you are satisfied with the text's position. HIGHLIGHTING TEXT OUTSIDE A COLUMN You can highlight text outside a column in the same manner you highlight text within a column. If no text is highlighted when you select an attribute (from the STYLE or FORMAT menus), that attribute will be the default when you start typing. This is true when entering text both inside and outside a column. MODIFYING AN ENTIRE COLUMN @O Using the OBJECT EDITOR select the ARROW from the TOOLBOX), you can adjust the attributes for an entire column. Select the ARROW from the TOOLBOX. Move the pointer over a column containing text and click the left mouse button. The column will become selected (you will see "sizing squares" on its corners). If you select an attribute from the STYLE or FORMAT menus while a column is "selected", you will see a dialog box. ThAӸ#is dialog box is asking you to verify that you want to change the attributes for the entire column. If you answer YES, all the text in the column will be changed. If you answer NO, the selection will be ignored. EDITING OUTSIDE A COLUMN Select TEXT from the TOOLBOX. Position the pointer over the desired TEXT OBJECT (text placed outside a column) and click the left mouse button. You will see a flashing cursor indicating the TEXT OBJECTBE2 is ready for editing. If you wish to change the TEXT OBJECT'S attributes, highlight the desired text and make a selection from any of the options found in the STYLE, FORMAT, or EDIT menus. MOVING A TEXT OBJECT Using the mouse, position the pointer over a TEXT OBJECT (text outside a column) and click the left mouse button. You will see a blinking cursor on the line you just selected. Simultaneously press and hold down both the SHIFT CV"key and the left mouse button. You can now move the text object by moving the mouse. When you release the left mouse button, the text will be pasted to the page. The second method for moving a TEXT OBJECT is by using the OBJECT EDITOR (select the ARROW from the toolbox). Position the pointer over a desired TEXT OBJECT, press and hold down the left mouse button. The cursor will change to a "hand" and you can move the TEXT OBJECT by simply movDO#Zing the mouse. When you release the mouse button, the TEXT OBJECT will be pasted to the page. NOTE - If you select a TEXT OBJECT using the OBJECT EDITOR (arrow from the toolbox), you will notice "sizing squares" around the object's corners. These "sizing squares" indicate an item is selected. You can not, however, size a TEXT OBJECT, highlight the text and adjust it point size. DELETING TEXT OUTSIDE A COLUMN When text is entered as a TEXT OBEMJECT (text outside a column), it is treated differently from text entered inside a column. Select the arrow from the TOOLBOX. Using the mouse, position the pointer over a TEXT OBJECT and click the left mouse button. You will see sizing squares around its corners indicating it is selected. Select DELETE from the EDIT drop down menu or simply press the DELETE (or BACKSPACE) key and the text object will be deleted. The remaiFb8ning items in the TOOLBOX are used for creating and editing both columns and graphics. OBJECT EDITOR ( THE ARROW FROM THE TOOLBOX) When the ARROW from the TOOLBOX is selected, it indicates you're in the OBJECT EDITOR. The OBJECT EDITOR is used to create and edit both columns and graphics. CREATING COLUMNS WITH THE OBJECT EDITOR With Publishing Partner, there is more than one way to create columns for data entry. This section of the manual describGHes how to create columns using the OBJECT EDITOR. You should also refer to the CREATE-LAYOUT section of the manual which describes how Publishing Partner can create columns for you. Each method will prove to be more convenient in certain situations. If you wish to create a column for text entry, select the [ARROW] from the toolbox. Move the pointer to the place on the page, press and hold down the left mouse button. As you move the mouse (whiHCle still holding down the left mouse button), you will see an outline of the column you are creating. When you release the left mouse button, the column will be "placed" on the page. CREATING COLUMNS WHICH OVERLAP When manipulating (moving,sizing, strectching) text and graphics on a page, you may find it necessary to create columns on top of each other. If you move the pointer over a column and click the left mouse button, you'll notice the column bec3d7]omes selected (by the "sizing squares" on its corners). If you don't want to resize the column but would rather create a new column overlapping the old one, you can do this by holding down both the CONTROL key and the LEFT MOUSE BUTTON at the same time. While still holding down the CONTROL key and the left mouse button, you can start creating your new column