DOS pCNJg @ hpNup`dos.library(*]JPrevious marksmen in place); follow the instructions on the screen to make your selection. PROMOTIONS Once you have successfully completed the ASSAULT Mission, you will be promoted to the next level and given the secret access code necessary to attempt a mission at that level. Good luck...we're counting on you! (PAGE 28) "You have your orders, Lieutenant. High-ranking diplomats are being held at gunpoint, and it's up to you and your men(+R& to get them out alive. As you prepare for the assault on the Embassy, take a moment to read through the enclosed Briefing Booklet. It will familiarize you with the exact maneuvers required of your team, and provides useful tips from a number of Assault Force veterans. First, make sure that all of your equipment is ready and in working order. Next, proceed to Command Headquarters, where you will direct this life-or-death operation." -- General Walter (,2 P. O'Donnell, Special Forces This concludes the complete manual for Hostage Rescue Mission. ~~~~~~~ Hostage Rescue Mission Docs and Crack provided by: ~~~~~~~ The Next Generation / The Corsair / World of Wonders Greets to all who attended AmiExpo N.Y. (Great to meet everyone!) Hi to : Quartex, Terramax, Bencor Bros., E.S.I., Fletcher Christian, Anne Bonny, BS1, Vision Factory & the Beyonders, M.A.A.D., Defjam, and all our other many(-ǹ friends............. As you prepare for the assault on the Embassy, take a moment to read through the enclosed Briefing Booklet. It will familiarize you with the exact maneuvers required of your team, and provides useful tips from a number of Assault Force veterans. First, make sure that all of your equipment is ready and in working order. Next, proceed to Command Headquarters, where you will direct this life-or-death operation." -- General Walter  7}=G And All The Guys in NATO(C64) UK/USA/GERMANY ANY GOOD PHREAKERS AND HACKERS MAIL ME ON THE ABOVE BOARDS!!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L8R . Signed Image Of Eclipse! KICK <- JOYSTICK -> THRUST / | \ LOW LOW LEG BLOCK CHOP 6Y޿]file(s) to extract: (Enter)=none? middle.arc Extract archive member (MIDDLE.ARC) from (MIDDLE.ARC) Processing your request. Please wait ... ProExtract 1.0a of 11-05-88; (C) 1988 S.H.Smith 0 file(s) extracted. (6 used, 84 left) Selected Archive: MIDDLE.ARC Action: (V)iew text, (X)tract, (R)elist, (Enter)=none? v Member text file(s) to view: (Enter)=none? middle.arc View archive member (MIDDLE.ARC) from (MIDDLE.ARC) Processing your request. Please wait ... (6 used, 84 left) 6 UBSelected Archive: MIDDLE.ARC Action: (V)iew text, (X)tract, (R)elist, (Enter)=none? v Member text file(s) to view: (Enter)=none? (6 used, 84 left) Selected Archive: MIDDLE.ARC Action: (V)iew text, (X)tract, (R)elist, (Enter)=none? r Archive view executed on file (MIDDLE.ARC) Processing your request. Please wait ... File Name Length Method Size Now Date Time CRC ----------- ------ ------ -------- ------ ------ --- MIDDLE.TXT 54181 Squa6 |7]shed 25789 02-21-89 14:57:58 5A06 MIDDLE.WP 56863 Crunched 28989 02-21-89 14:56:46 A836 READ_ME 334 Crunched 257 02-21-89 15:00:46 20C8 View text files in this archive: (Enter)=yes? MIDDLE.ARC: View member filespec: (Enter)=*.*? * File Name Length Date Time (Enter) or (S)kip, (V)iew ----------- ------ ------ ------ ------------------------- MIDDLE.TXT 54181 02-21-89 14:57:58 Action? v [View] 6պ- W A R I N M I D D L E E A R T H INSTRUCTION MANUAL Typed in by Dr. Strange Thanks to Dr. Death for the original Introduction Three Rings for the Elven-kings under the sky, Seven for the Dwarf-Lords in their halls of Stone, Nine for Mortal Men doomed to die, One for the Dark Lord on his dark throne In the La( yPis shown in the center of the control panel. THE MINI-MAP The mini-map shows the rooms and hallways of the floor that your man is on. By noting where he came in, you will be able to pinpoint his location on the map and then follow his progress as he moves from room to room. The floor number is shown in the lower right corner of the map. Use the stairways on the east side of the building to move to a different floor; the stairs to a higher floor are marked with an up-arrow, the st(  Ia/airs to a lower floor with a down-arrow. Additional Mini-Map Clues: As LIEUTENANT, you are given additional clues on the mini-map that show you the location of your men as well as that of the terrorists and hostages. The man you are directing is indicated by a small red arrow; other men are indicated by red dots; terrorists are indicated by yellow dots, hostages by white dots. As CAPTAIN, you will see terrorists and hostages only while you are in same room with them. Richard (!IM. Lawrence, Assault Force Commander 1969-1977 "Pay attention to your surroundings and try to learn the layout of the Embassy like the back of your hand. Take advantage of the extra clues on the mini-map- once you're promoted, you won't have the luxury any more..." (PAGE 22) CONTROLS Joystick FORWARD | ("b TURN LEFT -- O -- TURN RIGHT | TURN AROUND FIRE: FIRE BUTTON MOVEMENT Move your man forward and turn left or right by moving the joystick in the corresponding direction. To turn completely around, pull the joystick back. Inside a room, your movements will always place you with your back to a wall (or doorway), facing the center of the room. Move the joystick left to face left; mov(#-e the joystick right to face right. Push the joystick forward to move forward through a doorway. If you move forward toward a wall,you will automatically turn around so that your back is to the wall. If you are in a doorway, pull the joystick back to turn completely around; if your back is to a wall, you will not be able to turn around. TERRORISTS When you encounter a terrorist, be prepared to kill...or be killed! Press the fire button to shoot. (You have unlimited ammunition.) W($9Jhile the fire button is pressed, move the joystick left or right to move your weapon in the corresponding direction. Pull the joystick back to shoot higher, and push it forward to shoot lower. (PAGE 23) Terrorists move quickly from room to room, and may hide behind other terrorists or a hostage. Hostages will only move if they are accompanied by a team member or a terrorist; if you see a hostage moving, you can be sure that there is a terrorist(%Y behind him! If a terrorist is guarding a hostage, you must try to kill the terrorist without harming the hostage. Vincent "Hit Man" Perelli, Assault Force Captain 1983-1986 "If you're in a room with a terrorist, you won't be able to move to the same side of the room as the terrorist. If a terrorist is behind a door, you won't be able to go through that door until he moves away." RESCUING THE HOSTAGES The hostages are scattered throughout the Embassy, and can be alone or guar(&ded by terrorists. When you meet face-to-face with a hostage, he will automatically follow you (as long as another hostage is not already following you). In order to secure the hostages you must move them all, one by one, to the small room in the upper right corner of the third floor (the room without any windows). Once you lead a hostage into this room, he will remain there and will not follow you out. (PAGE 24) As a Lieutenant, you will be ab('Zle to locate the hostages and terrorists easily by using the clues on the mini-map. As a Captain or Commander, you will have to search each floor room by room to find all the hostages. Once you have placed hostages in the corner room on the third floor, keep an eye on the stairways- terrorists may go after them while you are searching other floors. DON'T FORGET THAT YOU CAN CONTROL ANY (SURVIVING) TEAM MEMBER SIMPLY BY PRESSING THE KEY FOR THAT MAN - SUCCESS DEPENDS ON YOUR ABILITY ((tTO COORDINATE THE EFFORTS OF THE ENTIRE TEAM. (PAGE 25) STAGE 4 (PAGE 27) THE OUTCOME When your men have secured all the hostages, or killed all the terrorists (or if all three members of your Direct Intervention Team have been wiped out), the final screen will appear. Press the fire button to get an assessment of your performance. Your mission is a success if you mana()'ge to kill all of the terrorists or regroup all of the hostages in the third-floor room, without losing any of your men. In this case, your triumph will be front page news. If you have killed some of the hostages or lost any team members, the headlines will not be so kind! When you have finished reading the assessment, press the fire button. If your mission was less than perfect, you will be given the option to start over from the beginning or to begin at Stage II (leaving your p(#bw) STAGE 2 (PAGE 15) THE ROOF Once your marksmen are in place, a helicopter will carry the three-member Direct Intervention Team (HOTEL, TANGO, and BRAVO) to the roof of the Embassy. Once your men are on the roof, the Console screen will display a map of the Embassy and the surounding buildings. An "X" shows the position of each man on the roof, as well as the locations of the men stationed across the stre(лet. The "X" of the active man is shown in red; the others are shown in white. The name of the man currently under control is shown on the upper left side of the Console. You may switch to a different team member at any time simply by pressing the corresponding key: Delta: F1 Hotel: F4 Echo: F2 Tango: F5 Mike: F3 Bravo: F6 A control panel on the right side of the Console shows the time remaining(DD and the names of surviving team members. If one of the team members is in immediate danger, his name will begin to flash. In this case, you should switch to that man and take whatever action is necessary to prevent him from being killed. (PAGE 16) USING YOUR MARKSMEN By selecting one of the marksmen across the street from the Embassy, you can survey the side of the Embassy in his field of vision. To view the Embassy from the vantage point of (~a marksman, select that man and press ESC. The Console screen will show your marksman on the left, and a view of the Embassy as seen through his gunsight on the right. CONTROLS Joystick UP | LEFT -- O -- RIGHT | DOWN FIRE: FIRE BUTTON (" (PAGE 17) Move the joystick to move the gunsight around the screen. When the gunsight is within range of a window, a dot will appear in the middle of the cross hairs. To shoot, press the fire button while the dot is visible. Press the ESC key to return to the map screen, or activate another man by pressing his function key. R.J. Richter, Assault Force Captain 1980-1984 "Think twice before you order a marksman to shoot- the person in his guns(Iight may be a hostage, or even one of his own team. Be sure to scope out the situation using a man on the inside before you make your move." RAPPELING The Direct Intervention Team (HOTEL, TANGO, and BRAVO) must gain access to the Embassy by positioning themselves on the edge of the roof, rappelling down the side, and breaking in through a window. To select one of these men, press the corresponding function key. Next, you must position your man on the edge of the roof. Press the f(—U,ire button to cycle through the available positions. When you have selected a position, press the ESC key to view the man as he prepares for his descent. Follow the instructions below to direct your man as he descends from the roof. (PAGE 18) CONTROLS Joystick CLIMB UP | STOP -- O -- DESCEND PUSH AW(AY: FIRE BUTTON First, press fire to have your man push away from the wall. (The longer you hold down the fire button, the further he will push himself away from the wall when the button is released.) Let go of the fire button and quickly move the joystick right to have the man begin his descent; move the joystick left to stop his descent. If your man descends too far and ends up below the first floor windows, you can have him climb up the rope by pushing the joystick forward. (d (PAGE 19) BREAKING A WINDOW As he approaches a window, your man must stop his descent quickly and attempt to break the glass with his feet. (NOTE: Even if a window has already been broken by one of your men, the next man must still "break" through it.) Once the window is broken, your man will automatically enter the building. Watch out for terrorists inside the Embassy, who can shoot your men through the windows! "Gunner" McGraw, Assault For( ce Lieutenant 1977-1980 "To hit a window with enough force to break it, you have to push as far away from the building as possible. Also, it's a lot safer to descend in a series of short jumps. If you get moving too quickly, you may not be able to stop in time and you'll hit the sidewalk like a ton of bricks- I lost a couple of rookies that way..." (PAGE 20) STAGE 3 (PAGE 21) ( + INSIDE THE EMBASSY Once inside the Embassy, a view of the room your man is in is displayed on the right side of the Console. Above this screen is the name of the man currently being controlled. A control panel on the left shows the time remaining, and surviving team members. If one of the team members is in immediate danger, his name will begin to flash. In this case, you should switch to that man and take whatever action is necessary to prevent him from being killed. A mini-map ( "I"Oe you are allowed to select either the CAPTAIN or COMMANDER level. Unless you have been promoted, select LIEUTENANT by highlighting that option and pressing the fire button (or fire key). CHOOSING YOUR MISSION Next, you must choose a mission from among the five shown. Missions are listed from easiest (TRAINING) to most difficult (ASSAULT)-the harder the mission, the less time you have to complete it. o TRAINING (without hostages) o TARGET o ULTIMATUM o RESCUE o AS( #nSAULT Move your control forward or back to highlight the mission you wish to choose, then press the fire button to select that mission. You will direct all operations, from Command Headquarters. Surveillance cameras will allow you to see what is happening at all times, and you will be in constant contact with your men; their code names are DELTA, ECHO, MIKE, HOTEL, TANGO, and BRAVO. They are all skilled professionals, but will not act without your guidance. While you are dire( $,cting one man, the others will remain in their current positions. (PAGE 9) STAGE 1 (PAGE 11) THE MAP After selecting a mission, your Command Console will display a map of the Embassy and the surrounding area. A message detailing your first operation will scroll across the screen; when you have read the message, press the fire button to continue. Note the three locations th( %" at are marked on the map with an "X." Your first assignment is to place the team's three marksmen (DELTA, ECHO, and MIKE) in these strategic locations across the street from the Embassy. Once inside the selected building, they will make their way to the roof and set up sniper positions to provide cover for the Direct Intervention Team. "Mad Dog" Mulligan, Assault Force Commander 1987-1988 "Don't be tempted to put two men at the same location- you want snipers on all three sides o( &Bf the building. For maximum coverage, only one man should be placed at each target area. So what if the last guy takes a few hits- that'll teach him to stay out of the line of fire next time..." PLACING YOUR MARKSMEN To control each man in turn, press the corresponding function key: Delta: F1 Echo: F2 Mike: F3 An image of the man you are directing will appear on the map in his current location. To begin the maneuver, press the ESC key. A survei('llance camera shows your marksmen in his current hiding place across the street from the Embassy. Time remaining is shown on the upper left side of the Console (the game clock runs slower than real time); the name of the active man is shown on the upper right. (PAGE 12) Terrorists sweep the area with spotlights, looking for Assault Force team members. Once the man you are directing leaves his hiding place, he runs the risk of being caught in th((Ee spotlights. If they spot him, the terrorists will immediately open fire and he will have to move quickly to avoid being gunned down. (Your marksmen are vulnerable when out in the open, since they have no protection and are not able to fire back.) The marksmen can drop, roll, duck into doorways, or dive through windows to avoid the gunfire. Amiga Users: You may check your marksmen's progress on the map by pressing the fire button (or the ESC key) while he's hidden; he will then app()lear on the map in his current location. To return to the street view, press fire or ESC again. CONTROLS STANDING UP Joystick HIDE HIDE | HIDE \ | / RUN LEFT -- O -- RUN RIGHT / | \ ROLL LEFT | ROLL RIGHT (*+G DROP FIRE: FIRE BUTTON (PAGE 13) LYING DOWN Joystick STAND UP | CRAWL LEFT -- O -- CRAWL RIGHT To PAUSE the game, press the "P" key; press amy other key to resume play. Move the joystick left, right, or back to leave your hiding place. (To perform (+these maneuvers with a keyboard, simply press the corresponding keys.) If your man is lying down and does not crawl in either direction, he will automatically stand back up. If you do not move your man, he will automatically hide in the nearest location after a few seconds. If one of your marksmen is gunned down on the street, you must return to the map and select another man (by pressing his function key). When your last man is in position, you are given the option of starting o(Lծver or proceeding to the next stage. NOTE: If all three marksmen have been killed, you must start over. "Killer" Katz, Assault Force Commander 1973-1981 "If you're going for the big promotion, you're gonna have to get through this thing with all your men in one piece. Fortunately, there's no shortage of trained recruits just dying to get into the action, so don't be too soft on them - unless you want to be an underdog all your life..." (PAGE 14&-4 be destroyed. EXITS: These labeled holes lead down to the next level or to the level specified. Some exits are phoney. They are painted floor tiles. On some levels exits move around by closing and re-opening elsewhere. Treasure room appears randomly and the player has a fixed time to collect as many valuables as possible within a time limit, which is displayed at the top of the screen. There is no score unless the player escapes. In general players are immune to the other player's &.shots but in some areas of the dungeon, missiles can stun or injure fellow players. If players do not fight for about half a minute, the locked doors will disappear, freeing all of the monsters. Eventually, if players still avoid combat then all of the walls turn into exits! BASIC INSTRUCTIONS Choose the color and character you want by pointing the gauntlet and pressing the FIRE BUTTON. How long you last depends upon your health. Health is lost by contact with the monsters and as t&/Time elapses. It can be regained by picking up the food which can be found in the maze. Be careful, some food can be destroyed by your shots and some may be poisoned. The object of the game is to survive the monsters' attacks for as long as possible whilst competing for food, treasure and magic potions. You must also search the maze to find the exit to the next level. For game controls, details will appear on the screen. GAUNTLET II LOADING INSTRUCTIONS Insert the disk in drive and&. turn on computer. NOTE: Amiga 1000 owners, Insert Kickstart 1.2 or higher before loading your program disk. \\\\\\\\\\\\ Docs provided by THE HELLION & THE CORSAIR //////////// THE NEXT GENERATION / WORLD OF WONDERS all of the walls turn into exits! BASIC INSTRUCTIONS Choose the color and character you want by pointing the gauntlet and pressing the FIRE BUTTON. How long you last depends upon your health. Health is lost by contact with the monsters and as t(1u@................................11 The Map.................................................12 Placing Your Marksmen...................................12 STAGE 2...........................................................15 The Roof................................................16 Using Your Marksmen.....................................17 Rappelling..............................................18 Breaking a Window...........(2 ............................20 STAGE 3...........................................................21 Inside the Embassy......................................22 The Mini-map............................................22 Movement................................................23 Terrorists..............................................23 Rescuing the Hostages...................................24 STAGE 4..................................(3b.........................27 The Outcome.............................................28 Promotions..............................................28 WHAT YOU NEED AMIGA o Amiga 500, 1000, pr 2000 computer; 512K minimum o Disk drive o Color monitor or TV o Joystick LOADING INSTRUCTIONS 1. Plug a joystick into Port 1. 2. Turn on your monitor and computer. If necessary, insert Kickstart version 1.2 into the disk drive. 3. When asked for a Workbench(4 disk, insert your Hostage game disk into the disk drive. The game will load into your computer's memory and the introductory sequence will appear. When you have finished reading the message at the top of the screen, press the fire button to continue. (PAGE 3) TACTICAL BRIEFING BOOKLET (PAGE 7) It is your responsibility, LIEUTENANT, to direct the 6-member Assaul(5x$t Force team in a daring rescue attempt. Your objective is to bring all the hostages to safety and neutralize any terrorists who open fire. Time is crucial, so you will also be judged on how quickly your men complete the operation. You are given the choice of five missions; each one allows you less time than the last. To succeed, you must rescue all the hostages without losing any men...and complete your mission before time runs out. After reading the message on your monitor, pre(66oss the fire button (or the fire key) to begin. CONTROLS UP | LEFT -- O -- RIGHT | DOWN FIRE: FIRE BUTTON YOUR RANK You will be given the opportunity to attempt missions at these levels- Lieutenant, Captain, and Commander. Once you have successfu(! |lly completed the most difficult mission (code name ASSAULT) as Lieutenant, you will be prompted to the rank of CAPTAIN. When you have successfully completed the ASSAULT Mission as Captain, you will be promoted to the rank of COMMANDER. As Captain and Commander, you will attempt the same series of missions- but against progressively fiercer opponents. (PAGE 8) With each promotion you will be given a secret access code that must be entered befor&8#v to fight hand-to-hand or shoot them. DEATH: Death will drain health from you. He will take up to 200 points and then die. The only way to kill Death is with magic. Don't even thhin about fighting him hand-to- hand. SUPER SORCERERS: This sorcerer appears, takes a shot at the player and then disappears again. He continues to do this until sh&9zM ot by a player. Magic only stuns him and prevents him from shooting or disappearing immediately. ACID PUDDLES: These green pools hurt the player but do not attack him: instead they wander around aimlessly. They cannot be shot. Magic only stuns them. The "IT" Monster: This creature, which looks like a glowing, spinning disc, disappears when it hits a player. &:BMThat player then becomes "IT". All monsters are attracted to the player who becomes "IT" until he or she leaves the maze or until this player touches another player who then bacomes "IT". This monster cannot be shot but can be stunned by magic. The "THAT" Monster: This creature, which looks like the "IT" monster, chases players around the dungeon. If it touch& ;es a player he loses a special power or a potion or 100 health points. THE DRAGON: Dragons appear rarely and should be approached with caution. They need to be hit several times on the head with a missile to destroy them. Don't get too close, though, or it will fry you with it's fiery breath. THE THIEF: The thief appears well into the game at the characters'& hal potions when shot but endow the player with special abilities if collected. These include: -EXTRA ARMOUR - increases protection -EXTRA MAGIC POWER - increases the effect of potions -EXTRA SHOT SPEED - increases missile speed -EXTRA SHOT POWER - increases damage inflicted by missiles -EXTRA FIGHT POWER - increases hand-to-hand combat ability -EXTRA PICK UP POWER - increases carrying ability from ten to fifteen times POISONED POTIONS: These behave like poisoned food. FOOD: Pla& ?Ԁ&tes of meat increase health by 100 and give a bonus 100 score points. CIDER: Cider bottles can be shot and destroyed. When drunk this acts like food. POISONED CIDER: This can be shot and will slow monsters down for a short time. If drunk, poisoned cider takes 50 health points and makes the character dizzy and difficult to control. KEYS: Score 100 points for collecting. Use keys to open doors. TREASURE: Treasure chests cannot be shot but give 100 points when collected. Some treasure c&@c hests are locked and need to be opened with a key. They may contain food, money, a potion, and even Death! AMULETS: These magic devices confer special abilities on the wearer for a short time. INVISIBILTY: Monsters cannot see you and wander around. INVULNERABILITY: Monsters cannot hurt you, but your health decrements twice as fast as normal. REPULSIVENESS: Monsters cannot stand you and run away. TRANSPORTABILITY: The player can now transport through any solid object by running into i&A%ayt. 10 SUPER SHOTS: These shots kill all monsters in their path and keep travelling until they hit a wall. REFLECTIVE SHOTS: These shots bounce off walls allowing players to shoot around corners. These bounce a maximum of three times. WALLS: In general walls are impenetrable objects, but some walls crumble when shot. TRAPS: These glowing patterns on the floor make some walls disappear when stepped on. There can be more than one trap. Traps walls may be invisible. STUN TILES: These til&,%es stun any player who treads on them and then disappear. TRANSPORTERS: Glowing red discs on the floor, transport players to the nearest visible transporter. If several transporters are the same distance away, then one is chosen at random. There are several ways to influence your direction. Can you find them? FORCE FIELDS: These go on and off in a particular pattern. If a player enters a field when it is on his health will quickly drain. Monsters are not affected. Force fields cannot$Cm. Look at the drawing below. IV. Communicating with the Game All Battletech commands are entered through simple key presses: When you encounter a menu, move the highlighted bar up or down in the menu using the up and down arrowes (the 8 and 2 keys on the numeric keypad; or use W for up and X for down). Choose the highlighted selection by pressing the space bar or the return key. Standard Numeric Keypad: The 2, 4, 6, 8 keys move you South, West, East, North $DXrespectively. The 1, 3, 7, 9 keys will move you diagonally. ------- | |<------Torso MainFrame ------- ------- Intercooler ---------- > \ / / | |\ \ | | | | \ \ <-- Elbow Actuator Gryo Housing ------------------> | \ \ Jump Jet Intake ---> / ------- \ | <---Balance Strut / / / / \ \ <--Leg Mainshaft $EGpD ---- / / \ \ \ \ | | | | ---- | | | | | | | | | | | | <--Foot Actuator / / \ \ --- --- <-- Foot Casting BattleMechs: WSP-1A WASP Too lightly armed and armored for combat, this 'mech's speed and maneuverability make it a good machine for scouting and recon duty. Charact$FlgF eristics Mass: 20 Tons Cruising speed: 66.5 kph Maximun speed: 95.1 kph Walking Factor: 6 Running factor: 9 Jump Jets: capacity 180 meters Heat sinks: 10 Armor factor: 48 Armament: 1 medium laser, right arm 1 short rangs missle, left leg LCT-1V LOCUST This Mech is light and fast, making it good for recon and quick stricks. Beware a direct hit from almost any weapon. Mass: 20 tons Cruising Speed: 86.4 kph Maximun speed: 129.6 kph Walking Factor: 8 Running factor: 12 Jump$Gh:hing factor: none Heat sinks: 10 Armor factor: 64 Armament: 1 medium laser, center torso 2 machine guns, one each in right and left arms STG-3R STINGER Although lightly armored, and with limited weapons, this mech has speed and mobility making it one tough machine to pin down. Mass: 20 tons Cruising speed: 63.4 kph Maximun speed: 91.6 kph Walking factor: 6 Running factor: 9 Jump factor: capacity 180 meters Heat sinks: 10 Armor factor: 48 Armament: 1 medium laser, right a$H7lrm 2 machine guns, one each in right and left arms COM-2D COMMANDO Despite it's light armor, this Mech's dual missile system make it a good recon and emergency barrage vehicle. Mass: 25 tons Cruising speed: 64.8 kph Maximum speed: 97.2 kph Walking factor: 6 Running factor: 9 Jump factor: none Heat sinks: 10 Armor factor: 64 Armament: 2 short range missles 1 each in right arm and center torso 1 medium laser, left arm MECH WEAPONS Laser: Powered off your mec$%$h's power plant, these never run out of ammo. Small Lasers: Power output: .8 to 1.5 megajoules Effective range: 90 meters Medium Lasers: Power output: 1.5 to 3 megajoules Effective Range: 300 meters Large Lasers: Power output: 3 to 5 megajoules Effective Range: .5 kilometer ss: 20 tons Cruising speed: 63.4 kph Maximun speed: 91.6 kph Walking factor: 6 Running factor: 9 Jump factor: capacity 180 meters Heat sinks: 10 Armor factor: 48 Armament: 1 medium laser, right a&7]p LOBBERS: Lobbers will try to lob rocks over walls and other things in the maze to hit you. They will also try to run away from you. Try to shoot them or trap them in a corner and fight them hand-to-hand. SORCERERS: Sorcerers try to fool you by disappearing while moving. When they are invisible, your shots will go through them. Either move the joystick towards them&Kyӣors. MERLIN the Wizard ARMOUR: None. SHOT POWER: Good. HAND TO HAND: Poor - Bare Hands - cannot destroy generators. MAGIC POWER: Excellent - damages all monsters and generators. QUESTOR the Elf ARMOUR: Leather - eliminates 10% of damage. SHOT POWER: Poor. HAND TO HAND: Moderate - Dagger - cannot destroy generators. MAGIC POWER: Very good - destroys almost all monsters and generators. THE VILLAINS The monsters pour out of the generator which lie throughout the dungeons. Eac&L3h generator creates a specific type of monster i.e. ghosts or demons. There are three levels of generators; the toughest monsters. Shoot the generators to destroy them. Monsters too, have three strengths, the most powerful taking three hits to kill. GHOSTS: Stay away from ghosts. They hit you only once and disappear. One hit hurts alot. Shoot ghosts, do not run into them! GRUNTS: Grunts will run up to you and h&IL%lnit you with their clubs over and over. Either move the joystick towards them to fight them hand-to-hand or shoot them. DEMONS: Demons will try to shoot fireballs at you if they can, or if they are too close they will bite you again and again. Fireballs hurt more than biting does. Either move the joystick toward them to fight hand-to-hand or shoot them.  NRhC% one-player game is a challenge only for the toughest players! If the ball becomes "Stuck" the RETURN Key will "Rock" the pitch to release the ball back into play. ------------------ TIPS FOR BEGINNERS ------------------ Ballistix is a game of skill and like any sport requires practice before you can put yourself at the top of the high-score table. Start by selecting different play options to get a feel for their effects on gameplay. A good tactic for novice players is to fire from O the arrow, set the ball speed near maximum, the ball life span at around 5, arrow power at 1, auto-repeat at 9, and the number of balls at maximum. Remember to keep an eye on your score as well as your opponent's goal. You can gain score bonuses during the game by various means, including collecting letters to spell the word RICOCHET. Watch out for them! +++++++++++Docs provided by THE HELLION & THE CORSAIR+++++++++++++ The Next Generation / World of Wonders   t game is a challenge only for the toughest players! If the ball becomes "Stuck" the RETURN Key will "Rock" the pitch to release the ball back into play. ------------------ TIPS FOR BEGINNERS ------------------ Ballistix is a game of skill and like any sport requires practice before you can put yourself at the top of the high-score table. Start by selecting different play options to get a feel for their effects on gameplay. A good tactic for novice players is to fire from" ctoo much too soon. 2. Some objects do more damage than good! 3. Keep ducking, to avoid bullets. 4. Never judge a book by it's cover (Joker's plot). Well this concludes the complete Batman - The Caped Crusader Manual. ...... Doc provided by THE HELLION & THE CORSAIR ...... Crack & NTSC fix provided by Quartex (Great job!!!) e - various aspects of the game's displays and sound effects may also be changed at this point to suit the requirements of the player"R Ds Gotham City mansion, but, of course old habits die hard and this is but a cover up for his ingenious plan to take over the world using an army of robotic penguins! As 'Batman' can you close down the hidden master control computer and stop this evil conspiracy? THE JOKER PLOT - "A FETE WORSE THAN DEATH" Robin has mysteriously disappeared - the only clue found is a single "playing card" the call sign of the infamous 'Joker'! Batman's arch enemy has returned. On close examination t"Sbxhe Batcomputer reveals a secret message hidden on the flip side of the card. "Robin heads for a fate worse than death, the fuse is lit - so don't waste time, follow your nose and remember, there's no place like home! Boom! Boom! Can you uncover the mystery, save Robin and defeat the Joker? Time is running out. GAMEPLAY The presentation on screen simulates a comic strip with Gotham City and all its characters appearing in 'multiple overlaid panels'. Any text (i.e. clues, description"T֙>s, etc) is displayed in caption boxes in the appropriate 'frame'. The player, as the 'Batman', has complete freedom to move around and interact with the numerous locations, solving puzzles en route. The game is over only when the adventure is complete or Batman has insufficient energy to continue. THE CONTROLS The player can make Batman perform a large variety of moves. Without the fire button pressed With the fire button pressed Face back "U~; Face back | | Climb left \ | / Climb right High kick left \ | / High kick right \ / \ / Walk left --- --- Walk right Punch/throw left --- --- Punch/throw right / \ / \ Duck left / | \ Duck right Low kick left / | \ Low kick right | | Fac"V j=e front Pick up object or Enter utility screen ATARI ST/AMIGA Face back Climb | | Walk left --- --- Walk right / | \ "W+Z Duck left / | \ Duck right Climb Face front THE UTILITY SCREEN By 'pulling down' and pressing 'fire' Batman will enter the utility screen. This displays all the objects you have 'picked up' and also the control 'icons' which are used to manipulate them. Note - various aspects of the game's displays and sound effects may also be changed at this point to suit the requirements of the player"P.#. Batman's energy status bars and the 'plot completion percentage' are also displayed on this screen. Game percentage Objects carried Control icons Bat-cursor Energy status bars EXAMPLE - UTILISING AN OBJECT By moving the 'Bat-cursor' onto the object and pressing 'fire', then selecting the 'utilise' icon in the same manner, that object will be used. i.e. Food eaten (energy increased) Key opens locked door Dart is thrown HINTS AND TIPS 1. Don't eat  Yf?n something to talk about! -------------------- LOADING INSTRUCTIONS -------------------- (VIRUS WARNING to avoid virus infection)... First always switch off your machine for at least 30 seconds before loading. Then... AMIGA owners: Switch on. If the display prompts for a Kickstart disk, insert one into the internal drive. When the display prompts for a Workbench disk, insert the Ballistix disk into the internal drive. You need two joy ZА ^sticks for the two player game. For the one player option, insert a joystick into the second joystick port. Once the game has loaded and cycled through the title screens, the Level Selection screen will appear. Full instructions on how to configure and play the game appear on the following pages. -------------------- THE LAWS OF THE GAME -------------------- Ballistix is a game of skill between two players. Each player attempts to blast balls at the puck and cannon it into his [y opponent's goal. In addition, there is a one-player option where the pitch is tilted towards your own goal. If you want to get onto the pitch straightaway, simply select a one or two player game on the Level Selection screen by pressing 1 or 2. Press the fire button or the left-hand mouse button at any time to begin play. You can also adjust which game level you start on at this point by moving the joystick left or right. There are 50 levels in the one-player game and 80 in the \Ӭ two-player game. All the levels are different and the pitches in the one-player game are not the same as those in the two player game. Note that you cannot enter all levels from the level selection screen, some can only be played by winning through earlier screens first. If you take no action at this stage, the program will proceed to cycle through the Option Screens and will enter demo mode. To exit from demo mode, wait until a game is in progress and then press F10. Unlike ](m other games, Ballistix allows you to re-program the game-play according to your own particular taste. These options are presented on the two Option Screens. Once you have selected one or two players, you may - instead of pressing the fire-button or left-handed mouse button - move on to the Option Screens by pressing the spacebar. Once you have made your choices from the two option screens, press the fire-button/left-hand mouse button to begin play. Note that pressing the spacebar at ^lL this point will return the program to demo mode, showing the effects on gameplay of the selections you have made. Options are selected by moving the joystick forwards and backwards, and the alternative values for each option are entered by moving the joystick left and right. The options available are as follows: ----------------- OPTION SCREEN ONE ----------------- FIRE FROM ARROW/AT SIGHT In FIRE FROM ARROW mode, the balls are blasted at the puck from the position currently o _̢ccupied by the player's arrow-cursor. In FIRE AT SIGHT mode, the balls are blasted from the player's goal mouth to the position occupied by the player's sight-cursor when the fire-button was pressed. NOTE: In FIRE AT SIGHT mode during two-player games, ensure that BALL LIFE SPAN (see below) is set to a high value, otherwise you risk stranding the puck in a central position where neither player can move it, since the balls will 'die' before they can travel the distance from goal-mouth ` to puck. BALL SPEED 1-8 Determines the speed at which balls travel across the pitch. BALLS 2-18 (even values only) Determines the number of balls available to players during the game. Balls 'die' when they have exceeded their life-span on the pitch (see below) or when they are collected in pockets at each end of the pitch. Note that in a one player game all dead balls are returned to the player immediately in a two player game, they are divided between the players according to the aD8=ir position when they die. If, in a two-player game, all balls accrue to one player, the other player may not fire until either (a) his opponent has fired some balls that transfer to him or (b) his opponent delays firing for a few seconds, after which all balls are then instantly transferred to the other player as a penalty. AUTO REPEAT 0-9 Determines the rate at which balls are fired when the fire-button is kept depressed. A value of zero means that the button must be pressed re bpeatedly to fire each ball individually - useful for precision play. ----------------- OPTION SCREEN TWO ----------------- BALL LIFE SPAN 1-9 Determines the length of a ball's 'life' on the pitch. Balls are removed from the pitch and placed in one of the player's ball parks either when they die or when they are collected in pockets at the ends of the pitch. ARROW POWER 1-9 Many pitches feature arrows which accelerate the ball in the indicated direction. The force of acceleration c MKxan be adjusted using this feature. GOALS TO WIN 1-5 Each game is played across a single pitch until one player wins the number of goals specified here. GAMES TO WIN 1-9 Each match is played over a set number of games. In a two-player match, the pitch is changed after each game until one player has the required number of wins. In the one-player match, the pitch is changed after each player win, but the game terminates if the computer wins ANY game! Exploring the later screens of theVdaXmduring the defining of a macro, however it is not during the execution. At the end of a macro, the display is always refreshed. You may nest macros, but you should not use recursion. If ReSource finds that the nesting level has exceeded 40, the macro will be abandoned. Macro files can be saved and re-loaded. When ReSource first starts up, it looks for "S:RS.macros". If it finds it, it will load it, and execute macro #12 imWeamediately (that is why macro #12 is hilited in the menus). This is used to configure ReSource. Just start macro #12, set what option you want, end macro #12, save the macro file as "S:RS.macros", and ReSource will be configured every time that you run it. KEY BINDINGS: Every function in ReSource can be found in the menus. You do not need to use any keys at all, but you probably will wXf_fG0ant to. You can bind any function to any key. All Amiga keys are supported, you may use shift, alt, ctl, lAmiga, rAmiga, shift-alt, shift-ctl, alt-ctl, or shift-alt-ctl in combination with any key, as a distinct key to bind a function to. Thus, you have complete control over which keys do what. After re-binding some keys, you will probably want to save the keytable. If you save the keytable as "S:RS.keytable", it will be loaded every timYgLQe you run ReSource. You may want to create several keytables, suitable for doing differing program types (C, assembler, etc.). OPTIONS/Show offsets: If this option is set to ON, all lines will start with either a label, or the offset from the start of the file. OPTIONS/Display Beep: If this option is set to ON, the "BeepDisplay" function is used to give feedback to the user, that either a function has failZhHTed, or that a lengthy function has completed, and that the user should now wake up. OPTIONS/User Feedback: If this option is set to ON, messages will appear in the title bar, to let the user know what ReSource is doing, especially while doing functions that take a lot of time, extraordinary functions that only ReSource has direct control over (such as dynamically allocating more memory for strings, etc.), and also informa[iHtion about what hunks, etc., that it finds in a load file. OPTIONS/Feedback Delays: If this option is set to ON, whenever a feedback message is displayed, ReSource will wait for you to read the message, before continuing. You will probably not want to keep this on all the time, as it can slow down the disassembly process somewhat, but while you are learning to use ReSource, it will probably be very useful. O\j1PTIONS/Labels: If this option is set to ON, labels will be displayed. This is the default. OPTIONS/Value symbols: If this option is set to ON, value symbols will be displayed. This is the default. OPTIONS/End-of-line comments: If this option is set to ON, end-of-line comments will be displayed. This is the default. OPTIONS/Full-line comments: If this option is set t]f o ON, full-line comments will be displayed. This is the default. **************************************************************** Don't forget to put arp.library in your LIBS: directory! **************************************************************** m the start of the file. OPTIONS/Display Beep: If this option is set to ON, the "BeepDisplay" function is used to give feedback to the user, that either a function has fail l^d Player 1 has immediately gone on the attack, bombarding the ball straight down the field and...oh my goodness! Just as he was about to score the ball's vanished into one of the many pipes on today's pitch. Touch of bad luck that, eh Jimmy? Now the ball's popped out of the pipe right in to Player 2's lap. And he's showing some very silky skills as he cannons the ball round the acid pool, off the bumpers and deep into enemy territory. Yes, it's a magnificent goal! From the  m~kick-off it's Player 2 on the attack again. And there's a struggle here as the ball is swinging about in a trough, it's not clear who's going to win possession. It's out, and that magnet means it's Player 1 on the ball. He's driving it forward now, he's just got himself a bonus shield, protecting his own goal., he's played the ball down a hyperspace tunnel, it's out, he's in position and blasting forwards again, and now the red arrows have taken effect and the ball is being played at X unimaginable speed, but it's still Player 1 with the advantage, he's deep inside enemy territory, but the ball's hit a splitter and pow!! There are 16 balls all over the show now, this is amazing stuff, Player 1's still got it though and...and... he's scored, it's in the net, it's incredible, I've never seen a goal like it. Ballistix has just got to be one of the most staggering games I've ever seen, eh Jimmy?......." ...now turn the page and REALLY give BriaKo9]IAL FUNCTIONS/Repeat last command: Execute the last function that was executed. This does not include most cursor movements. By rebinding this function to an easily-accessed key, such as the space bar, (and saving the keytable) there should be much less need to rebind keys often. SPECIAL FUNCTIONS/Convert xx(A4) EA's These functions were specifically designed to be used when disassemLpIObling 'C' programs, in which the A4 register is used as a base register for accessing data, throughout all or most of the program. Let's use an example program here: SECTION test000000,CODE LEA START+$11E,A4 LEA 0(A4),A1 MOVE.L $000C(A4),D0 .... rest of code SECTION test00011E,DATA dc.b Mq'ɹ'dos.library',0 dc.l $00010001 END In the above program, the A4 register will point to the start of the data segment. There are three ways to tell ReSource where the A4 register will point to; in the above example, the "This operand" function could be used with the cursor at start of file, or the "This address" function could be used with the cursor at offset $00011E, or the "Specify" Nr ffunction could be used, suppying a parameter of "11E". Basically, with this function, you are telling ReSource where, relative to the start of the program, the A4 register can be assumed to be pointing. After you do this, any effective address that involves a word offset to the A4 register, will be shown as an absolute address. Thus, the example program above will appear as: SECTION test000000,CODE OsWd LEA START+$011E,A4 LEA START+$011E,A1 MOVE.L START+$012A,D0 .... rest of code SECTION test00011E,DATA dc.b 'dos.library',0 dc.l $00010001 END The advantage here is that labels can automatically be created where they could not before. If this conversion process is not Pt used, it is likely that the program will not successfully re- assemble, as different assemblers assemble the same source code into different opcodes. For example, the assembler that I normally use does virtually no optimizing, and so the resulting program is often larger than the original, even if I did not modify the source code. For example: MOVE.L 4,A6 If absolute long addressing is used, the instrucQujtion above will be 6 bytes long, whereas if absolute short addressing is used, it will be only 4 bytes long. Where you wish to do EA conversions in only a portion of a program, you can set the lower and upper limits. Changing to absolute EA's will increase the size of the resulting program, unless you convert back to relative addressing, within the source code. I believe that one of the features of Rv8 BLINK (from the Software Distillery) can help to make this conversion. SPECIAL FUNCTIONS/Convert specific EA's: Please read and understand the "SPECIAL FUNCTIONS/Convert xx(A4) EA's" functions first! Where you want to do specific EA conversions, use "Set base #1" (or #2, or #3), when the cursor is the same as where the base register (whatever that is, it does not have to be A4 this time) can be assumed to point to. AssuSw0iming that you set base #1, and it is the A5 register that is being used as a base register, you will then use the "Convert W/ Base #1" function to convert lines like: MOVE.L $0032(A5),A6 .. into: MOVE.L lbL0014AC(A5),A6 Note here that there has not actually been an EA conversion, but a label has been created, the data type at label "lbL0014AC" has been determined anTx!bd set, and a value symbol ("lbL0014AC") has been created for this line. It is up to you then to make the necessary changes to the resulting source code, if re-assembling is required. Whereas the "Convert xx(A4) EA's" function converts immediately and automatically, you must use the "Convert W/Base #1" function on each line that you want converted. If you wish to convert a destination address, first use the "SYMBOLS/Set source/dest/DestinatUchion" function first. MACROS: There are currently twelve user-definable macros available in ReSource. To start macro #1, select "MACROS/Start/ #1", select the functions to be included in the macro (you can use the menus, or press keys, it's all the same thing to the macro). When you are done, select "MACROS/Start/#1" again, to end the macro. To run the macro, select "MACROS/Execute/#1". The display is always refreshed @zD[ If any are found, ReSource will make a decision on which type of data is at the position referenced, it will then set the data type, and create a label at that offset. This new label will be immediately used for all references to that location, which of course includes the reference within the current line. If the current line is not being shown as code, or if there is no references, or there is a refereA{Cnce, but it is outside of the range of the current file, then this function will do nothing. Normally, this function will only be used within macros, as it is easier and quicker to hold down the left Amiga key, while holding down the left mouse button, possibly while scrolling also. LABELS/Create single/Value symbol: Following is several examples of address symbols (labels), and value symbols. lbC000124 MOVB|E.B bm_Depth(A0),D0 In the above line, "lbC000124" is an address symbol, and "bm_Depth" is a value symbol. MOVE.B bm_Depth(A0),DepthByte In this line, "DepthByte" is and a reference to an address symbol (label), NOT a value symbol. MOVE.L #MEMF_CLEAR,D1 In this line, "MEMF_CLEAR" is a value symbol. If a value symbol had not been created for this line, the line wC}Brould be: MOVE.L #$10000,D1 Address symbols (labels) always equate to a position within the file, while value symbols may equate to any value at all. Unfortunately, there is several cases where a value symbol may equate to a position within the file: MOVEA.L #lbC000134,A0 JSR (A0) In this case, you may assign a value symbol, in which case the D~-evalue symbol will be shown, not the label name of the position within the file that the instruction refers to. If however, you later remove the value symbol, the then label name of the line being referenced (at present, this is "lbC000134"), will be shown. When you create an address symbol or value symbol, the name is NOT checked for validity, it is up to you to decide whether or not the assembler that you will be using will accept the resuElting code. For example: MOVE.L #FFFFFFFA,D0 may be changed to: MOVE.L #-6,D0 by creating a value symbol "-6". Virtually any value can be given a value symbol, including bit numbers: BTST #AFB_68020,$0124(A6) LABELS/Create single/Value symbol - dest: Similar to "LABELS/Create single/Value Fsymbol" function, except that the second reference within the current line will used, rather than the first: BTST #4,SysFlags(A6) LABELS/Edit single: All of these functions are identical to their counterparts in "LABELS/Create single", except that if their is an existing label/symbol/comment, you will be requested to edit it, rather than create a new one. Given the editing capabilities GPof a string gadget, the create functions are a luxury really, although I find that when I change a label/symbol/comment, I generally make it nothing like the original, hence I nearly always use the create functions, to save me the trouble of pressing "rAmiga-X". LABELS/Remove single/Address symbol: Remove any address symbol (label) for the current line. LABELS/Remove single/Value symbol: Remove ALL value syHNmbols in the current line. LABELS/Remove single/End-of-line comment: Remove any end-of-line comment for the current line. LABELS/Remove single/All: Remove all symbols and comments for the current line. LABELS/Create multiple/Reloc32 all: For each reloc32 pointer within the current file, determine the data type being referenced, set the data type, and create a label at that address. This funcIçtion should be used with caution, as when it makes a decision on the data type, it does not have the same information available as when creating labels normally. This function should be most useful after creating labels from all code in a program, where there is one or more large tables of pointers. LABELS/Create multiple/All: Starting at the current address, the "LABELS/Create single/Address symbol dest" function is exeJn/%cuted, and if ReSource thinks that there was valid code in the current line, the "CURSOR/Relative/Next line" function is executed, and the entire function loops, otherwise the "PROJECT/-=Abort=-" function is executed. This function can make the disassembly process very fast, the disadvantage being that there is a very slight chance that what ReSource thinks is valid code, is really ascii, and invalid labels will be created. SPEC5ą4OR/Relative/Previous page: Scroll backwards by one page. This will be approximately 20 lines. CURSOR/Relative/Skip forward: Scroll forward by approx 4096 bytes ($1000). CURSOR/Relative/Skip Backward: Scroll backward by approx 4096 bytes ($1000). CURSOR/Relative/Next unparsed code: Scroll forward to the next line of code, that has been labelled, and that has not been parsed for6Pvp labels yet. CURSOR/Relative/Next data type change: Scroll forward to the next byte whose data type is different to the data type of the current byte. CURSOR/Relative/Previous data type change: Scroll backward to the first byte found whose data type is different to the data type of the current byte. CURSOR/Relative/Next uncertain data type: Scroll forward to7Ŝ the next position within the file that ReSource has labelled, but at the time was not quite sure of which data type to set. CURSOR/Relative/Next backward reference: Using the "CURSOR/Absolute/Backward reference" function, it is possible to find the first reference to the current position within the file. Use this function to find further references to the same position. The search function could be used instead, but ma8y also find references within comments, mnemonics, or even within other labels. CURSOR/Absolute/End of file: Move cursor to the last line of the file. CURSOR/Absolute/Start of file: Move cursor to the first line of the file. CURSOR/Absolute/Forward reference: I'll use an example to explain this one: JSR lbC0132DE If you wanted to "check out" 9}Q8the subroutine at label "lbC0132DE", but later return to the current cursor position, simply scroll until this line is on the top line of the display, and select "CURSOR/Absolute/Forward reference". The current cursor location is stored (on a stack), so that you can return to this cursor position, using the "CURSOR/Absolute/Previous location" function. CURSOR/Absolute/Forward reference: This is similar to the "CURSOR/Abs:9olute/Forward reference" function, except that on a line such as: MOVE.L lbL00DEAF,lbL00BEEF the second label is used (lbL00BEEF), rather than the first (lbL00DEAF). CURSOR/Absolute/Backward reference: Use to find the first reference made to the current cursor position. See "CURSOR/Absolute/Next backward reference". CURSOR/Absolute/Previous location: With ma;ny functions that change the cursor location substantially, the current cursor position is stored on a stack. To "pop" the last saved location, use this function. CURSOR/Scrolling speed: You can select from five scrolling speeds. This relates to the speed/smoothness of scrolling when using the "CURSOR/ Relative/Next line" and "CURSOR/Relative/Previous line" functions. CURSOR/Search/Se<Ft search pattern: You will be requested to input a string. Unless you select "CANCEL", the string you input will be searched for immediately, starting at the current cursor position. Normal ARP wildcards are accepted: (a|b|c) Will match one of a, b or c. These can be patterns. ? Matches any single character # Pattern repeated 0 or more times, = in particular, #? matches anything. [char] A set of characters, for example, [abc] or [a..c] specify the same set. [^char] Match everything but this set of characters. * 0 or more occurances of any character. CURSOR/Search/Find next occurence: Using the current search string, search forward from the current cursor po>,sksition. See "CURSOR/Search/Set search pattern". LABELS/Create single/End-of-line comment: You will requested for a string, which will be shown at the end of the current line, starting with " ; ". LABELS/Create single/Full-line comment: You will requested for a string, which will be shown on a seperate line, previous to the current line, starting with "; ". Generally, this will be used to add a comment too long ?yn+to put at the end of the current line. LABELS/Create single/Address symbol: You will be requested for a string, which will become the label for the current line. Any references to the current line will use the new label name, throughout the entire file, immediately. LABELS/Create single/Address symbol dest: The current line of code will be searched for references to positions within the current file.*p SuperView -u pic1 pic2 -x Change the position of the display area x -y Change the position of the display area y The -x and -y options are used to position the display area on the screen. For overscan, you need to shift the picture to the left and up from the normal 0x 0y so you use -x-16 to shift left and -y-8 to shift up. Also, if you want to change the display size with the -w and -h opta ions, you can center the smaller screen with these options. Example: 1> SuperView -x20 -y10 Mickey 1> SuperView -w200 -h100 -x60 -y50 Spray If you have any problems with the program, you can leave me a message on AmigaLine BBS at (405) 354-8061.... und. The back ground picture will scroll, now release the button and hold it down again, this time the front picture will scroll. Each time you press the left button the scrolling picture will change. To use this option,  *roficient at disassembling even a small program manually. Even experts can spend many hours disassembling very small programs, while large Amiga programs may take weeks. From now on, this will not be the case with Amiga programs. Large programs (100K or larger) can be disassembled in an evening, while small programs (such as CD, PROMPT, AVAIL, ECHO, FILENOTE, etc., take around 3-5 seconds to produce re- assemblable source code.  * As an example, let's disassemble LoadWB, which you'll find in the C directory of just about any booting disk, including a standard Workbench disk (make sure that it comes from a V1.2 Workbench, not 1.1 or 1.3! At the CLI prompt, type: RUN RS C:LOADWB You don't really have to use the "run" command, but I find it convenient, so maybe you will too. When ReSource starts running, it will load the file "loadwb" from the C director y\y, and disassemble the first page for you. We can now start the label- creation process. This involves getting ReSource to examine lines of code, and on each line, if there is any reference to another part of the program, ReSource will decide which type of data is being referenced. For example, the first line of code in our program is: MOVE.L SP,START+$01E0 Okay, go to the menфus, under "LABELS" menu, you'll find "Create single". A sub-menu box will pop out, and from this, select "Address symbol dest". Now, the first line of code in our program should be: MOVE.L SP,lbL0001E0 Now, scroll forward through the program (using shift-down arrow), until you find a line starting with "lbL0001E0": lbL0001E0 dc.l 0 The label "lbL0001E0" is something that ReSource has just HS0now created. In this case, ReSource decided that the data being referenced was a Longword, hence the "L" in "lbL0001E0". If it was code that was being referenced, the label would have been "lbC0001E0" instead. There are five type of data recognized by ReSource: ASCII - CODE - BYTES - WORDS - LONGWORDS The processes involved in deciding which type of data is being referenced is quite complex, and such things as the surrounding code/data, the relative position of reloc32 areas, hunk types, relative position from the start of a hunk, the actual information being referenced, whether the data is word/longword aligned, the actual instruction from which the reference was derived, the proximity of other labels, and what data types they refer to, all take part in the decision-making process. If the first line of code in out program had been: MO5bVE.W SP,START+$01E0 , then the label created would have been "lbW0001E0" instead, and the data type at this label would have been set to words. If you like, you can manually set the data type of any byte in the program, by selecting a sub-menu item from the "Set data type" menu item, under "DISPLAY" in the menus. This will not create a label, but it will re-define the current byte within the file (on the top line of the display) as >-being ASCII, CODE, or whichever data type you selected. Generally, this is not required, except sometimes in large programs, but after letting ReSource do its thing first. If you like doing things with the mouse, you can even set the data type this way. Once you have mastered mouse scrolling, try holding down the left-shift key while still holding down the left mouse button. This will display everything as if it were set to the data type CBYTES. Holding down the left alt key will display everything as if it were set to ASCII. Similarly, the left shift and left alt keys held down together to show everything in WORDs; hold down the ctl key and everything will be displayed as CODE. Hold down all three, and everything will be shown as LONGWORDS. If you decide make this data type permanent, press the menu button, and the current position within the program will be set to the da =th the -s option. Example: 1> SuperView -d df0: 1> SuperView -s10 -c -d df0: 1> SuperView -s10 -d -a df1: -r -f Read a text file for picture names This option will read a text file and use it as a script to display pictures. The format of the file is the same as the format of each picture on the command line. Example: -a Mickey -s10 MyPicture -d -s10 -c df0: GreatPic -x200 -y100 BigPic Each picture in the file can have its own options. When all of the files ha &zvCve been displayed, SuperView will continue with the rest of the command line. Example: 1> SuperView -f MyScript 1> SuperView -f MyScript -r 1> SuperView -f MyScript -s10 Spray -h Change the display height of a picture -w Change the display width These two options change the display size of a picture. You can use one or both of them on a picture. These options change the display size of the picture, not the size of the picture. If you tell it to use a smaller d isplay size than the picture is, you will be able to scroll around in the smaller display area. The best way to under stand this may be to try it. Example: 1> SuperView -w320 -h200 Mickey 1> SuperView -w320 -h200 -m Mickey 1> SuperView -w200 -h100 -x60 -y50 Spray -l List picture information If you want to know the size of a picture, or if it is HAM or HalfBrite, then this is your option. This will list out the size of the display area, the size of the picture, what yk type of file it is (ILBM, ACBM, ANIM), any display modes, number of colors and bit planes. Example: 1> SuperView -l Mickey 1> SuperView -l -s10 Mickey 1> SuperView -l -w400 Mickey If you want to save this information to disk or printer, you may redirect the output: 1> SuperView >Prt: -d -l df1: This line will show each picture on drive df1: and list the information to the printer. -m Select view modes h = HAM r = HiRes l =Lace b = HalfBrite This will @9allow you to change any display modes that you want. The display modes that are supported are, Hi-Res (640 display), Lace (interlace), HAM (Hold And Modify), and Extra-HalfBrite. If you just select -m option without any letters following it, all modes will be cleared. If the modes are clear, you will get a standard lo-res screen. This is good for taking a Hi-Res, Lace picture and making it Lo-Res. Example: 1> SuperView -w320 -h200 -m Mickey 1> SuperView -w320 -h200 -ml Mivckey This will give you a 320 X 200 picture of Mickey that you can scroll around in. -o Override the Auto Overscan This will cause SuperView to display the picture exactly like the IFF file said to. No attempt to size or place the picture is made. Example: 1> SuperView -o Spray -p Disables Pointer Clearing If you don't want your pointer to disappear when showing the picture, then use this option. Example: 1> SuperView -p Mickey -r Repeat command line Thi¬1 s will cause SuperView to repeat the command line in a loop. With this option, the -s and -d or -f options, you can make a slide show. This is the only option that you put after everything else and everything past the -r is ignored. The only way to stop this is to hit the ESC key. Example: 1> SuperView Mickey Spray -r 1> SuperView -s10 Mickey -s5 Spray -r -s Display picture for n seconds This option will remove the picture after n seconds. You can still continue by zzpressing the right mouse button or ESC key. This option and the -d option work well together. Example: 1> SuperView -s10 Mickey 1> SuperView -s10 -d df1: -t[] Double Buffer This option will take two (default) or more pictures and cycle them to the front at a rate of 60 times per second. This may not seem useful, but there are some reasons for including it. Double Buffering is mostly used to hide the area that you are drawing in until it is ready to be displayed. Most uof the time it is a animation. Durring some test with Double Buffering I found that if you swap complete screens, you can also change the colors. Try this, load up a paint program, make a red (filled) box in the middle of the screen. Now save this as pic1. Next change the box to blue and save as pic2. Then type the following line 1> SuperView -t pic1 pic2 Notice that the box is now a different color. This is real useful in smoothing out pictures and you can make it look likŘTPe you have more than 32 colors on the screen at once. More info on how to use this option will be made available on the AmigaLine BBS at (405) 354-8061 including a way to make Hi-Res 4096 color photos from the amiga. If you want to buffer more than two pictures, supply the number of pictures after the -t option like 1> SuperView -t4 pic1 pic2 pic3 pic4 -u Dual Playfield Did you ever wonder what dual playfield was like. Well with this option, you can take any two pictures thuat are three bit planes (or less) and display them in dual playfield mode. After the picture is displayed, you can scroll around in each picture (if the picture is larger than the screen). To do this, hold down the left mouse button and slide the mouse around. The back ground picture will scroll, now release the button and hold it down again, this time the front picture will scroll. Each time you press the left button the scrolling picture will change. To use this option, LjN8indow. If its a dual icon then the alternate (or selected) image will appear in ICON #2 window. The menu setting will also reflect the icon type. SAVE Select this to save your icon creation to disk. You can re-edit an old icon and save it back again or you might use NEW and create a whole new icon. Regardless once you select save you will see the word -FRAME- above ICON #1 ȹi window to indicate this window is where you will cut out your icon image. If you are working on a dual icon the cut still comes out of window #1. (So, be sure and leave space in your cut for any size difference between image #1 and image #2). Once the image for the icon is cut out you will then see the file requester. Proceed or cancel as you choose. SCREEN MENUFQ: ~~~~~~~~~~~ INTERLACE Chosing this menu item will call up a requester asking if you are sure of your choice. Currently when going to interlace or 8 color screen NO DATA IS PRESERVED!! The screen is closed down and reopened in the new format, but all images will be lost! (BEST to do this at the start of your session!) 8 COLOR Chosing this menu item willo call up a requester asking if you are sure of your choice. Currently when going to interlace or 8 color screen NO DATA IS PRESERVED!! The screen is closed down and reopened in the new format, but all images will be lost! (BEST to do this at the start of your session!) Set COLORS Choosing this menu option will open the color control window. Adjust the colors the way yoTu like 'em and close the window when done. ICONTYPE MENU: ~~~~~~~~~~~~~ SINGLE Choosing this option sets you up to create single icons only. This is the default setting. DUAL Choosing this option sets you up to create dual icons. Using this option you must draw the UN-SELECTED image in ICON #1 window and the SELECTED image in ICON #2 v= window. TOOL Select this if you want to create a TOOL type icon.(DEFAULT) PROJECT Select this if you want to create a PROJECT type icon. DRAWER Select this if you want to create a DRAWER type icon. DISK Select this if you want to create a DISK type icon. TRASH Select this if you want to create a TRASHCAN type icon. HIGHLIGHT MENU: ~~~~~~~~~~~~~~ BACKFILL Select this to set the highli͟6ghting to backfill. This method is the default and tends to have the best look. COMPLEMENT Select this to set the highlighting to complement. This method complements the icon image when selected. OPTIONS MENU: ~~~~~~~~~~~~ ANIMATE Select this menu option to open up the animate window for viewing dual icons in action. Just click inside the win- dow to FLIP imaOcZges. COPY 1->2 or 1<-2 This option will copy the entire icon window from window 1 to 2 or from 2 to 1. Makes creating dual icons alot easier. ABOUT MB takes his bows. <-GRIN-> (Also shows current version number of the program.) I have tried to make the IconMeister program as "intuitive" as pos- sible. For this reason I recommend jumping right in and creating a simple icon. This iOs the best way to learn how this program works. I am currently working on the next release to include the magnify and paste functions as well as any other suggestions I receive. Please drop me a line and tell me what you like and don't like about the program so I can make improvements. IconMeister is SHAREWARE! PLEASE take note that I AM a starving programmer looking to make a living. I am currently umemployed and I can use all the he 3lp I can get. (Beg Beg Grovel Grovel) So, if you like this program and are using it please send in your money. I will update only registered users with the latest and greatest versions! Please send $15.00 (such a small price to pay!) to... Michael Bodin 2912-A Battle Mountain Way Tallahassee, Florida 32301 I can also be reached;=c on Compuserve, PeopleLINK, GEnie, and the Lattice BBS's. Feel free to drop me a line and let me know what new things you would like to see incorporated into IconMeister. CompuServe User # 72571,3240 PeopleLINK MBODIN GEnie M.BODIN Lattice Mike Bodin IconMeister is SHAREWARE! PLEASE take note that I AM a starving programmer looking to make a living. I am currently umemployed and I can use all the heҠNh will earn you the most money, of course, but may turn away those that might otherwise ride your system. On the other hand, a fare that's too low might mean that you'll lose money. Maintenance is evaluated next. Well-kept, clean trains will attract some riders who might otherwise be disinterested, while poorly maintained trains will certainly scare away some riders. The last factor affecting your riders is advertising. Since this affects the entire city, it can raise overalul riding levels. Once the total number of riders is determined, the computer takes your fare and computes your new budget. To this is added the year subsidy from the city government, and then maintenance costs are subtracted. The final figure is the money that you have available to spend next turn. The money budgeted to you by the government is reported to you via a requester. There will possibly be other events as well: strikes, fires, new construction and the like. If you:wv are doing particularly well or having difficulties, that may show up too! You can always review last turn's events by the "Info" menu's "Review Events" item. 3]HOW TO END THE GAME The are four ways to end the game: -- Choose the "Quit Game" item from the "Game" menu. Quitters never win. -- Choose the "New Game" item from the "Game" menu. Ditto, but at least you can try again. -- Going bankrupt. The computer will put you out of your misery if your treasury goes b felow zero. -- Time Limit. If you make it for 15 turns without going bankrupt, the computer will show you how well you did and give you a rating. HAVE FUN! 4]END OF TEXT government, and then maintenance costs are subtracted. The final figure is the money that you have available to spend next turn. The money budgeted to you by the government is reported to you via a requester. There will possibly be other events as well: strikes, fires, new construction and the like. If you (isplayed in groups of five. Animate Window: The animate window opens from the menu. This window is used to display dual icons so you can see what the finished product will look like. This window can be dragged anywhere on screen. To see the icons FLIP just click inside the window. To close just select the close gadget in the top left corner. ICON TOOLS: (keyboard shortcut) ~~~~~~~~~~~ PENCIL (p) This tool is used to draw single pixels in fr eehand style LINE (l) This tool is used to draw straight lines between any two given points. Just click and drag out the line. RECTANGE(r) This tool is used to draw rectangles of any size. Just click and drag out the rectangle you want. (FRAME only) CIRCLE (c) This tool is used to draw circles of any size. Just click and drag out the circle you want. (FRAME only) TEXT (t)  K=This tool is used to type text into the screen. Just click inside the window where you want the text to start. To get out of TEXT mode and back to keyboard commands hit the ESCAPE key. FLOOD (f) This tool is used to flood an are with a color. This is what you will use to turn the (FRAME only) tools into a solid shape. CLEAR () This gadget is used to CLEAR the active wmindow. This action can be UNDOne. UNDO (u) This gadget will undo the last change. (NOTE: if you undo text written into window ALL text written when you last selected the text tool will be wiped out. (or simply said if you undo text the whole sentence goes,not just the last character typed!)) ERASER () This tool is used to erase larger areas ڒYto backround color SCISSORS() This tool is used to cut out a section for pasting into either icon window. This tool will also be activated when the save routine is called. You MUST frame the area of the icon you wished saved. PASTE () This tool is currently NOT ACTIVE. (This will basically allow you to cut and paste parts of your icon) (NOTE: This function will be acYtive in the next revision) UNKNOWN () This gadget appears as a "?" in the tools window. This item though not implemented in this version will be for magnifying the image. (NOTE: This function will be active in the next revision) COLORS (]) These gadgets are used for selecting the color you wish to ([) draw with. You can cycle through the available colors by pressC&ing the right bracket character to increment the color number and the left character to decrement the color number. PROJECT MENU: ~~~~~~~~~~~~ NEW Select this item to start a fresh new icon. Clears both Icon screens. OPEN Select this to open an icon from disk. The file will be opened if possible and the icon will be displayed in ICON #1 w A8i This section contains an outline of what happens each turn, together with some pointers on playing the game well. See the next section for a more detailed look at the evaluation algorithm used to determine how many riders will use your system. First, survey the city. Choose the items from the "Info" menu to get an overall feel for where things are. Remember, to get the most income, you need to connect highly populated areas to areas with many jobs. Don't compete with the hi͹ghways, and remember that prosperous areas are always expensive to develop. Too, people who don't have jobs won't find your train system as useful as people who have to commute every day. Find a couple likely-looking districts, click on the "Build" gadget, and then two districts to build a line. Remember, you can always use the "Estimate" gadget to find out ahead of time how much a line will cost. Your train lines are shown as colored lines on the screen, joined by square stations. If two different colored lines meet, a Metro Center will be constructed automatically for you, allowing transfers from one line to the other. From the "Actions" menu, allocate money for parking and busing as desired. People won't use your system if it's not convenient. They also won't use it if they don't know about it, so you may want to set aside some money for advertising. Select "Trainyards," click on the train gadget to buy some trains, and allocate some trains to your bnew line. It's a good idea to have backups, but the more trains you have per segment of line, the more riders you can accommodate. Set fares as high as your dare and maintenance spending as low as you dare. You will definitely want to charge and spend more than the minimum. Click "OK". Take a deep breath and choose "End Turn" from the "Game" menu. The computer will determine how many riders you attracted. The government will subsidize you. Random events may happen. You may have sproblem areas in your system reported to you. Your new budget will be displayed in the lower right hand corner. How did you do? 3]HOW TO PLAY A TURN (THE HARD RULES) This section goes into more detail about the game rules and the evaluation algorithm. It's not necessary to read this section, but you'll probably score better if you do. 3]Estimating Line Costs Each segment of a line costs a certain base amount of money. Building stations and/or Metro Centers will increm%Aase the estimated cost. Metro Centers are much more expensive than ordinary stations. The total base cost is then modified by the prosperity of the target districts to arrive at a total cost. 3]Building Lines Train line segments can join any adjacent districts not already connected. This rule should be understood throughout the rest of this section. You are always considered to be working with the currently selected Train Color gadget's line. The following rules summarize the only legal placement for a new segment of the current line: -- If no segments exist, you can build that line between any districts. -- If the line already has at least one segment, then you can only extend the ends of the line. -- Lines cannot cross themselves. I.e. you can't make a figure '6'. Different colored lines are allowed to cross, in which case a Metro Center is automatically constructed. -- You can join the ends of a line to form a loop, but you cannCot build any more on that line, since there are no ends to extend. -- Any district that has a line segment must have a station, unless it has or will have a Metro Center. These will be constructed automatically for you. -- Stations and Metro Centers are always accounted for in the estimate and building costs for a line segment. 3]The Evaluation Algorithm This section provides a generalized description of how the total number of riders is computed. First, total (c[(itywide) jobs are compared with the job total in districts served by your system. The greater the percentage, the more riders you will attract. You will only get riders from districts with train lines or busing service. This percentage is used in conjunction with the employment and population ratings of each district to determine the base number of riders for each district. You will get the most riders by constructing lines through both high-population and high-jobs areas. Separ(ate lines do not "help" one another unless they are joined by one or more Metro Centers. The base number is then modified by the prosperity of the district. Really rich people won't use the Metro, and really poor people won't be able to afford it, unless your fare is low . . . Parking is looked at next. Populous areas that might produce a lot of riders are penalized if enough parking is not available. Roads are then examined. The better the roads in the districts you a\7`Sre serving, the fewer the people who will see the advantages of paying money to ride your train system. Following roads is busing. Districts with busing but no lines can "export" riders to adjacent districts with lines. Next, the remaining riders are compared with the capacity of the line. Too few trains on a line will result in crowded conditions, discouraging people from riding. The number of riders still with you is adjusted by the fares you are charging. High faresf$t! Move the stick to the right to move right BUT centre the stick BEFORE moving it up to climb a ladder, etc. SCORING Entrap/kill -250 Balloon 100,200,400 Complete level 1500 Hidden monster's hat 4000 Flashing balloon 8000 No killing 10000 No entrapping 20000 ADVANCED TOPICS POPMAN records the last play of any level in PLAY mode. In DEMO mode, these recordings are played back, so you t5 may view your performances. By pressing 'L' in DEMO mode, you can select which level to demo. Currently you may select only levels one to three to demo. 'K' will simply kill the man and go on to the next level. This is an excellent way of understanding the game and its strategy! The recordings are placed in the levels directory. They consist of the level number followed by an 'M'. Levels are the level number followed by an 'L'. You may run POPMAN off any disk, even the RAM: dښisk. You must copy POPMAN and POPMAN.info to the device. You must also make LEVELS and DATA directories, and copy the DATA files from the original disk. The DATA directory contains files that POPMAN needs for execution. Some are the raw sound files, and others are graphics and animation pictures that can be modified, if you wish to change them. Make sure to save as an IFF file of 320 wide by 200 high, 32 colors. It is a good idea to share your LEVELS with the rest of the wo:'rld. Upload them to BBS's, mail them to Public Domain distributors, or send them to me on the original disk when you want an upgrade. Make a "MYLEVELS" directory and copy your levels into it. This will ensure that levels will circulate, so we may all enjoy each other's creations. End of text. e levels directory. They consist of the level number followed by an 'M'. Levels are the level number followed by an 'L'. You may run POPMAN off any disk, even the RAM: d Uach district is assigned a percentage value. Higher values mean the district's roads are in good shape and adequate to meet the district's traffic needs. So your Metro lines won't do so well in those districts. -- Choose "Busing" to see Bus Service availability in each district. You can start busing service by using the Action Menu (see below). Buses can carry people to neighboring districts, increasing ridership on train lines in those districts. -- Choose "Riders" to see  Ahow many people rode your train system from each district in the last turn. -- Choose "Events" to run through the events that happened last turn. -- Choose one of the "History" graphs to see how you are doing. They show how many people are riding your trains from the city, and how many people from districts that have train lines through them are taking advantage of your service. 3]ACTION MENU The Action Menu contains various items on which you can spend money to impro }bve the profitability and size of your system: -- Choose "Trainyards" to access the trainyards display. See "The Trainyards Display" below for further instructions. -- Choose "Busing" to add busing to the current district. -- Choose "Parking" to add parking spaces to the current district. Sub-items allow you to choose five preset amounts of parking, or choose "Buy Spaces" to bring up a requester, allowing you to buy what you need. Without sufficient parking spaces, peopuPle will not ride your system. -- Choose "Advertising" to buy advertising (commercials, billboards, etc.) to help influence people to ride. Advertising is preset to $500,000 per turn at the beginning of the game. You can adjust this, of course. 3]THE TRAINYARDS DISPLAY The Trainyards window is where you can buy trains, allocate them to your lines, set fares, and budget money for maintenance. Your budget is displayed in the upper right corner of the screen. If you click and Sdhold the left mouse button on any of the gadgets in Trainyards, it will repeat the action and save wear and tear on your mouse and your finger. 3]Lines The large colored bars show important information about that color train line: the number of trains running on the line, the number of segments in the line, and the number of people who rode that line last turn. Use the up and down arrow gadgets to transfer trains between the Reserve (see below) and your lines. 3]Reserve T1he train Reserve is shown in the lower left corner of the screen. Click in the Reserve box to buy new trains for the reserve. You should always try to have some backup trains to cover wear and tear during the course of a turn. 3]Fares The "Fare Cost" box shows the average fare for a person using your Metro system. Use the up and down arrow gadgets to raise and lower the fare. 3]Maintenance This area is for the amount of money you wish to spend per segment of your train syGstem for upkeep, cleaning, maintenance and the like. Use the up and down arrow gadgets to raise or lower this amount. People are much more likely to want to ride clean trains, but maintenance can really eat into your budget. 3]Leaving the Trainyards You can click either the "CANCEL" or "OK" gadgets to return to the main screen. "OK" ratifies any changes you made in the Trainyards window, while "CANCEL" nullifies and changes that you made. 3]HOW TO PLAY A TURN (THE EASY RULES)  < DMND: Diamond, one of the hardest substances know to man or monster Tips From the Underground: Items 1. Generally, the more expensive the item is the better it works. Almost like real life. 2. There are no cursed or bad items, unlike real life. 3. Don't be stingy. Equip you fighters with the best armor, weapon, shield, helmet and gauntlets money can buy. After all, he can't take #vit with him. 4. Experiment with all items you find to determine their capabilities. Magical items are key to success. Remember that an item may only be magical for certain characters and classes, so trade items around if you have to. 5. Make sure some of your characters carry less than 8 items, or else the party will never be able to pick up new magical items in the dungeons. 6. Whenever your party capt^%ures an especially interesting or powerful magic item, save the party as soon as possible. That way, even if disaster strikes, you will never lose that powerful armor, weapon, talisman or whatever. 7. This documentation is not protected by magic shields or air armor. Don't let your dog eat it!!!!! strongest non-magical armor Robes: will dull old knives, but thats it. Helm: covers =^Eour efforts. MODES OF OPERATION DEMO MODE POPMAN starts out in DEMO mode, where you see a game in progress. There are these tiles on the right side: "GO!", "ED" and "BYE". Clicking on "GO!" (or pressing G) will begin a game. The "ED" tile (or pressing E) takes you to edit mode where you may create and experiment with your own levels. Bye returns you to the CLI. PLAY MODE These tiles are available: "KILL", "MAN", "LVL", "UP" and "EXIT". "KILL" kills the currenpt man. Sometimes you will be trapped in a situation where you are alive yet unable to escape or kill yourself, and "KILL" kills this man for you. "MAN" gives you an extra man, if play gets too hard and you want to continue. "LVL" allows you to continue play at a specific level, and "UP" skips to the next level. "EXIT" aborts the current game and POPMAN will return to DEMO mode. Click these tiles with the mouse, or use the keyboard and type the first letter of each command. Eg: "L" fo r level. Type H to view the current High Scores. These scores are automatically saved onto the disk in DF0. EDIT MODE POPMAN is a versatile game. You are not limited to the 65 levels which came with it; you may create your own. EDIT mode allows you to make and try levels. You may save and load levels from your playing disk, although there is a chance you might write over the original levels. It is a good idea to create a special disk for your personal levels by copying POPM ǍAN to it and creating a directory "LEVELS". In EDIT mode you will see all the types of blocks on the left of the screen. You may pick which type you are working with by clicking on one of them. You may then modify the level with the mouse. These tiles are available in EDIT mode: "TRY","UP", "LD", "SV", "CLR", and "EXIT". "TRY" allows you to play-test a level. "LD" and "SV" will load and save to arbitrary levels. "CLR" will fill the level with the current type of tile. "UP"  !Uwill load the next higher level than the last one loaded or saved. "EXIT" exits back to DEMO mode. When creating levels, some guidelines must be followed. You may not have more than five enemies on any level. You may only have one player. On the top line of the level you must have at least one empty square, to allow enemies to appear. Make sure the level can be finished by play-testing it. You must also have a ladder to exit to the next level. KEYBOARD AND CONTROLS You ✒ may use keyboard keys to have the same effect as tile operations. Within any mode, typing the first letter of any of the tiles will do that tile's function. For example, hitting 'M' in PLAY mode gives you a life, 'E' in DEMO mode causes POPMAN to enter EDIT mode, and so on. In EDIT mode the numeric keys will select the square type you are working with. This is very convenient, as you will not have to move the mouse back and forth and waste time. The mapping is as follows: ~  >{V Empty 1 Diggable brick 2 Cement brick 3 Ladder 4 Rail 5 Fake brick (white bricks) 6 Exit ladder (white ladder) 7 Balloon 8 Enemy 9 Our hero, you 0 Hidden monster. Try to use either three or none of these. (They are symbolised by bricks with a white question mark). - Flashing balloon. Try to use either three or none of these. (A flashing balloon has the small sta8Sr on it). Also one more point: hitting 'K' in any play mode, including DEMO mode, will abort the life. Control is gained via the joystick in the right-hand port. Since the joysticks only have one button, digging is done in the last direction your man moved. Another way to dig is by using the numeric keyboard. Infact, the best combination is to dig using the left hand on numeric keys 7 & 9, and the right hand controlling movement with the stick. Joystick technique is also importanoZut when your characters reach the 3rd level, back them up regularly using your favorite disk copy program. 2. If your favorite character gets killed, there are several things you can do. You can resurrect him by magic or in a temple by spending spell points or gold. You can turn off the computer and reboot, and your entire party will be restored, but without the experience, gold and magic items they hav2OJ8e won since the last time you saved the game. You can load the character from your back-up disk onto the main disk. NOTE: you can only restore a character by rebooting if you have previously saved your party by exiting the game when in the Adventurers Guild. 3. In 'rolling' a characters attribute numbers, 17s and 18s can often make a big difference, as follows: Intelligence give Magic Users bonus spell points; D/=exterity gives fighters [not Bard's] bonus armor protection and first strike capabilty; Strength allows fighters to do an extra damage in combat. Luck allows Rogues to survive even if they accidentally set off a trap; and Constitution gives all characters bonus hit points. 4. Most character races have at least one attribute they are particularly high in. Pay close attention to starting attributes when d? esigning your party. 5. Develope a Sorceror fast. They are very useful in dungeons. Wizards are extremely important in advanced levels; they can summon demons extremely powerful specials. Develope an Archmage, too. You'll need one; you'll want more. 6. Your pre-built party, excellent for beginning levels, may not be the best group for advanced levels. You may want to experiment with a hunter, because7| his 'critical hit' capability can vanquish superior monsters, and the monk, who is perhaps the best fighter of all after he reaches the 6th level. 7. Warriors and other fighters often play less of a role against higher level, magic-using monsters. But without the protection of their armor and strong arms, your Magic Users would not survive long enough to learn the higher level magic spells. 8.o Beware the Doppelganger monster. It enters your party & looks just like one of your members. Magic 1. Don't venture too far into any dungeon without your maximum spell points. A good rule is to leave a dungeon when you are down to one quarter of your maximum spell points. 2. Manage your spell points carefully. Don't waste a spell if you can accomplish the same thing without magic. Torches, fYor example, often work as well as magic light spells. On the other hand, don't be shy about using magic in combat. When in doubt, blast them with magic!!! 3. Locate traps, second sight and sorceror sight spells all identify traps within 30'. Trapzap spell disarms all traps within 30'. 4. Cast a long-lasting Bard spell right before entering a tavern. It's like getting a free spell. W ITEMS These are the basic items found in Garth's Equipment Shoppe in unlimited quantity: Torch: for light in dungeons Lamp: longer duration than a torch Broadsword: most damaging non-mag sword, usable only fighters Short Sword: a lighter sword, usable by all but mages Dagger: usable by all, but not too effective War Axe: a heavy, damaging weapon, not usable by bards, rogues or magic users Halbard: a combination battle axe & pike, the most damaging non-magical weapon Mace: most powerful weapon a rogue can use, an armor crusher Staff: simple, non-magical cudgel Buckler: small round shield Tower Shf]ield: a larger shield Leather Armor: the lightest armor, wearable by all but magicians and conjurers Chain Mail: light metal mesh armor, best against light weapons Scale Armor: better still, difficult to pierce Plate Armor: strongest non-magical armor Robes: will dull old knives, but thats it. Helm: covers the head & saves the adventurers good looks Leather Gloves: some protection for the hands Gauntlets: metal gloves Mandolin, Harp, & Flute: musical instruments used by Bards Item Abbreviations FGN: Figurine, a magical statuette which can come to life MTHR: Mithril, an elven metal with magical qualities. ADMT: Adamant, another magical metal  c[JCURS, 5, Group, Combat enemies to fear you greatly, lessening their morale and their ability to hit and damage you. Level 4 CAT EYES, members of the mages CAEY, 7, View, Indef party will all receive perfect night-vision, which will last indefinitely. WIND WARRIOR, will create the WIWA, 6, Spec, ... illusion of a battle-ready war- rior that joins your party. KYL EARNANS INVISIBILITY SPELL, INVI, 7, Party, Combat will perform a vanishing spell on the entire party Level 5 WIND OGRE, will create the ill- WIOG, 7, Party, ... usion of an ogre which will accompany fight with your party. DISRUPT ILLUSION, will destroy DIIL, 8, Party, Combat any illusion fighting the party and any new illusions created later in the combat. It will also i point out any dopplegangers in the party. MANGARS MIND BLADE, a sharp ex- MIBL, 8, All Foes, ... plosion of psychic energy that inflicts 10-40 hits to each & every enemy you face. Level 6 WIND DRAGON, will create an ill- WIDR, 10, Spec, ... usionary red dragon to fight with your party. MIND WARP, will make a member of MIWP, 8, Char, ... your party go totally insane.  t(e Useful for possessions. Level 7 WIND GIANT, will create an ill- WIGI, 12, Spec, ... usionary storm giant, to join with and fight for your party. SORCERER SIGHT, functions the SOSI, 11, 30', Indef same as the Second Sight Spell but it will last indefinitely. WIZARD SPELLS Level 1 SUMMON DEAD, will gate into our SUDE, 6, Spec, lll universe a zom %x8bie or skeleton to fight for the party. REPEL DEAD, will do 16-80 points REDE, 4, Group, ... of damage to a group of undead creatures. Level 2 LESSER SUMMONING, will gate into LESU, 8, Spec, ... our universe a lower power ele- mental or demon, who will [under protest] join the party. DEMON BANE, will do 32-128 DEBA, 8, 1 Foe, ... points of damage to a single dgemon. The power to summon is the power to destroy. Level 3 SUMMON PHANTOM, will bring a SUPH, 10, Spec, ... medium level undead creature into the party. DISPOSSESS, will make any poss- DISP, 10, Char, ... essed party member return to his normal state. Level 4 PRIME SUMMONING, gates in a med- PRSU, 12, Spec, ... ium level elemental or demon to fight with the pa.LJrty. ANIMATE DEAD, gives a dead char- ANDE, 11, Char, ... acter undead strength, making him attack your enemies as though he was alive. Level 5 BAYLORS SPELL BIND, if success- SPBI, 14, 1 Foe, ... ful, possesses the mind of an enemy, forcing him to join your party & fight in its defense. DEMON STRIKE, works like Demon DMST, 14, Group, ... Bane, but it will affect an en- 9w tire group of demons. Level 6 SPELL SPIRIT, will gate in a SPSP, 15, Spec, ... higher-level undead creature to fight for the party. BEYOND DEATH, will restore life BEDE, 18, Char, ... and 1 hit point to a character. Level 7 GREATER SUMMONING, will gate a GRSU, 22, Spec, ... greater demon into our universe and bind him to the party. BARD L}'S SONGS 1. FALKENTYNES FURY: this tune increases the damage your party will do in combat, by driving them into a berserk rage. 2. THE SEEKERS BALLAD: will produce light when exploring & during combat it will increase the party's chance of hitting a foe with a weapon. 3. WAYLANDS W’ATCH: will sooth you savage foes, making them do less damage in combat. 4. BADH'R KILNFEST: an ancient Elven melody, will heal the Bard's wounds during traveling & heal the party's wounds during combat. 