by moving the mouse. When you are satisfied with the new column's position, just release thJ(j"H When the ARROW option from the TOOLBOX is highlighted, it indicates you're in the OBJECT EDITOR. The OBJECT EDITOR allows you to (1) create columns (2) resize and reposition columns (3) delete columns (4) change the attributes of entire column (5) resize and reposition GRAPHIC OBJECTS such as lines, boxes, and circles and (6) delete GRAPHIC OBJECTS (7) delete TEXT OBJECTS. [SCISSORS] - The SCISSORS are used to "crop" or "cut out" a particulaKr section of a picture. This feature is used when trimming a Degas or Neochrome, Tiny, (or other supported picture format) picture for use in Publishing Partner. [PIC] - The PICTURE option allows you to load any Degas or Neochrome, Tiny (or other supported picture format) picture into the PICTURE section of Publishing Partner. Once the picture is loaded into Publishing Partner's picture buffer, you can then paste it into your document. TLo view a newly loaded picture, simply select the PICTURE option. [CIRCLES & ELLIPSES] - Draw circles and ellipses anywhere on your page. [BOXES] - Draw boxes with or without rounded corners. [HORIZONTAL & VERTICAL LINES] - Draw horizontal and vertical lines. [DIAGONAL LINES] - Draw diagonal lines. [POLYGONS] - Draw multi-sided shapes. [FREE HAND DRAWING] - Draw freehand as if the mouse were a pen. [LINE] - The LIM,ENE option allows you to define the attributes of you lines when drawing circles, ellipses, boxes, and lines. [FILL] - The FILL option allows you to define the FILL pattern you want to use (if any) when drawing circles, ellipses, and boxes. [COLOR] - The COLOR option allows you to define the COLOR you want when placing objects on the screen as well as at printout. TEXT OPTION FROM THE TOOLBOX Before you can enter text in a document, the TEXNzQT option from the toolbox must first be selected. Use the mouse and position the pointer over the option labeled "TEXT" (in the toolbox and click the left mouse button. When the word "TEXT" is highlighted in reverse video, you'll know it is selected. CREATING TEXT INSIDE A COLUMN If you want to enter several lines of text such as a paragraph, you will want to enter this information in a column. While the TEXT box is highlighted (in reverse OKl video), use the mouse to position the pointer over an existing column and press the left mouse button. After doing so, you should see a flashing cursor in that column indicating you can start typing. CREATING TEXT OUTSIDE A COLUMN When using Publishing Partner, you will usually enter TEXT in columns. However, there are times when this can be inconvenient. You want to enter the headline "Super News" inside a shaded box. To do this, make sureP you're in the TEXT mode. Position the cursor in the middle of the shaded box and simultaneously press down the CONTROL key and the LEFT MOUSE BUTTON. After doing this, you will see the symbol "nul" on the screen. This indicates you have chosen to enter text outside a column. Now type "Super News". As soon as you start typing, the "nul" symbol will disappear. The purpose of the "nul" symbol is to indicate you're creating a TEXT OBJECT (text outsideQx1 a column as opposed to text inside a column). If you accidentally pressed CONTROL key and the LEFT MOUSE BUTTON, you should DELETE the "nul" symbol immediately by selecting the ARROW (object editor) from the TOOLBOX. You will then see sizing squares around the "nul" symbol indicating it is selected. Once it's selected, you can choose DELETE from the EDIT drop down menu or press the BACKSPACE key and delete the object. HIGHLIGHTING TEXT Before you can adRd%just a character's style or point size, it must first be highlighted. Use the mouse and position the pointer at the beginning of the text you wish to highlight, hold down the left mouse button and "drag" the pointer over the desired text. As you move the mouse, more and more text will become highlighted. When you are satisfied the text is highlighted correctly, release the left mouse button. The text you just highlighted will remain in reverseSϟ video. Once this occurs, you can then assign any attribute to the highlighted text from the STYLE or FORMAT drop down menus. Since we want the words "Super News" to fill the entire box, let's adjust its point size. Use the mouse and highlight the words "super News" just as if you were highlighting text within a column. Select FONTS/POINTS from the STYLE drop down menu and select a suitable point size. After pressing "OK", the words "Super News" >W will appear in the selected point size. If the words "Super News" are not positioned exactly as you desire, it is very easy to correct. Simultaneously press the SHIFT key and the left mouse button. You will see a box surround the words "Super News". While holding the SHIFT key and the left mouse button, you can reposition the words "Super News" by moving the mouse. When you release the left mouse button, the text will be "pasted" to the page. You cU6] you will see a dialog box reminding you that you are resaving over an existing file. REMEMBER: Saving a document with a filename which has already been used causes the file on disk to be erased and written over by the one you are saving now. If you decide to use a different filename, you can CANCEL and rename the file. LOAD DOCUMENT The LOAD DOCUMENT option allows you to load a file which has already been saved. When you select the LOAD DOCUMENT optioVun, you will see a directory of files which have the file extension ".DOC". You can select the file you wish to load by either typing the name of the desired document or "double clicking" on the filename from the directory and that file will be loaded. If you select this option while you still have a file in memory, you will see a dialog box prompting you to save your current document before proceeding. PRINTING A DOCUMENT When you W>are ready to print a document, select the PRINT DOCUMENT option from the file drop down menu. PRINTING WITH POSTSCRIPT If you are using a Postscript compatible laser printer, you can print directly from Publishing Partner. Just select the LOAD option from the CONFIGURE dialog box and load the file "PS.PRT". Once the Postscript driver is loaded, you can print your file using the PRINT DOCUMENT option. PRINTING WITH GDOS If you are using anXM Epson, Epson graphics compatible, or another GDOS print driver, you will need to do the following: Select CONFIGURE and verify the GDOS "Metafile Driver" is loaded. If not, select the LOAD option from the dialog box and load the file"META.PRT". Select PRINT DOCUMENT from the FILE drop down menu. You can specify the number of copies to print, if you want the copies collated, the percentage of reduction or enlargement, and is you wantY to print color separations. If you wish to change any of the settings, just use the mouse to select the appropriate option and enter your desired preference. When you are ready to proceed, select the PRINT OPTION. The pages which you are printing will be flashed on the screen. You will then see the familiar Atari ITEM SELECTOR and in the upper right corner of the screen you will see the prompt "Print to Disk". PublishZ=qfing Partner uses GDOS for printing. Therefore, you will have to first print you files to disk. You can then run the GDOS output program to print a document. You must give the file a name which will be used when the file is printed to disk and select "OK" to initiate the operation. CAUTION: When you name a file at PRINT - DO NOT use the same name that you used for the SAVE DOCUMENT option. If you do, you will not be able to reload the file into [`;Publishing Partner. The disk in the drive will spin and the file will be written to disk. It is suggested that you always use the file extender ".GEM" when naming a file from the PRINT option. This insures that your files will automatically be displayed in the file directory when you run the GDOS output program. When the file is finished printing to disk, you will see a dialog with the word "DONE" displayed at the bottom left corner of the\ dialog box. Use the mouse and the option labeled "RETURN". You will then be returned to your document. You are now ready to print a Publishing Partner file with GDOS. Select QUIT from the FILE drop down menu and return to the desktop. Load the "OUTPUT.PRG" from the Publishing Partner program disk. Select ADD NAMES from the FILE drop down menu and select the file you wish to print. Select START OUTPUT from the FIL]3E drop down menu. Use the mouse and select PRINTER from the dialog box and then select "OK" to verify your choice. When the document has finished printing, select QUIT from the FILE drop down menu and return to the desktop. You can then reload the Publishing Partner program to continue. (PLEASE NOTE THAT THIS MANUAL IS AN OLD ONE AND THAT YOU CAN NOW PRINT FROM INSIDE PUBLISHING PARTNER WITHOUT SAVING THE PRINT FILE TO DISK.) CHAPTER ^/`v4 REFERENCE SECTION TOOLBOX - REFERENCE OVERVIEW This reference section is divided into 9 sections: 1. Toolbox Options 2. Desk drop down menu 3. File drop down menu 4. Create-Layout drop down menu 5. View drop down menu 6. Style drop down menu 7. Format drop down menu 8. Edit drop down menu 9. Text Editor The TOOLBOX option allows you to switch Imbetween entering text and graphics. You have a variety of options available to you through the TOOLBOX. Below is a brief description of each option available from the toolbox. The section which follows