5. TRAVELLERS TUNE: makes the members of your party more desterous and agile, thus |more diff- icult to hit. 6. LUCKLARAN: sets up a partial 'anti magic' field which gives party members some incr- eased protection against spell cast- ing. TIPS FROM THE UNDERGROUND Characters 1. Don't be concerned about losing a Level 1 character. Just make another one. Bvrty is travelling toward it. Level 3 YBARRA'S MYSTIC SHIELD, the air MYSH, 6, Party, Medium in front of the party will bind itself into metallic hardness and will accompany the party when it mpoves, as a sort of invisible shield. OSCON'S OGRESTRENGTH, allows a OGST, 6, Char, Combat member of your party to damage monsters as if he were as in- credibly strong as on ogre. w- MITHRIL MIGHT, increases the MIMI, 7, Party, Combat armor protection of each party member by enhancing their armors natural strength by magic. STARFLARE, the air surrounding STFL, 6, Group, ... a group of your enemies will instantly ignite, causing them to be burnt for 6-24 damage points. Level 4 SPECTRE TOUCH, will drain a SPTO, 8, 1 Foe, ... single enemy ox2bf 12-48 points of damage, as if touched by a spectre. DRAGON BREATH, allows the mage DRBR, 7, Group, ... to breathe fire at a group of foes, doing 8-32 points of dam- age to each. SABHAR'S STONELIGHT SPELL, makes STSI, 7, View, Medium all stone and earth within range of the party glow with magical light, revealing even secret doors. Level 5 ANTI-MAGIC, cyr;auses the ground ANMA, 8, Party, Combat to absorb a portion of the mag- ical energies cast at the party, frequently allowing the members to escape all damage. Also aids in disblieving illusions and in turning back magical fire, like dragon's breath. AKERS ANIMATED SWORD, a magical ANSW, 8, Spec, Combat sword will apear and fight like a summonded monster in defense of thez2c7W party. STONE TOUCH, will often turn an STTO, 8, 1 Foe, ... enemy to stone, or a stone mon- ster from living stone to dead stone, but it doesn't always work. Level 6 PHASE DOOR, will alter the str- PHDO, 9, 1 Wall, 1 Move ucture of almost any wall dir- ectly in front of the party, turning it to air for exactly 1 move. YBARRAS MYSTICAL COAT OF ARMOR, YMCA, 10, Par{Kty, Indef. causes an effect like 'air armor' to cover every member of the party, lasting indefinitely. Level 7 RESTORATION, makes all wounds REST, 12, Party, ... disappear as your entire party is reforged into unflawed bod- ies. Also cures poisoning & insanity. DEATHSTRIKE, is very likely to DEST, 14, 1 Foe, ... instantly kill 1 selected enemy big or small. |Cz SORCEROR SPELLS Level 1 MANGARS MIND JAB, the mage casts MIJA, 3, 1 Foe, ... a concentrated blast of psychic energy at 1 opponent doing 2-8 hits of damage for each exper- ience level of the mage. PHASE BLUR, the entire party PHBL, 2, Party, Combat will seem to waver and blue in the sight of the monsters, mak- ing the party very difficult to}ޚ2 strike. LOCATE TRAPS, the spell caster LOTR, 2, 30', Short will be able to sense a trap within 30', if he faces it. HYPNOTIC IMAGE, if successfully HYIM, 3, Group, ... cast, will make a group of your enemies miss the following attack round. Level 2 DISBELIEVE, will reveal the true DISB, 4, Party, ... nature of any illusion attacking the party, causing it to inst- ~īE antly vanish. TARGET-DUMMY, a magical illusion TADU, 4, Spec, Combat appears in the party's special slot. Unable to attack, it will serve to draw enemy attacks to himself. MANGAR'S MIND FIST, a higher MIFI, 4, 1 Foe, ... power 'mind jab' does 3-12 hits of damage to 1 foe, times the experience level of the maga. WORD OF FEAR, will make a group FEAR, 4, Group, Combat o7f your enemies shake in fear reducing their ability to attack and do damage. Level 3 WIND WOLF, creates an illusion- WIWO, 5, Spec, ... ary wolf to join the party. This & other illusions are only eff- ective as long as an enemy bel- ieves them. Depending on power & location, the monster may see through the illusion & cause it to vanish. KYLEARNANS VANISHING SPELL1, the VANI, 6, self, Combat mage casting this spell will turn nearly invisible in the eyes of his enemies, who will have great difficulty in striking him. SECOND SIGHT, the mage will ex- SESI, 6, 30', Medium perience heightened awareness and be able to sense stairways, special encounters, spell neg- ation zones, & other unusual occurrences. CURSE, causes a group of your kSK mage is SOSH, 3, Self, Combat protected by an invisible sh- ield of magic that turns aside many blows that would otherwise kill him. TRAP ZAP, this spell will dis- TRZP, 2, 30',... arm any trap within 20 feet, in the direction the party is fac- ing. It will also disarm traps on chests. Level 2 FREEZE FOES, binds your enemies FRFO, 3, Group, Combat with a mal gical force, slowing their movements & making them easier to hit. KIEL'S`MAGIC`COMPASS, compass MACO, 3,...,Medium of shimmering magelight appears above the party, telling the direction they face. BATTLESKILL, increases one of BASK, 4, Char, Combat your party memeber's skill with weapons, increasing the accur- acy and ferocity of his attacks WORD OF HEALING, with the utm!t- WOHL, 4, Char,... erance of a single word the spell caster can cure a party member of minor wounds, healing 2-8 points of damage. Level 3 ARCYNES MAGESTAR, a bright MAST, 5, Group,... flare will ignite in front of a group of your enemies, tempor- arily blinding them & causing them to miss the next combat round. LESSER REVELATION, this is an LERE, 5, Vin"Lew, Long extended Mage Flame spell which also reveals secret doors. LEVITATION, partially negates LEVI, 4, Party, Short the effect of gravity on the party, causing them to float over traps or up through port- als. WARSTRIKE, causes a spray of WAST, 5, Group, ... energy to spring from the cast- er's ginger, sizzling a group of opponents for 4-16 hits dam- age.o#/ Level 4 ELIK'S INSTANT WOLF, caster can INWO, 6, Special, ... make a real wolf appear & join the party, fighting in its de- fense. FLESH RESTORE, powerful healing FLRE, 6, Char, ... spell will restore 6-24 hit points to a party member & cure poisoning & insanity. POISON STRIKE, hurls porcupine POST, 6, Foe, ... sharp needles from the mages finger into a selectep$8d monster poisoning it. Level 5 GREATER REVELATION, functions GRRE, 7, View, Long like a lesser revelation spell only it illuminates a wider area WRATH FO VALHALLA, makes a mem- WROV, 7, Char, Combat ber of your party fight with the strength and accuracy of ancient Norse heroes for the entire com- bat. SHOCK - SPHERE, a large glove of SHSP, 7, Group,... intense q%1SIwlectrical energy envel- opes a group of enemies doing 8-32 hits of damage. Level 6 ELIK'S INSTANT OGRE, this incan- INOG, 9, Special, ... tation will cause a real ogre to appear and join the party. MAJOR LEVITATION, will make the MALE, 8, Party, Indef. party levitate as does the level 3 spell, but its effects will last until dispelled. Level 7 FLESH ANEW, behaves r&slike the FLAN, 12, party, ... flesh restore spell, except that it will affect every member of the party. APPORT ARCANE, allows the party APAR, 15, Party, ... to teleport anywhere within a dungeon, except for places pro- tected by teleportation shields. Magician Spells Level 1 VORPAL PLATING, causes the wea- VOPL, 3, Char, Combat pon [or hands] of a party mem- s'Iq5 ber to be covered with a magical field, which causes him to do an additional 2-8 points of dam- age. AIR ARMOR, will make the air AIAR, 3, Self, Combat around the spell caster bind it- self into a weightless suit of armor. SABHARS STEELLIGHT SPELL, causes STLI, 2, View, Short all metal near the party to glow with a magical light, illuminat- ing the surrounding area. t(.o SCRY SITE, the walls will speak SCSI, 2, Party, ... under direction of the spell, revealing to the spell caster his location in the labyrinth. Level 2 HOLY WATER, a spray of water HOWA, 4, 1 Foe, ... will emanate from the mage's fingers, doing 6-24 points of damage to any undead foe. [e.g. skeleton, zombie, vampire]. WITHER STRIKE, any foe at whom WIST, 5, 1 Foe, ... un this spell is cast is likely to be turned old, thus reducing his ability to attack and def- end in combat. MAGE GAUNTLETS, makes a party MAGA, 5, Char, Combat member's hands [or weapons] more deadly, adding 4-16 points of damage to every wound he inflicts AREA ENCHANT, will cause the AREN, 5, 30', Short dungeon walls within 30' of a stairway to call out, if the pa`*(w All Magic Users, even level 1 novices, start the game with knowledge of all level 1 spells in their magical art. Rather than learning one spell at a time, Magic Users always learn whole groups [spell levels] of spells at once. Its the closest thing to mass production in Skara Brae. Here is a description of the 4 magical arts: Conjuring Conjuring deals with the instantaneous creation of objects a+5i$ and effects through the channeling of a mage's power. Con- jurer spells are potent, but not unlimited in effect, since the exercise of creation takes a large amount of energy toproduce even a moderate effect. A conjurer can also produce effects that distort non-solid things to produce new effects, like the distortion of space and time required to teleport human bodies toa new location. Magic Magic [meanb,ing the art practiced by a magician] deals with bestowing magical effects on common objects. The items do not become magical, but radiate fields of power for the duration of a spell [which is usually the length of combat]. The gist of Magic is that it can increase an item's capabil- ity, or change its form to something totally different. Some examples: making a sword do greater damage, making dungeon wac-lls glow with a magical light, or causing a wall to totally vanish for 1 move. Sorcery The byword of sorcery is 'seeing is believing'. Sorcery does not deal with a physical manifestation, but rather a creation of illusion and a tapping into a heightened sense of awareness. An illusion is an image envisioned by the spell caster, which he then lays over the retinas of all who watch, augmenting thd.ais with appropriate stimulation of nerve endings to fool the other 4 senses. The human mind, believing an illusionary creation to be real, can be hurt or even killed by it, unless it is somehow disbelieved. A sorcerer, with the aid of his art, can also perceeive certain special things hidden from view. Widardry Wizardry deals with the summoning and control of supernatura l creatures. The wizard has fewee/Xir spells than the other three classes, but his are by far the most potent. The creatures he can summon come from another plane of existance, called the 'negative plane'. They join the special slot in the party, and will fight until defeated. The wizard has some ability to trap and control normal monsters, as well Mages who have learned at least 3 spell levels in an art may elect to change to another magef0W class at any time. Thus, a level 5 conjurer could choose to become a level 1 magician. His experience points would be reset to 0, but he would re- tain his previous attributes, hit points, spell points, and all knowledge of his conjurer spells. He would be unable to learn any higher conjurer spells, however, once a mage leaves a magic art, he cannot return to it. A mage can become a conjurer, magician, or corcg1?L'erer as a second class. A mage can become a conjurer, magician, sorc- erer, or wizard as a third class. A mage who has knowledge of all 7 levels of spells in all 4 classes is called an Archmage, and is one of the most powerful personages in the world of the Bard's Tale. SPELL KEY GLOSSARY Range Terms View: spell affects line of sight 1 Foe: spell affects a singlh2e monster All Foes: spell affects all monsters you face Group: spell affects 1 of 4 monster groups Self: spell affects spellcaster only 30': 3 squares in the direction you fact Char: one of 6 party members or special Party: spell affects all 6 party members and special= Special: spell affects 'S' slot only; summoned creature enters combat next round. Duratioi31 n Terms Combat: spell lasts until all monsters or all party mem- bers are killed or until party runs away. Short: spell lasts only a few minutes. Medium: spell lasts a little longer than short. Long: spell lasts twice as long as 'short' Indef.: spell lasts until party enters the Adventurer's Guild or an anti-magic zone. CONJURER SPELLS jTqg Spell Name/Description Code, Pt. Cost,Range,Duration Conjurer Spells - Level 1 MAGE FLAME, a small, mobile to MAFL, 2, View, Medium rch will appear & float above the spell caster as he travels ARC FIRE, a fan of blue flames ARFI, 3, 1 Foe,... will shoot from the caster's fingers, doing 1-4 hits of dam- age to a select opponent, times caster's level. SORCERER SHIELD, theU5fresh group of monsters may also advance into the first two ranks to give their fellow monsters a breather. At the end of combat, treasure and experience points will be split amoung the battle's survivors. SPECIAL MEMBERS The 'special slot' [marked 's'] is for monsters who can become part of your party. They can join by: 1. Being summoned or created as an illusion, or some other artifice relatV6k| ed to a cast spell. 2. Introducing themselves to the party and offering their services as a comrade. Specials cannot be controlled in battle, they choose their own attack mode and generally go after the primary group of monsters the party is facing. Specials are cleared out of the S slot when killed. Illusionary specials [created by a sorcerer] are cleared out if any foes disbelieve them. If a non-illuW7sionary special is attacked by another member of the party for any reason, it will turn immediately hostile and fight until defeated!!!! Tips From The Underground: Combat 1. Usually the highest desterity character attacks first. For particularly nasty monsters [like blue dragons] attack with your highest desterity characters first. Your less dexterous characters may not survive long enough to get in a X8 first strike. 2. Use your spells and Bard songs to lower the armor class of your entire party. The lower the better. 3. If you are attacked by more than 2 groups of monsters, concentrate on Magic Users first. If you cannot kill off all the magic-using monsters, you may want to cast anti-magic spells to protect against illusions, possissions and other spells. 4. You can minimize damage by killing off Y9T}CUU and may be regenerated at Roscoe's Energy Emporium or in special regeneration zones you have to discover. There are magical items hidden in the dungeons and carried by the monsters of Bard's Tale. Magical weapons do extra damage. Magical armor gives extra protection. Other magical items radiate special energies. There are even magic keys and talismans necessary to get into certain im- portant parts of the gam_)0'e. The most powerful magic items are secreted in the most challenging dungeons and are guard- ed by ferocious monsters. When you win one, you should be very proud and very happy. They can be the key to success against the wickedest opponents. To cast a spell, you type in 4-letter codes which are a rough abbreviation of the spell name. The entire list of spells, codes and spell points required are listed below. J@pOf your spell points aren't rechargin fast enough, go see Roscoe. But be prepared for electrifyingly high fees!!! Temples Temples are divine places of resurrection and complete healing. In fact, this is the only place to cure characters who have been withered or turned to stone. A resurrected character retains all the items, gold and exper- ience points he had before dying, but he comes to life with onlKAXMy 1 hit point. When he finds out how much it costs to be resurrected, he may turn over in his grave. Tips from the Underground: Places 1. Your 1st 3 dungeons should be the sewers, the catacombs and the castle [in that order]. Each is progressively tougher. Don't attempt the catacombs with a party of level 9 or higher characters. 2. Esplore and map every square in every maze. There are Magical MouthLB,s that give hints. There are 1-of-a-kind magic items and spell regeneration zones. Good maps will show you the logical spots for secret doors and secret rooms, too. 3. Avoid traps. Higher level rogues are excellent at opening chests, but when in doubt use the 'TRAPZAP' spell. TRZP is guaranteed to work with no harm to the party, unless, of course, the trap is protected by even more power- ful magic. MC*fIn fact, you can use TRZP to disarm any traps you encounter. Gas Cloud traps have doomed many brave but foolish adventurers. If you set off a trap and nothing happens, you were lucky not good. You could have been killed. 4. Be sure that your party is fully healed before entering a new dungeon. 5. When you are finding your bearings in a maze, remember that each succeeding level goes UP in a tower or cND@xastle and DOWN in a dungeon. THE COMBAT SYSTEM The Bard's Tale is a game of fighting. It's the only way to build experience. Fortunately, Mangar and his gruesome creatures are very evil, so don't worry about their feelings kill them, if you can!! Combat with 'monsters' [the generic term for all opponents] occurs both randomly and at set locations. You can also initate iOE)ntra-party combat at almost any time, in case one of your members is turned to the dark side. At th outset of combat a list of foes will be given, broken down into the number of foes in each group. The manimum is 99 monsters per group, with up to 4 groups. Combat is divided into a series of 'rounds', like a boxing match. At the start of each round, each of your characters must decide what action he will undertakPF'; e in the upcoming melee, unless, of course, your party decides to run away. A menu of possible selections will appear for each character. These options are as follows: Attack Foes: The physically assault foes in the first or second group of monsters. Party Attack: To assault another member of the party, including special members. Defend: Do not interact this round - reduces chance of being hQG1it. Use An Item: Make use of a magical item held in the charact er's inventory and currently equipped. This may require specifying a target for the effect. Bard Song: Bards can play a short tune to affect the party or the foremost group of monsters in some fashion. Cast A Spell: Cast a spell at the party or a group of foes. The spell code must be entered, and a target ident- ified. Hide In RHY`L.Shadows: A rogue can try to avoid combat altogether by hiding and, if successful, will be skipped as a target of attack in the upcoming combat round. The first 3 characters in your party can be attacked physically by monsters, and can attack back. The last 3 characters can only be struck by magical attacks, and can only attack back with magic. This simulates your first 3 characters being up on the front line ofSI M2 attack, with the last 3 characters acting as backup in case one of the first 3 is killed. The first two groups of monsters are in a similar position; they are the only monsters who can attack or be attacked physically. Once all the choices for your characters have been entered, the round begins. The most dexterous characters or monsters usually make the first strike, but luck, character level and charaT4mx$cter class also affect this. In evenly matched fights, the outcome often depends on which side gets in the first blow. The rate of scrolling of the combat messages can be speeded or slowed. See the Command Summary list of keystrokes for details. At the end of a combat round, dead monsters will be removed from the ranks of your foes, and dead characters will be shuffled back to the end of your party. A ?Ko_ figurines, rings, wands, and miscellaneous. Only one item of each type can be EQUIPPED for use at one time. For example, two different shields cannot be used at once to protect a character, though the spare shield could be toted around. Some items can only be used by specific characters. For example, only Bard's can use musical instruments. An item which can never be used by a character is marked with an @L?4 zero with a line thru it when he examines it in his view mode or in the Equipment Shoppe. An item which has been equipped is marked with a half circle with a stem on top. A character can carry up to 8 different items. How To Create A Character 1. While i the Adventurer's Guild, select a race. 2. Character attribute numbers displayed are a combination of genes and luck. For each different race there is a AM1c lowest possible number for each attribute [the 'genes']. The computer then adds a random number [the 'luck'] to each attribute. 3. If you are satisified with the 'roll of the dice', choose a character class, then name this character. If you aren't satisified 'reroll the dice.' 4. After being named, the character will be saved to disk, ready to adventure. PLACES BNR If you ever get lost press the '?' key and the program will tell you where you are and what time of day it is!!!! Unmarked Buildings Most buildings in Skara Brae are unmarked. But some of them are inhabited by the corrupt creatures who have skulked into Skara Brae. So kick in a few doors and find them. Remember that fighting is good for you; its the only way to build up enough experience to challenge ManCOF wgar. You should be disappointed when you kick in a door, screaming a battle cry, and find it empty. No fun. When you exit a building and enter the street, the building will be behind you, and you will be facing the building or landmark across the street. The Adventurer's Guild The Guild is like a union hall where adventurers 'hang out' hoping to join a party. This is where you form a party, aDPnd where all adventures begin. Garth's Equipment Shoppe Garth is one of yesterday's almost forgotten heros, now retired from active adventuring to supply tomorrow's would- be greats. At Garth's Shoppe characters can buy armor and weapons, sell items, have items identified, or pool all the party's gold for buying expensive items. Due to a deal with the city blacksmith, Garth has an infinite supply of basEQVic armor and supplies. But unique items found in labyrinths, even if sold to Garth, remain in his inventory only until they are sold. Occasionally an item won in combat will remain unidentified, this mean that its general type might be apparent [e.g. shield, ring] but not which exact type [e.g. Dragon shield, ring of power]. Garth can identify this item for you for a price!!!!!!!! The Review Board FR The Review Board is a group of high level representatives from all 10 different classes. Upon your request in person, the Board will determine whether a character has accumulated enough experience points for advancement to higher levels. The Board teaches new spells to Magic Users who qualify for higher spell levels, too, but charges for this training. It pays to rent. You may have todo a bit of exploring tGS0go locate the Review Board. And it's closed at night. Taverns Taverns are the Bard's favorite places for gossip and refreshment. There's even a tavern named after him. Watch him carefully though, the Bard has a tendency to overtip the bartender. Dungeon Delving The term 'dungeon' refers to any indoor labyrinth, designed for mapping, combat and puzzle interaction. They take a varietyHTHp of forms, from lowers to catacombs, and have a varied number of levels for each. You can go up or down to levels higher and lower than the one you're on via stairways, portals, and teleportation. Stairways are not visible from a distance. But when you move onto one you will be asked if you wish to ascent or descend. Portals are hole in the floors and ceilings, and are visible from a distance. You willI?XWc not go through a portal merely by standing on it, you must first command your char- acter to do so. If he jumps down through a portal, he will be damaged from the fall unless he is using a levitation spell. The only way to go up through a portal is by levit- ation. The locations of dungeon entrances are well-kept secrets, but there are plenty of hints in Skara Brae. Roscoe's Energy Emporium I4V _and chiefly affects the amount of damage a character can do to an opponent in hand-to-hand combat. Make sure your fighting characters are strong. Intelligence [IQ]: Intelligence is mental power. A high intelligence rating will enable your Magic Users to get bonus spell points. Dexterity [DX]: Measures agility & nimbleness. A high score makes your characters harder to hit and helps them strike the fir5Wst blow in combat. Constitution [CN]: Measures healthiness. It takes more damage to kill a character with a high constitution score. This is reflected in bonus 'hit points', the characters life span. Luck [LK]: Luck is an ambiguous attribute, as it has a number of unseen effects on gameplay. For example, lucky characters are more likely to resist evil magic and avoid nasty traps. Other Chara6XQ@cter Statistics Armor Class [AC]: This statistic reflects the level of protection a character has from physical attack. In classic fantasy rol-playing style, the armor class starts at 10 for a totally unprotected, unarmored character with low dexterity, and goes down to '-10' [called LO] as his protection improves by armor, spells or other means. Hit Points [HITS]: Hit points measure the damage a chara7YS.scter can take before he is killed. The 'HITS' statistic shows his potential at fullest helath, rather than current status. Condition [COND]: Condition shows the characters present number of hit points. For example, if a character with 10 hit points is wounded for 7 hit points, his Condition will drop to 3. Another wound of 3 or more hit points will kill him. If he is fully healed, his Condition will return to 8Zl5 the full 10 again. [Even though his Condition score changes, his Hit Points stay at 10]. Spell Points [SP PT]: This shows current spell point status Points are used up with each cast of a magic spell. If a Conjurer has 20 spell points and casts a Mage Flame spell at a cost of 2 spell points, his new total would be 18. A character's maximum spell points are listed in his view-character mode. 9[!Experience Points: This measures abilities gained by experience, the higher the number, the better the character. Characters get experience points for successful combat, according to the difficulty of the fight and the number of characters who survive. The amount is indicated after every successful combat. A character's running total of experience points is indicated in view-mode. Gold: Gold is the unit of cur:\^rency in this world. Your characters start with just barely enough gold to buy the armor and weapons they need to survive. There are two ways to get rich enough to buy better equipment: taking gold from the monsters you defeat in combat or selling items you find in dungeons. The first way is more fun!!! Level [LV 1]: Level is a general measure of achievement within a character's class. Level 1 is a novice, Lev;]#el 13, for example, is required to become a Master of a Magic User class. The Review Board will promote a character to higher levels based on his experience points, but only upon the character's in-person request. An advance in level is very important because it generally means an increase in attribute scores, hit points, spell points and other abilit- ies. Spell Levels [e.g. MAGI 1]: This sho<^&ws the highest group of magic spells a character cna use in any of the 4 classes of Magic Users. There are 7 groups of magic spells for each different class. To learn a new group of magic spells [a 'spell level'] a Magic User must advance two experience levels. [Note: spell levels and experience levels are not the same thing]. For any of the 4 magic classes, a Magic User advances as follows Exp=_ erience Level Spell Level 1 1 2 1 3 2 5 3 7 4 9 5 11 6 13 >Jګ 7 14 [and up] 7 [maximum] To change class to Sorceror, a Magic User must first have learned Spell Level 3 [or higher] in at least one magical art. To change to Wizard, a Maic User must first have learned Spell Level 3 [or higher] in two other magical arts. Items: Items fall into 10 Categories: Weapons, shields, armor, helms, gloves, musical instruments,)ar skinned, like elves, and get some added size and strength from their human ancestry. Half Orc: An orc is a large, goblin-like creature often found working for evil wizards. The Half Orc, being half human, is not quite as despicable as his orc parent, but you wouldn't want to date one. Gnome: Gnomes closely resemble dwarves, but have less hair and even shorter tempers. They are also more magically *bb. inclined, as a rule. Character Classes In fantasy role-playing games, characters choose different 'Classes' or professions. There is no single best class; each has its own strengths. Your characters must use teamwork to succeed. Class selection is the most important aspect of creating a character in Bard's Tale. There are 10 different classes of characters, but only 8 can be selected for a newl+c^y generated character. Class types carry with them different abilities and limitations, as are roughly covered below: Warrior: The base fighter-type in Bard's Tale, warriors can use nearly every weapon there is. For every 4 levels of experience after the 1st Warriors get an extra attack ability in combat. Paladin: Paladins are fighters who have sworn to abstain from all evil, and to uphold honor and p,d1urity in all places. They can use most weapons and even some that no other fighters can. They get multiple attacks at higher levels. They also have a greatly increased resistance to evil magic. Rogue: A professional thief with so-so combat ability, the rogue can hide in shadows, search for traps and disarm them. Without a rogue your party will pay very dearly for the booty it wins. Bard: The Bard is a -ewwandering minstrel. You'll see him with a tankard of ale in front of him in the less reputable taverns-the rowdier the better. Bards were once warriors, and can still use most warrior weapons. But they turned to music instead and now play songs with an almost magical effect on other characters. Bards don't get the warrior's advantage of extra attacks in combat anymore-but their magic is so unique, it is almost .fr impossible to survive in Skara Brae without one. Any true Bard has 6 tunes on his lips, though to play them he must have an instrument equipped. A song played as the part is exploring is long-lasting and continues even after the party returns from combat mode, even if other songs were played during combat. Any songs played during combat are abbreviated and so create different magical effects than the full/gXs non-combat versions. The shorter combat versions don't endure as long either, only one round of fighting. Only one Bard tune can be played at a time. If a second one is played while the first is still playing (by the same or a different Bard), the first will end. A bard can play as many tunes as he has experience levels before his throat gets dry. Then it's off to a tavern for a drink to rejuvenate h0his voice. Tough duty, but someone has to do it! Bard songs vary according to the difficulty of the dungeon. When the going gets tough, the Bard goes drinking. Hunter: An assassin, a mercenary, a ninja. The hunter can use most weapons, and has the ability [which grows with experience] to do critical hits in combat [i.e. to attack a nerve center or other vital area and instantly kill an opp- onent]. A good skill.1i<><><><><><><><><><><><><><><><><><><><><><><><><><><><><> THE MANUAL ABOUT FANTASY ROLE PLAYING: The Bard's Tale is a fantasy role-playing game. First in a series of TALES OF THE UNKNOWN, this one is set in the city of Skara Brae. Like Other fantasy role-playing games, there are three ob- jectives you wil}Fl be trying to accomplish. How you do this is up to you... Your most important goal is to complete the quest built into the game. In Bard's Tale the city of Skara Brae is threatened by an evil mage called 'MANGAR'. You must find Mangar and Persuade him to release the once-harmonious city from his evil control. But Mangar is protected by layers of obstacles, mazes and evil henchmen. Your second goal is~mJ to develop characters capable of survoiving these barriers. These characters are your alter ego in Bard's Tale. They act according to your commands, but over the course of the game they change, much as real people do over a lifetime. They improve their skills in magic, combat, stealth, etc. They amass wealth and treasured objects. And they worry about dying too soon. Your third goal is to explore th@le entire world of Bard's Tale. There are numberous goodies, puzzles, and special places in Skara Brae. Part of the fun is finding them, and discovering the layout of this fantasy world. How do you get into the walled off towers? What's in the castle? Where are the legendary catacombs of Skara Brae? Skara Brae awaits you!!!!!! A QUICK OVERVIEW An Orientation for beginners, a qujVick start guide for experts!!!! HOW TO USE THIS DOCUMENTATION: This documentation has three parts. This overview is designed to give first-time adventure gamers a quick sense of the overall gameplay and give experienced fantasy role-players all they need to know to start quickly. The rest of the docs is reference material about how various parts of Bard's Tale operates, including character builk ding and development, places and mapping, the combat system and the magic system. There is also a listing and description of all the magic spells and the beginning items available in the Bard's Tale. Finally, there are hints and clues interspersed throughout the manual. 1. Command Summary Docs This is Part 1 of the Bard's Tale Documentation, which lists keystroke commands, disk utilities and step-by-step h I or Return - move forward K - Kick a door open J or Left Arrow - turn left L or Right Arrow - turn right VIEWING CHARACTERS Press the number (1-6) of the character whose statistics you want to view. In the sub-menu, press: E to E(quip) a character with an item. You will be prompted for the item number (1-8). Press O to u !K4nequip all of a character's items. T to T(rade) an item. Type the item number at the prompt. To trade gold, type G. Then type the number of the character you want to give the item to. D to D(rop) an item. Type the item number at the prompt. P to P(ool) all gold. This gives all the party's gold to the character being viewed. Press the SPACEBAR to leave the View Character mode.  T UTILITIES`MENU To produce this menu, start you system with the Bard's Tale Boot Disk and insert a Character Disk when prompted to do so. When the menu appears, press: S to S(tart) playing the game. C to C(opy) characters from one character disk to another. Just follow the prompts as they appear. The disk you are copying from is the source disk, the one you are copying to is the target disk.  nL M to M(ake) a new Character disk. COMBAT`COMMANDS If monsters attack, press F to F(ight) or R to R(un). `(Note, you don't always get to run just because you want to.) Or you can press P for Party attack at any time to voluntarily enter intra-party combat. In combat, press: A to Attack monsters in first 2 ranks, hand-to-hand. Available to the first 3 party members. D to Def Tend. This lessens the chance of damage from a monster in that round. U to Use a magical item. The character must have been equipped with the item in advance. B to sing on of the 6 Bard's tunes for one combat round. Available only to Bards. C to Cast a spell. Type in the code letters for the spell at the prompt. Available to magic users only. H to Hide in the shadows. Available only to rogues.  #mQ Left Arrow and Right Arrow to speed up or slow down the combat message scrolling rate. OTHER`ADVENTURING COMMANDS C to Cast a spell when not in combat. At the prompt, type the number of the character who will cast the spell, then type the code letters for the spell. P to start intra-party combat at any time with a Party Attack. B to sing one of the 6 Bard's tunes while wandering. `c Available only to Bards. E to go up a portal. The party must have a levitation spell in operation. Works in dungeons only. D to go down a portal. Works in dungeons only. ? to learn the name of the street your party is on, and the time of day. N to establish a New Order for the party members. At the prompt, type the numbers of the members in the order you want them to march. U to Use a85n item. Some items, like torches, must be activated with this command in order to work. Type the character number who has the item at the prompt, then pick the item (by typing its number) from the list which will appear. Some items run out of power after only one use. V to turn sound on/off. ESC to pause/resume the game. HOW TO FORM PARTIES AND CREATE NEW CHARACTERS Characters can be created aPnd parties formed only in the Adventurer's Guild. When you're ready to leave the Guild, type E for Exit. Here are the other commands available to you there. Press: C to Check the roster of characters and party names contained on the Character disk. Party names are indicated with an *. The characters that belong to a party may be anywhere in the list. A to load a party or Add a character to an already tloaded party. Type either a character name or a party name at the prompt. Party names must begin with an * (e.g., *ATEAM). A party can contain up to 6 adventurers and must contain at least one adventurer to use the Exit command. R to Remove a character from a party. This saves all current character status information to disk. N to establish a New marching order for a party. D to bring up a set of additv3Iional Disk options so you can create a new character, save a party name, delete a character from the disk or leave the game, saving the current character status to disk. After pressing D to bring up the disk options, press: C to create a new character. Select the race and class for the character as prompted, then type in a character name up to 15 letters and spaces. Press Return to enter the name. A dis!."J qq@@@@ @@ @@!,I,qq!,I,qq rDB,JD rDB,JD RcJ( RcJ(qȀqyQqȀqyQ0a0a#X    , , ) ) * & * & S'ĀpƲ q S'ĀpƲ q@@ sȀqsy sȀqsy (&(( (&(( (b )  ` x (b )  ` x ȀrA0J P `a ȀrA0J P `a "  P$ݞJ   "  P   "@Fp *!Ǿ1* "@Fp *!Ǿ1* sqs $$I  2 sqs $$I  2  I&  "  I&  " '$hHpppq'$hHpppqp>ψp>ψH(((H(((@)((@)((qqʈpGqpq%^qʈpGqpB$$, B$$, Bd(("(Bd(("(AqǞpAqǞpsy (&(( (&(( (b )  ` x (b )  ` x ȀrA0J P `a ȀrA0J P `a "  P 4ISK: Before you begin playing, you will need to create your own character disk, a disk the computer can write as you play, to keep track of your fortunes and misfortunes. Use the following steps to make a character disk which contains a completely outfitted and ready to go banned of adventures named "ATEAM"". Get a blank disk or one that contains information you no longer need. Select M)ake a disk and follow th˰e instructions to make a copy of your Character disk, which you will find on the flip side of your boot disk. This process can be time consuming. If you wish, you may use another copy utility instead of M)ake a disk. After copying the character disk, reboot the system following the steps outlined above. When the prompt appears asking for your character disk, insert the copy you made, then press any key. (Again,B9 make sure your joysticks are unplugged). The Utilities menu which appears contains 3 choices. To enter the Adventure's Guild so you can start playing, just press "S" for start game. For information about the other two choices, see utilities menu below. The ATEAM: the character disk you made in step one already contains a good beginning party of adventurers who are equipt and ready to go. To use theSm, just type "A" to add a character, and then type "*ATEAM" to load the entire party. Type "E" to exit the Guild and enter the town of Skara Brae. To learn how to create your own characters, form your own parties, remove characters or rearrange their order, see below. HINT: The first dungeon is the wine cellar in the only tavern in town which serves wine. It's on Rakhir Street. oNASAFETY AND DEATH Face it. The sort of streets where you run into wandering Kobolds, Werewolves and Orcs are dangerous. And the streets of Skara Brae are especially dangerous at night. Beginning parties, therefore, should not be shy about spending the night in the Adventures Guild. When you leave the Adventures Guild the clock is always set ahead to the next morning. Don't dispair if you lose a favori^te ATEAM member. First delete him from your character disk (with the delete command from the disk menu in the Adventurers Guild). Then use the copy characters command in the Utilities menu (described below) to copy the original from the back of the boot disk or the most recently saved version from a backup of your character disk. Finally, add him to your party. MOVING`ABOUT MOS      ǀ      ``  ` `   x              |Ơ߀  g   g  g  g xx  xx  5xx~>>xx ~   x>> x  >> b[         ` `  `GĀ `       > x` x`  %B@  %B@ & %B@  j" %B@ " 8@9 8@9> )R@$ )R@$ %"@$q %"@$qd׀xd׀x >     >  U    UEUEP >  UEUE@   UEUE@EUE@>>  c9@    QEQ6DE@&>  QERE@"  QERE@>>  ERE0  m !J4?BIBI BIBI II Ҁ $g  9`9` H  H P  P<<]  3     %XV %XV> "N%I "N%",$I  "J%I "J%I& Y$ Y$">>\{ >>E+O    y# y# !$  !$  b!%b!%    嘝DTE}$  Ӟ8Ӟ8` i$HH_ $HH  hPP #F< #F< SgRLEVEL, POINT AT THE OK BUTTON AND PRESS THE LEFT HAND MOUSE BUTTON. YOU WILL NOW BE TAKEN TO START YOUR NEXT ATTEMPT. THE SCOREBOARD WILL SHOW UNDER THE TRYS COLUMN THE ATTEMPTS YOU HAVE HAD AT A PARTICULAR HEIGHT, INDICATING EACH ATTEMPT WITH A 9 FOR FAILURE TO CLEAR, AND A 0 WHERE NO ATTEMPT HAS YET BEEN MADE. THE POINTS VALUE REFLECTS THE BEST CLEARANC TO DATE. AS WITH ALL EVENTS THE SCOREBOARD WILL BE SHOWN AT THE HEAD OF EACH SCREEN AND FOR THE HIGH JUMP AND POLE VAULT IwdtT LOOKS LIKE. NAME PTS. JUMPS ATTEMPTS MTRS TRYS COLIN 817 4 4.13 9 9 0 HIGHJUMP AS WE HAVE DISCUSSED IN THE SET HEIGHT PARAGRAPH ABOVE, IF YOU FAIL AT A PARTICULAR HEIGHT YOU REMAIN LOCKED IN TO THAT HEIGHT UNTIL YOU HAVE CLEARED IT AND THEN YOU MAY PROGRESS TO A NEW HEIGHT, BUT REMEMBER, YOU ARE ONLY ALLOWED THREE ATTEMPTS AT EACH HEIGHT AND THREE FAILURES MEANS YOU GO OUT OF THE EVENT. THE GAME PLAY OF THV1vIS EVENT IS VERY SIMILAR TO THE LONG JUMP. YOU ACCELERATE ACROSS THE RUNWAY KEEPING AN EYE ON THE PROGRESS BAR USING THE ENERGY KEYS. AS YOU APPROACH THE TAKE-OFF AREA YOU NEED TO ACCELERATE AND THEN TIME YOUR JUMP TO TAKE PLACE BETWEEN THE LEFT AND RIGHT UPRIGHTS. TO DO THIS, YOU NEED TO START THE JUMP BY HITTING THE JUMP KEY A SHORT DISTANCE BEFORE THE JUMP ITSELF, WE HELPED A LITTLE BY PROVIDING MARKERS ON THE RUNWAY. YOU MUST MAINTAIN YOUR KEY RATE ON THE ENERGY KEYS UVNTIL YOU ARE WELL CLEAR OF THE BAR. POLE VAULT: THE POLE VAULT IS IDENTICAL TO THE HIGH JUMP EVENT IN THE NUMBER OF JUMPS, NUMBER OF ATTEMPTS AND THE SETTING BAR HEIGHTS. THERE ARE RUNWAY MARKERS PROVIDED AND THE JUMP KEY SHOULD BE HIT TO START THE VAULT. WE GIVE YOU CONSIDERABLE LEE-WAY IN STARTION YOUR VAULT. IF YOU TIME THE JUMP KEY CORRECLTY THE COMPUTER WILL"FLASH" THE SCREEN AND THE VAULT WILL START AT THE CORRECT LOCATION. AS YOU REACH THE TOP OF YOUR FLIGHT UOU MUST HIT&| THE JUMP KEY AGAIN T RELEASE THE POLE. THE CRITICAL TECHNIQUES IN THE EVENT ARE TO ACCELERATE INTO THE TAKE-OFF AREA AND THEN KEEP MOMENTUM UP ON THE ENERGY KEYS UNTIL YOU HAVE CLEARED THE BAR AND YOU ARE DROPPING TO THE MAT. THE POINT SYSTEM AS IN TRADITIONAL DECATHLON EVENT, POINTS ARE AWARDED ON THE FOLLOWING MERIT SYSTEM: POINTS 100M LONG JUMP HIGH JUMP SHOT PUT POLE VAULT JAVELIN 200 14.1 4.28 1.25 6.62 1.94 22.30 300 dq13.5 4.28 1.40 7.86 2.25 28.00 400 13.0 5.11 1.50 9.17 2.57 34.10 500 12.5 5.54 1.60 10.55 2.90 40.59 600 12.0 5.98 1.71 12.01 3.24 47.56 700 11.5 6.43 1.82 13.55 3.60 55.09 800 11.1 6.90 1.93 15.19 3.97 63.17 900 10.7 7.39 2.05 16.92 4.36 71.81 1000 ^ 10.3 7.90 2.17 18.75 4.78 81.00 SELECTION PAGE ICON OPTION: ALL THESE ICONS ARE SELECTED BY POINTING THE MOUSE AT THE REQUIRED ICON AND DOUBLE CLICKING ON EITHER BUTTON. "SAVE"-STORE THE CURRENT GAME TO DISK: IT IS POSSIBLE TO SAVE UP TO 6 PART-COMPLETE PLAYS OF ARENA ON THE ARENA WORK DISK. THE ARENA WORK DISK WILL BE OF A TOTALLY NON-STANDARD FORMAT AND CAN ONLY BE READ OR WRITTEN BY THE ARENA PROGRAM. WHEN YOU FIRST COME TO SAVE A PLAY OF ARENA^K: HAVE A BLANK OR OVERWRITABLE DISK AVAILABLE AND THIS DISK MUST THEN BE DEDICATED AS THE ARENA WORK DISK, THIS DISK DOES NOT NEED TO BE FORMATTED FIRST. YOU CANNOT USE THIS DISK FOR ANY OTHER PURPOSE UNTIL YOU REFORMAT IT. WHEN YOU HAVE SELECTED THIS OPTION YOU WILL HAVE TO SELECT A NUMBER IN THE RANGE OF 1-6. THIS IDENTITY UNDER WHICH THE CURRENT PLAY WILL BE SAVED. "LOAD"-LOAD A PREVIOUSLY SAVED GAME: THIS WILL ALLOW YOU TO LOAD A PREVIOUSLY SAVED GAME FROM DISK. IT IS T2I HE REVERSE OF SAVE WITH THE PLAY STORED UNDER IDENTITY 1-6 BEING RELOADED FROM THE ARENA WORK DISK. SCOREBOARD- SHOW THE SCOREBOARD: THIS ICON WILL REVEAL THE SCOREBOARD SHOWING THE SCORES FOR ALL PLAYERS IN ALL THE COMPLETED EVENTS PLUS TOTAL. A DOUBLE CLICK ON THE OK ICON WILL REVERT TO THE EVENT SELECTION SCREEN. "QUIT"- QUIT THE CURRENT GAME: THIS WILL SIMPLY RE-INTIALIZE THE MACHINE AND CLEAR THE ARENA FROM MEMORY. CONFIRMATION WILL BE REQUIRED BY DOUBLE CLICKING ON THE O1K ICON, OR CANCELLATION BY THE CANCEL ICON. "NEW"- START A NEW GAME: ON THE SELECTION YOU WILL BE PRESENTED WITH A SCREEN TO ALLOW IMPUT OF THE NUMBER OF PLAYERS AND THEIR NAMES. THE MAXIMUM NUMBER OF CHARACTERS IN THE NAME IS 11. FOR EACH INPUT FIELD TYPE IN YOUR RESPONSE AND HIT RETURN WHICH WILL THEN TAKE THE CURSOR TO THE NEXT FIELD. THE ONLY VALID EDIT KEY IS THE BACKSPACE KEY. ONCE YOU HAVE ENTERED ALL FIELDS YOU CAN CONFIRM YOUR ENTRIES BY DOUBLE CLICKING ON THE OK ICONr' . IF YOU ARE NOT HAPPY WITH YOUR ENTRIES DOUBLE CLICK ON THE RE-ENTER ICON. ONCE YOU HAVE DOUBLE CLICKED ON THE OK ICON ALL EVENT SCORES AND DSTATUS FLAGS WILL BE CLEARED AND YOU ARE NOW READY TO PLAY ARENA. THE COMPLETED EVENTS PLUS TOTAL. A DOUBLE CLICK ON THE OK ICON WILL REVERT TO THE EVENT SELECTION SCREEN. "QUIT"- QUIT THE CURRENT GAME: THIS WILL SIMPLY RE-INTIALIZE THE MACHINE AND CLEAR THE ARENA FROM MEMORY. CONFIRMATION WILL BE REQUIRED BY DOUBLE CLICKING ON THE O Fb^BE RECORDED. WHEN IT IS YOUR TURN YOUR NAME WILL BE HIGHLIGHTED IN RED ON THE EVENT SCOREBOARD. THE COMPUTER WILL ALERT YOU WITH A BEEP. YOU "TELL" THE COMPUTER YOU ARE READY TO START WITH A DOUBLE CLICK ON EITHER MOUSE BUTTONS. THE COMPUTER WILL REGISTER THIS WITH A BEEP AND A FLASH OF THE SCREEN. YOU ARE NOW COMPETING AND SHOULD BE READY ON THE KEYBOARED. UNTIL YOU HAVE DONE THIS THE DISPLAY REMAINS STATIC. THE PROGRESS BAR: WHERE AN EVENT REQUIRES THE PLAYER TO "RUN UP T FO" THE JUMP OR THROW AREA, IT IS NOT POSSIBLE TO SHOW THE WHOLE "RUN UP" DUE TO THE SCALE AND SIZE OF THE GRAPHICS USED. WE USE THE PROGRESS BAR TO PLOT THE PLAYER'S PROGRESS DOWN THE RUNWAY TO THE TARGET AREA. THIS APPEARS AT THE TOP LEFT OF EACH DISPLAY. AS THE PLAYER MOVES DOWN THE RUNWAY, A RED BAR WILL BE PLOTTED ABOVE THE SCALE ICON. THIS TARGET AREA IS MARKED BY A SMALL RED RECTANGLE. THE OBJECT FLIGHT GRAPH: WHEN WE ARE TRACKING AN OBJECT SUCH AS A JAVELIN OR SHOT TH 2OROUGH TH AIR, OR, IN A JUMPING EVENT THE PLAYER, WE OFFER FEEDBACK ON THE PROGRESS OF THE OBJECT ON THE OBJECT FLIGHT GRAPH. THIS APPEARS ABOVE THE PROGRESS BAR AND WILL BE "INKED IN" AS THE OBJECT OR PLAYER FLIES THROUGH THE AIR. HUNDRED METRES: EACH PLAYER WILL TAKE ONE TURN AND ONE TURN ONLY TO REGISTER A TIME. YOU WILL START THIS EVENT ON THE BLOCKS. YOU WILL MOVE AUTOMATICALLY INTO "GET READY" POSITION ON THE INSRTRUCTIONS OF THE STARTER. HE WILL RAISE THE GUN READY TO S d`TART THE EVENT AND RESET ALL STOP WATCHES. AT THIS POINT, IF YOU TOUCH THE KEYBOARD BEFORE THE STARTER'S GUN HAS GONE OFF YOU WILL RECORD A FALSE START. TWO FALSE STARTS AND YOU WILL BE ELMINATED FROM THE EVENT WITH NO SCORE. THE EVENT IS GEARED FOR MAXIMUM SPEED ON THE ENERGY KEYS THROUGHOUT THE RUN. YOU CAN DIVE FOR THE TAPE BY PRESSING THE JUMP KEY BUT BEWARE, IF YOU DO THIS MORE THAT A FEW STRIDES FROM THE FINISH LINE YOU WILL ACTUALLY LOSE MOMENTUM AND COME TO A HALT. IT #p%NEEDS TO BE TIMED ACCURATELY. THE SCOREBOARD WILL SHOW YOUR TIME AND POINTS AWARDED AS SO: NAME PTS. TIME JAN 702 11.52 LONG JUMP, SHOT PUT AND JAVELIN: IN EACH OF THESE EVENTS YOU WILL BE ALLOWED SIX ATTEMPTS TO RECORD A BEST SCORE. TURNS ARE AGAIN IN ROTATION ORDER WITH PLAY COMMENCING IN THE USUAL WAY. THE EVENT SCOREBOARD WILL BE DISPLAYED AT THE TOP OF THE SCREEN AS SO: NAME PTS. DIST. JUMPS TO GO JOHN 604 CO 5.98 4 THE SCOREBOARD WILL SHOW YOUR BEST ATTEMPT TO DATE, THE POINT VALUE FOR THAT JUMP/THROW YOU HAVE REMAINING. LONG JUMP: YOU ARE ALLOWED 6 ATTEMPTS TO RECORD A GOOD JUMP. YOU USE THE ENERGY KEYS TO PICK UP SPEED ON THE RUNWAY. AS YOU APPROACH THE BOARD KEEPING AN EYE ON THE PROGRESS BAR, YOU NEED TO REACH MAXIMUM SPEED. YOU MUST BE READY TO TIME YOUR JUMP; THE CLOSER YOU GET TO THE BOARD THE BETTER CHANCE YOU HAVE. HITTING THE JUMP KEY WILL MOVE YOU INTO JUMUu`P SEQUENCE INSTANTLY AND SHOULD BE TIMED TO COINCIDE WITH YOUR ARRIVAL ON THE BOARD. DURING THE JUMP SEQUENCE THE USE OF THE ENERGY KEYS NEEDS TO BE MAINTAINED RIGHT UP TO THE POINT OF LANDING. YOU WILL LOSE A CONSIDERABLE AMOUNT OF DISTANCE IF YOU DO NOT KEEP UP THE ENERGY KEYS RATE THROUGH TO THE POINT WHERE YOU HIT THE SAND. SHOT PUT: AGAIN YOU WILL BE ALLOWED SIX ATTEMPTS TO RECORD A BEST. YOU COMMENCE THIS EVENT STANDING AT THE BACK OF THE CIRCLE. YOU HAVE TO BUILD UP PW^OWER AS YOU GO INTO THE HOP POSITION, YOU THEN HOP ACROSS THE CIRCL. AS YOU MOVE ACROSS THE CIRCLE HITTING THE JUMP KEY STARTS THE PUT. YOU NEED TO LEAVE THIS AS LATE AS POSSIBLE TO RECORD THE MAXIMUM DISTANCE. YOU CAN HOWEVER FOUL THE CIRCLE BY TOUCHING THE EDGE. DURING ALL THIS YOU HAVE TO MAINTAIN THE RATE ON THE ENERGY KEYS. AS YOU START TO PUT THE SHOT ANOTHER STRIKE ON THE JUMP KEY IS REQUIRED TO RELEASE THE SHOT, THIS SHOULD BE DONE TO COINCIDE WITH THE ARM EXTENDING TduO RELEASE THE SHOT, THE LATER YOU CAN LEAVE THIS THE MORE EFFECT IT WILL HAVE. ONCE THE SHOT IS IN FLIGHT THE ENERGY KEYS RATE HAS TO BE KEPT UP TO MAINTAIN THE OPTIMUM FLIGHT PATH. JAVELIN: TURNS AND NUMBER OF ATTEMPTS AS ABOVE. THE KEY TO SUCCESS IN THE JAVELIN EVENT IS SPEED ON THE RUNWAY, USING THE ENERGY KEYS, AND STARTING THE THROW AT THE LAST POSSIBLE SECOND USING THE JUMP KEY. YOU HAVE TO AVOID THE FOUL THROW BY NOT TRANSGRESSING THE END OF THE RUNWAY. YOU MUST KEEP UP%!n. THE ENERGY KEYS RATE DURING THE THROW. AGAIN FURTHER DISTANCE MAY BE GAINDED BY "HELPING" THE JAVELIN ALONG DURING ITS FLIGHT USING THE ENERGY KEYS. HIGH JUMP AND POLE VAULT: SET HEIGHT: IN BOTH THESE EVENTS YOU WILL BE ALLOWED UP TO 6 TURNS AT NEW HEIGHTS CHOSEN EACH TIME BY YOU. THIS IS DONE BY MEANS OF THE SET HEIGHT ICONS. THIS WILL BE OFFERED TO YOU AT THE START OF THE EVENT AND AFTER EACH SUCCESSFUL JUMP. SHOULD YOU FAIL AT A PARTICULAR HEIGHT YOU WILL BE ALLOWED THREp7>E AND ONLY THREE ATTEMPTS. AFTER A FAIL YOU CANNOT CHANGE THE HEIGHT YOU ARE ATTEMPTING, YOU MUST CLEAR YOUR CHOOSEN HEIGHT TO PROGRESS IN THE EVENT. YOU MAY HOWEVER, CHOOSE ANY HEIGHT YOU WISH FOR YOUR FIRST ATTEMPT. WHEN YOU HAVE COMPLETED A JUMP SUCCESSFULLYM YOU MAY INCREASE THE HEIGHT BY ANY AMOUNT YOU WISH AT YOUR NEXT TURN. THE BAR CAN BE MOVED UP AND DOWN BY POINTING AT THE UP AND DOWN ARROWS AND PRESSING THE LEFT HAND MOUSE BUTTON. WHEN THE HEIGHT IS AT THE DESIRED <~to form all resolutions: Lo-Res (320 X 200), Med-Res (640 X 200), Interlace (320 X 400), or Hi-Res (640 X 400). Using Butcher ------------- Okay, I've given you a pretty good description of the menu choices, and I've told you that I think very highly of the program. Now its time to explain why I feel that way. The first use that I found for Butcher was using the Merge command in the Histogram / Quick Merge operations (Convert Menu). I had used Grabbit to "capture" a screŸeRen of the Boing ball, which I wanted to use as a brush in another picture. Unfortunately, although the Boing ball only uses three colors (red, white, and a pink), Grabbit used all 32 palette positions. What I ended up with was a palette that had about 12 positions of red and 12 of white and 4 of pink, the rest being grey and purple. If I was to have a useful brush I needed to combine the like colors into one palette position. I did this by hand in DPaint prior to getting Butcher an8Ed it took me about 2.5 hours (!) as I had to literally redraw nearly every pixel. After getting Butcher I re-did the process, this time using Merge. It took me a grand total of 8 minutes (!!). About half of that 8 minutes was looking at the manual before I did anything. I was impressed, to say the least. If a person does any work of this type at all I think Merge by itself makes Butcher well worth the price. Some of the graphics work I do is in converting pictures to Med-Re|Lws so that it can be used in Deluxe Print. Both Deluxe Paint and Deluxe Paint II have tools to double the horizontal and vertical resolution of a brush, so I can take a Lo-Res brush to Med-Res or Hi-Res in DPaint. I cannot, however, take a Hi-Res brush down to Med-Res or Lo-Res. Furthermore, DPaint will do this on brushes only, and the brushes cannot be too large. Butcher will go any direction on full screens. This means that I can take my picture with my desired brush and use Buޠ2tcher to fix the palette as needed and correct the resolution, then take the resulting picture into DPaint where all I have to do is pick up my brush and save. The bottom line is that Butcher allows me to use almost any IFF picture as a source and it speeds up the process of conversion. The one resolution Butcher 1.0 does not handle properly is the loading of 320 X 400 interlaced pictures. These screens load only the top half of the image and stretch it over the whole screen in lo hw-res mode. I found some other interesting uses for Butcher. By using the Map feature of the Edge operation (Process Menu) with the pen set for dark, I found I could create good monochrome renditions of color drawings. This allows you to create very good Deluxe Print clip art very easily. The other image processing tools contained in Butcher give you a nearly infinite range of effects for your art; the potential is awesome. The Final Upshot ---------------- Every softwa" Κre package usually has a negative side to it. I have one complaint about Butcher and one recommendation for an update, but I want you to understand that I am stretching to find anything to complain about. My only complaint about Butcher is that every so often, maybe once every