describes each of these options in more detail. [TEXT] - When the TEXT option from the TOOLBOX is highlighted, it indicates you're in the TEXT mode. If you wish to place text anywhere on the page, you must be in this mode. [ARROW] - `>ox will be drawn. If you wish to DELETE the object you just drew, press the BACKSPACE key. You can follow the same steps for circles and lines. DRAWING POLYGONS Drawing polygons works similar to drawing boxes. Select the POLYGON option (rests below the vert/horz line option). Position the mouse on the page (the gridded area) and click 3 random points using the mouse. Use the mouse and position the pointer over the first pointa+B you clicked and click the left mouse button again. You will see you have just completed a polygon. DRAWING FREEHAND This is the only option which you don't click points to define an object. Select the "freehand" option from the toolbox (rests below the diagonal line option). Position the pointer on the page (the gridded area) and then press and hold down the left mouse button. While still holding down the left mouse buttonbt, start moving the mouse. You will see that you are drawing a continuous line. When you release the left mouse button, the line will be pasted to the page. If you press the DELETE key after you have drawn a line, the line will be deleted. EDITING A GRAPHIC OBJECT If you wish to edit an object (line, box, picture, etc.), select the arrow from the toolbox and then click on the object you wish to edit. Sizing squares will appear on thecװ corner's of the object. You can then edit the object by:"dragging" the sizing square and adjust its size, move it by holding the left mouse button down over the object, or delete it by pressing the BACKSPACE key. SELECTING A LINE PATTERN Select the option titled "LINE" from the toolbox You will see a dialog box displaying the different line types available for use. When you draw an object such as a line, box, or circle, you can specify the typdt1D/e of line used, the width of the line, and the shape of the line's beginning and ending points. Using the mouse, you can select a line attribute to be used the next time a line is drawn. A check mark will appear next to the line attributes which are currently selected. Clicking the mouse on another line type will cause a check mark to appear next to the selected option. While the LINE dialog box will permit you to select a line up to 6 poine@eWts wide, you can actually create a line up to 72 points (1 inch thick). Here's how: Draw a line using the horz/vert line option from the toolbox. Immediately after the line is drawn, simultaneously press the ALTERNATE key and the "E" key (stands for edit). This will display a dialog box describing the line you just drew. Use the arrow keys and move the cursor down to the prompt "Line Width:". Press the ESC key to clear the line and enter fthe number 72. Select the OK box. The line will change to a thickness of 72 points. The other options in the dialog box are explained in more detail in the reference section of this manual (see toolbox). SELECTING A FILL PATTERN Whenever you draw a circle, box, or polygon, the enclosed shape will always have an associated fill pattern. Select the option labeled "FILL" from the toolbox. You will see a dialog box containing 48 filgyl patterns with a check mark appearing next to the selected fill pattern. If you wish to select a different fill pattern, just click on the one you desire. A check mark will appear next to it indicating it is now the currently selected fill pattern. If "CLEAR" is chosen, it means you don't want a fill pattern when a closed shape (circle, box, polygon) is drawn. Following is an example: Select FILL from the toolbox. Select the fill pattern h labeled "Clear". Draw a box. Simultaneously press the "Alternate" and "E" keys. Use the arrow keys on the computer's keyboard and move the cursor down to the line labeled "Fill Type:". Press the "ESC" key to clear the line. Enter the number "20" and select the OK box. You will see the fill pattern has now changed. You can use the "Alt E" command any time an object is selected (contains sizing squares). SAVING AiZj* DOCUMENT When you are ready to save a document, select the SAVE DOCUMENT option from the FILE drop down menu. When you select this option, you will see the familiar ITEM SELECTOR with a list of files having the filename extender ".DOC". If you are saving a particular file for the first time, you will need to enter a unique filename. Make sure the document which you are saving has the file extension of ".DOC". otherwise, the file will not be TZ2!displayed when you select LOAD DOCUMENT. When you are satisfied with the filename you entered, select "OK" and the file will be saved. If you