ten or twenty times, it takes an extremely long time to save a picture to disk. This "long time" has been up to 2.5 minutes. During this time the disk drive is active, with red light and gronking noises. Th֪ere was not any problem with the saved file, it was always perfectly intact. Again, the slow save occurred only a small percentage of the time, so I was not able to determine any particular reason for it. My one recommendation to Eagle Tree is to add the ability to work with brushes to the program in a future update. I did, in fact, speak to Jerrell Nickerson, the author of the program, and he indicated that there is a good chance that the program will be updated to include th̩Eis and other suggestions from users around the country. The other suggestions come from people with specialized uses for their graphics; Jerrell told me that he has found people using their Amiga graphics in ways he never imagined. Apparently Eagle Tree is going to try to add as many of the suggestions as is feasible. One of the benefits of being a "small" company is that they can react to customer suggestions very quickly. Overall, as I have already stated, I have found Butch4 er to be an extremely useful program. After looking at the price ($37.00), you may feel as I do: that this is the bargain of the year. I recommend Butcher to anyone that does any graphics work at all on their Amiga. Butcher, $37.00 Eagle Tree Software P.O. Box 164 Hopewell, VA 23860 (804) 452-0623 a future update. I did, in fact, speak to Jerrell Nickerson, the author of the program, and he indicated that there is a good chance that the program will be updated to include th "BHE PROGRAM AND THE SCREEN WILL FADE. ARENA CAN BE RESTARED BY AGAIN POINTING INTO THE PAUSE ICON AND DOUBLE CLICKING EITHER OF THE MOUSE BUTTONS. TAKING YOUR TURN: EACH PLAYER WILL TAKE HIS OF HER TURN IN ROTATION. IF YOU HAVE BEEN ELIMANATED FROM AN EVENT YOU WILL NOT BE ALLOWED ANOTHER TURN. FOR EXAMPLE IF YOU HAVE HAD THREE ATTEMPTS AT A HEIGHT IN THE HIGH JUMP AND FAILED EACH TIME, YOU WILL BE ELIMANTED FROM THE EVENT AND THE POINTS SCORED FOR YOUR HIGHEST CLEARANCE WILL үUred together neatly. The manual, while not flashy, is one of the best I have ever seen. Eagle Tree has done a very good job of documenting their product. Besides covering the program extremely well, the manual also contains an appendix explaining how the Amiga bitmapped displays work, as well as a glossary of terms. The Menus: An Overview ---------------------- Butcher contains five menus to choose from: the Project Menu, the Tools Menu, the Process Menu, the Convert Menu, anc d the Slice Menu. The Project Menu contains such operations as loading or saving files to disk, printing, and quitting. The Tools Menu contains Undo, Draw, Reverse, and Flip operations. These operations are self-explanatory: Undo undoes many of Butcher's operations; Draw contains the simple drawing tools; Reverse reverses the screen horizontally; and Flip flips the screen upside down. The Tools Menu also contains palette controls: you can make up to three separate palettes and choќose which one you want to use (switching back and forth if you want). The Make Palette operation contains a variety of tools for manipulating the palette such as Copy, Spread, Exchange, and Map. The Process Menu contains image processing operations. These operations are quite interesting and useful. The first is Edge, which will outline the edges of your picture. Full control is given to you: you choose whether the outline will be in color or in the darkest or lightest colorнS on the palette. You also choose whether you want to Enhance, which outlines all contours on the picture, or Map, which outlines the edges on a blank background. The second image processing operation contained in the Process Menu is Filter. This operation is great for anyone that uses digitized pictures. What it does is filter out unwanted pixels and replace them with a neighboring color. For example, if Digi-View is used to digitize a photo that contains blue sky, you will f ӳQMWind that the resulting image will have various colored pixels in the sky besides blue. The Filter operation makes it simple to get rid of unwanted stray colors. It works very well. The Process Menu also contains Mosaic, Slice Plane, and Density Slice operations. Mosaic will create a new picture using blocks of colors from the original picture. It can create interesting variations of the original picture. Slice Plane lets you remove any of the bit-planes from the picture. W dnith it you can examine each bit-plane or, by removing selected bit-planes, create yet another interesting effect. The Density Slice is an operation that lets you deal with the palette as a scale of color intensities, allowing you to adjust the intensity scale as you see fit. Using Density Slice on pictures with low contrast can allow you to highlight features and thus make them more prominent. The next menu is the Convert Menu, which contains some VERY useful operations. The f N Iirst operation choices are Histogram and Quick Merge. Histogram counts the number of pixels of each color from the palette and displays the relative totals in a bar chart for you. You can perform some valuable operations in Histogram, such as Merge, Exchange, Sort, Blend and Use. The Merge operation allows you to take the pixels of one color and have them merged into another color on the palette. Exchange rewrites the pixels of one color into the position of another, and vice vers DT a. Both colors are also exchanged, so the picture itself appears unchanged. It simply lets you exchange palette positions without altering the picture. Sort will do as the name implies: sort the colors by number of pixels. Sort actually rewrites the pixels so that their counts are in descending order, starting with color number three (colors one and two are not affected). Blend performs an operation similar to Merge, except the two colors are blended based on their colors and th $F6eir relative pixel counts. Use will give you the usage of a color in both number of pixels and in percent of total pixels. Quick Merge is a modified version of Histogram. The main difference between the two is that when Histogram first opens, it takes a few seconds to count each pixel in the picture. Quick Merge does a fast sample of the picture instead. This means the Quick Merge count is not really accurate, but that you get to the tools of Histogram faster. The next omchoice, Auto Merge, allows you to specify the maximum number of colors for the picture. It will then merge, blend, and sort colors until no more than the specified maximum is used. Auto Chop allows you to specify a lesser number of bit-planes for the picture than are currently used. It then does an Auto Merge operation to remove colors so it can reduce the number of bit-planes. Change Depth allows you to change the number of bit-planes used with no regard for the informat%4ion in the discarded bit-planes. The last two Convert Menu choices, Lo-Res to HAM and HAM to Lo-Res will convert low resolution and HAM pictures to one another. The last menu is the Slice Menu. The operations in this menu allow you convert the picture to any resolution. This is done by changing the horizontal resolution (320 pixels to 640 pixels or vice versa) or the vertical resolution (200 pixels to 400 pixels or vice versa) or both. Thus, you can have any combination ܇5U8startepM zshow fs9docs :4O{ArenaMpއZ5U startfp/show gametips t9;=} Ms6@ {w(%<>$L@&5UACU DOCS DISK 75U4S5VstartgpeBshow gauntlet2 s4nMegaBootp 5VIstarthp[9show goldofrealm 4PGoldOfTheRealmproducts that come to mind are the Digi-View video digitizer and the first Cinemaware program, Defender Of The Crown. Products that fall into my "Great Category" are any that allow the easy use of the Amiga's capabilities (Deluxe Paint, Digi-View), or are simply put together so well that everyone has to have it (Defender Of The Crown). It is always enjoyable to see such a product come out; to me, it is doubly so when the company that puts it out is new or small. We tend to expe*h ct great things from Electronic Arts and other "large" companies, so it is refreshing to be reminded that quality is not limited to the biggies only. I have been using Butcher from Eagle Tree Software and can honestly say that, in my opinion, this is the best graphics software to come out since Deluxe Paint. What Butcher Is --------------- Butcher is not a stand-alone paint program, although it does have some simple painting capabilities for working on existing pictures. The &Kprogram really is a collection of IFF graphics conversion utilities. Butcher gives the ability to manipulate pictures in many ways, and it makes changes FAST. Butcher is very user-friendly, running from the Workbench environment or from CLI, whichever you choose. The routines are chosen by mouse/menu operations. Many of the choices in the menus have keyboard equivalents. The package that I received contained the Butcher disk, a manual, and a registration card, all packag5V startip չshow gunship t9;=} Ms6@ {w(%<>$L@&5VACU DOCS DISK 75V4S5V startjpѷshow hostages t9;=} Ms6@ {w(%<>$L@&5VACU DOCS DISK 75V4S? 5WstartkpZ\Dshow iconmeister 9;=} Ms6@ {w(%<>$L@&5V [ACU DOCS DISK 75V Z4SV5W>startl=p |Vshow kristal fedcbwvutsrqponm~}|{zyx74h UeditHelp!pt 5W startm:p=show megaboot XWVUTSRQfedcba`_^]\kjihqponml:84RRampagep 5W startnp show metro ! -,+*)('&%$#876543210/.CBA@?>=<;:9NMLKJ\F4kDisksalvpD5Xustartop (ӥ7show popman t9;=} Ms6@ {w(%<>$L@&5W ACU DOCS DISK 75W 4S5Ystartpp59xshow2 populous.pic 9;=} Ms6@ {w(%<>$L@&5XACU DOCS DISK 75X4S$lshow populous ;4NMetrouctionspu5Y2startrpv5Ystartq<p^show populous2 TSRQPO 4VGunshipp5Ystarts|p&show populoushints LKJIHGPO>4R0ZanyGolffp)LE IN DEMO VERSION) If you are pretty sure that the attacker is only spreading rumors (such as when your spies tell you), you can select this option and turn the tables on them. Retreat - If you are hopelessly outnumbered, you do not have enough gold for leaving traps, but you want to save your troops, you can retreat. When you retreat (or leave traps) the computer will ask which territory you wish to retreat to. If you do not own a territory adjacent to the defending ter*Q -ritory, your troops will simply be killed in hostile enemy lands. CAST A SPELL (Action Phase) (NOT AVAILABLE IN DEMO VERSION) There are five additional spells which can only be cast during the Action Phase. Four are defensive spells, the last is an offensive spell. Here is a list of their costs and durations. SPELL COST DURATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wall of Ice 20 3 Wall of Fire 20 1 Summon Army+G0v 30 - Anti-Magic Shield 50 3 FIRE STORM 200 * WALL OF ICE - This spell creates an impenetrable wall of ice completely encircling the territory you cast it upon. No troops (yours or anyone elses) will be able to move in or out of this territory, except with a teleport spell. Nothing can destroy a wall of ice before its duration has expired except for a FIRE STORM spell! WALL OF FIRE - Although this spell has a very ,N`_short duration (the turn you cast it) it is a very good defensive spell. This spell creates a searing wall of flames surrounding the territory. ANYONE passing through these flames will be burnt! SUMMON AN ARMY - This spell instantly creates 100-200 skeletal warriors (soldiers) on the territory in which you cast it. ANTI-MAGIC SHIELD - This spell, when cast on a territory, will cancel any attempt by your opponent to cast a spell on that same territory. It does n-U ot affect any spells which you attempt to cast on that territory. Anti-Magic Shield, however, only has a 80% chance of stopping a FIRE STORM spell. This is due to the shear power of the FIRE STORM. FIRE STORM - If all else fails, NUKE 'EM! This spell will instantly destroy everything on a single territory! It kills all troops, destroys any Wall of Ice spell, destroys any fortress and negates any other spells which are currently active on the affected territory! BE W.pARNED! The FIRE STORM spell is so powerful that it is very hard to control. There is a 10% chance that it will backfire! BUILD A FORTRESS (NOT AVAILABLE IN DEMO VERSION) Building a fortress on a territory can greatly aid in defending that territory. REST THIS PHASE Resting during an Action Phase gives your troops a much better rest than resting during a Movement Phase segment. SUMMON THE DRAGON (NOT AVAILABLE IN DEMO VERSION) Three times, and only three t/Nׇimes during the course of an entire game, each player can summon The Great Dragon to aid in their struggle. The Dragon is extremely chaotic and unpredictable. So there is no way of knowing what type of aid he will give. It could be anything. He could give you more soldiers, knights, or wizards, or all three! He could give you more spell points, gold, or simply a good rest. He may even take an opponents territory away and give it to you with all the troops still there! B04ut whether the dragon gives you something so-so or something great, it will always be good. The dragon will never harm the person who summons him. One thing about the dragon though, he is very mischievous. He likes to see the war go on for a long time. So, he tends to give the most help to players who are in trouble, but not always! VISIT A TERRITORY This option is identical to its Movement Phase counterpart. VISIT TREASURY This option is identical to its Mov1c*ement Phase counterpart. SAVING & RESTORING GAMES (NOT AVAILABLE IN DEMO VERSION) It can take a very long time to finish a game of The Crown of Ardania (anywhere from four to six hours)! For this reason, a method of saving games so they can be restarted later has been included. ENDING A GAME If you wish to end a game before the conclusion of that game, either because you have saved the game or because you are simply tired of playing, hold down the Right-Amiga 2Δkey and press the period '.' key. The game will terminate and return you to the WorkBench screen. THE END who summons him. One thing about the dragon though, he is very mischievous. He likes to see the war go on for a long time. So, he tends to give the most help to players who are in trouble, but not always! VISIT A TERRITORY This option is identical to its Movement Phase counterpart. VISIT TREASURY This option is identical to its Mov'|' 5Y Mstarttzp TO << 100 soldiers 10 >> << 10 knights 0 >> << 5 wizards 1 >> CANCEL DONE To allocate the troops to be affected by whatever option you are currently in, you can click on the numbers to the right to move troops ov,čler ONE AT A TIME. Or you can click on the numbers to the left to move troops back one at a time. Note, you can not move back more troops than you have already moved over. Example, if the requester above had come up as shown you could not move the 10 soldiers on the right back to the left because you did not move them over to begin with, they were already there. You can click on the double arrows ">>" to move troops over or back TEN AT A TIME. When you are finisheGd allocating your troops click on DONE. Also, most of the time (but not always) you can click on CANCEL to cancel the option you are in without ending your turn. Whenever you are presented with the Troops Allocation Requester, a second smaller scroll will always appear telling you what you are allocating troops for. You should read this scroll carefully! VISIT A TERRITORY Using this option you can find out how many troops you have on a territory. Using Visit $L@&5YzACU DOCS DISK 75Yz4St 0_j you do all this chasing around for all the keys..ya get the gold pot and get out and win!!!..EXCITING to the max..the excitement was all around me, boy. Now, the hardest level was quite challening..ya can explore the outdoors as well...as least it was a little more challenging to have to find the castles first...they shouldve put more action fighting in it..oh well, its a good game for awhile..the hardest is definitely worth playing..if ya want something that wont finish in an hout yEr... Docs by Rom Chip (ORACLE)...Orac-o-o-o-l! call DAMAGE 602-264-6670 Watch for "Lost Dutchmans Goldmine" Grfx Adventure by same company later this month..saw preview and it looks really nice! ..like i had to go down a level and walk around and then go up a different staircase so i could access a different part of level 1..that i couldnt before..use my pink key to get a green key and go down another level to use green key to get a blue key...it just goes on..after 7g press return when CA asks for the name of the next player. After the players have entered their names, they will RANDOMLY be given their first territory. TERRITORIES & TERRAIN The land of Ardania is divided into 16 territories. Territories are IMPORTANT! You should own as many as you can at all times! To own or occupy a territory, you need to have at least 1 soldier, knight or wizard in that territory. If you ever move all of your troops out of a territory (o  _Hr they are all killed), that territory will become "free". Free territories are indicated by their brown color. Anyone can take a free territory by simply moving troops into it. It should be noted here that the term TROOPS refers to all three classes of men which you can control: soldiers, knights, and wizards. It does NOT simply refer to soldiers. The terrain of each territory plays a very big factor in the game. And should be kept in mind when playing CA.  !  There are four types of terrain: Flatlands, Swamps, Forests & Mountains. Each has its own effects, advantages and disadvantages. FLATLANDS - There are only two territories in Ardania which are flatlands. They are both very large and have a large population. Therefore each of these territories will usually yield a large number of recruits each day. However, the people who live here are extremely poor, so you will not be able to get much in taxes from them. Also th"hle flatlands are very hard to defend! SWAMPS - There are fewer people in the swamps, so you will not get as many recruits from here. But they are slightly richer people. The swamps are quite a bit easier to defend than the flatlands. FOREST - There are still fewer people in the forest territories. But they can make up for their lack of number with gold. Plus the forests are fairly easy to defend. MOUNTAINS - There are very few people in the mountains. But t#mŶ}he few who are there are extremely rich due to the extensive mining. Also, mountain passes are very easy to defend! TURNS, PHASES & SEGMENTS The game of CA proceeds in a series of turns, with each person getting a chance to do several things. The Turns are divided into two Phases: The Movement Phase & The Action Phase. The Movement Phase is again divided into two segments. Each player gets to do one thing during each segment. The Action Phase has one single segmen$Ft. Again, each player gets to do one thing during the Action Phase. There are two Movement Phase Segments, compared to only one Action Phase Segment, because the options during the Movement Phases need to be done more often than the Action Phase options. This should NOT, however, be taken to mean that the Movement Phase options are more important!! Both Segments of the Movement Phase occur first, then the Action Phase takes place. During the FIRST segment of each %e*eMovement Phase the players receive their taxes and recruits for that day. TAXES & RECRUITS During the first segment of each Movement Phase, each player receives his taxes & recruits for that day as his turn occurs. First, you are asked how much in taxes to demand from your peasants. Your advisors will suggest an amount which is consistent with the wealth of the peasants in the territories you own. You should choose wisely here. If you take more than your advisors suggest, your peasants will be upset because they are being over taxed and you will get little or NO recruits for that day. If you take less than what your advisors suggest, your peasants will be overly grateful and you get more recruits for that day. If you take exactly the suggested amount you will get a "fair" number of recruits. At the beginning of the segment, a scroll will appear over the map of Ardania asking you for the amount you demand. Type in the number &)R) 5ZQstartuxp 'ϕfshow pronet t9;=} Ms6@ {w(%<>$L@&&5Y ACU DOCS DISK 75Y 4S(+p+5Z.startvvp& 9show rampage HGFEDYXWVUTSRQPOdcba`_^]\[Zonmlkjihgfe)?a`_^]\[ZYWlkjihg4h_ Uedit-Tutor&p*--5Zstartwtp(show resource t9;=(} Ms6@ {w(%<>$L@&*5ZACU DOCS DISK 75Z4S,/S/5Z ?startxrp*show scorpion t9;=(*} Ms6@ {w(%<>$L@&,5ZMACU DOCS DISK 75ZL4S.115[startypp,>\show superview2.1 9;=(*,} Ms6@ {w(%<>$L@&.5Z ACU DOCS DISK 75Z 4S03135[Ystartznp.gYshow testdrive2 9;=(*,.} Ms6@ {w(%<>$L@&05[sACU DOCS DISK 75[r4S25\/55[ star01Dp0 ߣshow uedit-tutor ~4_Xdevs0pBc*QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute starty Tp  6D2Or%show uedit-help! 9;=(*,.} Ms6@ {2w(%<>$L@&45[ lACU DOCS DISK 75[ k4S69\.95N {star03tp7H́H4M36p8;\8y;5Ovstar04p6*cshow wimsolution ONMLKJ_^]\[ZYXWVUjihgfedcba`utsrqponmlk~}|{zyxwv#4Q BardsTale6p:K- 5L qviewp8Bӊshow zanygolf on }|{zy   u4QReSource.doc8p<A0A.5bbacklistp=IL5NTcp>?h??5d \acsp>hz 1) Action Fighter 14) Game Tips 27) Populous Hints 2) Arena 15) Gauntlet 2 28) Power Packer 3) Ballistix 16) Gold Of The Realm 29) ProNet 4) Bard's Tale Map 17) Gunship 30) Rampage 5) Bard's Tale 18) Hostages 31) Resource 6) Batman 19) IconMeister 32) Scorpion 7) Battletech 20) Kristal 33) Superview V2.1 8@C̣C5M39Mp<'kT DISK 1 1) A-Render 10) Faerytale Adventure 19) Silent Service 2) Alien Fires 11) Grandslam 20) Sinbad 3) Arctic Fox 12) Hacker 21) Sorceror 4) Balance Of Power 13) Leather Goddesses 22) Sprite Master 5) Blit Lab 14) Mindshadow 23) Super Huey 6) Borrowed Time 15) Pagesetter 24) Super Kit 7) Bob EditB5 9p@QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute star04 Tp  6DDE{+E4M i38pD|QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute star03 Tp  6DFG~G4M37pFzQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute star02 Tp  6D7QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute star01 Tp  6DIK/ "K4Otype=Bb+QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startz Tp  6DI"C}@OO(jdp N$"<I(l/ / g ,倲l"4(T`,2(jtp NJg2**p$A. J (F C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startx Tp  6DPQ̥Q5T32pPBepQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startw Tp  6DRS̨S5T31pRBfQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startv Tp  6DpTU̫[U5T30pTBglQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startu Tp  6DVWͤW5T=29pVBhQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startt Tp  6DpXY͜Y5S g28pXBihQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute starts Tp  6DZ[͠X[5S27pZBjfQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startr Tp  6D\]ͣ]5 26p\BkdQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startq Tp  6D^_ͥ_525p^BlbQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startp Tp  6D`aͨa524p`Bm`QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute starto Tp  6Dbcͫc523pbBn^QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startn Tp  6Dde͢pe5 H22pdBo QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startm Tp  6DpVfgͤg5 21pfBpZQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startl Tp  6Dhiͥ#i520phBqXQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startk Tp  6DjkΠk519pjBrQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startj Tp  6DplmΣm5 18plBsQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute starti Tp  6DpnoΦNo5L17pnBtQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute starth Tp  6DppqΩ+q5i16ppBuQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startg Tp  6DprsΟs5 15prBvQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startf Tp  6DptuΞu514LptBwQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute starte Tp  6DpvwΥw513pvBxQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startd Tp  6DpxyΨy512pxByQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startc Tp  6Dpz{Ϋ{511pzBzQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute startb Tp  6Dp|}ίH}5)10p|B{QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute starta Tp  6DpM _show wim C5M39MpBBQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute start9 Tp  6Dp5I8pBQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute start8 Tp  6Dp)577pB>QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute start7 Tp  6D5c6pBQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute start6 Tp  6Dp5 G5pBQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute start5 Tp  6Dpڕ54pB8QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute start4 Tp  6DI5d3pB6QQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute start3 Tp  6D 5 :2pBQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute start2 Tp  6Dpx51pBQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute start1 Tp  6DpLOO(jdp N$"<I(l/ / g ,倲l"4(T`,2(jtp NJg2**p$A. J (F @&NzGA1S1kk koh k@oh koh + <l,lTN:)@gA!@N4)@.gJpg lA,C0,l,lXN=5Macuracp:xT,x*|+H0Cp!N+@4gpCp!N+@8g^Cp!N+@ -`,mO(jdp N$"<I(l/ / g ,倲l"4(T`,2(jtp NJg2**p$A. J (F >r҉"t`ԉ#B\&<0։#C,(<؉#D*<ډ#E <((j8N#A$r <,(jN#A <0(jDN%ABB+N5N[staracpǡqview backlist  5T [startdpUyQQ# ,x#N#(@JfA\NA\N#a`6,yCpNh# g>C <ag,#0Nua`.,y "<4B&90N"Nu,y N|*.<"90,y N"y ,yNbJgN|"yNp.y Nu" $,y NJNudos.libraryCON:0/100/001/001/*ACU OMEGA 5*execute starac Tp  6Dp & <0(jN%At <0(jN%ABpBlBt<%BXv>%C\x$%D`z.%Ed%i,*~h%i\x%i,|%it" <0(jp,(jN#Ap,(j,NtEfr#A")p,(j,NtNfr #A` r;g`t gVv=gLJg$x؉&$) ")p,ITNJ @ frNp,(jN#Ar g tf~p,(jNJgrNJfr=fp,(jNrNrNrNNqNo K directiveKeyword too long *#pXRlrN")ҩ")") !rNNq*|0X#Fr#An6$ԁv0(() $)"&)p$INJfrNrҩ`rN5Z ?startxrpV}E) sȅLB ~F T3u0!  -,]L<\A# a 9P  5sB%/ Y;A;^y8}QFV0  cJ0%!&E:\x Z 1 :\L^<*~jhˁp6Nq@@jy?̌0Y;b A n*@`F.o$1u414%0qvs ~M `c_b@@к3t1<@p7@@?AԲ+=vf6$8":X($<Ånh!D +HINnU8&$ J 09&ȹ@? BA`A !_@/A^Of_@` l`hNЭQ e1foxp)> |~q@7A@,HԠ @ b b7dxIH , i|ҁ!I !LH+EL 2X0fpaApA3 Qѡ1ETq b?E> K@)4CD侴=E|(hMjEJnHgOHt!e b@ gxʺ  ?} BARK& }8Ȍ̰` ˋ/@ oŽȜ W  s"#Dt` Ǩ!BI:v 1ADX!p "MyxL\A4>DpL( K$ H @< ིxĸK  iA{! z6* rs3{W;BxML w&7tu0&u42v0( (  "Q'0Gp1?@*`0"6: S  8  R: 9 ;8BQ=xJZ; C D*N%u%u뀀 %J|Ј#`( Q7!e90/"hPH c  8 @".Ev;O/-(10P3 (ٜ H pxʹC/0 D n @0J`lmign`@aFicj`H@K|>p8|>p8|7A1A E JAR#t,<E hRAQ@/@ "@D2 @)` PT  @$q @! a< Pp<D a@" p Xa AB0@G@#LAo\@@$   ]q/ FnB@+ @! p8KD@(` 4JYT@@$ 8lfV@%@  N @-  L@,A_( D+0 `@/  \#  @) pzx=0  r3B@@"BQwD@% PO@+  @/  @PA@QAh@O@ B @X@@)  <L< p a}x`@$&h 0-@IL< ax.L, a`s X\,& VZ@)@  P:@U@+  & |[X@!@E@mA@"@iH@. pB|@`3G/B@(   `@@0e 0`@El0l0d0*, a[r2+"pf}Ǡ PvW@ jp A Pi A@\@("  A`(A$@?BLG1mSC2cPAx0APf=DxၺA@`V  X  0bȇ!Jwk aPu@AgBǨd1KSRAF l,P<pzj9@$4  0 s!@I8`@T t0$05p@j `T&206P  sAs/q!" @H  sg  |H`al63@h6 !|`Ҁ٠NraffOCK`A0:6 4|4,Pa S`hl0gH`el60`@h2 !|`@l`,8`  V(4 !m= m`٠`р ;0)6I $`nPt rL-A!@K s!@I8&lp)< $`W@( $HDD6628[916,fR@IEUI`Z@Cs!BbNBBEDe,9ؘ٘Xڙ5r6r H苀@Z P$# F4C' U&Ah30 0 0  ڹ800@ L@+ p W@!E.L O@@* P l [@!@! NK]@@'@S^@(@ " Xp,8p  (:h 0@VA`$@K@(  T!U@&@ @LQOS@@%  tP  LuR@@* `  ^@) @0   0 s!@I8`@T t0$05p@j `T&206P  sAs/q!" @H  sg  |H`al63@h6 !|`Ҁ٠NraffOCK`A0:6 4|4,Pa S`hl0gH`el60`@h2 !|`@l`,8`  V(4 !m$pen new window NEWCLI failed Btԉ#B`Rrp(jtN#A JgB$B(""0p(jN$) !(")! #i ""Jf")Np(jN$0#p(`Hrҩ$"p(j4NJf$SJf")N")#p`")#pJfrNNqp(j8N#Ap(jN#A$#p( &) (#p8#pHr$0(p((jN"&0$$)rp((jNv$)rp((jN"$0"0(p((jN#AJg0p((jNJf"")p((jtN$<rp((j(NBJf4rp<(j(N&t"p((jNp8(j8N$rp((j(N"*<gD x 21) Sorceror Lord x 4) BBC Emulator x 13) Falcon x 22) SB Personal 2 x 5) California Games x 14) Interchange x 23) SB Pro x 6) Comicsetter x 15) Lion Fonts x 24) Sword Of Sodan x 7) Director x 16) Maxiplan Plus x 25) Tetrapacker x 8) Dragon's Lair x 17) Multiview x 26) TV Sports x 9) Dungeonmaster x 18) Pagestream (220K!!!) x 27) Zak McKracken 4) Backlash .(tA/ Ps WPr4B> (H!e@ U D`TI 4)")X\.d  2䅀@ AB pP  A BA(@8$hX20 0:P:@<9Q  $#h@,;`&(D ` Z˘@ 30")ۓ0Xp@m4B`C@ $a4109@l );40h<AZXq˘p6s2t2t @0 B+bP ܫ h) 2$"$W P(!hi@)A/b$/!~H 7:W x!yUAz7!"TFAX$*',pP;@zP0l{@YXXA{'A2D LEB..f% (P% P2NS̘@*!-톊1t49ndkknS@ҁPYD9OC`rDDRjdȡ Bn Na(F""P" q ވ @A8 08Ap9W" "2# 8:Y؛۸&O05 01@%%P^b @wt"?B@*`bgF*  \x'"00Jp먌`EH/ׂ  D P8 %%H(N(H & XŨA0B0@Mq - "+#@2JN  "l$`U+ EAL?8A@EH܄zH$`Aĥ _h2r FB$P1350%%G$PW^|` q1y`ʀ@ % + D kzZED4PqH "CD " pB  E X)qx>(+DE:+ ("y&& `!s2HbD0 " ) B\GtBP48>@''yL s E ]:dX `:@BĹ![}HH8"@d3A7 l@M@ #P k s+Ae ) Butcher 2 21) Megaboot 34) Test Drive 2 9) Cosmic Conquest 22) Metro 35) U-Edit V2.4 Tutor 10) Crown Of Ardenia 23) Popman 36) U-Edit V2.4 Help 11) Deluxe Preset Ed 24) Populous Map 37) War In Middle Earth 12) DiskSalv V1.32 25) Populous I 38) WIM Solution 13) FS2 Scenery 9 26) Populous II 39) Zany Golf Enter ACU For What's On ACU Documentation>ow Disks 1-6! ACU ARE: ACS 1991 + HOTSHOTZ + OMEGA 5 + PREDATORS + THE INNER CIRCLE HI'S: ACCESSION * AUTOMATION * BLACK NINJA * COSMOS * DEFJAM * DNS * GARFIELD/CRITTERS * HAGAR/TST * IBB * MYSTIX * NORTHSTAR/TSL * PHENOMENA * PIRANHAS * QUARTEX * RASTAN * SCA * THORAX * THE BAND * TRILOGY * UNICORN & THE DOZENS OF OTHERS WE KNOW !! 19) IconMeister 32) Scorpion 7) Battletech 20) Kristal 33) Superview V2.1 8<Ҋor 16) Pawn 25) Uninvited 8) CliMate 17) Roadwar 2000 26) Video Titler 9) Facc II 18) SDI 27) Zing Keys DISK 2 1) 3D Paint 9) Diga 17) Mindwalker 2) 64 Emulator 10) DirMaster 18) Silent Service 3) Alien Fires II 11) FS2 Scenery 7 19) Roadwar Europa 4) Bard's Editor <h'2 12) GOMF 20) Spellbreaker 5) Battle Of Bullrun 13) Hacker 2 21) Starglider 6) Bytekiller 14) Jet 22) Strike F.Harrier 7) Deja Vu 15) Kampfgruppe 23) Ultima III 8) Deluxe Paint II 16) Mi Amiga Filer 24) World Games DISK 3 1) Arexx 9) Hypercat 17) Sentinel 2) CLI Wizard 10) I<C$nterceptor 18) Soundtracker 3) CoPilot 11) Jet Commands 19) Superbase 4) CV Parameter Copier 12) Lottery Magic 20) Guardian 5) Disk Mechanic 13) Microcad 21) Turbo Print 6) Diskwik 2.0 14) Project D 22) Turbo Silver 7) Dutils 15) Quarterback 23) World Tour Golf 8) Firepower 16) Sculpt 3D 24) X-Cad <i2 DISK 4 x 1) Aaargh x 10) Headcoach x 19) Space Quest x 2) Alternate Reality x 11) Hunt Red October x 20) Strike Harrier x 3) Amiga Motion x 12) King's Quest 3 x 21) Sub Battle x 4) Breach x 13) Moebius x 22) Tanglewood x 5) Bumper Sticker Maker x 14) Obliterator x 23) The Bard's Tale x 6) Butcher x 15) QRT x 24) The Director x 7) Carrier Comman<Ώ'Yd x 16) Return To Genesis x 25) The 3 Stooges x 8) DJ Joe x 17) Roadwars x 26) Western Games x 9) Ferrari Formula 1 x 18) Slaygon x 27) Wizball DISK 5 x 1) Age Of Sail x 8) Digi Paint x 15) Sculpt 3D Pt 2 x 2) Air Warrior Pt 1 x 9) Hacker 1 x 16) Solutions 1 x 3) Air Warrior Pt 2 x 10) Leather Goddesses x 17) Solutions 2 x 4) Backlash Qugger (called BAYGON) which I spray on disks with bugs in them. I have actually seen roaches and ants die with this very powerful debugger. 1. The pointer turns to the default when disk is not in drive, and the drive is accessed. This probably occurs due to the system requester which is not seen by user. Is it possible to disable all the system requests ? 2. If by some unlucky chance the workbench screen is not opened as PAL the program will not ؋_work properly, since the pointer cant be taken below the 200 th pixel. 3. Make sure that the joystick autofire is off. 4. It is best to keep the system pointer as found on 101 DISK #3. 5. Sorry to Amiga owners with memory expansions (especially LION/BS1). Version 2.0 will be released VERY soon. -------------------------------------------------------------------------- Modifications. -------------- Any modifications made should be reported in thir{s text. The coder , date group etc. should be added to the part in the beginning of this text. I hope that there are not too much modifications (thus bugs) to be made. -------------------------------------------------------------------------- That's all folkz. ----------------- Have fun with this utility guys. See ya !! -------------------------------------------------------------------------- chance the workbench screen is not opened as PAL the program will not ڝVwith 6 different choices. Here follows a short description of these choices. [F1]: Will remove the external memory at $c00000-$c7ffff [F1] will cause an HardReset, so you must remove fastmem before you remove external drives. [F2]: Will remove DF1:,DF2:,DF3: if present. Both F1 & F2 will stay removed until a HardReset is made. When these two has been removed or dosen't exist the text in the menu will be tilted. [F3]: Will copy memory location $00000-$30000 to $40000-$70000 (GooK6d crack-tool!) [F4]: Will make a HardReset. It's the same as turning the Amiga off/on. [F5]: Will prepare the normal three reset (Ctrl,L Amiga,R Amiga) to do a HardReset when pressed. Good to get out of reset protected programmes. [F6]: Will do a normal boot. ============================================================================= I think this Boot program is the best one around (NO, I wasn't payed off by PIQ to say that). But there is more to this Boot program than meets t'p3he eye. There is a special Virus protector to ensure that you will have a Virus free computer. The Virus protector can also deal with the new startup- sequence virus(The so called IRQ virus). To get this you will have to copy the Mega_Boot program that exists on the disk as a normal file. Then put it first (it MUST be first to deal with the new startup-sequence virus!) in your startup-sequence. It's only 4k so it won't take up that much disk space. Then when you boot a disk the NMega_Boot will check the disk's bootsector and examine the startup -sequence. If the bootsector isn't Mega_Boot V1.30 it is probably Virus - Infected. Then you will be presented with a alert-prompt that ask's you if you want to install the Mega_Boot on the disk again. If you answer yes, the program will destroy any Virus in memory first and then install the disk. If you answer no then the startup will continue as normal and any possible Virus in memory will NOT be destroyed. A verޞH?y simple way to get the Mega_Boot V1.30 on your disk is to first copy the Mega_Boot program to the disk you want to install it on. Then write Mega_Boot FIRST in your startup-sequence and boot the disk. Mega_Boot program MUST be placed in the root library. When the Mega_Boot program then is activated it will test the bootsector and find that it isn't the Mega_Boot V1.30 and you will be presented with the prompt as described above. Just answer yes and your disk will have this marvelٔ^lous Mega_Boot V1.30 program on it. ============================================================================ Startup_virus(IRQvirus): A new generation of virus is here. The first none-bootblock virus is spread in the following way. It checks the c directory for the Dir command and if it finds Dir it will add itself to the Dir command. That way every time you type 'Dir' it will activate itself. If Dir dosen't exits or Dir is already infected with the Virus it then reads the sٹtartup-sequence and gets the first filename and load that file, then it adds the virus to the file and rewrites the file on disk. If you want Mega_Boot V1.30 to work with the new startup-sequence Virus you must write Mega_Boot as the first file-name in startup_sequence. If that is done Mega_Boot V1.30 will remove the virus from itself and the virus in the c/dir program if they are infected. Note: (Only Startup-Virus) Mega_Boot will not work if the disk was infected before you ins ;talled Mega -Boot on the disk. ============================================================================ Revision V1.30 890104 This revision is made because of the present new kickstart (V1.3). The previous version of Mega_Boot (1.20) will not work in kickstart V1.3 because of direct-addressing to rom in boot-sector. (This was done to save memory...) This new version works in both Kick 1.2 and Kick 1.3, but some handling notes should be in place. If you install Mega_Boot ix========================================================================= ARROW DOWN. ----------- Moves the disk directory downwards (wot else ?) ========================================================================== DISK TO RAM. ------------ Adds the selected items from the directory window, to the PLST RAM. The new PLST is sorted, so there might be a pause before PLST is printed. ========================================================================== REAuD DIR. --------- Read the directory of a disk. The disk must be a valid ST-??: disk. NOTE: Directories are not listed in the window, since its hard (very hard) to play a directory as a musical note ! Also the soundtracker can't access instruments in subdirect. (there's no need to) so subdirectories should be left out of this story. ========================================================================== CLEAR ALL. ---------- Clears any previously selected director y items. ========================================================================== MARK ALL. --------- Selects all the directory items. NOTE: There could be some files on the disk which are not instruments, such as the .FASTDIR which is produced by CLIMATE, or DISK.INFO which is the disk icon. ========================================================================== READ PLST. ---------- Reads a previously saved PLST from disk. NOTE1: Any PLST from other preset Cglist editors should give no trouble at all , and thus can be loaded too. But these are sorted in the new way as soon as they are loaded in, so don't panic !! NOTE2: The PLST from disk will take over (thus erase !) any PLST present in RAM. So take care. NOTE3: Disk name MUST be ST-00: ========================================================================== SAVE PLST. ---------- Saves the current PLST in RAM to disk. The PLST is sorted, so there could be some pause, before the PLST is shown. NOTE1: This erases any PLST which was present on the disk, so take extra care !! NOTE2: Disk name MUST be ST-00: NOTE3: The PLST is actually saved as 'ST-00:PLST.TEMP' and after it has been verified that there aint no errors the old PLST is deleted and the PLST.TEMP is renamed to PLST. Now why am I telling you all this eh ??? Well, if something goes wrong (EG. Nuclear Bombs, Space Invasion etc.) you can always check for the file PLST.TEMP on the disk. If this is OKa3 you can rename it as PLST and you would not loose your hours (or days !) work with the presed. This feature is included so that if something not-so-wonderful happens, you would not loose your PLST on disk. ========================================================================== CLEAR PLST. ----------- Clears the PLST from RAM. This is irreversable, and so think twice, or three times before clicking. =======================================================================U=== MERGE PLST. ----------- This nice feature enables you to link a PLST which is present on an ST-00: to the one in RAM. With a little thought, you can actually link two PLST from two different ST-00: Since the new PLST is sorted there could be some pause before new PLST is displayed. ========================================================================== ARROW UP. --------- This arrow (which is situated next to the PLST window) , selects an item which is one p^>+osition up in the PLST. ========================================================================== ARROW DOWN. ----------- This arrow (which is situated next to the PLST window) , selects an item which is one position down in the PLST. ========================================================================== KILL. ----- There are many loosers whom I would like to see dead but this is in fact the gadget with the scissors on it ! This deletes the currently shown PL^?%!ST item. NOTE: It is NOT possible to kill the first item ST-01: coz this is used in the soundtracker to clear any previously selected instrument. ========================================================================== ARROW UP. --------- This arrow (which is situated next to the RLEN window) , increments by 1 the RLEN value. ========================================================================== ARROW DOWN. ----------- This arrow (which is situated next to tXhe RLEN window) , decrements by 1 the RLEN value. ========================================================================== ARROW UP. --------- This arrow (which is situated next to the REP window), increases by 1 the REP value. ========================================================================== ARROW DOWN. ----------- This arrow (which is situated next to the REP window), decreases by 1 the REP value. =====================================================uSg===================== QUIT. ----- The big window on the botton of the screen, is in fact used to exit the program. NOTE: The PLST in RAM is NOT automatically saved, and thus it is lost when you quit the program -------------------------------------------------------------------------- The Bugs. --------- There could be some bugs lurking around in the program, and I would be very happy, if you let me know under which conditions any bugs occured. I've got a great debZ9o available (but NOT to loosers) so if you cant find a copy of the source of 'DELUXE PRESED' on this disk ... send us disk (with something nice perhaps ??) and we'll send you the latest version and other necessary things. Please include also the name of the Amiga group you are in .... this helps us to eliminate most of the loosers around. NOTE: Personally I DO give my sources in most cases, as this helps to make other (perhaps better?) versions of the program. It would be nice\ if other groups would do this as well .. as Im sure there would be much better progs around ... for everyone. One last thing .... if anybody out there makes a better version of this presed ... please (please?) send me a copy of the new version. Our address is : 101 - The Maltese Hackers P.O. BOX 529 VALLETTA MALTA VIP : We are looking for cool guys abroad to join our crew ! Knowledge of 68000/Muzak/Gfx etc will give you a bon 2us. Yankees will be given an extra live !! Write us giving as much information about yourself as possible. (No lamers or liars please) VIP2: It is not true that we have got a new member from MALTA, so if some guy from MALTA writes or phones to you saying that he is our member and his address is NOT P.O. BOX 529, Valletta, Malta, PLEASE let us know his address. REWARD OFFERED if LAMER/THIEF is caught ! Special thanx to Maze Champ./C.B.B. Italy for [signalling us that this lamer phoned him. Thanx ! -------------------------------------------------------------------------- First Looks. ------------ As I said before, I tried to keep the 'feel' of this presed as close as possible to the soundtracker. This resulted in few radical changes from the other preset editors. The following explains these changes. 1. All user input is done via mouse. There is no keyboard input, which, I hope, will make this utility m񆯮ore user friendly !!! The file names are selected from a window just like with CLIMATE, and the file len. is calculated automatically. The other 2 values needed (repeat vals) can be modified with mouse. (Normally these are left as the supplied default values.) File names can be selected at will. This eliminates the risk of producing such files as ".FASTDIR" and "DISK.INFO" with the other instrument files. 2. The disk names MUST be ST-??, but nV@3fot ST-00. Come on guys, ST-00: is reserved for the songs, so you should not put any instruments on it. But ... the good news is ... you can actually have any alphanumerics in the ST name. (IE. ST-01 ST-99 ST-C1 ST-CF are all accepted.) This will produce a wider variety of ST names !!! NOTE: Alphanumerics are 0 to 9 and A to Z (or a to z). 3. The PLST is sorted in a bit different way, which I'm sure you'll all prefer. The PLST is in fact now sor <ƕted in a way that first all ST-01 are listed, then ST-02 etc. This will also prevent you to select an ST-99 by mistake !! -------------------------------------------------------------------------- The Gadgets. ------------ Well actually I did not use real Intuition gadgets, (in fact I tried to avoid any close encounters with the system as much as possible), but we need a name to refer to the areas where to user must click !! These are in fact 3-D (!) areas in wh } bich clicking does some effect. Clicking with every button has the same effect (except the middle button !), but the right one makes things go a bit faster !! Take care when using it on the KILL gadget as it can mess up the PLST. But unless you are a jompa and save this mess, you do not loose your PLST on the disk. Before describing the actual gadgets, lets describe some other small things. Clicking inside the big window (on the top left) IE. the directory window, selects the f 1vile on which you have actually clicked. Clicking on a selected file, unselects it. Note that this feature, and the other gadgets associated with the directory do NOT work unless a 'READ DIR' was selected and a valid disk was present. (In poor words , you MUST have some files in the directory window for these gadgets to work !!) The DISK TO RAM gadget, which is the one with the image of 3.5" disk and RAM chip (DRAM of course) also serves to give information of the disk write protect s  8tatus, whenever the disk is accessed. In fact the disk image shows a write protected disk, or a write enabled disk according to the actual status of the current disk in drive. Cool aint it ?? There are two windows where the program puts information to the user and thus no matter how hard you click on them, nothing happens ! The first on is the small window on the top right corner where the ST name is shown. If a non-valid disk was inserted, then 'NOT ST' is displayed, and when ;} the program is waiting for a disk to be inserted, 'INSERT' is shown. The other window is the window where the currently selected item of the PLST in RAM, is displayed. This window is also used to pass some messages when the disk is accessed. One last thing, the gadgets will be described from top to bottom way I.E. the top ones go first. -------------------------------------------------------------------------- ARROW UP. --------- Moves the disk directory upwards. =:0tb DM휈*Y:8/6NUP @0zP`(P BArP@PH9`jH0CD0;D@( 2=rBB( ITיӄah C{N@ u@ (qABV:MP T`sz8A`OH גA )@(G`  @ `[/qjlE)xJ B]:B梔`UID!H @j "dLrZ(f$GpF(@1ʺR# M$B"@y~Z8z(z pvކ CdM P `    c``Ke7@F T X Fb@J`zZÀIZ!@+̞A92`b0 30(E3"RB2VP$ HI\ I}FW&a$: 2`xA$с%5.4%Ava@t %hA저^ x L*T%MQɪL q)F̀ C < PF HXc %!? c@``DH&ُ9U swA ce(@9ʸDj5Z2TPB HЁ 4$` EH-H{D+ʐ` 堺5j4 -m, <$E A(X B`(bBv"  |Pあ@J5AW $@ } /$t\UBhK 'DT Q@ca( XCf#06"ЩѸBq7:!&Z2 r]!f[R G3RAE/+**A.qEA2@B0[`?nf@SB=0P_љB>oă kHxxx03- ATf~UkM m2 "A_|i@PF.(hٙ! H)s`Ф2!Ĭ@DDE A a @$% a AEA 8 Gbd @&H@" PB@H@E`9p-( 8)@QJ_aH=JC `@0@~V@ P$CB0h!Jqps~p4+x !O~ T FS 0!H.K x.("RRHE@ Vπ?(T $R?! FjVN\ʨK@C _dWNUByH($Eb!X  O*@H$HC@!(CT):$3P4aB`@ U% Il(%)A$^$ (A2 rr$G?=AAH1/Df A0$ B RAZ$FLʛp/4BV~9."yt3 X  H / CH(A\"RRHE@Z?9$CDH$@Øb n+Z'L Ш2:N U$ N-~@R|0>ZPT 1<@@@X>ZjA x- "Ѐ#y)s0q̉tHm ;8 (RRa^ Ȁ)] e`(A/ rv'%p"@% a  }@PPX+T@P3< 5JML%ӦHiC#̐ȤHAƣ/+MB i$Q)P(уU偡HVoIJ  H؁I$TI"J0@*@ PFHV% g;  T}ʨKqB   AԈT8Nl@Ł@L0lPJDp`'(h@uphCA1UOq?2$0aJbP  xW Ù!KS0%0@/D /<Rm _/ " ( * rrr@h $ 3aQ2 $!D>I(Tx85`6A5r zz~AA@" >e>Ѡ!@ NbK %'_uOf.\,'lFp )`( ` ! :poAV p z j i~AH  T%9h A~HVnEl:Q"sb$`0/+*@13z$9.( y!$sv:|jQ@4 8 B%@@)0Au)2r   J j0? p1F|"p3 0aFPf j+$@ Uz@p9J$$Gsr_@"A RԌ( (4jH`c Y܌a9;q7 ^:M P#3 +;'!<P@0@@X0 @3@P0 @9@$8@0 @5@$4@$2 4p +@C@8 & P0  O8 0@*@ PFHV% g;  T}ʨKqB   AԈT8Nl@Ł@L0lPJDp`'(h@uphCA1UOq?2$0aJbP  xW Ù!KS0%0@/D /<Rm _/ " ( * rrr@h $Q'+H$m fane2rvfabeLrBDad6DrfaNQQ`8rx`ra@ m gra062<` 2< BTB6aSJ QmNu DNuSABBNqNqNqf DQNu 0<@P= P . [&50B39(uD@JAIq{g:K#'C'@|z !pW"H@QPW@-1RAQA#bʤNA\@`/8 X "@$ RI  Gru 4 r@ $  4P C9b11CX-@h h ̨hh @4 o 4  p ".b@}A" NՉ͘H! 4]:[Y۟ B6,L£OSgd0@@;@A\, ]A x H `hT @,0P B N" " B@BEruj^D/ p0F$0u Bp@=]ʹý0<=A;C#aR/u2&!Cɕh;8p0@jhbZ u4"IBR7v>*dHLJ%XK6%vu0"5qv )5l[X((Pd<`K̒`@eh" `B 0M A1- ,²YغX[Y::x{CHd(L) 0@f  .BDAb@PGPPR<@HpxW ~'E@'_0kt List Editor was written since there where not much good preset editors around. Special thanks TERMINATOR / 101 CREW for suggesting me to write it !! I tried to keep the presed style as close as possible to the soundtracker, coz the presed should be a continuation of the s/tracker rather than a completely different program. The presed was written for all hackers, so (needless to say), spread this program guys. But ... make sure that you spread these DOCS too OK ?? The source is alsy.JfG" p\(j$Nrp\(jNNNqCLIBackground CLI [CLI %N] $Unable to create background process $#p(#p( p(jN#A p(j8N#A$vJ((fF#CBBx#D *) !X ") !JgJ"$0&0(8gG" p0(jN#A`G" p0(jN#Ar JfX"#p$J$g<$) !$(")$&0$)rp4(jN")$p4(jN#At "#pJfr G" p0(jN#A")p0(jN©F$) !(,"$0$rp0(jN&)$)") p0INp4(jdNMkB $rp0(j(NJg "*`") NNqNIL:**JfGP" ` ")"0#A JfGX" ` ")"0#AJf "<` ")"04#AJfr`")"0p$I`N#A$!(8"!0"t !"&0$x8"!4"!") 0#Dr#A n($) ԁv0($(0(؁Hrҩ `")t0#Br#A n($)ԁv0($(0(؁Hrҩ `N%N> SYS:Btԉ#B`Rrp(jtN#A JgB$B(""0p(jN$) !(")!u #i ""Jf")Np(jN$0#p(`,rҩ$"p(j4NJf")N")#pJfrNNq?@5oacspf@$lM + fp+H-R+E< lL8+SDvz+$NQ FQ`B"Z4J+ f SBQ`JBgrk ASBQ`<gDASBQ`an l. hVr(pNaV,lT ,.g @N ,g @N",Bg,lPN,x"lTNb"lPNbN]Nu",B$,lPNֶfNuJLg "lL,xN.BLNu Hdos.libraryintuition.library4Sw8(j8N$r <((jN#AtG" <,IN#A <0(jN#p$J ftG" <4IN#A ")#p(r#A,(n ҩ$) ԩ,!(rҩ,`J g,") $) !(") tn ԰!v2$G" <4(j8NJf") <4(jxN`"JfG$ !"<| <4(j`N")#p(r#A,(n"ҩJf #i,` rҩ,`Jf<"z( AD `Ѐ& 2FQD( @ א%-@)G^Q$<ED| VAC@%{ӕv7w353t50G MPZ: lH+X08P@Ni,Ԉ4k#_DCJ0( ()BD`,!Sd"!j B)ʹ 88c@ʪCBER4< Дt*K {2 $ ao@Sy $@ѬB_DC< aE!492@\cӇ5A2 <@bbcb`x 0+0S@ Q :J8saDv$.P$(`P*P+X :bʹ 8:A!ĐuP 6i38$Ј`" $50AO @ ,)E(H c!(0@*1NˆD(@D,!BV81P{QU@(- +'XCa hYdٜ9 \')Fhx#D t"N#A$) rNV#At") NJf ")`rҩҩ#A$)&)$GD" p$(jIL Wp(N")S#Ar#AnDґtԁr0($GL" p,(j(NrҩtNJf r p,(jNrҩ`#ir#Anr p,(jNrҩ`")S#Ar#An8ґtԁr0(#A t nvl`r.p0(jNrҩ`p$(jNN%X4: %X2J\g"*\p (jNp (jNJ`g"*`p (jNp (jN"*xp (jNNNqT ignored !Invalid option combination N & H **BREAK Jdg$*hG|" p(j(Np(jN"tgrp(jNJgr p(jNrtgFN"p(jNr l$)r <0(jNJfG" #A`G" #A") <0(jN")t0#B$r#A($n$$)ԁv0($*ԁ(rҩ(` <@(j8N$r <0(jN#A$r#A(tm6t ")$Nr0ԁ&*֩(8t ")$N#A$tԩ("`"*84g*$*r%Ad``r#A`V")ҩt0G" <(j(N`.")ҩt0" <(j,NtHgvNg`R")t0l~"Jgt#B"Jgt%Bd$ue [+]block This option allows the scanning routine to stop at any place on the input device. This position is either given as a decimal block number, or (via the optional "+") as an offset relative to the START of the disk. Thus, specifying START ROOT STOP +50 would scan a disk's root and the next 49 blocks. 2.2 Input Device Specification DiskSalv requires a DOS name specification for its input device. Such a name is automatically created by the operating system for each 3.5"%# disk drive attached, and for some hardware add-ons during automatic device binding process initiated by the AmigaDOS BindDrivers command. Other DOS names are created by the Mount command and the MountList file. On occasion, a few problems show up in this theory. First of all, a device like a hard disk may store its physical layout, necessary to create a DOS node, on the disk itself. If the disk is damaged, this special information may not be available any longer, and as a result,&V6o the hard disk's device driver won't be able to create a DOS node. In this case, the user will have to create a MountList entry by hand for the device. This device will then be Mount-ed, and DiskSalv can take over from there. The other problem I've found is that allowing AmigaDOS to access a bad volume can occasionally result in a system crash. With a mounted volume, that's no big problem; AmigaDOS won't try to access the device, or even load the device driver, until that drive  'is actually accessed. It's OK, and in fact required by DiskSalv, to just "Mount" the device. With floppies, this is a bit harder. The trackdisk.device looks for a diskchange signal from all 3.5" floppies, whenever a floppy is changed. So as soon as you insert a floppy disk, DOS will look at it. If that disk causes a crash, it'll take effect as soon as the disk is inserted. Fortunately, there's a cure for this. You can run DiskSalv, giving it the proper device input, without the!