are resaving the file that was most recently loaded, Publishing Partner will remember that filename and display it when you select SAVE DOCUMENT. The filename is displayed under the prompt "Selection:" in the ITEM SELECTOR. If you wish to use the same filename when you resave the document, just select "OK" and k}?dCS The term graphics in Publishing Partner refers to text outside a column, pictures, lines, boxes, and the drawing tools available from the TOOLBOX. The first part of chapter 3 dealt primarily with text functions available within Publishing Partner. This section of chapter 3 will introduce you to some of Publishing Partner's graphic capabilities. IMPORT PICTURES Publishing Partner will use any picture which has been saved in either a Del gas, Neochrome or Tiny format. Here's how: Use the mouse and select the "PIC" (stands for picture) option from the toolbox. Select IMPORT from the FILE drop down menu. Select the name of picture you wish to load and click on the OK box to continue. Hint - for best results use a picture that was created in a resolution which you are now using (i.e. if you are working in hi res, use a picture that was created in high res or if youm*'re working in medium res, use a picture that was created in medium res). You will see the picture has now been loaded into the "PIC" section of the toolbox. PLACING THE PICTURE You can copy any section of the picture into your document. Position the pointer in the upper left corner of the section you wish to copy, press and hold down the left mouse button. While still holding down the left mouse button, move the mouse and highnllight a section of the picture you wish to copy into your document. You will see a dotted box indicating the section of the picture you're highlighting. When the desired section is highlighted, release the left mouse button. Select the COPY TO BUFFER option from the EDIT drop down menu. The highlighted section of the picture is now resting in the copy buffer. Select the OBJECT EDITOR (the arrow from the toolbox). Once againo_ you will be viewing your document. You can now place the picture anywhere on any page. Select the COPY FROM BUFFER option from the EDIT drop down menu. The mouse pointer will now change to a "picture frame" indicating you are ready to place a picture (or any graphic object such as a line, box, circle, etc.) in your document. Position the "picture frame" mouse pointer where you want the picture to be placed in the document and click tpEhe left mouse button. (The upper left corner of the "picture frame" represents the upper left corner of the picture). SIZING A PICTURE You will now see the picture you just copied. By using the mouse, you can size the picture by "selecting" and "dragging" the sizing squares which appear on each corner of the picture. You can also reposition the picture by placing the mouse pointer over the picture and holding down the left button. The pointer will chaqƊ_nge to a hand and you can move the picture by moving the mouse. Releasing the left mouse button will cause the picture to be redrawn on the screen. If you want an exact reduction or enlargement of the original picture, simultaneously press the ALTERNATE and "E" keys (stands for edit). When the dialog box appears on the screen, release the keys. This dialog box displays information pertaining to your picture. It shows the percentrގage which the picture has been reduced or enlarged from its original size along with the position of the upper left corner of the picture. You can also adjust the intensity which the picture is displayed on the screen by adjusting the CONTRAST. Enter your own number for reduction and enlargement and see for yourself how this works. You can reposition a picture by adjusting the "X" and "Y" coordinates as displayed in the upper section osIqf the dialog box. The dialog box uses the unit of measure that was selected from the MEASURING SYSTEM option. You do not have to enter the abbreviation. Selecting the OK option from the dialog box will cause any changes to be executed. DRAWING SHAPES Using Publishing Partner's toolbox located on the right side of the screen, you can draw circles, ellipses, square boxes, round corner boxes, vertical and horizontal lines, diagonal tFlines, polygons, and freehand. The procedure for drawing circles, boxes, and straight lines are all the same. Here is an example: Select the "square" option from the toolbox. It will appear in inverse video indicating it is selected. Move the mouse pointer into your document (the grided area) and click the left mouse button one time to mark the upper left corner of the box. You will see the prompt "Click on the points" in the u_>pper right corner of the screen. This is a short reminder on how to