(X# floppy actually in the device. Once DiskSalv starts up (at the "Should I Continue [Y]" prompt), it inhibits that drive. The dangerous floppy can then be inserted without any problems. 3. WARNINGS AND ERRORS DiskSalv produces a variety of error messages when it thinks something is wrong. These fall into two basic classes. First of these are fatal errors that may result from the program being run incorrectly in some way. This results in the program terminating with a message o")*f some kind. The second class are warning messages that result due to some condition DiskSalv reacting to, but don't actually stop the program from executing. 3.1 Fatal Errors "Illegal Command Line Option" You typed an invalid option at the cli. DiskSalv options are case independent, but must match exactly letter for letter. "DiskSalv User Abort" You terminated DiskSalv with a ^C or other user-invoked abort. "Must have input and output objects" You didn't specify both a "#*TO" and a "FROM" device on the command line. There are no default input or output devices. "Input DEVICE Not Mounted" The input device specified does not appear in the system device list. It's possible that you just forgot to mount the device. "START/STOP flag conflict" This is usually the result of specifying a START block greater than your STOP block. DiskSalv won't scan a disk backwards. It's also possible that you specified an out-of-range block. "Out of Memory" If D$+ZiskSalv can't get the memory it needs, this error message will result. This will only happen if it can't get memory that's absolutely necessary. On systems with lesser memory, some features may no be invoked if the memory in the system gets too low, but this will not result in an error message. "DiskSalv cannot format output device\n" You have requested the FORMAT option for an output device that DiskSalv doesn't know about, format-wise. DiskSalv only knows how to format standa%,1rd devices, like "trackdisk.device", "ramdrive.device", "hddisk.device", etc. "Input and output object collision" You've specified the same device for both input and output; that's not permitted. "Cannot get 'intuition.library'" For some reason, the inutition.library cannot be opened by DiskSalv. "Cannot get 'dos.library'" For some reason, the dos.library can't be opened by DiskSalv. "Cannot create message port" DiskSalv can't create the message port it needs for using th&-VW2e input device driver directly. "Cannot find the disk validator" You have requested the FORMAT option for an output device, but DiskSalv can't find the disk validator necessary to validate that device after formatting it. The disk validator is found in the "L:" directory. This mistake is most commonly made when recovering your normal system disk. "Cannot create I/O port" DiskSalv can't create the I/O port it needs for using the input device driver directly. 3.2 Run-Time Warni'FNngs "No formatting, cannot find disk validator" The disk validator isn't around, but since you may not need it, we go ahead. If this warning is printed, you lose the option to format output disks during a recovery. "Resolving link conflict # <-> #" This warning results from a condition on there input disk where, for a data block on that disk, the block's file header link and block chain link don't match. DiskSalv tries to resolve this conflict by choosing the best of the two,/pO The first form actually runs the program; the second form gives the user a little built-in documentation. In each case, text in brackets ("[]") indicates an optional parameter, text outside of brackets indicates a required parameter, and "|" indicates a choice of parameters. The options are: ASK This options allows the Disk Salvage pass to proceed interactively instead of automatically. The user is prompted at each file or directory. A reply of 'Y' will recover that file 0CްTor move into that directory, a reply of 'N' will skip that item. Replying '?' will list all the valid options. A reply of 'A' will recover everything left at the current directory level; a reply of 'U' will skip everything left at the current directory level. Finally, a reply of 'Q' will quit the program completely. FFS | NOFFS This allows the disk's filesystem to be selected. Normally, DiskSalv can tell the difference between a fast and standard filesystem disk, and wil1#l act accordingly. However, if that disk is badly damaged, this assumption may be incorrect. In such a case, DiskSalv will usually assume standard filesystem. If it's assumption is wrong, the filesystem can be forced with these options. FORMAT This forces the output device to be formatted before any output files are directed to it. If the output device isn't a device, but instead a handler, DiskSalv will return an error message if this option is selected; it only knows ho2 nw to format devices. DiskSalv will also offer the option of formatting the output device if it fills up during a recovery. An important note on all DiskSalv formatting options -- the disk validator MUST be accessible for the format to work. If it's not available, DiskSalv will refuse to format an output disk. If you specify the FORMAT option on the command line, DiskSalv will return with an error message if the validator can't be located. If you don't specify FORMAT and th3Pce validator can't be found, a warning will be issued. If you go on from there, everything will work OK, but you'll never be offered the FORMAT option. The best way to insure that it's present is to have the L: directory with the disk validator in it on the same disk that DiskSalv is run from. It may be necessary to Assign L: to that disk. FROM InDev: This option allows an input device to be specified. The input device must be a real device, not a path specification. The 4}lFROM keyword is optional, but can be used to allow FROM and TO specifications to be given in any order. HELP The HELP option lists some information about the various options available. It should be specified in the command line without any other options. INFO The INFO option lists some information about the program, it's distribution, bug reporting, and other stuff. It should be specified in the command line without any other options. MASK [a|A][r|R][w|W][e|E][d|D][p|P][s5m|S] This options allows the user to specify a protection bit mask as a filter. The supported bits are "A" for Archive, "R" for Read, "W" for Write, "E" for Execute, "D" for Delete, "P for Pure, and "S" for Script. Specifying the bit in lowercase indicates a mask for that bit not set, a bit in uppercase indicates a mask for that bit set. For example, specifying "MASK a" will scan for only those files that don't have the archive bit set; "MASK WD" will scan only for those fi6}Ples with Write and Delete permission enabled. Any bits not specifically MASKed can be in either state. NOCHECK This option prevents the output device's size from being checked. Normally this would only be used with a device that doesn't properly report it's size, and it's automatically invoked with output to RAM:. NOPRUNE This option prevents the directory pruning phase from taking place. If the input device contains empty directories that must be restored, use this optio7dz;Hn. NOTAG This option prevents DiskSalv from tagging possibly damaged files with a FileNote explaining it's concern. NOTD DiskSalv does some special optimizations when it's recovering from a floppy disk device based on the "trackdisk.device" driver. While there's currently no real use for this option, a future version of "trackdisk.device" might possibly not work with these enhancements. This option will turn the enhancements off, making a recovery from the "trackdisk.devic8-e" work exactly like any other recovery. QUICK This option performs a quick scan. The scan speed is improved by not displaying the block number and type information for every block. This doesn't make as much difference as it did in the earlier versions of DiskSalv; the "DiskSalv Scan" window routine has been greatly sped up this display. TO OutPath This option allows an output path to be specified. The output device can be any valid AmigaDOS file device specification. The#1 TO keyword is optional, but can be used to allow FROM and TO specifications to be given in any order. START block | ROOT This option allows the scanning routine to start at any place on the input device. This position is either given as a decimal block number, or as the string ROOT. Since many files are clustered after the directory root on most disks, it's often possible to get many of a disk's files back starting the scan there instead of at the start of the disk. STOP: tart up the recovery process, while an "N" followed by a RETURN will abort the recovery. 1.1 The Scan Phase If we proceed with the recovery, DiskSalv will start the first phase of it's recovery. At this point, the input device will be scanned from start to finish (blocks 2 though 1759). DiskSalv is looking for valid AmigaDOS file or directory blocks. A small Intuition window called "DiskSalv Scan" will open on the Amiga's WorkBench screen. There are three columns in this windo;kw, BLOCK, NODES, and TYPE. As each block is read, it's number is displayed under BLOCK. This happens pretty quickly; ordinarily, there's no need to examine individual block numbers anyway. The TYPE field indicates whether the block is a file (FILE), root directory (ROOT), user directory (UDIR), data block (DATA), unused block (FREE), unknown block type (????), or bad block (ERR!). Note that under the new AmigaDOS V1.3 Fast FileSystem, there's no way to distinguish between DATA an < Gd FREE blocks during a scan, so these are always displayed as unknown blocks. The final field, NODES, indicates the number of user directory or file blocks that have been located so far. The other feature of this phase is the file list, which takes place on the screen. The shell window will indicate "Building Directory Map...", and the name of each directory and file that's found will be displayed under this heading. Note that at any time during this scanning phase, clicking the =)- Scan Window close gadget will abort the program. 1.2 The Directory Resolution Phase The next phase is usually a very short one. The scanning window will disappear, and the shell window will indicate that DiskSalv is "Resolving Stray Directories...". During the scanning phase, when DiskSalv finds a file block, it attaches it to a directory in it's directory list. To make the scan phase fast, however, DiskSalv only does a single linear pass over the input disk during that phase. > If the parent directory for a file or subdirectory isn't available, DiskSalv makes a dummy directory for it in it's directory list. Normally, all of those dummy directories get changed into normal ones as they are found in the scan. However, there are some DiskSalv modes (covered later) that may result in only a partial scan being performed. In this case, valid directory entires may be outside of the scanning range. In order to get the proper names of such directories, the res ? DiskSalv FROM DF0: TO DF1: Here the "FROM" and "TO" keywords are fully optional if the ordering of the input and output devices is kept INPUT OUTPUT. The following line would also achieve the same result: 1> DiskSalv TO DF1: FROM DF0: In either case, DiskSalv will immediately print to the shell's screen: DiskSalv V1.32 Copyright 1988 by Dave Haynie Salvage FROM Device DF9҂80: TO Path DF1: DEVICE = trackdisk.device (DF0:) UNIT = 0 FLAGS = 0 HEADS = 2 SECTORS = 11 LOCYL = 0 HICYL = 79 LOBLOCK = 0 HIBLOCK = 1759 RESERVED = 2 MEMTYPE = 3 ROOT BLOCK = 880 DISK SIZE = 1760 Scan Range: START 2, STOP 1759, Expecting Standard FileSystem Should I continue [Y] At this point, a simple RETURN entered will s6Plsewhere. To see the current settings for line-length, lines/page, tab-table, margins, Uedit Serial Number, etc, press shift-HELP or select "Show vals". This also shows you the size of the current file. Some settings are global and others are local to the current file. Changing a local setting like word-wrap changes the global setting for future files loaded in. To rotate the 4 Workbench colors, press alt-HELP until you see a combination that you like. Each buffer can use its7Q/~ own colors. If you change the colors and want the menu colors updated, select "Do menus". To tune the RGB colors in Uedit's interlace screen, select "Lace color", and use the mouse to adjust colors. Press ESC to terminate the RGB color tuning. To recover the original configuration after fooling with commands, colors, etc, select "Load data". After making any of the changes discussed here, selecting "Save data" will save all current settings to disk. (Note: Save Data is not i8RF^ncluded in the Shareware UES program.) Editing Tricks If you are like me and hate reading instructions, and expect programs to be Easy Without Reading, then Learn Mode is for you. No reading is necessary. Learn Mode uses just the normal editing stuff. It offers immense power and capacity to automate tedious, repetitive jobs. If you need to search and replace misspelled names in 300 documents, you can teach Learn Mode how to do one and let it do t9S.pJhem all while you take a break. To set up for such automation takes only as many seconds as it takes you to do one operation yourself, showing Learn Mode what to do. Simply press ctl-s to start Learn Mode, do the sequence of operations, and press ctl-r to end Learn Mode. (Warning: If you press ctl-s a second time, it aborts and wipes out the learned sequence.) Then press ctl-r to see how it works. If you did it right and it works right, press ctl-m to set the command multiplie:T;r and then press ctl-r to run it as many times as desired. The Manual has lots of Examples and Editing Tricks which show how to take advantage of Uedit's versatility and power. It describes how to use Learn Mode to click-add numbers or click-bracket words, do a mail-merge, and so on. A useful trick is to swap "Run learn" (ctl-r) with the mouse's buttonUp operation. (A menu selection "Swap mouseUp" lets you do this swap.) Then when you click the button, buttonDown will deposit ;U˅the cursor like it normally does, and buttonUp will execute a learned sequence! The learned sequence can be anything. It can, for instance, click-bracket text with printer control codes. The Manual's Editing Tricks presents such examples. Or you can swap the mouse's buttonUp operation with another key, such as the add-numbers key (ctl-=). Just select "Swap mouseUp" and press ctl-=. Then you can click-add numbers that are scattered in various documents. Pressing ctl-\ will put<V6e the running total into the text at the cursor. Learned sequences can be stored on disk as files. They are stored in your current directory. If you copy them to S:, Uedit will find them from any directory. The "Learn" menu lets you start, terminate, run, load, and save learned sequences. (Note: Save Learn is not included in the Shareware UES program.) A saved learn sequence might, for example, go to top of document and type in a header, or go to bottom of document and type yo=W9Xur name and address. You could save it to disk and select "Load & run" in the Learn menu to run this learned sequence anytime. You can assign a special key that inserts a header in one keystroke: Config! and Data! Config! is a configuration file which is the Source of every command Uedit currently uses. (Except, of course, you can customize Uedit while you're using it.) A configuration may>X consist of a series of files. The current standard config consists of: Config! (defaults and menu selections) Config!M (misc) Config!P (printing & paging) Config!R (ARexx) and Config!S (spelling & split windows) Data! is a compiled copy of Config! which Uedit loads at startup. Data! should be in your S: directory or in your current directory, along with Help!, the help file. If Data! is in S:, you can run Uedit from any directory or disk drive. (Normally S: is assigned to th?YAe DF0:S subdirectory. To assign it to myDirectory, type "Assign S: myDirectory" in CLI.) To make Uedit recompile the config file, in CLI type: Run Ues -c The Config!(A-Z) have to be in your current directory or in S:. You can keep as many config and data files on hand as you want. The "Save data" and "Load data" selections in the menu let you switch configurations or save changes to Uedit that you have made while editing. Thus you can customize it while using it. (Save Data i@D0cs not included in the Shareware UES program.) You can load and save data files from/to any directory and under any name. By customizing Uedit, you can turn it into an emulation of a favorite program or a disk utility or even possibly a spreadsheet. While editing, you can select "Load data" and load in an entirely different configuration, changing its appearance and behavior. If you run Uedit by typing "Run UES -dDataFile .." or "Run UES -cConfigFile .." in CLI, it will load Data+[odered part of the paragraph being reformatted. Page formatting: See the Paging menu. Pages are determined by formfeeds in the text or by the line-count, using the current lines-per-page value. To set the lines/page, see the Line-Page menu. The Page Formatting menu has selections for going to page#, going to top of page, going to bottom of page, inserting a page-division, deleting the next page-division, and auto-inserting page-divisions in your entire document. When a page-di,\-|vision is inserted, the page number is automatically put in. You can erase the page number by selecting "Del page #". Page numbers are put 1/2 the bottom margin distance from the bottom of the page, where the bottom of the page is simply the lines/page setting (normally 66). (Note that these are all user-customizable commands which you can modify and recompile. Every command in Uedit is customizable.) When a page-division is inserted, the top margin for the next page is also put-]{ in, after deleting any blank lines. The formfeed causes the display to draw a line across the window, making page divisions easy to locate visually. You can find page divisions quickly by using the "Bottom page" and "Top page" menu selections. (These are lAmiga-b and lAmiga-H.) To insert a page-division and page number at the cursor, press lAmiga-v or select "Divide page". To remove a page division, put the cursor anywhere in the page above the page division and press lAmiga-d .^or select "Del page div". Odds and Ends To abort any operation, press Amiga-ESC. Primitive Mode is used for special text and number inputs. The Title Bar and the message line tell you what to do in Primitive Mode. If you press F7 to input a search string, you'll be in Primitive Mode. Type in the search text, then press ESC or click the mousebutton to terminate the input. In Primitive Mode, you can type in Ctrl characters (such as ctl-m for carri/_֝age return) directly. No need to press ctl-c first. You can change the Primitive Mode terminator character from ESC to some other Ctrl character (such as the Return key) by selecting "PM terminator" in the menu or by pressing ESC. You can search for two things at once by putting a "$" dollar sign between two search strings. This is the eitherOr delimiter. To cause searching to skip a particular pattern, use the "all-but" delimiter which is "~". The "?" question mark is used by0`wsZ search as a single-character wildcard. The "*" is used as a multi-character wildcard. You can change these special characters by selecting "Wildcards" or "Either-or" in the "Settings" menu. "Search case" toggles on/off the upper/lower case-sensitivity of searching. In the message line are fake "gadgets" (if "Mark Gadgets" is turned On), such as "Next file", "Prev file", and so on. These message-line gadgets are just like keys and mouse clicks. They can be swapped, killed, rep1a|?rogrammed, learned, used in menu selections, and so on. Gadgets can be used with shift-keys, so there can be many more than 4 gadgets. Menu selections are always attached to a key, gadget or mouse-button command. If you swap a menu selection, the key you swapped it with is run when you select that menu item. Uedit sleeps when it can, so that other tasks will run faster. Clicking the Title Bar switches to the tiny window. The tiny window comes up inactive, so you can type into 2b>CLI immediately. This also lets the Amiga reopen the big window in a better memory location. Uedit works with Transactor Magazine's Tiny Window Manager, written by Nick Sullivan. If "TWM" is running on your Amiga, Uedit will not create its own tiny window but will instead alert TWM which will create a gadget for Uedit. ("TWM" is provided on Uedit's diskette.) If Uedit runs out of memory and the "Memory..." message appears, that means it is compacting its stuff in memory, creat3cOĝEing a larger area for the Amiga to use for graphics. If "Memory..." appears, you ought to save and close some documents. Also it's a good idea to click the Title Bar and reopen Uedit's window. Uedit sleeps between inputs. If you don't type anything for 4 seconds, it does housekeeping. If you select "Busies", you'll see which buffer is being worked on. When the housekeeping is done, it sleeps. In the window's Title Bar, brackets [buf#,flags] contain the buffer number and vari4d][Hous flags. If Learn Mode is currently learning, "L#" appears, where # is the number of steps in the learned sequence. If you are in Teach Mode, "T" appears. If documents are queued up for printing, "P#" appears, where # is the number of print jobs yet to be done, up to 12 maximum. If file- saves are in the queue, "S#" appears, where # is the file-saves remaining. Uedit picks up font changes made with Preferences or SetFont. It works with all known hardware add-ons. (Exception5Ocs: Printing may be slower using the AmigaDOS 1.3 print.device. This was true earlier, but may have been fixed by now. Early versions of the C Ltd. TimeSaver (tm) blocked out the Ctrl-mouse input. To get Ctrl- mouse, hold down Ctrl, touch Shift or Alt, and then click the mousebutton.) Some people start Uedit in their Workbench df0:S/Startup-Sequence and do everything from inside it. They let it run other tasks and continue editing or let it sleep in tiny window while they work e f51o get rid of a split window, click the mousebutton in it, making it the active window-split. Then select "Drop split" in the Split Window menu or press lAmiga-0. Columnar text operations: Columnar regions are rectangular. This means that when you create a hilite region to use for columnar text movement, the Start of the hilite region must be in a Lefthand column and the End of the hilite region must be in a Righthand column. No region exists if the end of the region is not in a!g-O) higher column number. Place the mouse high up in the text and to the left. Press Shift and click the mousebutton. Place the mouse low down and to the right, pointing to some word in the text. Press Alt and click the button. Select "Col display" in the Edits menu. Now the region should be displayed as rectangular. Select "Col copy" in the Columnar menu. This makes a copy of the columnar region. Put the cursor anywhere with the mouse. Select "Col insert" in the Columnar men"h象u and see what happens. To remove the inserted, hilited columnar region, select "Col cut" in the menu. (NOTE: The keypad copy/cut/paste keys kpDot, kpMinus, and kpEnter also work as columnar keys when columnar display mode is used.) You should experiment with columnar text in order to understand how to manage it. (If you altered this Uedit-Tutor file just now, select "Restore" in the Files Open menu to restore it to the original.) When using columnar display mode, TABS are sho#i}gېwn as "box" characters. This is so that columns line up correctly when spaces and TABS are intermingled, as they often are. Tab Rulers: There are 5 tab tables in Uedit, numbered 0 to 4. You can change the tab table your document is using by selecting "Tab table" in the menu. Individual documents can use different tab tables. The tab ruler shows the tabs in the current document's tab table. Select "See ruler" to see what the tab columns are or select "Set ruler" to set the tab$j\h- columns. If you have selected "Set ruler" and wish to set tabs at high columns beyond the right edge of the window, hold the mouse-button down and drag the mouse to the left, then release the button. To slide the ruler to the right, drag the mouse rightward. Tab columns can be set by clicking the mouse within 2 lines of the ruler, or by using the keys that the help message says to. Interlace mode: You can see twice as many lines of text by selecting "Interlace" in the Global M%k>nodes menu (or by pressing Shift-ESC). To return to normal Workbench window, select it again. (Tuning the colors is discussed below.) Printing: In the "Printing" menu, select "Print select" and put in a number 0 to 3, telling Uedit where you want your printing to go. The message line tells you what the numbers 0-3 mean: 0 = raw text out the parallel port 1 = raw text out the serial port 2 = processed text using the Amiga's printer device 3 = raw text using the Am&lX_(iga's printer device If you embed Uedit's printer control codes in your text (such as for boldface, italics, etc) using the "Bracket hilite" or "Embed code" menu selections, you must set "Print select" to 2 or 3. If you embed your own custom printer codes in the text, then you can use "Print select" values 0, 1, or 3, and they will be sent to your printer in raw form. (Print-select value 2 allows the printer device to "strip out" any control codes that the Amiga printer device doe'msn't recognize.) (To embed CTRL characters, such as ESC, press ctl-c and then the desired character. To identify any control character in the text, put the cursor on it and press ctl-/.) Print queue: In the printing menu, you can select "Print hilite" or "Print file". Long as the print-job will fit into memory, you can queue up as many as 12 print-jobs and still go on editing while they print. You can even queue up print jobs to different printers, by changing "Print select"(nv before selecting "Print hilite" or "Print file" for each print-job. If the print-job is too big for memory, you will have to wait until printing is finished before you can continue editing. Save on idle: By selecting "Save on idle" in the Local Modes menu, your file will be saved during pauses in your work, if it has been changed. The length of the pause can be set by selecting "Idle timer". Margins, line-length, and lines-per-page: In the Line/Page menu are selections for l)oφines/page, line-length, top/bottom margins, and end-of-line. If you want an "inner" left margin temporarily, simply indent the text and select "Autoindent", so that succeeding lines stay at the same indentation. To control the right margin, set line-length to the desired value. If you set Left Margin in the Line/Page menu to any value greater than 0, typing will use the new left margin value. Also, reformatting paragraphs will cause them to be reformated at the new left margin v*Zealue. Thus you can reformat an inset paragraph so that it is moved to the far left by setting Left Margin to 1 and reformatting it. Paragraph reformatting: To reformat a paragraph, put the cursor in the line where you want reformatting to begin. Then select "Paragraph" in the Reformats menu or press ctl-3. Paragraph reformatting ends when it reaches a blank line or a different indentation. Different indentation says that you want a different left margin, hence it is not consiH* u9;=(*,.} >hfMb`^\ZXs6T@PN {7F2@w(%<>$@&5YACU DOCS DISK 75Y4SqxRxE4Z PopulousHintsrpr(u+Ё     uL!4U| PowerPackerRps0vo=v[V4W qCosmicConquestpt Z4P goldofrealmalmpr C78 Power Packer V2.1a User Manual March 14, 1989 Preface ======= Congratulations, you have just obtained a copy of Power Peak's new and improved PowerPacker 2.1a. If you have suggestions or remarks about this program, or if you find any bugs, please let me know. This version of the PowerPacker is shareware, this means that if you use it a lot I would appreciate it if you'd send me a contribution of $10 or the same svxK Cosmic Conquest V1.01 A interstellar multiplayer game of War and Peace BEFORE START Make a "games" subdirectory in the same directory you place the game. In this new directory all saved games are stored. HOW TO PLAY The aim of Cosmic Conquest is to be the sole remaining ruler over the complete star cluster of 16 stars. Cosmic Conquest is always played with four players which can be anwzDz:4[ Populous.pic.picpq4$@A Populous + SPECIAL TIPS OF UNICORN The different grades of the gods are: - Mortal - Immortal - Eternal - Deva - Greater Being - Deity - Greater Deity - Mortal God yc˗ 4c!GameTipspwȬuFORM2ILBMBMHD@@CMAPDPPSnh@Z@@@CRNG*XCRNGTCRNGMCRNGBCRNGBCRNG=CAMG@BODY@@@@@@@O @@H @@H @@H @@H @ `@H``` {|O|0<4[ Populous2nglishp{^ Populous + The one and only 100%-Version Cracked by UNICORN in 1989 The short English Documentation Introduction: As a god.... You get your power from a number of people, who see you as a god, an immortal. The more the number of the people grow the greater are your abilities, the greater power lies in your hands. But there is another god in this world, an immortal who also has his hen}P/~4_Xdevs0p~e4_osystem-configuration}~Sk  5 {N2JzzzJkK ",EpsonKBEpson&%$#"!6543210*S4Qhostagep4_lp84_Disk-Validatorl%~G$ #Bv lt "*Nt0҂`r $)( r0Ҫ$)( "*XW%A%j$*XS%BB"*p(jxNB#jr#A nҪt!rҩ `t "*NJg0r#At #B "*N") $)"*Ҫ!$*"*p(j$N$*"*p(jN#A$*"*p(jNҩ%A`J$< rp(j(N"*@&)$0(G" p(jNJf"p(jNrp(j N"*@Jg"p(jNB#j"*#A nL#Atāv#C#A$) m o$) G85lBsjpu?15ldstartup-sequence25yborder off Addbuffers df0: 10 echo -c "" echo -d "" echo " " echo -St " ))))) " echo -3si "ACU DOCUMENTATION DISK 7" ECHO -d " (((((" echo "" echo -2s " Compiled by PIRASOFT!" echo -d "" type acs newcli "con:0/232/120/22/SELECT" iet ԁv0($(0(؁Hrҩ `")t0#Br#A n($)ԁv0($(0(؁Hrҩ `N%N> SYS:Btԉ#B`Rrp(jtN#A JgB$B(""0p(jN$) !(")!%.fedcbwvutsrqponm~}|{zyx74h uedit-help!pyIX COSMOS TIPS Have you ever played a game and then put it away because it was too difficult to persevere with ? Well here are a few tips from COSMOS to help you get through some tight situations ! RETURN TO GENESIS ------------------- On the title screen , type WASP.ASM then press F5 for invincibility. CARRIER COMMAND ----------------- PAUSE the game and type GROW OLD ALONG WITH ME , then press + on the numeric keypad for your mantas and walruses to become sy;ahielded. Press - to disable. LEATHERNECK ------------- Type CUTHBERT and press F3. ROLLING THUNDER ----------------- Type JIMBBBY for infinite energy - type I to change level KARATE KID II -------------- Press P to go to next level GREAT GIANA SISTERS --------------------- On level 3 atand at the end of the row of blocks and jump up to hit an invisible block that takes you to level 6 HUNT FOR RED OCTOBER ---------------------- If you are surrounded by the enemy ships yUthen simply save the game. When you restore that game all the ships have disappeared ! INSANITY FIGHT --------------- Press L and both mouse buttons to skip a level MENACE -------- Type XR31 TURBO NUTTER BASTARD and hit keys 1-6 to select a level. Then press RETURN for extra weapons. VIRUS ------- While playing hold down ENTER and hit P to pause then O to activate cheat mode. Then you can press :- F - to restore fuel L - to add a life and missile O - to activate dy\nemo mode C - for special effects N - to return to normal BETTER DEAD THAN ALIEN ------------------------ Type ELV to activate cheat mode , then press :- F1 - Scatterbolts F2 - Multiple fire F3 - Auto fire F4 - Armour Missile F5 - Stun F6 - Neutron bomb F7 - Clone ship F8 - Shield F9 - Skip level F10 - Extra power STARGLIDER II --------------- Press BACKSPACE ( DELETE ) to pause and type WERE ON A MISSION FROM GOD and press 1 on the main keyboayrd. Then press K to get ALL the weapons and if you run out just press K again. ELIMINATOR ------------ PASSWORDS :- Stage Code 2 AMEOBA 3 BLOOOP 4 CHEEKI 5 DOINOK 6 ENIGMA 8 GEEGEE 9 HANDEL 11 JAMMIN 13 LAPDOG 14 MIKADO HELTER SKELTER ---------------- PASSWORDS :- Level Password 11 SPIN 21 FLIP 31 BALL 41 yG#GOAL 51 LEFT 61 TWIN 71 PLAY DEAD THAN ALIEN ------------------------ Type ELV to activate cheat mode , then press :- F1 - Scatterbolts F2 - Multiple fire F3 - Auto fire F4 - Armour Missile F5 - Stun F6 - Neutron bomb F7 - Clone ship F8 - Shield F9 - Skip level F10 - Extra power STARGLIDER II --------------- Press BACKSPACE ( DELETE ) to pause and type WERE ON A MISSION FROM GOD and press 1 on the main keyboa,=<;:9NMLKJ\F4kDisksalvpgJ Uedit-Tutor Copyright (C) 1986-88, Rick Stiles ((See Uedit-Policy for purchasing info.)) **** DISCLAIMER **** I can accept no responsibility, if you crash your Amiga or lose text files with Uedit. No guarantees, either explicit or implied, are made as to Uedit's safety. If you use it, it is at your own risk. **** ********* **** Dear folks, (See GettingJH D i s k S a l v AmigaDOS Disk Salvage Program Copyright 1988 by Dave Haynie Version 1.32 for AmigaOS 1.3 INTRODUCTION DiskSalv V1.32 is a disk recovery program for all Amiga file system devices that use either the AmigaOS V1.2/V1.3 Standard File System or the AmigaOS V1.3 Fast File System. DiskSalv will scan a bad disk volume for anything that can be recovered, and will restore these items to any AmigaDOS volume. It does not make any attempt to fix the bad devJ̃J4M;35p4̇944M+34p "oFs4nMegaBootp~3*4l m DeluxePresetBp;: Documentation: DELUXE PRESED V1.0 --------------------------------- -------------------------------------------------------------------------- Released : 11 February 1989. Copyright : 101 CREW (MALTA) Coding : CRAIN. -------------------------------------------------------------------------- Instructions : CRAIN / 101 CREW (MALTA) -------------------------------------------------------------------------- Introduction. ------------- YO FOLKZ ... This Prese 0I:98765432104M FS9docsp⳧ All contacts please note the cooperation between Vortex 42 & Ipec Elite Mega_Boot V1.30 By PIQ of Vortex 42 "Virus Protector/Boot Utility" Kick Version 1.2 and 1.3 Documentation By Starfighter of S.O.S and PIQ =========================================================================== Mega_Boot Menu: To enter the Mega_Boot Menu just press left mousebutton while booting. You will then be presented with a Menu ~ F1 = next file F2 = save file F3 = close file F4 = quit F5 = swap next 2 commands F6 = compile command following cursor F7 = input search text and search fwd F8 = input replace text F9 = search fwd F10 = replace & search fwd Files and buffers: Uedit has 100 buffers, which can be used for holding documents and bits and pieces of text. The lowest buffer numbers are used for holding documents. Any number of buffers may also be stored on the bu:ffer stack. (The same is true of the number stack and the file-saving queue.) How many files Uedit will let you load in is determined by the "Max files" menu selection. (The Shareware UES is wired to 4 files max.) Directories and Files: The easiest way to load a file is to Ctrl-click its name in Uedit. There are two "current" directories: One is the Current Directory in which the Uedit program is running. This is the directory you started up in, unless you change it. wEO~ (See AmigaDOS menu.) The second is the click-loading directory that Uedit currently is using. The default click-loading directory is also the directory you started up in, but you can change it as described below. If you ctrl-click a directory name such as myDir/ in any buffer, the directory name is added to the list of directories in buffer 38. If you ctrl-click in whitespace in any buffer, a split window opens up showing you the directory list (buffer 38) with th|e current click-loading directory hilited. In the split window (buffer 38), you can change the current directory, get a dir listing, edit or save the directory buffer, get the current directory (CD), or select a new click-loading directory. You can also get a directory listing by selecting "Directory" in the menu. The directory name you give is put into the directory list and becomes the current click-loading directory. The "Files" menu lets you load/insert/rename/restore/save/clo+se files. Miscellaneous: To make the 4 invisible "gadgets" in the message line visible or invisible, press Ctrl-g. To make the cursor page/row/column info visible or invisible, press ctl-2. (These are in the menus: "Mark gadgets" and "Row/Column".) Scrolling: Scroll vertically by holding down the mouse button and moving the mouse. The arrow keys also do vertical and horizontal scrolling. For faster scrolls, either hold down the up/down arrow key or use Shift, Alt, or Ctrl wit۪ch the arrow key. For a slower scroll, use the up/down gadgets. Moving the Cursor: Much of the time you may prefer placing the cursor by clicking the left mouse-button. The keypad keys 2, 4, 6, & 8 move the cursor up/down/left/right by word/ character/line/page depending on which shift key is used. (Teach Keys will give you the sense of the keypad keys.) Scratch deletes & Undo: Scratch deleting is what you'd normally use in meat & potatoes text work. The following keys do sc}ratch deletes at the cursor location: Ctrl-d deletes the cursor line. Keypad-7 (unshifted) deletes word-left. Keypad-9 (unshifted) deletes word-right. Shift-kp7 deletes character left. Shift-kp9 deletes the character under the cursor. Alt-kp7 deletes to start of line. Alt-kp9 deletes to end of line. Ctrl-kp7 deletes to top of window. Ctrl-kp9 deletes to bottom of window. These are the "scratch" delete keys. When you use them, the deleted materiacl is stored in the scratch-delete (Undo) buffer. Long as you don't move the cursor and make a delete somewhere else, you can store any number of scratch deletes. Pressing keypad-0 inserts the Undo buffer at the cursor. Thus, after doing a series of scratch deletes using the above keys, you can place the cursor somewhere, press keypad-0, and insert the deleted material. If you move the cursor and do another scratch delete, the Undo buffer is cleared before the newly deleted text ia[s stored. You will find that you do most of your cut & paste the quick & dirty way, using scratch-deletes and the Undo key. If you select "Undo buffer" in the Split Window menu, you can monitor the contents of the Undo buffer and even type into it. To adjust the size of any split window, activate the window by clicking it with the mouse and then press lAmiga-= and adjust the size by holding the left mouse-button and moving the mouse. There can be up to 8 split windows in use. n}dHThere are many ways to do cut/copy/paste operations with Uedit and to do them in parallel. You can be doing cut & paste using scratch deletes, hilite region, invert region, and columnar data, all at the same time. If these aren't enough, you've got 100 buffers to put bits and pieces into. Any number of buffers can be put onto the stack using "Push buf", so you can maintain as many files and buffers as memory will hold. (The Shareware UES program does not include the buffer & numbJer stack functions.) Creating a hilite region: There are 3 ways to mark a hilite region. Press HELP and it will show them to you. But rather than do that, try this: Place the mouse high up in the text. Hold down the Shift key and click the mouse. Move the mouse to the lower right in the text. Hold down the Alt key and click the mouse. There should now be a hilited region. This is one method of hiliting. Try this: Select "Hilite buf" in the Split Window menu. This shows2qZ     %$#"! ]4QdCrownOfArdeniapt% Gold of the Realm docs typed up by Rom Chip (ORACLE) Feb 25,1989...call Damage BBS 602-264-6670 Gold of the Realm requires at least 1meg of memory and joystick to play. Page3- Nigel knew it was going to be an odd day when he woke that morning. He had always been able to tell ,when something unusual was about to happen, and sure enough, something did happen. A man died on his doorstep that night. needless to say, Nigel wasnt very surptIQrised at this and handled the situation as best he could. He made the dying man comfortable in his last few minutes, giving him something to drink and trying not to ask silly questionssuch as where does it hurt?or Why are you dying on my doorstep? This kindnessdid pay off, mind you, for right before the dying man died, he told Nigel the most amazing secret... "Friend...."he managed to say, "listen to me closely, you will be the only one to know." Nigel listened, though mostly otm0ut of politeness, and the dying man went on. "it's there, all there, up in the mountains...Map, I have a map...take it." Puzzled, but interested, Nigel felt through the man's coat and found a leather tube. "Yes, yes that's it." sputtered the dying man. "It's yours...". Now Nigel, suddenly feeling inquisitive, muttered, "um, excuse me sir, but, where's this map to, I mean, whats it of?" A groan escaped the dying man and Nigel feared he must have said something rude, but then t㲣again, dying men are supposed to to groan like that arent they? nevertheless, the dying man continued. "The castles of the princes, it will show you the way!" "Castles of the Princes?" thought Nigel. Now that sounded familiar... "There are four castles, each contains the GOLD of the REALM...you can have riches beyond your dreams...take the map and explore each abondoned castle for your treasures." The GRAY castle was the Steel of Strength, Green for abundance of the land, Blt( oue for the valience of the people, & Purple as the symbol of royalty! to save a game, you'll need a formatted disk. At the beggining of the game, you'll have option to begin a new game or continued a saved game from your save game disk.. next, choose the difficulty level..EASY=1 castle with 79 screens to explore and is always the same game. Medium=2 castles and 159 screens...always the same game..while EXPERT is the most challenging...is different every game with 4096 possibletbA games, all 4 castles and 320 different screens..with lots of items and traps! To pause-click left mouse button... opening doors- To open a closed door, stand close to it and press joystick button. some doors need keys of the same door color. once a door is unlocked using the correct colored key, it will vanish..one time use only. Picking up items- To pick up an item , stand next to it and press joysttick button, the name of the item and image will appear in the status bar, in addition, if you have the scroll, you'll receive a breif description of the item. To drop an item, click left mouse button and move cursor to item, then click that item, which makes that item the active item..EI-key,candle,sword, etc...just press button to drop..(only on wooden floors can you drop) Stairs-stand next to one and press joystick button. Tips-Since this is an exploration game, i suggest you tmake maps..its real easy to get lost..and save gave when youve done alot of moving around...or accomplished anything big.! When the ghost is coming after you, run away..if he touches you, he takes away some strength and the item you have active..and places it somewhere in the castle... AS with locked doors, certain items are funtional only when carrying the right items.....when you have defeated all obstacles and gotten the treasure then go back to your horse and prt HBess joystick button. Comments about the game ------------------------------------------- Well...i kinda liked the game...it wasnt an action packed role playing game like i had hoped for like FAERY TALE or BARDS TALE or something, but it was crisp...you could spend days playing the hardest level! The game is kinda straightforward..not too much of a puzzle, you go into the castle and you can go up a level or down 2 more..and one the bottem lt evel..ya need a candle so you can see..i found a wand and a sword on that level..dont know what ill need em for though...and you basically find keys that will open doors to other needed keys and so on and so on...like i had to go down a level and walk around and then go up a different staircase so i could access a different part of level 1..that i couldnt before..use my pink key to get a green key and go down another level to use green key to get a blue key...it just goes on..after  THE CROWN OF ARDANIA The Manual By Gary Yates Copyright (C) 1987 G.L.A.U.G. & Neale Computer Arts Original concept and design GARY YATES & G.L.A.U.G. The Greater Lafayette Amiga Users Group Programming Gary Yates Willian Johnson John Hoffman Steve Sinclair Tom Burns Gary Rantz Graphics & Sound Victor Lee,Q 5P start2p Neale This program was created using the AC/Basic compiler. Copyright (C) 1987 Absoft Corporation INTRODUCTION The Crown of Ardania is a fantasy war game which combines the strategies of Risk and other such games with the completely new aspect of MAGIC! The game is played on a map which has 16 territories. The object is to be the sole ruler in the land, by conquering all other opponents, so that you occupy all territories. There can be up to four players. Eac6h player takes on the role of a mage of great power who is battling to become the king of the magical land of Ardania. Each player commands troops in each of the territories he or she controls. These troops are made up of soldiers, knights and wizards. Soldiers are the main fighting force in Crown of Ardania (CA). They are average fighting men and have no special strengths except for their shear number. Knights are more powerful and skilled fighters and thus aid you inf battle. The more knights you have in a territory the better that territory's fighting ability. Wizards benefit you in two ways. First, like knights, they help you in battle. Second, and much more important, they generate the power (in the form of spell points) that you use to cast your spells. The more wizards you have, the more spell points you will generate each turn. Each player is given the same number of troops to start the game: 20 soldiers, 4 knights, and 2 wizȄ ards. In addition to troops, there are two other components to the game which are very important: gold and spell points. As mentioned above, you acquire spell points from your wizards (5 per wizard) at the beginning of each turn. Each person starts the game with 10 spell points. You acquire gold from your territories in the form of taxes. The more territories you own, the more in taxes you will be able to demand from your peasants each day. However, the terrain wo|of each territory also plays a part in how much gold you will be able to get, more on this later. Each Player is randomly given a territory at the start of the game. ABOUT THIS DEMO Currently there are three versions of CA, a demo which will run on any Amiga with 512K, a full game version which will run on a 512K machine, and a full game version which requires at least 1 MEG. The demo version is freely distributable and is supplied on a single disk. It has no st-ound and all graphics which are not essential to game play have been removed. Also, many of the game features have been disabled. The two full game versions ARE NOT FREELY DISTRIBUTABLE! Both full game versions (512K & 1MEG) are identical except that the 512K version does not have a computer player and some of the music which the 1MEG version has. If you like what you see in this demo version of CA, you can acquire the full game versions from The Greater Lafaye tte Amiga Users Group by sending a donation of $15 to: GLAUG - Ardania P.O. Box 246 Lafayette, IN. 47902 You will receive two disks containing BOTH the 512K and the 1MEG full game versions complete with full graphics and sound, plus the unabridged CA Manual. Your name will also be placed on our mailing list so that you will receive announcements of upgrades and revisions of CA and announcements of other software from GLAUG. GETTING STARTED If you have no ot done so already, please read the README file for information on installing your CA demo disk so that it will boot the demo version of Crown of Ardania. After installing the disk, to start a game simply reboot your machine (CTRL-AMIGA-AMIGA) and place the CA demo disk in the internal drive when your amiga asks you for a Workbench. Double-click on the disk icon when it appears, then double-click on the icon for the game. The Crown_of_Ardania demo should ALWAYS be start еE9ed by booting with the demo disk. STARTING A GAME After a short delay while CA loads itself and all of its data files, you will be presented with the opening screen. After the opening screen, you will see the map of Ardania appear. The game begins by each player entering their name. Each person should note what color wizard they are, so that they know which territories they own. There can be up to four players. If there are less than four playing, simplyˌ\^:4O{ArenaMp05Pstart1px4show actionfighter z:4[ Populous.pic.picpÇ25Qqstart3p ')show arena t9;=} Ms6@ {w($L&5P ACU DOCS DISK 75P 4SŇ-5Qstart4paփshow ballistix t9;=} Ms6@ {w($L&5QACU DOCS DISK 75Q4SLJ%5Q ;start5pQUshow2 bardsmap      %$#"! ]4QdCrownOfArdeniap;,; 5RAstart6pj0show bardstale t9;=} Ms6@ {w($L&5Q ACU DOCS DISK 75Q 4Sb"xR.4N Butcher22lp#6April-May 1987 AMIGAZINE! USER NOTES: BUTCHER by Barry Ekstrand (PLINK: BARRYX) (GEnie: B.Ekstrand) Every once in a while an Amiga product will come out that is unquestionably great. Deluxe Paint was such a product; it probably sold more Amigas than all of Commodore's ads. Other p%#IrWE4QBardsMapypF *NB"ARENA" *************************************************************************** ** ** ** DOCUMENTAITON BY DOC'S R' US BBS ** ** ** ** ARENA ** ** BY **_{ ** PSYGNOSIS ** ** ** **************************************************************************** GETTING STARTED: PLEASE REFER TO THE LOADING INSRTRUCTION SHEET. THIS IS AS FOLLOWS. ARENA LOADING INSTRUCTIONS FOR AMIGA: IN ORDER TO PLAY ARENA YOU REQUIRE AN AMIGA WITH AT LEAST 512K OF RAM AND COLOUR MONITOR OR TELEVISION. TO LOAD ARENA YOUΕa MUST DO THE FOLLOWING: 1. SET UP YOUR AMIGA IN THE USAUL FASHION. IF THIS PRESENTS DIFFICULTIES PLEASE REFER TO THE "INTRO TO AMIGA MANUAL. 2. SWITCH ON YOUR MONITOR OR TV AND THEN YOUR AMIGA. 3. WHEN THE DISPLAY PROMPTS FOR KICKSTART DISK INSERT IT IN TO THE INTERNAL DRIVE. 4. WHEN THE DISPLAY PROMPTS FOR WORKBENCH INSERT THE ARENA DISK. 5. ARENA WILL START TO LOAD AUTOMTICALLY. THE PSYGNOSIS LOGO SHOULD APPEAR. 6. IF THE LOGO DOESN'T APPEAR WITHIN 30 SEC. THIS MAY INDICATE A PRH9OBLEM. 7. ONCE ARENA HAS COMPLETED LOADING THE EVENT SECTION SCREEN WILL APPEAR. 8. LEAVE THE AREANA DISK IN THE DISK DRIVE DURING PLAY. 9. REFER TO THE "STARTING A NEW PLAY" IN THE ARENA INSTRUCTION BOOKLET. IMPORTANT: ARENA NOW SUPPORTS JOYSTICK CONTROL. THE EQUIVALENT OF THE ENERGY KEYS IS RAPID LEFT AND RIGHT MOVEMENT OF THE JOYSTICK. THE JUMP KEY IS THE FIRE BUTTON. STARTING A NEW PLAY: IF YOU HAVE JUST LOADED ARENA AND THE SELECTION SCREEN HAS APPEARED, THEN YOU AREs READY TO SELECT EITHER "NEW" (START A NEW GAME) OR "LOAD" ( LOAD A PREVIOUSLY SAVED GAME) AS REQUIRED. PLEASE REFER TO THE APPROPRIATE SECTION OF THIS MANUAL FOR FURTHER GUIDANCE. THESE ARE THE ONLY TWO VALID ICONS WHEN THE GAME IS FIRST LOADED FORM DISK. ON RETURNING FROM ONE OF THESE OPTIONS YOU WILL NOW BE IN POSITION TO PROCEED AND SELECT YOUR FIRST EVENT. HOW TO SELECT AN EVENT: TO SELECT AN EVENT YOU SHOULD SIMPLY POINT THE MOUSE POINTER AT THE EVENT REQUIRED AND DOUBLEQ CLICK EITHER OF THE MOUSE BUTTONS. THE EVENTS WHICH HAVE BEEN COMPLETED ARE EDGE WITH A RED RECTANGLE AND CANNOT BE SELECTED, THOSE WHICH ARE AVAILBE TO COMPETE IN ARE EDGED IN A BLUE RECTANGLE. YOU MAY SELECT THE EVENTS IN ANY ORDER YOU WISH. KEYBOARD TECHNIQUE: THE KEYBOARD IS THE WAY TO PLAY ARENA. THERE ARE THREE KEY GROUPS TO LEARN. SPEED OR STRENGHT CAN BE BUILT UP BY "POUNDING" TWO GROUPS OF KEYS ALTERNATELY, FROM NOW ON REFERED TO AS THE "ENERGY KEYS". THE GROUPS AR҇ E ANY OF [A],[S],[Z],[X], FOR THE LEFT SIDE AND ANY OF [;],['],[.],[/] FOR THE RIGHT SIDE. THE PROGRAMONLY COUNTS IN ALTERNATE PAIRS SO WATCH YOUR CO-ORDINATION TO MAINTAIN A RIGHT-LEFT-RIGHT-LEFT SEQUENCE. TO TRIGGER A JUMP, THROW, VAULT OR PUT, THE SPACE BAR HAS TO BE HIT. FROM HERE ON THE SPACE BAR WILL BE REFERED TO AS THE "JUMP KEY". THE RECORD LEVEL OF POWER AND/OR SPEED WILL BE SHOWN ON THE POWER SLIDE IN THE TOP LEFT HAND CORNER OF ALL DISPLAYS. IT WILL SHOW LEVELSlK RANGING FROM 0 TO 9. FEATURES GENERAL TO ALL EVENTS: THERE ARE TWO ICONS IN THE TOP CORNER OF THE SCREEN, THEY ARE "QUIT EVENT" AND "PAUSE". IF YOU POSITION THE MOUSE POINTER IN THE "QUIT EVENT" ICON AND DOUBLE CLICK EITHER MOUSE BUTTON, THE EVENT WILL BE IMMEDIATELY TERMINATED AND ALL SCORES TO DATE FOR THAT EVENT WILL BE DELETED FROM THE SCORE TABLE. ALL THE COMPLETED EVENTS WILL RETAIN THEIR SCORES AND STATUS. DOUBLE CLICKING THE "PAUSE" ICON WILL SUSPEND THE EXECUTION OF TM!4Q Popman"pJDFORMEILBMBMHD@ @CMAPЀ```DPPVhh@Zf CRNG5" CRNG5" CRNG CRNG BODYD00]0 ? ?00> & ׌"I">>> >>أn>>> پx&0`0`"  >  ԌԌ $ $ >  _     #N8 #N8>    >ۿlҋ@@@@> XC  XC  $D $D>8E8E c c >   G\ ܀ @@    ŖŖ H%m,SRQPONMLKJ_^]\[ZYXWVUjihgfedcba`utsrqponmlk~}|{zyxwv#4Q BardsTale6pHM     ('&%$#"! 3210/.-,+*)>=<;:987654IHGFEDCBA@?Tjz The ' KEYBOARD EXPRESS ' is pleased to bring you..... THE BARD'S TALE GETTING STARTED: Note: Make sure your shift lock is off, and there are no joysticks or cartridges plugged into your system. If you have a C-64, insert the boot disk and type load"EA",8,1. If you have a 128 insert disk and turn on computer. To leave the title page press the space bar. MAKING A CHARACTER D 7 ;4NMetrouctionspʆ POPMAN INSTRUCTIONS. ~~~~~~~~~~~~~~~~~~~ NB: The disk MUST be WRITE-ENABLED or the progam may hang with a blank screen when attempting to save to the disk!! POPMAN is a fast-paced action game for the AMIGA computer. It offers 65 pre-defined games and the ability to design your own games, and will provide many months of enjoyable play. Dedicated to all Lode Runner fans everywhere! Before you do anything else, MAKZE A BACKUP OF THE DISK and put the original away for safe keeping. All play should be done on a copy of the original without the write-protect tab set, as POPMAN frequently writes data to the disk. Throughout this manual "playing disk" will refer to a copy of the original disk. HOW TO PLAY You control a small man whose job is to pop all the balloons on the level. You may move in all four directions by walking along floors, climbing ladders, falling, and moving hand-over-haP$nd along rails. The floors are composed of bricks and cement blocks. You may use your digging gun to blast away bricks when it is convenient. They will be removed for a short time, and you will be able to get at balloons which are buried. Cement blocks are permanent and may not be blasted away. Once you have popped all the balloons on the level, exit ladders may appear and you will be able to leave by going to the top of the level. You will then be transported to a new level, a)>ϱnd you will be given another life. To make play more difficult, there are enemies on most levels whose job is to prevent you from popping the balloons. If an enemy touches you, you will lose a life---so avoid them! Enemies may move just like you can, but they are unable to dig through bricks. Enemies may become trapped in a place where you are quite able to escape from with your gun. Enemies cannot fall through dug bricks-- they become caught in them for a while. You may tNPhen walk over them. If a brick solidifies with an enemy in it he will be killed, and another will drop from the top of the level to replace him. It is safe to walk along on top of a moving enemy; he will be unable to reach up and grab you. You also may be killed by a brick that solidifies with you in it. Whenever you lose a life, the level is reset and you must start over, if you still have more lives. When your last man is killed, the game is over. Enemies often pick up bqalloons in an attempt to prevent you from popping them. They will become tired of carrying them after a while and will drop them. If an enemy is killed carrying a balloon, it is popped for you and you don't have to worry about it anymore. Also if an enemy falls down from within a blasted brick, his balloon will be popped. Enemies are a mixed blessing. Sometimes you must trick them into doing your work for you, and other times they are a potent danger that serves only to hinder yq44[K IconMeister.docspB------------------- 3]METRO: INSTRUCTIONS ------------------- METRO is copyright (C) 1988 by Mark A. Thomas and David P. Townsend. It was first published in the February 1989 issue of JUMPDISK, the original disk magazine for the Amiga. METRO is distributed as shareware. If you use and like the game please send donations ($10 suggested) to: Mark A. Thomas and David P. Townsend 10017 Renfrew Rd. Silver Spring, MD 20901 For a donation of $20 or more, the authors promise to  <*><*><*> IconMeister (v1.4) <*><*><*><*> Copyright (C) 1989 All Rights Reserved by Michael Bodin The time has come to throw IconEd in the TRASHCAN! Now there's IconMeister, THE paint program for creating Icons. This program was designed for making Icons of all types, sizes, and colors. IconMeister is packed with features for creating interlace, &I8 color, and dual icons. IconMeister has twice the features of IconED packed into the same size code space. This is a MUST GET for all Icon masters! IconMeister is designed to replace the IconEDitor found on the AMIGA EXTRA's release disk. Ever since I bought my first AMIGA 1000 I have been waiting for a better Icon editor to be written. True, you can now use a utility program to turn icons into brushes and vice versa. And then load up DeluxePaint (Iy7 II or III) to modify the icon. But this seems like alot of extra steps to create a quick and simple icon. That's where IconMeister comes in! This program handles all types of icon creation, quickly and easily. The code is just slightly larger than IconED so replacing it on your disks should be no problem. But, that is the only similarity to IconED. IconMeister has all of the popular drawing tools, like PENCIL, LINE, RECTANGLE, CIRCLE, etc. You g: can also change the default colors to match any workbench enviroment, as well as, define 8 color icons. But enough of this babble, lets get down to business and explain the many features of IconMeister... ______________________________________________________________________ First lets cover the screen layout. The IconMeister has 3 primary windows for creating icons. The 2 ICON windows are the main drawing area for your icons, while the Tools win$ dow is where you select which tool you wish to work with. These windows are ALL attached to the Menu, so no matter which window is active the menus are always active. There are also windows for color control, files requester, and animation. Icon Windows: These windows can be re-sized up to a maximum of 250X110 for full size icons. Clicking inside the window or clicking on the size gadget for the window will make it the active window. While the window ]`D is active you can use the right-Amiga menu shortcuts and all tools have a keyboard equivalent, which can be selected only when either Icon window is active. Tools Window: This window can be moved anywhere vertically on the screen. This window is where you select the tool or function you wish to use. Most tools have a keyboard equivalent, however, the clear screen function and eraser fuction must be selected from this window. Also this window contains b-the color gadgets. To select a new drawing color just pick the color box you want, a small box will highlight your sel- ection. These gadgets are set up 0 - 3, left to right. If you are set up for 8 colors you will see colors 4 - 7 on the bottom row. Color Window: This window opens up from the SCREEN menu. The color gadgets are displayed the same as in the tool window. To select a color to work on just select the associated color box. Again it will highlightN with a small box drawn around it. When you select a color the sliders will adjust to show the current settings for that color. To change the the color just click and drag on the slider knob, when you release the new color will be displayed. The RESET gadget reloads the last colors set up, back into the screen. Files Window: This file requester is actually a window. You can drag it all over the screen. The icon windows and tool window can still be u Bsed, if you forget one last thing. However, the menus are turned off until the file window is cancelled or closed. All files on the disk will be displayed. (File window opens looking into the startup directory) The default gadgets let you select either DF0: or DF1:. But, you can always type in the drive specification in the Drawer string. The same file window is used for OPENing or SAVEing icons. You will see a gadget marked OPEN or SAVE depending. The CANCEL ga oGdget is just that and cancels the current operation. The file string can only be a file with ".info" appended. You cannot (and I don't know why you would) load any other file but icon info files. If you type in a name for a new icon be sure and include the .info part! Or you can select one of the files displayed by clicking on it and the filename will be copied into the file string. To see more files on the disk just move the slider up or down. The files are dH {G~}|{zy   u4QReSource.doc8pvm SuperView, A IFF display program. by David Grothe V 2.1 * * Copyright 1988 by David Grothe * All rights reserved. * * This program is Shareware, if you use this program * please send $10 to: * * David Grothe * 20 SW 39th * Okla City, OK 73109 * * You may pass the program around as long as this Doc file * remains a part of it. * * If you would like to distribute this program with your * software, you must contact me first. * SuperView is a program tha&t will display IFF pictures of all types on the Amiga. The program supports the following features: Multiple files on one command line. WorkBench (icons) are supported. All display modes supported. Auto Overscan Color Cycle ( DPaint and GraphiCraft types) CRNG CCRT AmigaBasic ACBM type files Author chunk is supported Displays the first cell in a ANIM file Written in Assembly, PURE code that can be resident under 1.3 New for version 2.1 Display opt>ions that include the following: -a Suppress Author Text -c Suppress Color Cycling -d Display all pictures in a directory -f Read a text file for picture names -h Change the display height of a picture -l List picture information -m Select view modes. -o Override the Auto Overscan -p Disables Pointer Clearing -r Repeat command line -s Display picture for n seconds -t[] Double buffer pictures -u Dual Playfield -w : Change the display width -x Change the position of the display area x -y Change the position of the display area y Also new to version 2.1 is: Smooth transition between pictures. Color Cycling continues while next picture is loaded. Scroll around in large pictures. Pointer Clearing during picture viewing. Overscan sizing and positioning has also been improved. New controls: Left Mouse Button Scrolls around in a picture Right Mouse Button Continues to next pictu re Spacebar Starts and stops the color cycling ESC Aborts the command line Using SuperView from WorkBench. SuperView has a complete WorkBench (Icon) interface built in. To use SuperView from WorkBench, you must have an icon for your picture. Most all paint programs build icons for you as you save a picture, so this should not be a problem. There are two ways to view pictures at this point. The easy way is to click once on the picture icon, hold down the shift key, and.= then double click the SuperView icon. You can reverse this and click once on the SuperView icon and double click your picture icon. To view more that one picture, you hold down the shift key and click each picture that you want to show and the SuperView icon. You don't have to select the icons in any kind of order as long as you double click the last icon you select. The pictures will be displayed in the order that you select them. You can also make the picture icon itso>elf run SuperView by putting SuperView in the default tool of the icon. This way you can just double click the picture icon to view it. For a detailed description of how this is done, see the article in Ami Exchange Mag V1.4. After the picture is loaded from workbench, you can stop and start the color cycling with the spacebar, hold down the left mouse button to scroll around in a large bitmap picture, press the right mouse button to go to the next picture, or press the EtSC key to abort. Pressing the ESC key will remove the current picture and cancel out any pictures that you had selected that you have not viewed yet. Using SuperView from the CLI Here is where the real power of SuperView comes out. From the CLI, you can choose many display options that allow you to view a picture in different ways. The command line from the CLI is 1> SuperView [option[...]] [[option[...]] ].... You can use up to 255 characters on the  p command line. Here is a list of the options and how to use them. -a Suppress Author Text If you use this option, no Author text will be displayed from the AUTH chunk in the IFF file. Example: 1> SuperView -a Mickey -c Suppress Color Cycling This option will prevent the picture from color cycling. If you use this option, the spacebar will not start color cycling. Example: 1> SuperView -c Spray -d Display all pictures in a directory The -d option will t 5Take the name of a directory instead of a picture name and display every picture that if finds in that directory. SuperView will overlook files that are not pictures, so you wont have to worry about having non-picture files in the directory. Any options that you select before the directory name will stay in effect for each picture in the directory. After the directory has been displayed, SuperView will continue on with the rest of the command line. This option works well wi bM Documentation for ReSource (C) 1988 Glen McDiarmid TO GET STARTED QUICKLY: **************************************************************** Don't forget to put arp.library in your LIBS: directory! **************************************************************** Run ReSource from a CLI, and when you are presented with a file requester, select an executable file to disassemble (anything within your "C" directory will do nicely).  uHm4Q ActionFighterp O&Alternatively, you may disassemble Kickstart by supplying a filename of "*". Once loaded, you may scroll forwards/backwards through the file with the down/up arrow keys. Using the shift key with the up/down arrow keys will move you faster through the file. You may also use mouse-scrolling, by holding the left mouse button down, then SLOWLY moving the mouse forwards or backwards, depending on which way you want to move through the file. Whxile moving forwards with the mouse, holding the left Amiga key down will start the label creation process, in a controlled manner. When labels are created, ReSource decides which type of data is being labelled, and it is generally correct in its judgement. Once you have made some labels, select the 'Fill-in data types' menu item, under the "DISPLAY" menu. Once you have created labels from all areas of code, select 'Fill-in data types' agai3)^n, and you may then scroll through the file, checking for yourself that all is in order (there will occasionally be cases where ReSource made an incorrect judgement, and code made be shown as ASCII, or vice- versa). Use one of the "Set data types" sub-menu selections, to set the correct data type. Remember to use the "Fill-in data types" command again, so that code and data are shown correctly. If you are working on a large file, youj( may wish to save your work, so that you can continue it at a later time. To do this, select "save all" under the "PROJECT" menu. When you use the "save all" option, you are creating a "ReSource file", as it is only useable by ReSource. By default, the filename will end in ".RS". You may change this if you like. **************************************************************** ABOUT RESOURCE: ReSource is an interactive disassen!mbler. To give you an idea of which files can and cannot be disassembled, the following is a list of files from a Workbench 1.2 disk, that ReSource can disassemble: C directory: all L directory: all LIBS directory: all DEMOS directory: Boxes, Dots, Spots SYSTEM directory: CLI, DiskCopy, Format, GraphicDump, IconEd, Say, SetMap. DEVS directory: all keymaps, all printer drivers, everything ending in ".device". FONk%TS directory: everything within sub-directories (topaz/11,emerald/17, etc.) UTILITIES directory: Calculator, Notepad ROOT directory: Preferences, Clock I personally wanted a good disassembler to fix bugs in many of the public domain programs that I use. I was also interested in getting to know how C programs worked, at the assembly language level. ReSource is the result of 3 and a half miXonths full-time effort; during this time I have been using each version extensively. I am very impatient when it comes to waiting for programs to complete operations, this has resulted in a disassembler that is extremely fast, at the cost of memory usage. Even though ReSource was written purely in assembly language, it uses lots of memory, especially when disassembling large programs. Generally, if you have 1.5 Megs of memory, you will be  jE~ able to disassemble most programs. To disassemble Kickstart, you will require at least 2 Megs if you have a hard drive, or 3.5 Megs if you do not have a hard drive. As a further condition, there must be at least 1.1 Megs of contiguous memory, for the attributes table. **************************************************************** GENERAL USAGE: **************************************************************** Don't forget to pu (t arp.library in your LIBS: directory! **************************************************************** Disassembling a program consists of examining a load file (sometimes called "executable" or "object" files), and from the information contained therein, create a text file (assembler source code) which, when assembled, can be used identically to the original load file. It takes many, often hundreds, of hours of painstaking work to become pjihgfedcxwvutsrqpon +?O543210/.-,+4Q sKristalAp [ V ACTION FIGHTER Transform For Combat! Power Up -------- 1) Set up your computer as shown in the Commodore Amiga owner's manual. 2) Plug in your joystick or mouse as shown in the manual. Turn on the computer and the monitor. 3) Insert the Action Fighter disk. NOTE: Kickstart 1.2 or higher is required to play this game on the Amiga 1000. Taking Control -------------- GET READY When you're ready to go, press the fire button. To move left/right: Push ]^ the joystick (mouse) in the desired direction. To accelerate: Push forward on the joystick (mouse). To decelerate: Pull back on the joystick (mouse). To shoot: Press the fire button. To pause during game: Press CTRL, press again to continue. To restart the game: Press ESC key. YOUR NAME IN LIGHTS At the beginning of the game, you must enter your name. Move the joystick right or left to highlight each letter. Press the fire button to make your selection. When you are finished  ?\qentering your name or initials, highlight ED and press the fire button again. WINNING TIPS When you have picked up letters A through D, you may switch back and forth from the motorcycle to the sportscar. To switch back and forth, hold down the fire button on the joystick for an extended period of time. Vary your speed and position fairly randomly in order to "throw off" enemy fire. For every 10,000 points you accumulate, you will gain an extra life. Mastering the Game ---------- '>^-------- SEEN ON THE SCREEN In order to complete your missions successfully, you'll have to familiarize yourself with what's on the screen. THE SEGA TRUCK From time to time, the SEGA truck appears on the screen. By "docking" with the truck, your vehicle gets extra weapons. The first time you duck into the back of the truck, your vehicle will emerge shooting double bullets. The second time, you earn a rocket. The third time, you will have a rear force field, which prevents enemies X{ from sneaking up on you. And the fourth time, you will become invincible with a protective shield all around you. These weapons will be highlighted in the blocks at the top of the screen. FLAGS Small flags appear on the road throughout the game. Pick them up for bonus points. LETTERS A through F can be found on the road. If you pick up all of them, you will be automatically transformed from a motorcycle into a car. Throughout the game, other letters will float by. Catch them if 3/ you can. B = Smart Bomb S = Speed Up L = Extra Life T = 40 Time Ticks I = Invincible Shield P = 1000 Bonus Points Action Fighter -------------- In this ever changing game, you start with a customized motorcycle, convert into a super charged sportscar and end up as a high tech plane. Jump over target infested waters, evade enemy attackers and shoot down airborne infiltrators. In five fantastic missions, you will oU be challenged to overcome U-boats, gunships, tanks and more. Stand by for action, because it's coming your way, no matter which vehicle you're in. ()()()()()()() Doc provided by The Hellion & The Corsair ()()()()()()() The Next Generation / World of Wonders  z 0<\ & The Corsair ()()()()()()() The Next Generation / World of Wonders  ! ۶ONMba`_^]\[ZYXmlk! s4Q Ballistixp kF BALLISTIX --------------------------------------------------------------------------- "Good evening ladies and gentlemen... --------------------------------------------------------------------------- ...and welcome to a packed Ballistix ballpark here today. The atmosphere is positively electric as these two fine players take the field to begin what is certain to be one of the most entertaining and gripping games of the year. ...and they're away! An" #[ϔPWVUTSRQ#4Q-BatmanVp"Qnn BATMAN, THE CAPED CRUSADER This is an 'arcade adventure' game with 'beat-em up' overtones. The game consists of two 'plots' revolving around Batman's deadliest enemies - The Penguin and The Joker. Each plot is played in a similar fashion - though the various locations and problems encountered will vary. The stories so far... THE PENGUIN PLOT - "A BIRD IN THE HAND" The Penguin, having been released from jail, decides to set up an umbrella factory, near hi$%qHGFEDCB%}4Q Battletechp$BG9BATTLE TECH FROM INFOCOM: The Crestcent Hawk's Inception I. What You Need Required: Computer running Kickstart 1.2 or higher 512 kbytes of RAM A Blank Disk or a Hard Drive (for copying your play disk) II. Copying Your Original Disketts Before playing BATTLETECH, you MUST make copies of the original disk that came in your package, and use the copy as your play disk. This disk is not copy protected! But they do ask you to identify parts of the battle tech&'/.-,A@?>=<;:987ILKJ'%)4Q Gauntlet2Dp&Jl* GAUNTLET II THE HEROES THOR the Warrior ARMOUR: Tough skin - eliminates 20% of damage. SHOT POWER: Excellent - twice normal power. HAND TO HAND: Excellent - Battle Axe - can destroy generators. MAGIC POWER: Poor - damages most monsters and no generators. THYRA the Valkyrie ARMOUR: Shield - eliminates 30% of damage. SHOT POWER: Poor. HAND TO HAND: Good - Sword - can destroy generators. MAGIC POWER: Moderate - damages most monsters and generat(-*U}P +*)('&%$#"!6543210*S4QHostagesp`fD are loaded, and after the learned sequence (if any) is run. The flags are handled in the following order: -c config file is loaded and compiled, if named. -d data file is loaded, if named & exists & -c flag not used. The named files are loaded, if any. -a and -b set the global user variables, if used. -l runs the learned sequence, if named & exists. -k runs the key, if named & exists. The function keys, F1 thru F10, do the following (with no shift keys): (0 - HOSTAGE BRIEFING BOOKLET TABLE OF CONTENTS WHAT YOU NEED......................................................3 LOADING INSTRUCTIONS...............................................3 TACTICAL UNIT BRIEFING BOOKLET.....................................7 Your Rank................................................8 Choosing Your Mission....................................9 STAGE 1..........................., >> THE KRISTAL << Cracked By The One And Only >> ECLIPSE << ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SAVING A GAME ~~~~~~~~~~~~~ 1.Place a formatted disk in DF0 2.Press '8' on the numeric key pad (right of the keyboard!) 3.Follow on-screen instruction. s When the game has been saved (the disk drive will stop) place the disk that was in DF0 back in the drive immediately. DO NOT attempt to save game during: A flight,space journey or when program i-+#ndicates a change of disk the game will crash if you try. LOADING A GAME ~~~~~~~~~~~~~~ Once the game is running,you can load a saved game at any time during a sword fight or space fight,or when the program indicates a change of disk. 1.Place Save game disk into DF0 - More (Y)/N/NS? ns 2.After saved game data is loaded (the d/d will stop)insert disk required. 3.Press FIRE BUTTON. NEVER CHANGE A DISK UNLESS PROMPTED! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KEYBO.IܗARD FUNCTONS! ~~~~~~~~~~~~~~~~~~~ 'F1' Toggles status area abd enables text input(ESC exits text mode) 'F2' To pick up flashing object 'F3' Beams up from most destinations onto your spaceship 'F5' Describes object in use/examine box. 'F6' Moves object in inventory display left 'F7' Move object in inventory display right 'F9' Implements sword fight 'F10' 'USE' object THE GAME ~~~~~~~~ You are Dancis Frake and you control yourself with the joystick. When you meet a charac/;ter and release your joystick close to them.He,she or it will talk to you. If they have more to say, press FIRE BUTTON or SPACEBAR. When the character has finished talking,you may press F1 to question that character.Type in your question and press RETURN. (Use backspace to delete mistakes). Characters respond mostly to questions but occasionally may ask you a question which will need answering. When you have finished talking to a character,press ESC. INVENTORY ~~~~~~~~~ PIC0;ɫKING UP OBJECTS ~~~~~~~~~~~~~~~~~~ Whilst walking about,you may occasionally come across an oject you can pick up.It will flash in the far left box of the inventory/score display. You may pick up by pressing F2. It will then be stored in your inventory. If a character gives something,it automatically goes into your inventory. EXAMINING OBJECTS ~~~~~~~~~~~~~~~~~ For a description of the object,you must ensure that the inventory display is on screen(by pressing F1).Press F6 o1'^r F7 to position it into the use/ examine box,then press F5. This will only work when there are no speech bubbles present. USING OBJECT ~~~~~~~~~~~~ Ensure that the inventory display is on screen(by pressing F1).Press F6 or F7 to position the object into the use/examine box,then press F10. This will only work when there are no speech bubbles present. TO HAVE A SWORDFIGHT ~~~~~~~~~~~~~~~~~~~~ Only certain characters are able to fight you.To do this press F9 and follow th2we disc prompt.This will only work when there are no speech bubbles present. JOYSTICK CONTROLS: SEE DIAGRAM USING SKRINGLES ~~~~~~~~~~~~~~~ Skringles are the currency of the Kreema System,they can be acquired and spent with various characters!. You may spend your skringles by typing in the amount numerically. i.e input a number not a word. SPACE FLIGHT ~~~~~~~~~~~~ If you manage to get to your spaceship,choose your destination with your joystick and off you go! Joystick3.  controls are simple: To Accelerate : Joystick up and firebutton To Decelerate : Joystick down and firebutton SPACESHIP DISPLAYS ~~~~~~~~~~~~~~~~~~ Left column indicator : Destination distance Right column indicator :Bullet shield Left Dial: Destination proximity alert(only when the entire dial is pulsing brown) are you on course for your destination. Right Dial:This is your speedometer. HINTS + TIPS ~~~~~~~~~~~~ 1.Have a notebook handy. 2.Draw a map. 3.Be  4,qcourageous and bold,of a good heart and a noble spirit,motivated by the power of love. FIGHT MOVES ~~~~~~~~~~~ FIREBUTTON UP ~~~~~~~~~~~~~ BACKWARD JUMP CHOP FORWARD JUMP CHOP JUMP CHOP \ | / WALK LEFT <- JOYSTICK -> WALK RIGHT / | \ SHUFFLE STUMBLE SHUFF 5gPGLE LEFT RIGHT FIREBUTTON DOWN ~~~~~~~~~~~~~~~ HIGH HEAD NECK BLOCK CHOP CHOP \ | / KICK <- JOYSTICK -> THRUST / | \ LOW LOW LEG BLOCK CHOP  v CHOP HOPE YOU FIND THIS DOCUMENTATON HELPFUL --------------------------- | TYPED BY IMAGE/ECLIPSE.| --------------------------- CALL OUR BOARDS IN USA. THE KEEP (312)-654-8236 24/96 UTOPIA (407)-655-3561 24/96 Personal Greets to Rasta Catcha,Mutant,Earl,Astra,Coca Cola Kid The Diskette(Leave me your number on Utopia Hehe) 6H76 74RWIMdleearthp86gX' Checking ... 54k, 4.4 min. MIDDLE.ARC (5 used, 85 left) Selected Archive: MIDDLE.ARC Action: (V)iew text, (X)tract, (R)elist, (Enter)=none? x Member file(s) to extract: (Enter)=none? middle.arc Extract archive member (MIDDLE.ARC) from (MIDDLE.ARC) Processing your request. Please wait ... ProExtract 1.0a of 11-05-88; (C) 1988 S.H.Smith 0 file(s) extracted. (6 used, 84 left) Selected Archive: MIDDLE.ARC Action: (V)iew text, (X)tract, (R)elist, (Enter)=none? x Member 8,;g|{zyxwvutsr~}69:JXWVUTSRQfedcba`_^]\kjihqponml:84RRampagep9l37 RAMPAGE Demolition Guide Contents Two's Company, Three's a Riot..........................................1 Gettin' All Ready......................................................1 Three Times the Fun....................................................1 Using Existing Control Combinations..............................2 Setting Up Your Own Control Combinations.........................3 Playing the Game......;<;rF[ZY<4RLScorpionp;Y6Y SCORPION Loading Instructions. Re-boot and insert the SCORPION disk in DF0: Use Kickstart (any version) if necessary. IMPORTANT: Please ensure that the disk is ALWAYS write-protected as any Virus (or Virus killers) will destroy the game. Controls. Use joystick in port 2. Left Walk Left Right Believe it or not, walk Right Down Crouch Left & Down Crawl Left Ri= >LKJIHGPO>4R0ZanyGolffp=O?f' ZANY GOLF Loading Zany Golf Welcome to Zany Golf, home of the unconventional putt. To load the game, put the game disk in your boot drive and turn on your computer. At the introduction screen, press a number from 1 to 4 (depending on the number of players) and you'll start the game. If you don't want sound, press -S. You can pause the game at any time by pressing . Viewing the Course The Preview screen is the first thing you'll see )Ne as well. The flags must come BEFORE the file names in the command line. Example: Run UES -a0x0f0f0f0f -b12345678 -lMyLearnSeq -k300 -dDataFileName -cConfigFileName file1 file2 file3 .... The -a and -b flags initialize the global variables UserGlobalA and UserGlobalB. The -l flag causes the learned sequence to be run after the files in the command line are loaded in. The -k flag causes the key with the corresponding macro-number to be executed - after the files (if any)@,B ^$#"! /.-,+*)('&KJIHGFEDCBRH4VJ TestDrive2qpAOOTSRQPO 4VGunshipp@CY# This is The 100%, NTSC Fix, Crunched and Train Version Of The Duel : Test Drive II The Manual for Amiga Typed by The Agnostic/CYBERTECH Imagine the desert. Flat. Hot. Roads that drill straight ahead into perpetuity. A driver's dream. Now, imagine yourself at the wheel of a silver gem known as the Porsche 959. The world's fastest production car. That's what they told you when you plunked down your quarter-of-a-million dollars, anywa@Dy. You're cruising at 200 KPH, feeling very royal, very king-of-the-road. Nothing in these parts can touch you. Or so you think. Suddenly, there is a blur in the passing lane. You blink. Whatever it was had to be going at least 240 KPH. You put your pedal to the metal and investigate. Up ahead, in a perfect red haze of automotive harmony, cruises a machine unlike any you've seen before. Your jaw drops. It's the legendary Ferrari F40 - as sleek a piece of Kevlar and carbon-reinfor@Ef,,ced plastic as ever rolled off a production line. You pull even. The other driver looks you over. He raises his thumb... then roars ahead, finding another 40 or 50 KPH in the bowels of his 478-horse, twin- turbo V-8. You glance at your instrumentation. You've always wanted to explore the depths of that famous Porsche 6th gear. You shift. You rocket, head to head, down the desert chute. You wind up treacherous mountain curves. You hurtle through lush woodland corridors. And the cop@Fĥs are out in droves. HOW TO INSTALL THE DUEL ONTO YOUR HARD DRIVE These instructions assume that you've assigned DF0: to be your floppy drive and DH0: is your hard drive. (If your configuration is different, just substitute the drive letters.) 1. Before you boot up the game, load CLI and create a hard disk directory by typing MAKEDIR DH0:DUEL. You only have to do this one time and you're set for life. (And, of course, you can substitute any name for DUEL if @G you wish.) 2. Insert your Duel disk in df0:, then type TDBOOT:DUEL, and press ENTER. 3. Once the game starts, choose the INSTALL option from the Setup screen. 4. When the Install Menu appears, assign DH0:DUEL to be your Play Disk. If you have a Car and/or Scenery Disk, assign them to DF0:. Or if you have a second floppy drive, you may assign them to DF1:. 5. Choose MAKE PLAY DISK and a Play Disk will be created in the DUEL directo@Hry of your hard drive. 6. Choose COPY CARS and copy all the cars onto the Play Disk. (These Cars will then appear under the Play Disk list.) Exit from the Copy Cars screen. 7. Choose COPY SCENERY and copy all scenery onto the Play Disk.(All scenery will then appear under the Play Disk list.) Exit from the Copy Scenery screen. Note: You can put as many cars and scenery on your hard drive as you have disk space to fill. If you hav@Iʃe more than you can see on your Copy Cars or Copy Scenery screens, just pull up or down on the joystick to scroll to the other items. 8. First, go to Play Disk and press the FIRE BUTTON. Make sure the Play Disk is assigned to DH0: and press the FIRE BUTTON again. The message at the top of the Install Menu should read "Using Play Disk." 9. Make sure that CAR DISK and SCENERY DISK are not assigned to a drive (the space beside the option shou@J7wld be blank). 10. Your hard disk is now the proud owner of THE DUEL. Whenever you want to play the game from the hard drive, just boot THE DUEL and specify the Play Disk location (DH0:DUEL) HOW TO LOAD THE DUEL 1. Connect your joystick. 2. If you have an Amiga 1000, kickstart your computer with Kickstart version 1.2 or 1.3. 3. Insert THE DUEL: TEST DRIVE II into the drive, label side up. 4. Turn on the computer. The game will load, @ Ke$ and after the initial title and credit screens appear, the game automatically goes into its demonstration run - a preliminary peek at driving nirvana. Watch the action. Enjoy the scenery. Let your jaw fall agape. (Also a good time to don goggles and scarf.) 5. Press the FIRE BUTTON whenever you want to exit the demo. You're whisked to the first Selection screen to set up your race. HOW TO SET UP A RACE 1. Your Car * A picture of@ &/$ the current selection is displayed in the box (in the picture here, the Porsche 959). To choose other cars, preess the FIRE BUTTON. * After the screen dissolves to the Car Selection screen (like the one pictures on page 2), use your joystick or Up and Down arrow keys to scroll through the available cars. When your favorite appears, press the FIRE BUTTON and the screen dissolves back to the Setup screen. 2. The Other Car LGN      N4VpopulouspMHUowU^4YPronet.featuredpVLV" POPULOUS DOCUMENTS TYPED BY THE JESTER INTRODUCTION As a Divine Being... You have a group of followers from whom you derive your power. The more followers you have and the greater their achievements, the more power you wield. Unfortunately, there is another group of people who follow a different deity. Since there's barely enough room in the world for your own magnificence, two won't do. You must rid the world of the opposition. To do this, you will use your great power to movAP,Z*r Quick Key Commands for Gunship by The Manipulator Category Action Control -------------------------------------------------------- Cyclic Pitch down KP8 KP=KeyPad Pitch up KP2 Roll left KP4 Roll right KP6 Pitch down/left KP1 AQ Pitch down/right KP3 Pitch up/left KP5 Pitch up/right KP7 Collective Up fast F1/KP(* Up slow F2/KP)* Down fast F2/KP?* Down slow F2/KP** View View left <- View ahead Up/Down Arrow AR View right -> - More (Y)/N/NS? ns Anti-torque rotor Rotate left , (tail) Stop rotation . Rotate right / Engines Port on/off 1 Starboard on/off 2 Rotor on/off 3 Weapons Sidewinder 4 FFAR 5 Hellfire 6 AS^.b 30mm Cannon 7 Fire Fire Weapon RETURN/KP5 Jettison Jettison Weapon Ctrl + Weapon Countermeasures Radar Jammer 8 Chaff Decoy 9 IR JAmmer 0 Flare Decoy - View Displays Map M Damage D StorAT)!.es S CRT Change CRT Space Bar TADS New TADS target Enter/Backspace Time Accelerated Time = Exit Flight Exit to defaults ESC Pause Pause Game Tab Sound On/Off V File: GUNSHIP.DOC 2213-T 30-Apr-89 (L) Dir: 0 Sec: 1 - General From: Sysop Acc: 2 Docs to the game GUNSHIP.. A}O (Download Read Quit ?): Cannon 7 Fire Fire Weapon RETURN/KP5 Jettison Jettison Weapon Ctrl + Weapon Countermeasures Radar Jammer 8 Chaff Decoy 9 IR JAmmer 0 Flare Decoy - View Displays Map M Damage D StorM\` GENERAL DESCRIPTION OF PRO-NET COMMANDS AND FEATURES *********************************************************************** * * * Refer to "read.me" on the AutoDemo disk for other information * * * *********************************************************************** TERMS AND CONVENTION: - click VHq876543HGFEDCBA@?>SRQPONMLKJI^]\[ZYXWVUTihgfedcba`_tsrqponmlkj~}|{zyxwvuMXY Now press Esc. Then there is the overall configurability and customizability, being able to swap and kill keys, change colors, customize the menus, etc. Then there is the ability to switch configurations, changing the personality of Uedit in seconds, without interrupting editing. Then there is the fact that it sleeps so that other tasks run efficiently and it can start other tasX()'&%$#"! 210/.-,+*)(=<;:9M Z߬ks and load in their results so that you can use them. The ARexx interface allows you to send commands or text to Uedit from CLI or from host programs, thereby controlling Uedit from outside. It allows Uedit to exchange data with ARexx host programs. The "infinite" buffer and number stacks enable you to edit as many files or hold onto as many buffers or numbers as memory will hold. Spooled file saving and spooled printing let you continue editing while saving and printing are in  [iprogress or when Uedit is in tiny window. The spell-checking version of Uedit (see Uedit-Policy) allows you to spell- check documents, build dictionaries, create and use dictionary supplements, and so on. Features Uedit has too many features to go into here. To name just a few, it has on- line Help facility as well as Teach Mode that teaches the purpose of keys, gadgets, clicks, and menu selections. It has split windows, colored (hilite and inve \5D[|rt) regions, interlace screen and RGB color tuning, mouse-scrolling and mouse cursor-placement, full sets of cut/copy/paste/clear capabilities for regular inverted or hilited as well as columnar text. It lets you edit up to 100 or more files at once, has paragraph reformatting, page-making commands, printer selection and controls, undo-deletes, search- replace, edit-while-you-print up to 12 documents or regions, ctrl-click- loading of any filename anywhere, an interface that lets yo ]Rfu use ARexx, and much more. The main reason that Uedit's features can't be listed is that the user can create new ones anytime. New commands can be typed into any buffer. They are compiled in a fraction of a second typically, when you put the cursor in front of them and press f6. The command development and debugging work environment is extremely fast. New commands can be tested immediately after they have been written or changed. Ignore the Technical Aspec ^}ts In order to discover how easy Uedit is to use productively, ignore anything technical in this tutorial for the moment. Just use the program like you would any editor or wordprocessor. Uedit was written for ordinary people, not for hackers, although it is true that most users are technical. You don't need to memorize anything technical in order to do powerful and automatic things. For instance, learn mode couldn't be simpler to use and it doesn't require any technical grasp or_U memorization. Yet it offers benefits that rival those of the command language and overall customizability of the program. Just try Uedit as an ordinary editor first, and see how you like it. And remember: Almost anything you don't like can be changed by the user. Getting Started Workbench and CLI: You can run Uedit immediately in Workbench by clicking its icon. You can run it immediately in CLI by typing "Run UES file1 file2 file3 etc". To be`w`5 able to run UES from any directory, run CLI and type the following: Copy UES C: Copy NoName.info S: Copy Data! S: Copy Help! S: Copy Key-Help S: Now you can run Uedit from any directory. NoName.info must be in S:, if you are going to select "Make icons" so that Uedit will create file icons for you. (You can create your own custom NoName.info icon, if you wish.) Data! and Help! must avIeither be in S: or in your current working directory. Here is what the key-prefixes mean in the menu selections: S=Shift, A=Alt, C=Ctrl, L=leftAmiga, R=rightAmiga. Keypad keys are abbreviated with "kp". If a menu selection says "L-0", it means that holding down the left Amiga key and pressing "0" will do the same thing as the menu entry. If it says "SA- kp7", it means hold down Shift and Alt keys and press the 7 on the keypad. Press Help as needed. Select "Teach keys" to lea?t papal magnet. Zoom to Knight or Settlements: Left mouse button shows the knight on the map. If there are more knights present then click it more times. Right mouse button ->{ settlements. Zoom to Battle: With every pressure straight on the left mouse button there will be shown the next current battle. Zoom to Shield: Left mouse button shows the keeper of the shield. If no such person is present nothing happens. ICONS FOR GOD-AKIN INPUTS These are the same elements as on the {ka - Place Good figure. - Place Evil figure. - Place trees and other plants. While pressing F3 the second time you get the selection of the plants. - Place Rocks. While pressing F4 the second time you get the selection of the rocks. - Delete object or figure from the screen. - Raise the Manna for the Good. - Raise {0the Manna for the Evil. - Mirror the landscape. - Delete landscapes from the scene. - Set the Good leader. - Set the Evil leader. - Lower the Manna for the Good. - Lower the Manna for the Evil. <1-4> - Select the landscape-type. Good - You take the control of the Good. Evil - You take the control of the Evil. Human vs Computer Computer vs Computer (Demo version for {%learning and try some actions) Conquest - Play the Conquest-game Custom - Play a user-defined game Game Options - 5 option-requester for the user. Water is fatal - All who sinks in water are dead. If you skip this option you can rescue the unwilling swimmer. Swamps Shallow - The sunken man in the swamp is dead, the lower swamp disappears. Groundless swamps will be there. Cannot build - No build options can be done. Build up/down -{ 6 You can build up or down the landscape. In off-switched case you can only raise the landscape. Build near people/towns Save a Game Load a Game Move to Next Map Restart this Map Surrender this Game these options are self-explainable Game Balance - Left mouse button -> own game options - Right mouse button -> game options of the enemy Aggression - The higher this level the more aggressive the computer plays. Human p{ dGlayers won't be affected. Rate - The higher the rate the faster grow the rate of the people, the towns and the Manna of the enemy. In maximal rate the computer is unbeatable. Message - In the 2-player-mode (via modem or datalink) you can send a short message to the other player. The message appears in a requester on the screen of the opponent. N/S/E/W Arrows - You can scroll your landscape in the giv{ en direction. You can also use the numeric pad for the scrolling in the direction of your choice. ? Query - The choice of this icon changes the cursor in a shield, that can be used to get information about people or towns. With the upper left corner of the shield you shall point on the destinated person or settlement and push the left mouse button. Then the shield shows you the following information about the person or the s{ ,8ettlement: Quadrant 1: Here is shown the key of life for the Good Side and the skull as a symbol for the Evil side. Quadrant 2: The more primitive the settlement the more primitive the weapon. Fists and club are primitive weapons, sword and bows are pointing to a higher tech level. Quadrant 3: Here is shown the keeper of the shield, that means the person or settlement, on that the shield rests. Quadrant 4: The meaning of the di{ RWSsplay depends on the keeper of the shield. If it is a settlement, then the left (yellow) bar is the growth/power and the defensive bonus in opposite to a castle. The green bar shows, whether the building is close to be over- crowded ( in that case people would be set in front of the door). If it's a walker then the bar reflects his power. At all there are three bars, from which only two are visible at the same time. If{Iʂ the right orange bar is filled, a little notch appears on the left bar and the right bar disappears. If both orange bars are filled, the display on the yellow one and on one orange bar changes, where the principle is very akin, only the values are a little bit higher. A human being with filled orange and filled yellow bar owns a great strength. If the display references on one fighter, then the bars show the relative strength of both opponents. The longer blue and red bars close to{b ܰ the shield are showing the population. The miniature-shield adheres on the settlement or on the person. When the shieldkeeper meets a settlement, person or enemy he gives the shield to this next being. ICONS FOR INCLUENCE These commands are present for causing the henchmen for handlings or move- ments. Go to the Papal Magnet: The henchmen will be arranged for going to their immortal being who moves anew to the Papal Magnet, {2 where the first one who touches this relict will be the new leader. Settle: The walkers will be moved to the grassy, uncrowded plains. If a walker finds a nice place, he will built the greatest possible settlement. Gather together: Causes the henchmen to search for other people or settlements to join together to a greater and w ֎83 30 `0 70`?  0  >0  ``6P`8  ;|6Q`'!8  A|6`' l |aa' xxx```n|79aa' @ۻ|7aa `@Cl6 ` L6 !xw Yyx ``L6 !O6 L6 ]| !p``L6󱘀 !0 L6٘ !y0l|L>9y !0> !0xg퍌` !0  ;DŽ !yxv` `w | DLJ $;? $w k``sxw    ;?  p``pcxxw?~p;pp```xxwxAoc;ow>>p`xxw~33}xk33~c3;4cw 3p pxxvx㻻5? p00~ `xz  x; 5 8pn `z  ;x? ? 5 p b z  5w     5   < ?} f 8 G|  f `G ( `ff<'y +(1 f '=p (1 ~<| ~+p  ~* Gp {lDchmen who give him his powers and abilities. Between the two encampments inflames a rivality because this world is so tiny for so great and glancing rulers. To let your power grow without being disturbed by someone you must destroy the henchmen of the wrong faith and make the world your subject. TUTORIAL - an introducing game for testing your powers CONQUEST - Conquest consists of 500 defined worlds, one more difficult than the other. The first one is Genesis. If you ha{@}rve slayed the opposition, an other conquest on a more difficult world awaits you. The grade of difficulty is akin to the game-points you've reached. You can only raise up to the next world if you have solved the last one. With START GAME the game will be started, with NEW GAME you can input the name of a new world. If you play the Conquest-mode every time you are the Good God. Before you stay into{ Ol another world you get some information about the land, the enemy and some other useful things. CAUTION: In the Conquest-mode the game parameters cannot be changed and the paintmap function isn't available. CUSTOM - In this Custom-mode you can change about more than 60 game parameters and own worlds can be inscenated. It is even possible to play with a partner via modem or datalink. THE CO{MMAND ICONS For on/off-switching of the commands you must click on the special icon. This icon will be displayed invers. GENERAL GAMEFUNCTION ICONS: With this commands you switch the general game functions. FX - Sound effects on/off ; 1 ; ; - Music on/off zzZ - Pause the game on/off 0 - Game preferences (general game options) One Player - Game against the computer Two Player - Game against player via modem Play Game - Continue game Paint Map - Paqr - Greater God - Eternal God The growth of the population and the quality of the landscapes Landscapes Population Quality Grass Planes very fast very good Desert fast good Snow and Ice medium average Rocky very slow very poor Every Name of the 500 Worlds of Popolous is build with qP|three little words or letters from a list in the programm. Not all kombinations are useful. Try it. Possible names are Genesis (Gen-e-sis), Timuslug, Caldiehill or Hurtoutord. Wordlist: ring, very, kill, shad, hurt, weav, min, eoa, cor, jos, alp, ham, bur, bin, tim, bad, fut, mor, sad, cal, imm, suz, nim, low, sco, hob, dou, bil, qaz, swa, bug, shi, hill, tory, hole, pert, mar, con, low, dor, lin, ing, ham, old, pil, bar, met, end, las, out, lug, ill, ick, pal, don, ord, ond, boy, jqg!ob, er, ed, me, al, t, out, qaz, ing, ogo, que, lop, sod, hip, kop, wil, ike, die, in, as, mp, di, oz, ea, us, gb, ce, me, de, pe, ox, a, e, i, o, u, t, y Special Hint (?): While cracking Popolous we noticed, that the program sets flags for pressing the keys '7' and '9' on the numeric keypad. We are not sure whether this is a possible cheat or somethingelse interesting. Signed Unicorn very slow very poor Every Name of the 500 Worlds of Popolous is build with wj @`@'H `c3 χ@fgp`@'H ffgf   @&ff`@H ff`fc  ǁ@f0`@'Hff`cf` C @0@Hðc lǁρ@@H @@H @@H @@H @@H@@O@@@@@@ @@ @p?