draw an object (such as a square). Still using the mouse, move the pointer down and to the right (as you move the mouse, you will see an impression of the shape you are drawing in the background). Click the left mouse button once again to define the box's endpoint. If you make a mistake while drawing, click the right mouse button. This allows you to start over. Your bOvyChe scaling problems in hardcopy as the others. Draw however supports pen plotters which can correctly reproduce the stroke font. TEX is a device independent font system, which adapts to the particular limitations of the Amiga display, and is also output device independent to the extent that it can be output to a number of devices and give approximately similar output on plotter, printer, laser, or phototypesetter. If output to dot-matrix it agaPwҗin suffers every limitation of every other type of font in the scaling of pixels to printer dots. Postscript is a page description language. It is widely used in desktop make-up programs on other computers, and there is LaserPage (PageSetter), and City Desk for the Amiga which produce output files which can be directly sent by cable or modem to laser printers or photo-typesetting machines which support the PostScript language. PostScQx[-ript is another language that is turtle-graphics like in its' construction of each character of the alphabet, and is device independent. There is much debate as to whether PostScript is the best of many Page Description Languages, but it was adopted early on by Apple for the Apple LaserWriter printer, and is very popular now. With PostScript you cannot truly preview what you will see on the output, but you get an approximation on the screen bitmap. SRy-*pecial bitmap Amiga disk-fonts are used to fill in the lines of type with something which looks similar to the output type fonts the PostScript device will produce. There are serious errors in how much width lines of type will need, and in how much vertical column space will be filled by the final text printout. Here's another example of a place where much experimentation will finally make you an expert. Laser printers use a laser diode deviceSzZ to demagnetize the non-printing areas of a xerography drum. The printing is done like regular xerography, and the image detail is limited to about 300 dots per inch. That is 300 dots per inch wide times 300 dots per inch tall, for a total of 90,000 dots to print a 1 inch black square. This is about four times more detail resolution than dot matrix, but only about 1/4th the resolution of the cheaper photo typesetting machines. For people who are used to T{]%jCoffice typewriters and office xerography machines this is a wonderful improvement. For typographers this is proof copy, unsuitable for ever showing the the public proudly. Amiga owners with dot printers with square dots, which print in a good dense black image can get laser quality images by printing out four times larger than their final image size and reducing the image at your local copy shop. As you reduce the image the jaggie stairstep dots are U|BĻsimilarly reduced. A 25% reduction will give you a final image of 1/4th size. Your 72 dots per inch will now be 288 dots per inch. The final output from a cheap xerography reduction will be the same as for the laser printer since they both use xerography to get the black on the paper. Low cost xerography copiers usually have a setting at 64% minimum and a reduction of a reduction will end up 42% size. This should be plenty good enough to impress anyone who fiV}_nds a laser printout impressive. Laser printers are fast, quiet, and cheap per page spread out over the life of the unit. Most Amigas can only justify a dot printer on the desktop however, and this is a good cheap alternative to the high cost of laser printing. One other point should be mentioned: the stock laser fonts were never designed to be used in tiny text sizes. They were designed by master typographers each for specific purposes and hirW~ed to do this by major institutions. Nobody ever hired or paid anyone to design any fonts which would be readable and easily comprhensible by readers especially to match the limitations of the laser printer. There is a lot of disrespect for professional type designers, and it is not understood what is involved in the process. The typefont used in printing your Bell Yellow Pages took four years, and was not designed for any other purpose or use. It was designeX ^d to match the size needed by the customer and survive the hazards of printing ink on thin sheets of paper with showthru from the other side of the page. Certain aspects of the characters are deliberately exaggerated to make the words easier to read in cramped lines of type. Another case