@8@@`fB3@ @'@ cÃ$83>@@@ weN)aafg`37@@@ &f`3 @y@@#faffcf$3 @@'@!3cB@@@ @@@@@@@@@@@@@@@@@@@@@@@@A @@@ À c @1@A@Aa `w3@0@'@a÷30 3@1@ Aff`fak3 0@00@'@w afg8c3 3@[B0@'@ff fcf3c@130@@.ó cfc @j`a@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D~ @'0@@IH`3 @'0@'R"$cc33@/ca@'RA$gaff`f`>303@(A03@'R"$affa903?@,c030@'IHffcffw%$0330@,300@'D`cc8x@ 3170`@@p@p@@@ @@@@@@@@@@@@@@@@@@@@@ @@@0@@@c / @@ @@ gۀpxy@\"f`@@ `_0@\!Ã`@D>cl0 @_aa@@ o?0@Ca`@@ll_p|xxy@#fawpU`@@D@ @c@B@@@@@@@@@@@@@@@@@@ @` @ @`8@ @Ã`l@D @aga7>8<|>@D @afa1fff`@3 D @faafff<@`3D @fcn`l|ff@`3; 3DA 8` <fff `@Ah AU`öcq;<;f<8@@0F@@@@@@@@@@@@w?~@@@@@@N@@@1p @@A@00@p0@x||xvx@|ys33p< @00Fa330Ϝxx<@s@ 330 x@3A0`xwx@`a@fx@@@@@@@@@@@@@@@@?@@w Typ@@``` @'@cócc``y@ó@ ggpff`@ffafgd @Nfgf`@Šfggd @ 66cf`x@cf'@ ?3có`xvy0@@cc@ @@@@`@@@@$@@@@@@@@ `@ 0 a Às&FUlher star within a range of 4 units. There won't be an enemy within 8 units,thus you needn't be to frightend at the beginning. 2. Use cheap scouts to explore and on sentry duty to yet uncolonialized stars. Have sentries on all stars within 6 or 8 units of your main industrialized stars. They won't stop an attacking enemy but you will get advance warning to prepare to defend. Having one of your main stars surprised by 3 light cruisers, conquered, ans'd all population killed when you bring in your taskforces is NOT the way to win. 3. How fast your population grows depends on the distance from the sun. Planet 3 is rather ideal. Planets farther in are progressivly to hot to have a large birth rate and planets farther out are becoming colder and colder. Build up your population in the middle planets. Planets 0 and 7 will never increase their population but always remain constant. 4. Use glitter ! Gls(#)itter is very cheap and easily destroyed but has a large size and many shots will be drawn away from your more important ships. As its capacity is only one less than its size, it can be transported effectively at the cost of one. Use clearers ! These ships have a quite good speed ,thus they will fire early in a battle. They have many attacks but each of them is pretty weak. Their attacks can practicaly only penetrate ships without armor. They are ths)^e ideal counterweapon against glitter, as they clear it away ,before the other ships fire might be distracted. 5. Never use invest, if you have got ore available. 6. The most important ship to build, after having conquered all stars in the close neighboorhood, is the Trans II. It is available at a techlevel of 210 and allows you to expand across the gaps between the stars. 7. Never stop building a ship that is almost finished. You will lose all effs*CJqorts you put into it. TECHNICAL DOCUMENTATION The game can be completly rebuilt by executing the makeall-file. The resulting executable might be slightly shorter as a secret debug mode has been removed from the source. To add more computer players feel free to modify the files "romulan.c" and "alien.c". To see how a simple computer player is written, examine the "klingon.c" file. If you write a clever or unusal computer player I'd be obliged, if you sent it to me for incorpos+yxration in future versions of "Cosmic Conquest". To add more ship types, modify the main.c file. If you invent good ones send them to me. The files: main.c - startup code and definition of ship types defs.h - definitions for the game con.c - main part of the program for computation of moves and fights human.c - input/output routines for the human player klingon.c - klingon player romulan.c - romulan player (s,=not completed) berserker.c - berserker player (not completed) alien.c - alien player (not completed) cosmic.doc - this text makeall - batchfile Sorry, there are very few comments in the source. But the code is obvious, isn't it ?!? DESIGN LIMITS Most of these limits can be changed by changing the defs.h file and recompiling the game. 1. There can never be more than 250 free ships of one type and 250 carried ships of one type in one taskfs-‚orce. Additional ships are ignored. 2. There can never be more than 26 taskforces. 3. There are only 16 stars. 4. All other data are short integers. This means values up to 32000 should be ok. THANKS AND APOLOGIES Thanks to Bob Shimbo for the original amiga port. Altough this source is completly independent, your program obviously inspired me very much. Thanks to Charlie Heath for writing the editor without that programing on the amiga would be a nightmars.Ee(...well,almost). BTW, ARP is the best thing that happend to the amiga since the invention of the coprocessor. Thanks to Manx for writing one of the most buggy professional compiler I've seen to date (except of course the earlier versions of Manx C). The assembler keeps crashing the machine without any reason and generating illegal address gurus in the executable. (And don't ask about the sdb !!!). Note to Chris Gray: Received your "Empire" yesterday and noted a few simils/.arities. Any resemblance is purely coincidental.(Good game anyway. But please add support for the second terminal (I've got one ,I have to use it) and pleeeeeease debug it thoroughly. It just keeps guruing.) If you have got ideas or code for enhancements of the program, send them to me on a disk. You will receive the newest version of Cosmic Conquest. Maybe your enhancements will already be incorporated in the version you receive. If you only wish to have the newest version s0o send a disk to me as well, but please include the postage for the reply mail. Sorry you can't reach me via any network but that's a problem here in Germany. You can reach me via the german smail at this adress: Carl Edman Pasteurstrasse 7 D-8033 Martinsried Federal Republic of Germany Have fun, Carl Edman "Empire" yesterday and noted a few similsƚՑpossible you will get an error message. It also optimizes for speed.(Carries slower ships in faster if possible.) e = Emigrate If you rule a planet and the population is of your race, you can order some of your loyal subjects into large containers, where cold sleep is induced. Into each of these containers fit 1 million creatures. These containers are then fired into space. They are called popunits. To colonialize a planet simply land (with the l csGommand) popunits on planets and your subjects will awake and start to build another outpost for your empire. When the population on a planet has reached its maximum, surplus population is automaticaly sent into popunits. k = Kill This is not a very philantrophic( or philcreaturic) command but sometimes necessary. It allows you to kill the population of any planet you control if the population happens to be of another race (when you have conquered and esWx%nslaved the population). If you don't specify the planet(i.e.you hit return) and there is a ship with starkiller present, you eliminate this star and all taskforces there ! Be careful !! j = Join taskforces With this command you can join up to 30 taskforces. End input with return. All taskforces have to be at the same star. If possible all taskforces are joined to one. l = Land taskforce With this command you can colonialize other planets or susʌBpply planets you already own. As many popunits as there are in the taskforce and fit on the planet land. This will increase the population by this amount. Then as many oreunits as there are in the taskforce land and increase the industry. (Providing that wouldn't raise the industry higher than the population). n = New taskforce This command allows you split an existing taskforce into two. You are queried for the number of ships of each type in the new s\]J taskforce. All ships in both taskforces are unloaded. d = Diplomatic declaration This commands sets your attitude towards the other players. You can declare WAR and this propably causes the other side to declare WAR on you as well as soon as it is its turn. If you have declared war and your taskforces meet they will fight. You can make a PEACE offer and hope that the other side will declare PEACE on you as well or you can offer an ALLIANCE. This ALLIAs ˣ^uNCE will be fulfilled by your side only until the other side declares ALLIANCE as well. p = Possess planet If you defeat another player and conquer one of his stars you will propably wish to use this command. It allows you to take control of any planet, if all the enemy taskforces have fled or were defeated. The population of the planet will be enslaved. It will always inform your opponent of the current state on this star. You will also be unable s!R_to raise popunits from such a planet. Thus you may wish to kill(= k) this population. On the other hand, if you possess a planet of a culture with a higher techlevel your techlevel will increase as well. b = Build ship This useful command allows you to set the production on any planet you rule over. You have several options: Any kind of ship that your techlevel allows you to build.To get this option enter the letter of this ship or select it the <,> s"!% and RETURN keys. RESEARCHING. This allows you to increase your techlevel. Use a capital 'R' or select it with the <,> and RETURN keys. INVESTING. This option allows you to increase the industry on this planet ,but it is rather slow, thus use oreunits whenever possible. Use a capital 'I' or select it with the <,> and RETURN keys. MINING. This is only possible on a planet on that ore is found. These planets are displayed in inverse in the Starsummas#*3ry. When using this option your planet outputs oreunits. Use a capital 'M' or select it with the <,> and RETURN keys. c=Carry ships This command allows you to specify the number and type of ships being carried in a taskforce. As the ships are taken apart before carrying, large ships can be spread among many smaller ships. Also note that the empty space inside the storage holds of large ships is used. This means 4 glitter with a size of 20 and a cas$d pacity of 19 each, can be stored inside one single transporter with a capacity of 4. Carrying ships can have different reasons. Some ships don't have hyperdrives or only drives with insufficient range. This means that they have to be carried by longer range ships on far distances. Others are quite slow and fast taskforces can be speeded up by faster ships carrying the slower ones. Note also that ships stored inside other ships can't be destroyed in battle,s%; even if their carriers are blown up. They will be unloaded and undamaged next year. This may be a way to protect valueable but easily destroyed ships like space cannons or Q-bombs inside larger ships with better armor. HINTS The following hints may help you to play a better game against Klingon or another human player. 1. When the cluster is generated you always get one populated mineable planet type 60 and one empty planet type 40. There will be anotswORsimilar to taskforceoverview , but instead of displaying the star each taskforce is heading at, the number of all free(first) and carried(second) ships of one shiptype of each known taskforce of one player is displayed. If you don't know what is inside a taskforce(i.e. it's not one of your taskforces) then only the visible ships are displayed To obtain a taskforce summary click on the taskforce you wish to obtain info on. H) Planetsummary Planetsummary is displayed shin the lower right hand window. In the headline star and planet are displayed. In the second line the population maximum for the planet, its current population and its industrial level are shown. The name of its displayed in the third line product. In the next line the cost of the product( the number of industrial points needed to build it, e.g. , to mine one point of ore has a cost of 15. A planet with an industry of 60 produces 4 oreunits a year. A light cruiser costssgE 100,thus a planet with an industry of 40 needs 2.5 years to produce one.) is shown. The number of years needed to produce one unit as well as the estimated time at that the next unit will be available is displayed. To obtain further information on the ship click on its name. I) Shipsummary Shipsummaries are displayed in the lower right side window. In the headline the name of the shiptype is displayed. In the second line the size of the ship as well as its capacity sԪis displayed. These stats are important for how many ships of a type another ship can carry inside its storage holds. The hyperspeed stat gives the maximum speed of any taskforce in that such a ship is and is not carried. The hyperrange gives the range of a taskforce in that such a ship is and is not carried. If either or both of these attributes is 0 then this shiptype has no hyperdrive and cann't move by itself from one star to another but must be carried by anothesr ship.The attack stat gives the strength of the builtin weaponry of this shiptype. No of attack gives the number of attacks of this strength such a ship may make. Speed determines when such a ship makes its attack in a battle. The lower it is the better. Shields gives the amount of protective devices of the ship. A shield will block an attack of the same strength 50 % of the time. Techcost gives the cost in industrial points it costs to build one such ship. Techlevels֥ gives the minimum techlevel a race has to have to be able to build such a ship. If both of these attributes are displayed in inverse the ship is not available. Below these attributes several some special abilities of ships may be displayed: Starkill = This ship is equiped with a special device which can make suns go supernovae. All planets and all taskforces present are destroyed. BEWARE !!! Very dangerous ! Only for absos׀lute emergencies. One-Shot = This is a unmanned ship which is destroyed in its first attack. For example: Torpedos. CataStart = Ships with this attribute can be ejected via catapults very quickly in a fight, if they are carried aboard ships with the catapult equipment. This allows attacking taskforces to have some carried ships attack immediately in the first year of battle. Not build = Shipss1 of this type cannot be build using normal build commands. For example: Oreunits and Popunits. Catapult = Ships with this ability can catapult ships with the CataStart attribute. J) Help The help screen is displayed if you at any time click in the upper right hand command window. It shows all commands and their one letter abrieviations. All displays are always immediately updated to represent any change.If in any display the sign oo(ins綗finite) appears this represents a figure which is out of bounds. It is certainly larger than the maximum integer to be displayed in the given number on characters (for Example if any figure greater than 99 is going to be displayed in a 2 character field it is displayed as oo.). COMMANDS Commands are entered in the command window in the upper right hand corner. In contrast to display functions which are completly mouse driven all commands are entered at the keyboard. First es nter the one letter code for each command ,then you are queried for all parameters of the command in this window. In most cases, in which you have several different options you can scroll through them with the <-key and the >-key. Press return to select. You can also enter an identifying letter for each option immediately. When queried for a number the maximum amount is displayed in brackets. Press 0-9 to select this small quantity to select other numbers use the <-key and ths>ue >-key. To select maximum press >-key and shift simultaneously. To select the minimum (usualy 0) press the <-key and shift simultaneously. g = Go on This command ends your turn and allows the next player to get his turn. h = Hyperspace This command allows you to send taskforces from one star to another. You are querried first for the task and then for the destination. This command will automaticaly carry ships with insufficient range. If this isn't s{Ayed as minor letters in the color of their empire. Only taskforces in normal space(not in hyper space) are displayed. Sometimes several taskforces will be at one star and the display will become muddled. To obtain exact information simply examine the starsummary for this star. To obtain a starsummary on an star click on it. To obtain information on a taskforce click on it. If there are several taskforces at the star then a starsummary is displayed and you can select yoush~Xr taskforce from there. To obtain a general overview about all stars simply press the left mouse button somewhere on the background pattern. B) Status Display The status is displayed in middle window on the right. To obtain it simply press the right mouse button anywhere. It gives your name and your techlevel. This level starts at 100 and increases with research. What types of ships are available to you depends on the techlevel. The pop-stat show the number of millionsQs of creatures of your race alive.This includes colonies enslaved by other races. The ind-stat gives your total industrial capacity. It is the sum of the industry of all planets you rule. Below,the names of all other races and your attitude towards them (first) and their attitude towards you (second). This can be War, Peace or Alliance. C) Starsummary The starsummary is displayed in the middle of the 3 windows on the right hand side. In the top line the letter of thes"* star and its coordinates are displayed. In the four lines below information on the up to 8 planets (numbered from 0 to 7) of the star is displayed. The color of these entries is coded according to the color of the ruler of the planet. A planet displayed in inverse represents one on which valuable ore may be mined.The first 3-digit figure gives the maximum population of the planet in millions. The second one gives the current population in millions. If the planet is es .nslaved this stat is displayed in the color of the original ruler. The third one is the current industrial level of the planet. It describes what amount of ships or things may be build in a certain time on this planet. This stat may never go above population number. The final letter (or blank) is an abbrieviation for the type of product beeing built on the planet. Blank means nothing. Minor letters stand for different ship types. M stands for Mining, R for Researching,s 9 I for Investing. To obtain further information on a planet simply click on it. In the four lines below all taskforces at this star are displayed for the four players. Taskforces displayed in inverse are taskforces which haven't yet arrived at the star ,but of which you know that they are headed there. To obtain data on a taskforce click on it here. To obtain an overview over all taskforces of one player click on the appropriate "Tf" sign. In the last line the seven nes ⳳarest stars together with their distances are displayed in order of proximity. Click on a star to obtain its summary. D) Staroverview The staroverview is displayed in the middle of the 3 windows on the right hand side. All stars are color coded as in the main map. For each star the sum of all its planets, population maxima, population and industry is displayed. Click on a star to obtain the starsummary. E) Taskforcesummary The taskforcesummary is displayed in thes h!z lower right hand window. In the headline of the display the letter of the taskforce, its star, its capacity , its speed and its range is displayed. If the taskforce has arrived at a star only the letter of this star is displayed. If it is in hyperspace, the name of the star it is heading at, and the number of years it will still take it to arrive there is displayed. The speed is the speed of the slowest ship in the taskforce ,that is not carried by another ship. The ras @ nge is the range of the ship with the smallest range in the taskforce, that is not being carried. These two stats give the maximum distance between stars that a taskforce may hyperspace non-stop and the distance it covers in each year. The third stat gives the sum of the sizes of the storage holds of all ships (including carried ships). In the body of the display the names of all shipstypes in the taskforce appear. If you have information about the interior of the shsdips (i.e. it is one of your taskforces) 2 figures are displayed at the end of the line. The first gives the number of free ships of this type in the taskforce, the second the number of carried ships of this kind in the taskforce. On the other hand if it is a foreign taskforce you will only see the number of visible ships of each kind. To obtain a shipsummary, a summary of the technical stats of one kind of ship, click on the name of the shiptype. To obtain an overview asеbout all the taskforces of the player (of which you know) in that this kind of ship is known to be, click on the number of ships. F) Taskforceoverview This is displayed in the lower right hand window. All known taskforces are displayed including the star they are heading at (or are at) and the number of years it will still take the taskforce to arrive there. To obtain a taskforce summary click on the taskforce you wish to obtain info on. G) Shipoverview This is r!砿*32 (0x03EC)   Hunk 3 : Hunk_data (0x03EA)  (52 bytes, 0 BSS)  Hunk 4 : Hunk_code (0x03E9)  (16 bytes)  Hunk 5 : Hunk_code (0x03E9)  (0 bytes)  Hunk 6 : Hunk_code (0x03E9)  (196 bytes)  Hunk_relr"*foc32 (0x03EC)   Hunk 7 : Hunk_code (0x03E9)  (68 bytes)  Hunk_reloc32 (0x03EC)   Hunk 8 : Hunk_data (0x03EA)  (0 bytes, 0 BSS)   Crunching command file... r#^  Press left and right button to abort.  Crunching, please wait.  The cruncher displays the percentage of the file already crunched and after some time your screen will look like this:   100% crunched. r$W>  Done.  Original length : 2356 bytes.  Crunched length : 1204 (1776) bytes.  Gained 49% (1152 bytes) !  The only thing you have to do now is save this back to disk as a command file. Now er%[Tnjoy the crunched CLI command. 6. PowerPacker 2.1a & the CLI ----------------------------- For your convenience, I have also written two CLI commands, one to crunch and one to decrunch. Attention: These commands only (de)crunch DATA files !!!! (So to crunch executable files, you'll still have to use the PowerPacker 2.1a). A usage line is given by typing 'Crunch' or 'Decrunch' without arguments. You'll get something like this: 1> 1> crunch POWER-PACKER 2.1a[r&d0m Data Cruncher.  Written by Lone Wolf from POWERPEAK. USAGE : Crunch [efficiency (1-5) default 3] [P] [F] Where P stands for no percentage, F for Forbid() crunching. 1> 1> decrunch POWER-PACKER 2.1a Data Decruncher.  Written by Lone Wolf from POWERPEAK. USAGE : Decrunch [decrunch color (0-4)] With decrunch color 0/1 -> Color 0/1, 2 -> Pointer, 3 -> Scroll, 4 -> None If is a * the fr'1Պile will be typed to Output(). 1> These commands are useful to be included in your startup-sequence or to read crunched text files quickly. I don't think these commands need any further explanation. Just try them out and you'll see what happens. E.g. when you have a crunched source file of a program on your disk, typing Decrunch filename.c * will display the file as if you were using the 'Type' command for textfiles. r(ο Enjoy !!! P.S. This text file crunched to 43% of it's original length. (Gained 57% !) The PowerPacker 2.1a written by Franois Nico (Lone Wolf). Special thanks to Pauwels Luc (Red Eagle) for writing the 2.0a manual and Tyberghein Jorrit (Edain) for the extensive debugging. (c) 1989 Franois Nico / Power Peak // Thanks to \X/ Amiga for being the best computer ever ! If is a * the fsMRy combination of different human and computer players. After selecting "Start a new game" enter the names of the four players. To specify a computer player use as name,the name of the computer algorithm and add some string to make the name unique. There are four supported computer algorithms. These are Klingon, Romulan, Berserker and Alien. Acceptable names are for example: "romulan A" "Klingonian" "BerSERker Fred" Currently only the klingon player is working intelligently,the otherss  are in V1.01 only stumps. To specify a player who is non-active already from the beginning use the name "dead". All other names are interpreted as names of human players. After having entered the names the game starts and the players take turns at entering their commands. DISPLAYS A) Main map This map is automagicaly displayed in the large window on the left hand side of the screen. Superimposed on a dot pattern all stars are displayed as capital letters. Stars are colosYhr coded. Stars completly controled by one player are displayed in his color. Stars on which several players control planets are displayed in orange. Unknown or uninhabited stars are displayed in white. Stars displayed in inverse are stars which already have been explored but on which currently there is no information. Beware ! Information displayed about these stars may be out of date and no longer accurate. On this screen also all taskforces known to you are displar?at is ghosted is not available as a command. Just enter everything as if you were actually using the PowerPacker. When you e.g. choose 'Load' the PowerPacker will ask a list of files to be (de)crunched. Press 'CANCEL' to exit the entry. Note: - You can still change the source and destination dir while recording. Every command you enter will be displayed in the supervisor window. 'Stop Recording' is ur&7sed to exit the recording mode. 'Delete Last' will delete the last command after a confirmation. 'Execute Script' finally, is used to start the playback of the script commands. If you press the menu button a requester will appear to ask you if you want to abort the script execution. After executing the script, a request to clear the script will appear. Note: - It is advisable to let the filerequester buffer fill before you rU2 start selecting files. It is also better not to change the source directory too often. - The screen turns grey to indicate a script is executing. - While executing a script, the PowerPacker will always act destructive ! Files will always be overwritten and deleted !!! 4. The Supervisor Window ------------------------ This window displays all kind of useful information like the file status, crunch messages, and error messages. You can follow alryeD l steps, from the original file that is loaded into memory, to the final crunched version on disk. When an executable file is loaded, its hunk information is displayed. This information is rather technical, but it can be useful for programmers. If you're not interested, just ignore it. I think it might be useful to give a list of possible error messages: (De)crunch : Buffer overflow ! (Crunched file is getting longer than original file) Crunchr: aborted ! (Crunching stopped by user or by buffer overflow) No memory for decrunch buffer ! Out of memory ! (Buy some more, or try closing the WorkBench) Sorry, can't crunch ! (This is a polite program) Can't find hunk_header. Hunk not allowed in load file! Unknown Hunk ! (Not a command file) Hunk not supported (yet ?) ! r̢ (If it's a symbol or debug hunk, try removing it in HunkLab) Nothing to save ! (Buffer is empty) Save Aborted ! Error reading file ! Can't open file ! Error writing data header ! Error writing buffer ! File not found ! Couldn't delete file ! Can't open file ! (Disk errors) Recrunch : No need to recrunch 'PowerPr]%acker 1.1' command file, Replacing 1.1 decrunch header with 2.1 header... (2.1 header is shorter and bugfree, 1.1 isn't !!) No need to recrunch 'PowerPacker 2.0' command file, Replacing 2.0 decrunch header with 2.1 header... (There was still a small bug in 2.0 header giving problems when low on memory, so replace it.) Not crunched with one of the supported crunchers !! r? (Or file is not crunched at all !) Sorry, can't recrunch ! (We're always polite) Process : Sorry, can't process file ! (File is probably not a command file) Can't crunch file ! (File still contains unsupported hunks) Script : Script buffer full !! Please stop recording. (Script is limited to 80 commands, choose 'Stop Recording') 5. A Sample Session ------------------- Nor2w that I have explained the PowerPacker's capabilities, it's time for a little demonstation. Let's say we want to crunch the 'CLI' command in the System directory on your Workbench 1.2 disk. Select 'Pointer' in the Prefs/Decrunch Color menu (When I wrote this text, it was very late and I couldn't stand the other decrunch colors anymore !) Set 'Prefs' to 'Command file'. Now select 'Load' in the Project menu (a file requester will appear), insert your WorkBench 1.2 disk arq"nd choose the 'CLI' command in the system directory. Now you'll see a lot of hunk information about the CLI command:   Loading command file 'df0:System/CLI'...   Hunk_header (0x03F3)  9 hunks (0 to r P̚8).  Hunk 0 : Hunk_code (0x03E9)  (524 bytes)  Hunk_reloc32 (0x03EC)   Hunk 1 : Hunk_data (0x03EA)  (428 bytes, 0 BSS)  Hunk 2 : Hunk_code (0x03E9)  (472 bytes)  Hunk_relocr BLMg out. These options indicate what color will flash when a file is decrunching. You can change this option before saving a crunched file, so you can save a version of your crunched program that flashes in color 1, and one that flashes in the mouse pointer. If the 'Color Crunch' option is selected, the PowerPacker will use the same color while crunching the file, giving you an idea what the decrunching will look like (provided that you don't change any options just before sr |s Use for small files, or for quick crunch. Mediocre -> Better but slower. Good -> Default, gains 40-50% in most cases. Very Good -> Also very slow ! Best -> Advised for script use only, ultra slow !!! Note: - 'Fast' is approx. 4 times faster than 'Good', 'Very Good' is 2 times slower and 'Best' 4 times. You car n set Amiga's multitasking off to increase the crunching speed (slightly). The default setting is on. When you want to use the PowerPacker in a multitasking environment, you'll probably start a crunching job and at the same time continue your work. In that case, it might be interesting to set the 'LED Crunch' option on. Now your power-LED flashes while crunching, just like the screencolors. (but I presume they're already turned off because editing a file with flashing text reallrly gets on your nerves) You can even turn off your monitor and still see when the cruncher has finished. Finally, you can set the paging in the supervisor window on so you can read the crunch and hunk information, without everything racing off the screen before you've had a chance to see it. Note: - While crunching, you can press both mousebuttons at the same time to abort. - Do *NOT* change disks when you are crunching with the multitasking switched roff !!! The Amiga will crash !!! 2. Recrunch ----------- 2.1 How ? This menu is provided for people who were using another cruncher or an older version of the PowerPacker. Just select 'Recrunch File' or 'Decrunch Only' and load the file. The PowerPacker will start the correct decrunch algorithm. If you selected 'Recrunch' the PowerPacker will start crunching the decrunched file. If the PowerPacker doesn't recognize the cruncher it will say so, no harm is done. Crunr븈chers currently supported are: 'ANC Cruncher', 'TNM Cruncher 1.1', 'Relokit 1.0' and older PowerPacker files. If you'd like to see other crunchers supported, send me the cruncher and some programs crunched with it. (With a contribution I hope). If it is possible to develop a decrunch algorithm I will include it in the next version of the PowerPacker. 2.2 Why ? The PowerPacker always crunches better than the 'ANC Cruncher' and the 'TNM Cruncher'. It crunches better than 'Rer(lokit' most of the time, but even if it doesn't, I advise you to recrunch because 'Relokit' has some serious disadvantages (e.g. while the decrunched file is running, the crunched version still eats memory). In contrast the PowerPacker only eats about 580 bytes while your file is running, and (of course) frees it afterwards. Note: - If you want to recrunch a PowerPacker 1.1 or 2.0 crunched file, the PowerPacker just replaces the file header with the improved and debrr:} Load a file from disk and start the (de)crunching. Save -> Save the (de)crunched or processed file in memory to disk. Delete -> Delete a file from disk. WorkBench -> Open or close WorkBench if possible. (Adds 42K !) About... -> Show general information and my address. Quit -> Quit the program. 1.3.2 Prefs The prefs menu contains all (de)cruncher settings. You can select (de)crunch command files or data files. If you want the crunched version ofr  your file to be executable, select 'Command file'. Now the PowerPacker knows it has to add a decrunch header (572 bytes). If the file you want to crunch only contains data (e.g. Source codes of your own programs), select the 'Data file' option. This can be handy if you're going to use the PowerPacker CLI commands. I'll discuss these commands in chapter 5 of this document. Finally you have to choose whether you want to crunch or decrunch the load file. Note: - The PowerPacker wr ̥[ill automatically decrunch a previously crunched file. You don't have to select crunch or decrunch mode anymore as in PowerPacker 2.0a. The 'Decrunch Color' submenu contains the following options : Color 0 -> The background color will change while decrunching Color 1 -> The text color changes Pointer -> Only the mousepointer's color changes Scroll -> Handy for decrunching a demo (just try it out !) None -> If you're eyes are wearinMM-qor pages through the signal names alone. 2. The connector is broken up into pieces of single pin or groups of pins and scattered among pages of the schematic. 3. The connector is drawn once in method 1, and again in method 2. Method 1 is best suited for schematic capture program, since the connector could be defined as one library part. MethMod 2 is normally difficult for schematic capture program because a connector of 100 pins require the user to define 100 different library parts, each has one pin. Another problem of drawing a connector is when the connector has pin numbers other than numerics. This presents a problem both to schematic capture and to PCB layout program. In this case, pro-net (and pro-board) requires that you use method 1 or method 3 to draw M4ry the connector. SOLUTIONS: Pro-Net allows user to draw connectors in all three methods listed in above with certain limitations. If some of the connector pins are designated by alphanumerics other than pure numerics, then either method 1 or method 3 must be used. When Pro-Net is producing the Net List, it will perform two things on the connector: a. Connect pins of Devices to pins of the connector Mϼ together through matching of the signal label. b. Connect pins of Devices to pins of the connector according to the connector label if and only if the pin number portion of the connector label is pure numerics. If you use method 1 (connector in one place) to draw the connector, correct net list is produced by step a above. If you use method 2 (scattered)M to draw the connector, correct net list is produced by step b above. If you use method 3 (both ways) to draw the connector, the correct net list is produced by step a as well as step b if the designation (label) of the connector pin is purely numerical. If designation is not purely numerics, method a is used to produce the correct net list. By now, you should be confuse enough to demand for some examples. As you wish, M _here are some examples: EXAMPLE 1: A VME bus Euro-Din connector is used in a design. The connector pins are designated as J4 (say) -A1, J4-A2... J4-C1, -C2, -C3......etc. The correct way to draw this connector is by method 1 (in one place) or method 3 (both ways), since the pin designation is not purely numerics. ..page Method 1: On page 20 (say) of the schematic, call out the library part which looks like: JM&4 is analogous to the U number of an IC. A1, A2 etc. are analogous to the pin function label of, say, the "Q" label in symbol 7474. "name 1", "name 2" etc. are signal names of lines. Connector pin 1 is defined to be the pin labeled by A1, pin 2 is A2, pin 32 is A32, pin 33 is C1, pin 63 is C31, pin 64 is C32 etc. However, all pin numbers are defined with attribute "hidden" and thus not shown on display or print out of the schematMhW(ic. On Page 7 (for example) of the schematic, some pins of the connector are connected to different circuits: Method 3: On page 20 (for example) of the schematic, call out the library part which looks like: J4 is analogous to the U number of an IC. A1, A2 etc. are analogous to the pin function label of, say, the "Q" label in symbol 7474. "name 1", "name 2" etc. are signal names of lines. Connector pin 1 is defined to MN be the pin labeled by A1, pin 2 is A2, pin 32 is A32, pin 33 is C1, pin 63 is C31, pin 64 is C32 etc. However, all pin numbers are defined with attribute "hidden" and thus not shown on display or print out of the schematic. On Page 7 (for example) of the schematic, some pins of the connector are connected to different circuits. The connector symbol (box around pin label) is created by using IFK "Conn" (connector), pressMTc "Conn", then type in the connector pin label such as "J4-A2", then click at the end of the line where you want the connector symbol to occur. Here, since the pin number part of the pin function label is not purely numerics, for example, the "C31" in the connector pin function label "J4-C31" is not purely numeric, therefore, Pro-Net could not use the connector pin function label to create the correct net. In thMAis example, Pro-Net uses the signal label "name 63" to match the one that occur on page 20, where "name 63" is the signal name for the line that is connected to connector pin 63. The pin number label "63" is defined as "hidden" and whose pin function label is defined as "C31". Therefore, Pro-Net produce a net which specifies the connection of U22 pin 5 to J4 pin 63. EXAMPLE 2: A 50 pin D type connector is used in a desM1j 7006WOP Adaptor 63TB-00/.30 .30 mm Tungsten tip 63TB-0/.35 .35 mm Tungsten tip 63TB-2/.60 .60 mm Tungsten tip 63TB-2.5/.70 .70 mm Tungsten tip Interface Cable: - For AMIGA 1000, use a cable as follow : Plotter Side AMIGA 1000 Side DB25S (female) DB25P (male) 2 TxD ------------ 3 RxD 3 RxD ------------ 2 TxD Mw 7 GND ------------ 7 GND 6,8,20,22 tie together others pins not used -- For AMIGA 500/2000, use the H.I. cable HR29-316 or H.I. Smart Cable 825 or a cable as follow : Plotter Side AMIGA 500/2000 Side DB25S (female) DB25S (female) 2 TxDM 6 ------------ 3 RxD 3 RxD ------------ 2 TxD 7 GND ------------ 7 GND 6,8,20,22 tie together others pins not used 10.0 ADVANCED TECHNIQUES: 10.1 Surface-Power-trace and Surface-Ground PROBLEM DESCRIPTION: IC pins sometimes are tied to power supM!俙ply lines such as +5V or Ground. For a PCB that has a power plane and a Ground plane, there are two ways you could tie them. First, you could tie those power supply pins directly to the Power or Ground plane. Second, you could tie those non-power-supply spare pins (that should be tied to power or ground) to Power or ground through surface traces on the solder side. The reason for the second method is such that engineers could M"=9 modify (let's face it, this is inevitable!) the design by cut and jump those pins. Although the above approaches are common practice among engineers, it is traditionally a problem not taken care of even by those schematic capture and PCB layout CAD systems that cost 50 times more than PRO-NET and PRO-BOARD. In those cases, PCB designers have to patch up Net list, put in special traces which may be forgotten in the next rouM#yhnd of PCB update. SOLUTIONS: PRO-NET and PRO-BOARD work hand in hand to solve the problem. Now, using PRO-NET, you could draw schematics that carry enough information such that the Layout program PRO-BOARD could create those surface power and surface ground traces automatically if desired. Using the user definable attribute feature of the library parts (see Chapter 5), we have defined some special Devices in thM$Tye library. They are called the Surface PoWer (Ground), and PoWeR (Ground). They are defined as follow: 1. SPWR+5VN : Surface PoWeR +5V at North Side - * indicates non-display label Prolific Special attribute = 1 indicates that this is a pseudo Device of type Surface power or surface ground. 2. SPWR+5VS : Surface PoWeR +5V at South Side - * indicates non-diM%Y1splay label Prolific Special attribute = 1 Indicates that this is a pseudo Device of type Surface power or surface ground. 3. SPWR0VS : Surface PoWeR 0 V at South Side - * indicates non-display label Prolific Special attribute = 1 Indicates that this is a pseudo Device of type Surface power or surface ground. 4. PWR+5VN : PoWeR +5V at North SiM&Gde - * indicates non-display label Prolific Special attribute = 1 Indicates that this is a pseudo Device of type Surface power or surface ground. 5. SPWR+5VS : Surface PoWeR +5V at South Side - * indicates non-display label Prolific Special attribute = 1 Indicates that this is a pseudo Device of type Surface power or surface ground. M'X) 6. SPWR0VS : Surface PoWeR 0 V at South Side - * indicates non-display label Prolific Special attribute = 1 Indicates that this is a pseudo Device of type Surface power or surface ground. 7. Similarly, user could define other power supply pin of other voltage. If you connect some pins of an ordinary Device to the above pseudo Device, PRO-NET understands that you wMnant these pins to be tied to power or ground through surface traces instead of the power or ground planes directly. 10.2 Scattered Connector PROBLEM DESCRIPTION: Traditionally there are several ways of drawing a connector in a schematics: 1. The connector is drawn on one page with signal names and page references. Each pin of the connector is connected to another page M)As2 36 SELECT- -- For AMIGA 500/2000 use a cable as follow : Centronic type AMIGA 1000 36 pin male DB 25P (male) 1 STROBE- ------------ 1 2 DATA 0 ------------ 2 3 DATA 1 ------------ 3 4 DATA 2 ------------ 4 5 DATA 3 ------------ 5 6 DATA 4 ------------ 6 7 DATA 5 M*Ax ------------ 7 8 DATA 6 ------------ 8 9 DATA 7 ------------ 9 10 ACK- ------------ 10 11 BUSY ------------ 11 12 PE ------------ 12 13 SELECT (PWR ON) ------- 13 14 AUTO-FEED- 15 16 LOGIC GND ------------ 16 17 CHASSIS GND 18 +5 V 19 GND -M+f! ----------- 14 | | --multiple-- | 30 GND ------------ 22 31 INIT- ------------ 25 32 ERROR- 33 GND 34 35 36 SELECT- 9.0 PLOTTING The model number of the plotter you use is selected when you configure (IFK-Config) PRO-NET. The paper size and template size are selected in the Design Rule which you have choM,sen when you start (IFK-Edit/New) drawing that page. You could review what you have selected by using IFK- Device/ChgLib. PRO-NET does not allow you to plot a page that is bigger than what your plotter can handle. 9.1 HOUSTON INSTRUMENT (H.I.) PLOTTERS All H.I. Plotters should be set up as follow: Interface Protocol: RS232 Serial Baud Rate : 2400 # of Bits M-ym : 7 Bits Bit 8 : always logic 1 (high) Parity : no parity Handshake : XOn/XOff Set both the plotter and the AMIGA preference to the above Serial protocol. Note that to set the plotter to XON/XOFF mode, you need to use the plotter panel and set ?? RTS/CTS to always high which means that XON/XOFF is selected . Also you may want to set the Text Font to M. Simple type for higher plotting speed. 9.1.1 H.I. Model 695, 695A Paper Size: A size 8.5 X 11 inches B size 11 X 17 inches Plotting Area: A size 7 X 9.5 inches B size 9.5 X 15.5 inches Pen recommended : H.I.-- MA-17 Adaptor MP-815 .35 mm stainless steel tip KOH-I-NOOR-- 7009WOP Adaptor 63TB-00/.30 .M/ fH30 mm Tungsten tip 63TB-0/.35 .35 mm Tungsten tip 63TB-2/.60 .60 mm Tungsten tip 63TB-2.5/.70 .70 mm Tungsten tip Interface Cable: -- For AMIGA 1000, use the H.I. cable 375-98 : Plotter Side AMIGA 1000 Side RJ12 6 pin plug DB25P (male) 1 (not used) 2 TxD ------------ 3 RxD 3 RxD ------------ 2 TxD M0 4 GND ------------ 7 GND * 5 DTR ------------ 5 CTS 6 (not used) 6,8,20,22 tie together others pins not used * actually not used by PRO-NET -- For AMIGA 500/2000, use the H.I. cable 375-99 : Plotter Side AMIGA 500/2000 Side RJ12 6 pin plug M1\ DB25S (female) 1 (not used) 2 TxD ------------ 3 RxD 3 RxD ------------ 2 TxD 4 GND ------------ 7 GND * 5 DTR ------------ 5 CTS 6 (not used) 6,8,20,22 tie together others pins not used * actually not used by PRM2FڹO-NET 8.1.2 H.I. Model DMP-41, DMP-42, DMP-51, DMP-52, DMP-56 : Paper Size: A size 8.5 X 11 inches (DMP-56 only) B size 11 X 17 inches (DMP-56 only) C size 17 X 22 inches D size 22 X 34 inches E size 34 X 44 inches (DMP-56 only) Plotting Area: A size 7 X 9.5 inches (DMP-56 onlyM [) B size 9.5 X 15.5 inches (DMP-56 only) C size 15 X 20 inches D size 20 X 32 inches E size 34 X 44 inches (DMP-56 only) Pen recommended : H.I. (Non-refillable)-- MA-15 Adaptor MP-729 to 776 .35 mm stainless steel tips MP-737 to 783 .70 mm stainless steel tips KOH-I-NOOR (Refillable)-- M4@3 Bidirectional pin. If it is Voltage pin, specify what voltage the pin is at. For example: If the pin is a 5V pin, key in a "5". If the pin is a GND pin, key in a "0". If it is a pin for a passive part, the current entries are normally ignored since the value (e.g. 1K ohm) of a passive part isM5#7, entered during the schematic capture phase (when you are drawing the schematic); without the value and without knowing the exact situation in which the passive part will be used, the current attributes can not be specified. The loading analysis will flag a warning message in the .ERR (error) file saying that the passive part is M6/{ not accounted for and that the manual verification for the node (that has the passive part) is needed. HINT: To reduce the amount of manual verification, you can predetermine the value and the current attributes of a passive device during DefDev and limit its usage to a particular application. This M7 allows the PRONET to include the passive device in the loading analysis automatically. To do this, you need to define the pin of the passive device as 'B'(Bidirectional) rather than 'P'(Passive). For example : A pull up resistor SIP, if it is pulled up to +5V, and the value is 1K ohm, then, each pin of the resistor M8jY SIP is of type 'B' and the current attributes are: Iil = 5 mA Iih = 0 Iol = 0 Ioh = 5 mA The loading analysis will take this SIP into account automatically. Prolific specific characteristics This is a numeric number, each value specifies a M9O special characteristics of the Device (or its pin): VALUE MEANING 1. Pseudo Device, for Surface Trace purpose. (see Section 9.1 Surface-Power-trace and Surface- Ground) 2. Pseudo Device, for Power Planes direct connection (Refer to section 9.1). 3. M:p undefine | | | | | | 11. Save the Device definition. Two ways to do it are : After defining the Pin Attributes, hit to back up to one higher IFK level. Then use IFK-SavDev (Save Device) to save the Device definition. Keep hitting until you see a question in the entry line asking whether you would like to Save, quit or continue. If the answer is an "S", the Device definition will be saved. PRINTING The printer you use is selected in the AMIGA preference. Your drawing size and template size is determined in the design rule you choose when you create that drawing. When the drawing size is bigger tM<han the printer's printing area, PRO- NET automatically divide the drawing into sections, and print them one at a time until all done. EPSON OR EPSON COMPATIBLE PRINTERS : Interface Protocol: Centronic Style Parallel Interface Interface Cable: -- For AMIGA 1000, use a cable as follow : Centronic type AMIGA 1000 36 pin male DB 25S (female) 1 STROBE- -M=Ł----------- 1 2 DATA 0 ------------ 2 3 DATA 1 ------------ 3 4 DATA 2 ------------ 4 5 DATA 3 ------------ 5 6 DATA 4 ------------ 6 7 DATA 5 ------------ 7 8 DATA 6 ------------ 8 9 DATA 7 ------------ 9 10 ACK- ------------ 10 11 BUSY ------------ 11 M(1O/ 12 PE ------------ 12 13 SELECT (PWR ON) ------- 13 14 AUTO-FEED- 15 16 LOGIC GND ------------ 16 17 CHASSIS GND 18 +5 V 19 GND ------------ 14 | | --multiple-- | 30 GND ------------ 22 31 INIT- ------------ 25 32 ERROR- 33 GND 34 35 M?Xto associate a line (graphic of the pin) with, then click at one of the four quadrants of the tip of the pin. The pin number will appear in that quadrant near the tip of the pin as follows: q1, q2, q3, q4 represent the four quadrants of the tip of the pin. All you need to do is enter the pin number and click close to the pin in the quadrant you want the pin number M@to appear in. Repeat the process until all pins are specified. If you don't like what you have just defined, you can clear all pin definitions by selecting IFK-AllClr. Pin number could also be hidden (not shown in schematic) in which case, you have to select IFK-Hidden before specifying pin location. If the Device has severMAO0nal sections, you could go to the next section by using IFK-NxtSct. 7. The next thing you want to do is to specify the Labels. Select IFK-Label, then IFK-DevNam, See if the Device name in the entry line is exactly what you want, if so, click the mouse to place the DevNam at the desire location. Or, if the Device name in the entry line is not what you MBK m want, just retype the Device Name, then click the left mouse button to place it at the desired location. Again, the Device name could be hidden. 8. Now you want to enter the Device Number, it is not really a number, rather, it is the Prefix of the Device Number. Select DefDev/Label/DevNum, enter the Device Number (prefix), click the mouse left button to place it MCat the desired location. For example, for an IC, we normally call it 'U' something. In that case, enter 'U' and click the left mouse button to place it at the desired place. Again, the Device Number can be hidden. 9. If the Device has a negative logic symbol (DeMorgan equivalence), and you have already defined it using Define MDcSymbol, then you can select IFK--Logic, enter the Symbol name, and . 