is Herman Zapf who is a famed designer of some of the world's most used typefaces took seven years to complete the design of "Melior" font. Here is a man who has created manY}y fonts over a long lifetime career of being a typographer, yet wasn't satisfied with all aspects of it until longer than the lifetime of the the Apple laserWriter. eap xerography reduction will be the same as for the laser printer since they both use xerography to get the black on the paper. Low cost xerography copiers usually have a setting at 64% minimum and a reduction of a reduction will end up 42% size. This should be plenty good enough to impress anyone who fiDx( down from where the previous one left off. If there was user control it might be called "leading" (pronounced LEDing), or "line spacing" or such. Programs which allow mixing different fonts on a line of text are rare, and there may be three ways they determine how to position the character: by the top-left corner of the font, by the bottom-left corner of the font, or by the left side and the baseline. This opens up an area of confusion for programEw!ke all other characters, and it has "space" just like all other characters which may ne included in a font. What character "space" is is a factor setting for each character which determines where the cursor position will be placed at the end of drawing the character. Space will affect where the next character's left edge starts, and will be factored in with other items such as kern. So kern, width, and space all combine to determine how a character will ?Ynfit inside a word relative to the characters on each side of it, each with their own possibly unique kern, width, and space. In Guttenberg's time of setting type using physical characters cast in metal to be re-usable, there was no such thing as "reverse-leading". Two physical objects could not occupy the same space, so each line (or row as we call it) had to be a minimum distance from the previous and next line. You could increase the space between lines @I*by adding physical objects to add separation, and what they did was use metal which could be hammered very thin: the metal lead. These additional points of separation between lines of text became known as points of leading, and were measured in pica points (72 per inch). With photo-typesetting and computerized video fonts came the possibility of some overlap between the bottom decenders of characters (like gjpqy;,) with the top of the next line, since it waAS|bs no longer physical objects. Reverse-leading and leading permitted columns of lines of type to be squashed or stretched to better fill an exact allotment of vertical column space. This is often necessary when the amount of words does not fit in the limit of the physical printout space for it. With the Amiga, points of leading are pixels and cannot be sub-divided into half points like you can for typography, although points are resolution dependent aBAnd will vary if interlace is on or not. Amiga fonts get a uniform number of rows, or height in pixels for the letters to exist within. All letters of a font have the same vertical height, but the characters do not need to be all the same size within the font. Fonts are stored in their directory, and named by height size, so the newest creation always destroys the datafile of the previous font with the same name as a point size. It is possible to store more thaC/n one font in the same size if the fontname has an extension prefix, but many programs only expect one font per size, and may list all the font sizes with their prefixes, but only load the first occurrence they find with the size prefix requested. In other words, other choices may be there but totally inaccessible with your program. Unless the program provides user over-ride of the height factor, each line of text begins precisely at the next pixel .[;not print a dot, so the program either prints out the image 640 dots wide as a 2/3rds wide image with a one-to-one correspondence, or it prints every other dot twice and the intermediate dots once. This fattens some columns of the print out and not others. It can be minimal in effect or ruinous, depending on your degree of perfectionism. Scaling is even more difficult to predict if your bitmap is an odd size in width, say 723 pixels w/M3Oide. You will not get WYSIWYG, and will have to test print it to determine if your result will be acceptable for your needs. Page make-up programs take this into account, and usually provide a page width that corresponds to 24 pin printer lines. None of the bitmap can be successfully printed unless your printer supports a graphics mode to accept screen dumps. Which brings us to the subject of printer drivers and preferences. The system dumps graphi0