10. Now, you are almost done, the remaining task is to define the Attributes of the Device. This is necessary if you want PRONET to perform Loading Analysis for you or to perform the Power Consumption Calculation for you. Under Attr (Attributes), there are the Icc (Icc) Attribute and ME` the PinAtt (Pin Attribute). -- In Icc, enter (or reenter) the Worst Case Current consumption of the whole Device. -- In PinAtt, basically you call (Recall) the attributes of a pin on the screen, then modify existing attributes or enter new attributes. You do this one pin at a time until all the pins of the Device are done. You could check them by using IFK- MFg;& Next to scan through all pins, make sure they are correct, then save the pin attributes using IFK-SavPin. The following IFK's help you accomplish these tasks: IFK-Recall When this IFK is selected, you could enter the pin number and recall the attributes that you have defined previously. IFK-Next MG6S Display the attribution of the next pin. IFK-Modify If you do not like the attributes displayed, you can use this IFK to modify them. To define the pin attribute, normally you refer to the Data book of the Device. Device Pin Select one from the following list in line 1. I specify that thiMH*Ls is an Input pin. O a totem pole Output pin. B a Bidirectional pin (including a pin of a passive device with current attributes). C an open Collector pin. a T Tri-state pin. P a pin of a Passive Device with no current attributes. V a Voltage pin such asM3Ϫ Vcc Pin or Gnd (0 V) pin. Driving Capability of the pin Fill in the WORSE CASE value of the current sunk or sourced by the pin under consideration. Specify Iih, Iil when the pin is an Input pin. Specify Ioh, Iol when the pin is an Output pin. Specify all Iih, Iil, Ioh, Iol when the pin is a MuJB, and System. Refer to the Command Description section for the details of each IFK. You could use the hot keys (refer to the CONVENTION section) to control the grid size and grid snapping, etc. We recommend that you select grid Snap whenever possible, this will make drawing the schematic even easier. Before you save the Symbol, you have to define the Bound (Boundary) of the Symbol. You must observe the MvKfollowing rules: RULE #1 Bound MUST pass through the tip of every pin on the Symbol or, if that side of the Device Body has no pin(s), must be bigger than the Device by one #2 grid (2 mm). RULE #2 The body (outline) of the Device must be of Wide Stripes (lines) in order that you have the option of printing/plotting the Device using narrow lines or wide lines. RULE #3 MwL- When you call out an existing Symbol to be modified to another Symbol, you may not call out complex Symbols. All complex Symbols have the extension of ".C". Also, experience tells us that if you adhere to the following guide lines in defining symbols, you can draw the schematic easier, faster, and better. Nevertheless, these remain guide lines, no errors will result if you don't follow theMxM 3m : GUIDE #1 Keep in mind that the gates (such as 7400) are defined using 3/8 template (MIL-STD-860 or ANSI Y32.14 standard) and that the smallest grid (grid #1) equals 1 mm, try to draw the Symbol as small as possible while as big as needed to show all necessary details (such as the "D", "Q" etc. inside the symbol of 7474) of the symbol. Note that grid #2, #3, #4 are 2 mm, 4MyN mm, 8 mm respectively when the template is 3/8 inch. GUIDE #2 Use grid Snap whenever possible -- even if you have to bump down the grid size to a smaller one. Normally you should try to stay on #2 grid. GUIDE #3 If you are using a floppy disk system, Library is distributed on several floppies, every Library disk has one or more Device Sub-libraries AND a Symbol suMzO[b-library. Therefore, if you change or add a Symbol, not only that you have to save the Symbol to the floppy disk (that holds the sub-library) that you are working on, but also ALL other sub-library disks. If you delete a Symbol (which is unlikely), you need to do the same on ALL sub-library disks. If you have a hard disk system, you only have one Symbol Library in one place, therefore,M{P;Q you only need to update that one library when you modify Symbol. How to Define Device Basically, to define a Device is to specify all the Device specific information of that Device. This information includes: -- the Symbol to use -- the location of each pin -- the Device Name. -- the default location of the Device Name Label. -- the Device NM|QM7umber label. -- the default location of the Device Number label. -- the Symbol to be used for the DeMorgan equivalence (if any) of the Device. -- (you may want to save the Device at this point and do something else for a while, see HINT below). -- the characteristics (attributes) of each pin. -- the current consumption of this Device. HINT : M}RĕBc For example, if you are defining Device 74LS00, you may want to save all the information to 74LS00, then also save to 74S00, 74F00, 74AS00 --- etc. Note that this is alright because up to this point, all the information you have entered for 74LS00 is shared by the corresponding Device in the other families. To define a new Device or to edit an existing Device in the Library, the steps areM~S2S: 1. from Level 1 screen, Select DefLib (define library) 2. select DefDev (Define Device) 3. select the Sub-Library in which you want to find the old Device to edit or to store the new Device. Press IFK-OK. 4. A list of Device in the selected Sub-Library is displayed, you can scroll up and down to find the Device you want to edit or you can select IFK-NeM>UHw and specify a new Device Name to define a new Device. 5. At this point, you start to specify all the Device specific information; type in the Symbol Name if you know which Symbol to use for this Device. Or, you can choose a Symbol from a list under DefDev/Calsym/Index. 6. After the symbol is retrieved, select IFK-Pin, enter the pin number you want MjU<0 can be placed above (IFK-Above) or below (IFK- Below) the line. Weights are all hiddenng Wide Stripes. Yes : The answer to your question, my friend, is 'YES'. Zone-1, 2, and 3 : These IFK's are used optionally to optimize the automatic Device Number assignment. The concept behind this Zone control feature is based on : - Physically far apart Devices should not residMkV ?e in the same package (e.g. IC). - logically adjacent Devices in the schematic are likely to be physical adjacent on the PCB also. If you know the approximate locations of different sections of the logics (such as Input, Processing, and Output) on the PCB before you draw the schematic, then you can optimize the Auto Device Number assignment by selecting one of the ZonMlWg[es before calling out a Device from the Library. By doing so, you have avoided the situation where a section of an IC is used in one area of the PCB, while another section of the same IC is used in another area that is far apart from the first area. You can change your mind later by swapping gates or by changing the Zone assigned to a device. These are done in Modify/Label. ZonMmXx)eX : To assign Device Numbers manually, select ZoneX. This is most commonly used when the Device Numbers are known in advance. For example, when you are entering an old schematic. Zoom : First time you hit zoom, the pictures shrinks so that you can see more. After that, you have the choices of Zoom Down (IFK-Down), or Zoom Up (IFK-Up). IFK-Norm always brings youMnY back to the normal LIBRARY PARTS: Sub-libraries PRONET Library is made up of sub-libraries such as TTL, CMOS etc. Sub-libraries must be opened before they can be used. Sub-libraries are opened when you create a new schematic page. You can also open or close Sub-libraries under the Device screen. Please refer to Section "Directory Structure" under "Terms and Conventions". User Library To increasMoZmZe speed, the user may want to copy part of the libraries to one library and add to it whatever he/she wants. In this case, the parts PRONET needs to search are substantially reduced, and only one library need be opened at all times. Library structure Each part that you call out from the library to the schematic is call a Device. The Device consists of two parts: the Symbol and the Device Specific Information (Info, in Mp[$hshort). Their relationships is depicted as follow: Symbol + Info = Device where: Symbol contains the graphic description of the Device(s). A Symbol could be used by many different Devices as long as they have the same graphics. The user can define the Symbol under DefLib/Defsym (Define Library/Define Symbol). Info contains Device specific information such as pin number assignments, pin attrMq\ibutes, current consumption of the Device, etc. Besides pin number, normally, the rest of the information cannot be shared by different Devices. The user can define the Info under DefLib/DefDev (Define Library/Define Device). DEFINING LIBRARY PARTS: When you are in the Library define mode, unlike in schematic capture mode, the template size is fixed at 3/8 (MIL STANDARD 860); therefore, the grid sizes are also fixed. The grid #1Mr]}, #2, #3, #4 sizes are 1 mm, 2mm, 4mm, 8mm respectively. In the DefLib (Define Library) mode, the IFK-DefSym and the IFK- DefDev are used for defining the Symbol and the Device, respectively. There is also an utility program that comes with PRO-NET, so that you can copy Devices from one library to another. NOTE THAT YOU CAN NOT COPY DEVICES USING AMIGA DOS FILE COPY COMMAND, SINCE PRO-NET MAINTAINS ITS OWN DIRMs^jECTORY (FOR SPEED PURPOSES). COPY DEVICES BETWEEN SUB-LIBRARIES USING AMIGA DOS FILE COPY COMMAND WILL CORRUPT THE PRO-NET DIRECTORY SYSTEM. How to Define Symbol Basically, to define a Symbol is to draw the picture that represents the Device. There are two ways to define a Symbol: (a) By Modifying an existing Symbol: You can call out an old symbol, modify it to form a new Symbol, or You can combine MtI]݈ some old symbols to form a new Complex Symbol. However, you cannot call out an old Complex Symbol and try to modify it. (b) By Drawing the Symbol: You can create the Symbol using tools provided to you under DefSym. In the DefSym screen, you can find a set of IFK's to help you draw the Symbol. These IFK's are the Text, Stripe, Box, Circle, Arc, CalSym, Bound, Save, SetRefM_`i{ In DefLib/DefSym mode, this IFK-SetRef allows you to set one reference point on the screen, the relative positions of other points with respect to this point is shown as X, Y coordinates (relative) in units of Pixels. 3 Pixels is equal to 1 mm, and Symbols are drawn to the size of 3/8 Template (ANSI Y32.14, MIL-STD-860). Signal : Add or delete Signal Name of a line. Enter Signal Name M`aUand click (Add button) at line to add or click (Delete button) at Signal Name to delete. You can put the signal name above the line (IFK-Above), below the line (IFK-Below), or at the end of the line with a box around it (IFK-Conn, normally used for connectors). Small : Select small size Text. Step @ : Step down (IFK-Down) or up (IFK-Up) the number embedded Mab_fb,in the Signal name and place it at the next lower line. Stripe : In Edit/Note/Stripe mode, add or delete Stripes as Notes. In DefLib/DefSym mode, add or delete Stripes as part of the Symbol, the Stripes of a Symbol can not be modified during schematic capture (Edit) mode. Stripes has no effect to the Net List. Unlike Lines, Stripes can go in any directions, and when two orthogonal stripes is Mbc'jointed together, Dot is not added in automatically. SubDir : Look into the Sub-Directory of a Library. To view the library. The list of all libraries are shown on the screen. You can select one of the libraries and browse its content. SymDir : When you try to call a Symbol (IFK-CalSym) and forgot the name of the Symbol, you can use this IFK-SymDir to browse Mcdۆ the Directory of the Symbol Library. System : This IFK-System is used to select some system options such as : The disk drive in which you put the Library Disk, the disk drive in you put the Data (User or Schematic) Disk. You also have control over the Grid display, Grid Snap, and Grid Size. Text : In Edit/Note/Text mode, enter Text as notes, the Text can be added or Mde^ꮡdeleted at will. In DefLib/DefSym, enter Text as part of the symbol, the Text can not be modified during schematic capture (Edit) mode. Title : Used to Call a Title Block from the library. Title Blocks have many different forms. For example, a title block may include a title area, part number area, revision level area, signature area, mechanical tolerance area, and outline of the drawing, etMefѷ`c. Or, the title block may include a part number area only. You can define Title Block in DefLib/DefSym as if you were defining a Symbol; the difference are: (1) When you draw the bound for the Title, you must make the bound exactly the same size as your outline of the Title Block. (2) When you save the Title Block, you must use a Symbol name "SymName.title". The SymName is any name assMfgQ-igned by you and ".title" is mandatory. You can find some Title block examples in the Symbol Library. ToDf0: : Tell the Post Processing where to put its result, IFK-ToDf0: directs the result to floppy drive 0. ToDf1: : Tell the Post Processing where to put its result, IFK-ToDf1: directs the result to floppy drive 1. ToDh0: : Tell the Post Processing where to put iMghi%uts result, IFK-ToDh0: directs the result to hard drive 0. Up : When IFK-Signal is active, IFK-Up forces the number embedded in the Signal label to increment by one (1) every time IFK-Step@ is pressed. Zoom Up by 2X (Devices are 2 times as big as what is currently shown. First Zoom-Up may be smaller than 2X depending on the paper size. Value : Allows youMhi= to enter the values of Passive Devices when you are entering the schematic. You do this by clicking at the Device Name Label (the color of the Label will be changed). V-Ref : When this mode is selected, clicking the Add (left) button of the mouse will add in an Vertical line on screen. This line is of type NOTE (see NOTE mode); which has no effect to the connections between Devices (i.e. no MiTQeffect on the NET-LIST). It is used for alignment purposes such as lining up the Signal Name, or the position of Devices, etc. Reference lines are not printed or plotted. Weight : To assign the priority of the line in routing. Heavier means higher priority in routing. Lines without weights are defaulted to have 0 priority. Priorities range from 0 to 999. WeightsMTkNxed on screen. Pin : Used to define the pin number and pin location of the Device, A pin has to be located in one of the four quadrants around the tip of a stripe (of the Symbol). If the Device has more than one section (e.g. 7400 has four sections), you can go to another section by pressing IFK- NxtSct (Next Section). Please refer to "Defining Library Parts" for more inforMUl|.mation. A pin can be defined as Hidden (not shown in schematic). A typical example of using a Hidden Pin is the Pseudo Device defined to represent the Ground Symbol. Normally you do not want to see a pin number assigned to a Ground Symbol. Please refer to "Surface-Power-Trace and Surface-Ground" in Section "Advanced Technique" for more information. PinAtt : For every Pin of a DeMVm8ƶvice, there is a set of data associated with it. These data describe the following: The type of I/O. The Fan In and Fan Out capabilities. If it is a power pin, the voltage it is at. If it is a Pseudo Pin, the special characteristic. Refer to "Defining Library Parts" for more information. Plot : Enter schematic Plotting mode. Refer to Section "Printing and Plotting". PoMWnlKst : Enter Post-Processing operation. When IFK-Post is selected, a list of options is given to you; you can select Net, BOM, Map, PgRef, ErrChk, and the disk drive where the results should go. The list of schematic files are also given to you on the screen, if you choose a page of a schematic, the whole schematic (all pages) will be included in the Post Processing. All schematic filesMXoyYD having the same filename (with different numeric extensions, e.g. xxx.1, xxx.2, etc.) are considered part of the schematic. Please refer to Section 3.8 : "How to generate the Net List, BOM etc". Print : Enter schematic Print out operation. Refer to Section "Printing and Plotting". Recall : In DefDev/Attr/PinAtt (Define Device/Attribute/Pin Attribute) modeMYpT, IFK-Recall is used to call out the Pin Attributes previously defined. The display shows blank entries for whichever Pin Attributes not defined previously. You can use the IFK-Next to scan through all pins of the Device being defined. Rename : In the File mode, this IFK-Rename is used to change the name of a schematic file. Note that when you change the name of any one page of tMZqi3'9he schematic, all pages of the same schematic will have their named changed also. Please refer to IFK-Copy. Repeat : In Line Mode, after you draw one line segment at a pin, if you press Repeat, the same line segment will appear on another pin (of the same IC), if any, below the current pin. Rotate : To Rotate the Device. When you call out a Device and before it is settleM[rO~d, the Device is rotated by 90 degree every time you press this IFK-Rotate. Rubber : You can perform a rubber-band Move (Rubber Move) by selecting IFK-Rubber. Rubber Move allows you to move a Device without breaking its connections. You can only Rubber move one Device at a time. After the Rubber Move, you can enter the IFK-Line/Adjust mode to Adjust the Lines (refer to IFK-AdjustM\sxK). SavDev : After you finish defining a Device, this IFK-SavDev (Save Device) allows you to Save the Device under a filename given by you. Same Device using different Symbols can be Saved under different filename. Save : Edit/More/Save saves the schematic. In Edit mode, You can also Save the schematic simply by pressing several times until the EntryM]tk at the bottom of the screen says 'Quit, Save, or Continue', press 'S' to Save the schematic and then quit the Edit. SavPin : After all Attributes of a Device Pin are defined, you can use this IFK-SavPin to save the attributes to a Pin, at this time, you can also key in another pin number having the same pin attributes and save it. Please Refer to Section "Defining Library PartsM^_R". SavSym : Symbols are defined under DefLib/DefSym, after you finish defining the Symbol, pressing this IFK allows you to save the Symbol. There is another way to Save the Symbol, you can keep pressing until you see a question on the entry line asking whether you would like to Save, Quit or Continue. If the answer is a 's', the Symbol will be saved. SetRef : MIvsalence of a logic gate. +Logic : In Edit/Modify, it is used to Modify a negative logic gate to its DeMorgan equivalence. Map : To ask the Post Processing to generate a Component Map for the schematic. For each Component, the Component Map shows you all the pages in which the Component appears. Modify : In the DefDev/Attr/PinAtt mode, Modify is used to enter or MJwf4 modify the attributions of the pins of a device. refer to section "Defining Library Parts" for more information. In the Schematic Edit mode, Modify is used to change Label or Logic sense (+Logic symbol or Logic sense (+Logic symbol or the -Logic symbol). Move : In this mode, click the Add button of the mouse on Devices to select them, then press IFK-OK, drag the mouse to move MKx 8 devices to new position and press Add button of the mouse to settle the Device. You can perform a rubber-band Move (Rubber Move) by selecting IFK-Rubber. Rubber Move allows you to move a Device without breaking its connections. You can only Rubber move one Device at a time. After the Rubber Move, you can enter the IFK-Line/Adjust mode to Adjust the Lines (refer to IFK-AdjuMLy/vst). Narrow : Select Narrow Lines or Stripes. Lines and Stripes has different properties. Refer to IFK-Stripes for more information. Net : Ask the Post Processing to generate a Net List for the schematic. Refer to IFK-Post for more information. New : In Edit mode, start a new schematic or a new schematic page. After a file name is given to the new page, a screen will be MMzF8 displayed for you to specify the Design Rule for the page. The Design Rule specifies the following : (a) The Paper Size to be used for the schematic. It is selected by entering the corresponding number (as shown on screen) when the selection Box (Bar) is at 'Paper Size' location. Standard paper size: A : 8.5 X 11 inches B : 11 X 17 inches C : 17 X 22 inches MN{ D : 22 X 34 inches E : 34 X 44 inches (b) The Template Size to be used for the schematic. Standard template sizes are those specified by the MIL-STD-860 standard or ANSI Y32.14 standard : A. FULL size B. 1/2 size C. 3/8 size E. 1/4 size (c) The Sub-libraries opened for this schematic. Press 'Y' to opening the Sub-libraries poiMO|l͝nted to by the selection Box (or Bar). In DefLib/DefDev mode, this IFK-New is used to define a new Device. In DefLib/DefSym mode, this IFK-New is used define a new Symbol. Next To start another Line or Stripe or Bus. Or, in the DefDev/Attr/PinAtt mode, this IFK-Next is used to call out (with IFK-Recall active) the attributes of the next pin (currentMP}2Tj pin number +1). Norm : In Edit/Zoom mode, IFK-Norm always brings you back to the Normal operation screen. You can not Edit (change) anything after the schematic is Zoomed to a smaller size. Note : Note can be anything you draw or write. They will not affect the Net list of the schematic. But they will be printed or plotted. In Note mode, you can write text from leftMQ~V`r to right or from top to bottom in different fonts : small or large, normal or Bold. You can draw various types of Stripes, Boxes, Circles, Arcs in narrow or thick line, etc. NxtSct : To define the pin number of next section of the IC. OK : Tell the system to proceed since You have completed checking, or have entered the information PRONET needs. PgRef : To aMRX}sk the Post Processing to generate the Page References for every Signal name of the schematic and insert them to the schematic automatically. -PgRef : After Page References are added to the schematic automatically by the Post Processing. You could delete a Page Reference (such as: [2,3,23,25]) using this IFK-PgRef. When this IFK is active, click the delete (right) button at the MSjǸNPage Reference to delete it. +PgRef : When Signals are being added to Lines or Bus, you use this IFK-+PgRef to indicate whether these signals should have page references. IFK-+PgRef active means you want page references, inactive means you don't. Page references are generated in Post processing. Please also refer to Bundle, Bus. Pick : Select the item high lighted or boM>at this Symbol uses Hidden Pin Number, Hidden Device Number label, and Hidden Device Name label. You can find some more examples in Section "Surface Power and Surface Ground traces" under "Advanced Technique". H-Ref : When this mode is selected, clicking the Add (left) button or the Delete (right) button of the mouse will Add or Delete a Horizontal line on screen. This line is oM?7DŽf type Note (see Note mode); which has no effect to the connections between Devices (i.e. no effect on the Net-List). It is used for alignment purpose such as lining up the Signal Name, the position of Devices, etc. Reference lines are not printed or plotted. Icc : You select this IFK when you need to enter the maximum total current consumption of the Device. This parameter iM@qïs used only for the calculation of the maximum total current consumption of a voltage (the heaviest loaded one) of the design as shown in the schematic. This is to help the circuit designer to calculate the Power Supply requirements. Please also refer to IFK-Attr and Section "Defining Library Parts". Label : Label is an option under Modify mode. You can Modify the Device Number MATM8Label, the Device Type Label and the Device Pin Label with the following limitation. Device Number Label: you can change it to any other Device Number as long as that Number is not already used. You can change it to a Device Number which is already used by the same type of IC, in this case, you will be asked if you want to swap the two Device Numbers. However, it can not swap Device nuMBQmbers of devices on different pages. If you really want to do that, you have to use some tricks: Step a. Change the Device Number A to an arbitrary new Device Number X. Step b. Go to the other page, change Device number B to A. Step c. Go back to the original page, change Device Number X to B. Device Pin Label: When swapping IC MCo"sections, you can Modify the Pin Label. You only need to modify any one pin in one section and the rest will be automatically modified for you. If there is only one IC section for an IC, then Modify pin is not allowed. Device Type Label: You can Modify a Device Type Label if and only if the new Device Type has the same Symbol (graphic) as the old one. For example, you caMDУn Modify a 74LS138 to a 74F138 but not 74LS139. If you really want to do that, you simply delete the old device and add the new one. Labels also appear under DefDev, they are used to define the location of the Device Name and the Device Number label. Large : Select Large Size Text. You can add Text to the Symbol being defined under the DefSym mode. You can add Text to the schemMEtnatic under the Edit/Note/Text mode. Leap-N : Each time you press IFK-Leap-N, N is incremented by 1, until N=4, next press of IFK-Leap-N changes N back to 1. N represents the number of grids (grid size currently selected) to be Leaped over when patterns are to be repeated. In other words, 'N multiply (current grid size)' is the distance between consecutive repeated patterns. MF{L Line : To get into the Line screen, where Lines are Added, Deleted, Adjusted in various ways. You can use the Add (left) mouse button to start a Line, to settle and to continue the same Line. You can Delete a Line by clicking the delete (right) mouse button. You can start a new Line by pressing the Next Key. After you draw a Line at an IC pin, you can duplicatMGg_e the Line at the next lower IC pin (same IC) by using Repeat. You can Flip the orientation of a Line immediately after you draw it. i.e. change the vertical Line into a horizontal Line and change the horizontal Line into a vertical Line. You can rubber move a section of a Line easily by using Adjust (refer to IFK-Adjust). You can setup a vertical or horizontal Line for the alignment MHu{of various elements (Device, Text, Signal Name etc.) by using V- REF or H-REF. A small square at the end of the Line indicates that the Line is not connected to any other place -- even if it seems to be connected. -Logic : In Edit/Modify, it is used to Modify a positive logic gate to its DeMorgan equivalence. In DefLib/DefDev, this is to specify the DeMorgan equivM3#qoe such as '74LS74' and . 4. Drag the Device to the desired location and click the mouse left button to settle the Device. B. To Modify an existing Device or to define a new Device in the Library, refer to the Section "Library Parts". DevNam : IFK-DevNam (Device Name) is used to define the Text and M4 location of the Device Name Label such as 74LS244. This Device Name could be different from the Device file name you assign when you Save the Device. This is very useful since you sometimes need to define a Device in several different ways. For example, 74LS244 can be defined as two independent four bit tri-state buffer or it can be defined as one eight bit buffer. You may use one definitiM5Umon in one application and the other in another application. With Field Programmable Logic such as PAL's so popular these days. This flexibility is extremely useful. DevNum : IFK-DevNum (Device Number) is used to define the location of the Device Number Label such as 'U', 'R' or 'C', etc. This Device Number Label will be concatenate with a numeric assigned by PRO-NET automaticalM6ۅly or assigned by user manually (refer to IFK-Zone-1, 2, 3 and X) when schematic is being entered. For example, 'U' becomes 'U14'. Df0: : Select floppy disk drive 0 to Load from or to Save to. Df1: : Select floppy disk drive 1 to Load from or to Save to. Dh0: : Select hard disk drive 0 to Load from or to Save to. Normally, when you install PRO-NET to the hard disk, a direM7=]ctory system is created under the root, and under Sub-directory PRO-NET. Dir : To get the Directory of the Schematic files. Please refer to IFK-Copy. Dot : Used to add or delete a dot in the drawing. If the dot is placed on the intersection of two lines, the two lines are joined together, otherwise, the dot has no effect in the Net List. A dot can alM8ȍ~so be used to cancel out a small square box that appears at the end of a line. For example, if you draw a line on the screen with both ends open, you should see a small square box at each end of the line. If you move a device to the line such that one end of the line coincides with one pin (tip) of the device, they may seem to be connected, but in fact they are not. To connect them, you must add a dotM9I% to that small square box. This will cancel out the small square box. Down : When IFK-Signal is active, IFK-Down forces the number embedded in the Signal label to decrement by one (1) every time IFK-Step@ is pressed. In Zoom, Zoom Down by 1/2 X (devices are half the current size on screen). The last Zoom Down may not be as small as 1/2 X of the former size. Drag : M:& The word 'Drag' is used throughout this manual, it means pressing down the mouse left button while sliding the mouse to put the cursor at the desired location. Edit : Edit old or new schematic. When selected, a directory of schematics is shown. If you want to create a new schematic, just select the IFK-NEW. ErrChk : To ask the Post Processing to perform Error Checking, whM;l#ich includes Loading Analysis, Output contention checking, Net without output error checking, also generate the total worse case current consumption of the whole schematic (all pages). File : File management. Note that since PRONET maintain its own directories and files. To Copy a schematic Page to another name, or to Rename, etc., you must use this IFK-File. To DM<)DMelete a file, you have to use IFK-Delete under Edit mode. Copying Library Devices from one disk to the other is done differently. See Section "Library Parts" for more information. Fill : Fill the enclosed area of a Box, Circle, Closed polygon-by stripes, etc. Flip : Reverse sections the Line you have just drawn, such that the horizontal section becomes the vertical section and theM= >G vertical section becomes the horizontal section. Hidden : An attribute of the piece of information being added. If this IFK is on, the piece of information being added will have an attribute of "hidden". All information with hidden attributes will not be printed or plotted. As an example, you can go to the DefDev (Define Device) mode, call out the Device 'GND'. You will find thM(x Symbol also. Only one Symbol can be called out for a Device. ChgLib : Change Library; to open or close Sub-Libraries or to change the paper size or template size. You can only change to have a larger paper and/or to have a smaller template than what you have been using for the schematic. Circle : In the Edit/Note/Circle mode or in the DefLib/DefSym/Circle, add or deleM)te circles. Circle is drawn by clicking at the center then at the circumference of the circle. Circles can be filled (IFK-Fill), or drawn with narrow (IFK- Narrow) or wide (IFK-Wide) lines. Circles can be repeated (IFK-Repeat) at one to four grids below the current circle. The number of grids is selected by IFK-Leap-N where N=1,2,3,4. Clear : To clear the entry M*qline input area. Conn : To create scattered Connector symbols. This may or may not affect the Net List, see "Advance Technique" section for the detail discussion about drawing connectors. To add a Connector symbol in the schematic, select Conn, type in the Connector pin identifier such as J4-11, then click at the end of line to add connector symbol at that line. Also refer toM+$U| IFK-Above, IFK-Signal. Connector pin number can be stepped through like other Signal Label. Refer to IFK-Step @. Config : Configure the system, e.g. printer type, plotter type. Copy : Under IFK-File (File Management) mode, Copy a schematic to another name in the same disk or different disk. You can also copy a schematic to the same name in a different disk using this M,dzhIFK. Note that when you copy one page of a schematic to another file, all pages of the schematic are copied at the same time. You can enter the Edit mode to delete pages that you don't want one page at a time. This is necessary for the following reason: You can ask (IFK-Zone-1,2,3) PRO-NET to assign Device Numbers and Device Sections automatically when Devices are called M-pGout from the Library (to the schematic). These Device Numbers and Device Sections are being kept track of across all pages of the schematic. Had you been able to copy one page of the schematic, the book keeping of the Device Number and Device Section would have been corrupted. In Edit/Copy mode, this IFK-Copy is used to Copy devices from one place of the schematic to another. You can use the M.. IFK-Zone-1,2,3 or Zone-X to control the Device numbers (refer to IFK-Zone-1). DefDev : Define Device; refer to DefLib and the Section "Defining Library Parts". DefSym : Define Symbol; refer to DefLib and the Section "Defining Library Parts". DefLib : Define Library; DefLib is used to define a Symbol, Complex Symbol, Title Block, or Device in a sub-library. M/.WTo use a Device in a schematic, the sub-library whom the Device belongs to must be opened first. Libraries are opened according to the Design Rule established when a new schematic page is drawn. Libraries can be opened or closed at the Device /ChgLib (Change Library) also. To define a Device with a new Symbol (graphic shape), you must define the Symbol first. A Symbol can be shared (useM05d) by many different Devices. For details of DefLib, refer to the Section "DEFINING LIBRARY PARTS". Delete : In Edit mode, erase the file selected. In DefLib/DefDev , erase the Device selected. In DefLib/DefSym , erase the Symbol selected. Device : A. To get a Device from the opened libraries into the schematic. Libraries are opened in the Edit/NM1_~2pew (Rule) screen, or the Device/ChgLib screen. The steps of getting a Device into the schematic are: 1. Select IFK-Device. 2. Optionally select the Zone-1, 2, or 3 which determines what Label to use; Zone-1 selects unused 'U' numbers (or Resistor Modules numbers or any other Devices that were defineM2Mzd as multiple section elements in the libraries) from U1 to U399 (or RM1 to RM399 etc.). Zone-2 selects unused 'U' numbers from U400 to U699 (or RM400 to RM699 etc.). Zone-3 selects unused 'U' numbers from U700 to U999 (or RM700 to RM999 etc.). The default is Zone-1. 3. Type in the Device NamM Bus-Entries : select the Bus Entry orientation using the first four IFK's. Click at the end of a Line to place the EntM%Zry. Use IFK-Repeat if desired to draw another Entry at the next lower end of Line. Select IFK-Bus, draw thick Lines as needed. Use Next to start another Bus. IFK-Repeat has no effect here. Bus : To add thick lines as part of a Bundle. A Bundle represents many Signal lines 'bundled' together. You can add Signal label such as ADDR<0:31> to a Bus. You M&g can also specify whether the Page Reference be generated automatically for the Signal label. This is done by IFK-+PgRef; if +PgRef is on when the Signal label is created, then Page Reference will be created automatically for this Signal later in the Post processing. Please also refer to IFK-Bundle. CalSym : In DefSym, you can use this IFK-CalSym to call out existing SymM' Wbols and use them to form a new Symbol (Complex Symbol). You can not call out Complex Symbols to form Complex Symbols. Complex Symbols always have extension ".C" in the Symbol Directory. You can also call out an existing Symbol, modify it to a new Symbol. In DefDev, you use this IFK-CalSym to call out a Symbol, this becomes the symbol of the Device being defined. You can call out CompleM?/W5not do. Most of these tasks are tedious and repetitive, and should be done on the computer rather than manually by hand. Some examples of these tasks are: -- Automatic assignment of label and section numbers for components such as U17, pin 1,2,3 of an 74F00. The assignment also avoids conflicts in component placement which will be performed later by PRO-BOARD. -- Automatically creates page references on a schematic for every signal nMb"ame on every page of that schematic. For a schematic of many pages, this is previously a tedious job that could hardly be right if it is done by user manually. -- Rat's nest helps the component placement process which is of vital importance to a good PCB layout. -- Automatically assign and mark XY coordinates on the PCB. -- Automatically rename IC by coordinates, such that U17, now becomes 3D, on the PCB. -- AutoMumatically rename IC by coordinates on schematic to match that of the PCB. -- Creates BOM, Spare List, Component Map, Loading Analysis, Error List. -- Automatically compare Net List produced by PRO-NET with results from PRO-BOARD and report discrepancies. -- PRO-NET and PROBOARD provide all these powerful features, on top of the extremely friendly user interface. We are confident that the users will find that thM44ey are truly "PROLIFIC" systems. The relationship of PRO-NET and PRO-BOARD in the design cycle of a schematic diagram and its corresponding PCB is depicted in the brochure attached. * PROBOARD, the PROfessional pc-BOARD design package, another professional program designed by PROLIFIC INC. ** Option not available in the release 1.2 COMMAND DESCRIPTION: Hot Keys : Key strokes used to enter command(s) regardless oMMf what screen you are at and what mode you are in. In PRO-NET, when you hit the "Help" key, the Hot Key definition will show up as follow: get this help information show Grid ON/OFF Snap on grid ON/OFF grid size goes Up (bigger) by one size grid size goes Down (smaller) M[@by one size put the PRO-NET screen behind all other system screens. scroll wall ON/OFF redraw screen back up one IFK level, or, in some cases, abort current operation. arrow keys on the keyboard performs unconditional scrolling. IFMFqK COMMANDS AND OTHERS : \- - - - : Add Bus Entries to the left end of a Line. Orientation of the Entry being from lower right to upper left. - - - -/ : Add Bus Entries to the right end of a Line. Orientation of the Entry being from lower left to upper right. /- - - - : Add Bus Entries to the left end of a Line. Orientation of the Entry being from lower left to upMOper right. - - - -\ : Add Bus Entries to the right end of a Line. Orientation of the Entry being from upper left to lower right. (Arrow-Down) : This IFK moves the Selection Bar (Box) Down the list. In Note/Text mode, this IFK specifies that text is written from top to bottom. (Ar-Right) : In Note/Text mode, this IFK specifies that text is written from M8left to right. (Arrow-Up) : This IFK moves the Selection Bar (Box) Up the list. Pg(Arrow-Down) : This IFK moves the Selection Bar (Box) one Page Down the list. Pg(Arrow-Up) : This IFK moves the Selection Bar (Box) one Page Up the list. (Big-Dot) : In Edit/Dot mode, this IFK select the Biggest Dots to be added to the intersections of Lines. (Mid-DotM) : In Edit/Dot mode, this IFK select the Medium size Dots to be added to the intersections of Lines. (Sml-Dot) : In Edit/Dot mode, this IFK select the Smallest Dots to be added to the intersections of Lines. Above : Conn, Above, and Below are mutually exclusive functions. When a Signal Label is added, it can be added above the line, below the line, or at the end M)tof the line with a box around it as a connector pin designation. Add : The left button of the mouse means select or Add. Adjust : To move a middle section of line without breaking it. Example: Move the middle section of the following line from location a to location b: _______________________________ | Mh methods: 1. Selecting the appropriate IFK. 2. Using the hot key. Some Commands require additional information from the user, this information is entered at the Entry Bar. - Leading Capital Names that have special meanings in PRO-NET have their first character capitalized. - Directory Structure If PRO-NET is installed using the "install_pn_dh" (seM /e Section "Quick Start"), the following directory system is automatically setup for you under a subdirectory "/PRO-NET". For Floppy systems, the following directory is disbursted among diskettes, therefore, you MUST follow the procedure in Section "Defining Library Parts" when you have to modify the Library. The file Directory Structure for PRO-NET is as follows : PNPOSM 6T (dir) PNLIB (dir) TTL (dir) MOS (dir) VLSI (dir) ECL (dir) ANALOG (dir) DISCRETE (dir) MTTL (dir) USER (dir) SYMBOL (dir) SCHEM (dir) PNDIR (dir) TTL MOS VLSI ECL M  get this help information show Grid ON/OFF grid Snapping ON/OFF grid size goes Up (bigger) by one size MF grid size goes Down (smaller) by one size Move the PRO-NET screen to the Back of other screens of the system. scroll wall ON/OFF redraw screen back up one IFK level. In some cases, abort currrent operation. M)x unconditional scroll OVERVIEW: PRO-NET stands for 'PROfessional NET list generator'. Thanks to the powerful graphic capabilities of the AMIGA computer and to the brilliant Intelligent Function Keys (IFK) of PRO-NET, users now can create professional schematics with speed and ease. Besides creating beautiful schematics, Flow Charts, Organization Charts, etc., PRO-NET emphasizes the importance of net list generationMHR{ which provides sufficient information for the PRO-BOARD (*) to perform Auto Component Placement at an expert level (**), and to perform such tasks as Rat Nesting, Guided Routing, Automatic Coordinate marking , Automatic Surface trace handling and Net List comparison. PRO-NET and PRO-BOARD are tailored to work with and for each other, they therefore could accomplish many tasks that other stand alone schematic capture programs or pcb layout programs could LBÏMot the game on both machines, both players should select Custom Mode. 4. When the main game appears, click on the Game Setup icon and then click on Two Players. You'll see the Startup Serial Requester. Click on the button next to "Datalink" and it will change to "Modem." 5. Next choose who is going to play good and evil, see Starting the Two Player Game below. 6. You will see a text input box above Baud rate that says "Send Login." You will also see a new button that says "Full seriaLCNl checking." 7. Establish a data connection between the two computers by clicking in the Send Login box. 8. One player should type ATD and press . The other player should then type ATA in his Send Login box and press . This will cause the modem to send a carrier. Once the CD light on the modem lights up, the connection is established and both players should wait a couple of seconds and put their phones down. Now go to "Starting the Two Player Game." STARTING THE TWO LD"ePLAYER GAME First decide who will be Evil and who will be Good. If you want to be Evil, click on the button next to "I am Good" and it should change to "I am Evil". Unless you use a saved game, both players will start on the landscape which the Evil player is currently using. Both machines will use the evil players options. Using a Saved Landscape If you want to use a saved landscape, then both players nust have the same copy of that landscape. If you're plaing with two identical coLE,gmputers connected via datalink, just swap the disk from one computer to the other. Put the disk containing the landscape you want to use into a drive and click on the Use This Landscape button. Use the Load Game requester to select the landscape and load it. If you want to play on equal terrain, create your own map using the paint map mode and use Mirror Landscape to make a symmetrical terrain. You will also have to place any people in symmetrical positions. Well i think that just LFOaabout wraps it up for this documentation. It took about 6 hours of precious time, 10 cans of cherry coke ,1 mars bar 1 ham sandwich,2 beef stews and one pastie all over 1 whole day If anyone else would like docs for their favourite game then FUCK OFF!!! Let The Corsair do them, he's probably got a secretary to do them NB. Steve ,You owe me one buddy!!! Call your Link to Perfection!! 201-679-8477 2400/9600 baud Quartex !! The ONLY name in the BUSINESS LG" File: POPULOUS.DOC 34146-T 30-Apr-89 Dir: 0 Sec: 1 - Amiga-Wares From: The Head Librarian Acc: 1 docs to game (D R Q): o a drive and click on the Use This Landscape button. Use the Load Game requester to select the landscape and load it. If you want to play on equal terrain, create your own map using the paint map mode and use Mirror Landscape to make a symmetrical terrain. You will also have to place any people in symmetrical positions. Well i think that just M|K_ Function Keys are intelligent because the same Function Key performs different tasks in different modes. The tasks to be performed by these Function Keys at any moment are automatically shown at the bottom of the screen. - IFK-Name An IFK called "Name". - IFK levels The IFK's guide the user through an operation by providing the next available set of IFK's fMbOor the user to select. These sets form the IFK levels. An IFK at a certain level is expressed as : IFK-NameA/IFK-NameB/...../IFK-NameX. For example, the IFK-Line appeared if you first select IFK-Edit, then IFK-New, IFK-OK. Therefore, the selection of IFK-Line can be expressed as: IFK-Edit/ IFK-New/ IFK-OK/ IFK-Line or, in its short form: IFK-Edit/New/OKM?5/Line This expression can further be expressed as: IFK-Edit/./Line if and only if the same set of IFK's (that contains the next IFK, in this example, the IFK-Line) appear no matter what intermediate steps (other than which means abort) have taken place. - Select Either press the IFK or click at Icon of the IFK. - Add button The leftMX=\( button of the mouse. - Delete button The right button of the mouse. - Entry Bar The color bar above the IFK icons at the bottom of the screen. It is used for the user to enter additional information and for the program to display the status of the operation. - Bold face All commands are shown in Bold. These commands are entered by one of the following MTI޼ Click the left mouse button to select a mode (function) or add a piece of graphic information to the drawing. Click the right mouse button to delete a piece of graphic (such as a symbol of an NAND gate) information on the screen pointed to by the cursor. - IFK's The Intelligent Function Keys. They are the ten Function Keys located at the top of the keyboard. In PRO-NET, theseL7'(Tto get rid of it is to bury it by raising the land, or dig it out by lowering the land. If you don't select the bottomless option, the swamp will disappear once someone has fallen into it. Knight This causes your leader to be knighted. As a knight, he will look for the enemy, kill them, burn down settlements and destroy their crop fields. The knight will systematically destroy the enemy until he has been killed. Remember, when you knight a leader, you no longer have a leader, which L8lis why the Papal Magnet jumps to the knight. Have a walker touch the Papal Magnet to make a new leader. You can have as many knights as you have the manna to make. Volcano This causes the area in the Closeup Map to be raised up to a considerable height, destroying all buildings and creating rocks over the affected area. It requires A great deal of time and manna to repair the effects of a volcano. In order to get rid of the rocks, you must remove the terrain until you get down to waL9Ъf'ter; then you can rebuild. Flood Raises the sea level by one over the entire landscape. If water is set to fatal, everything caught in the deluge will die. If not, you have the chance to work quickly to save your drowning population. Armageddon Both Papal Magnets are moved to the centre of the world and both populations uproot their homes and head to the Magnets, building land if necessary to cross water. Once there, they fight to the last. Once you select Armageddon,you cannot altL:іer the flow of events in any way, so make sure your population heavily outnumbers your enemies before invoking this command. COMBAT ------ Since you don't directly control your people, there's not much you can do in the way of instigating or controlling a fight. As an instigator you can select the "Fight" icon; your peolpe will look for enemies they can attack beofre settling. Alternatively you can direct your trooL;5ps to the Papal Magnet which is strategically placed in an enemy settlement. When your people enter combat,they'll fight until their strength bar is completely drained; at that point they die. The "Gather Together" Icon is a good command to use to make your people stronger.It tells people to combine to create a single, stronger person who will stand longer in battle. When you win a game in Conquest mode, you will see the Demonic presence who informs you status and the name of the neL<Ӵsxt world to conquer. DIVINE TIPS ----------- To reach the goal of ultimate ruler in this game, you'll want to do two things: build your population and chip away at the enemy's population. This section has tips that can help you reach ultimate rule. SPREAD OUT You can't divide and conquer if your followers are content with hanging out in their huts all day. They need to keep building and moving. Use the commands under InL=W۠fluence Behaviour Icons to control your people. WORK THE EARTH Terrain affects the people's ability to build and flourish. The flatter the land is, the easier it is to build on. You'll want to smooth the area where your people are trying to settle and ruin the land your enemy is trying to use. SETTLEMENTS : BIG vs SMALL Big settlements take more time to build and populate. If you're in desperate need of power, you won't to spend your manna in the construction industry.Big settlementsL>Տs, however, have a higher defence value and higher technology level; a big plus when the enemy is crawling into your territory. For a large settlement, you need flat land that's clear of objects. Small settlements are quicker to erect and populate. Having small villages lets you spread over a wider area faster. Unfortunately, huts are easier to conquer than fortresses. To have small settlements, don't make the area completely flat or object free. TWO PLAL? KGYER GAME --------------- There are two ways to play against a human opponent: using a modem to connect to a remote player, or by using a null modem cable to connect the serial ports of two computers. To play in two player mode, both players will need original copies of Populous. Connecting in Datalink Mode 1. Get a null modem cable. You can probably find one from your local computer store. 2. Disconnect both machines from their power supply. 3. ConnectL@ the cable between the serial ports of the two computers. 4. Reconnect the power supply to both machines. 5. Boot the game on both machines and select Custom Mode. When the main game screen appears, click on the Game Setup Icon and then click on Two Players to bring up the Startup Serial Requester. 6. The default baud rate is 9600. If you want to use a different baud rate for the computers, click on the baud rate text box; a flashing cursor should appear. Backspace over 9600, enter aLA¯] new baud rate, and press . The baud rate must be the same for each computer. 7. Now go to Starting the two player game. Connecting Modems in Voice Mode If you and your opponent can plug phones into your modem, then you can connect in voice mode. 1. Disconnect both machines from their power supply. 2. Connect the modem's serial cable to the computer. Then connect the modem to the phone line; your phone should be connected to the modem. 3. Call your friend on the phone and boL,٫le strength of the walker. There are three bars representing a walker's strength, only 2 of these are shown at any time. When the right-hand orange bar fills up, one small notch appears on the left-hand side orange bar and the right-hand side bar disappears. When both the orange bars fill up the display switches to show you a yellow bar and an orange bar, these work in a similar manner except they are higher values. A walker with a full yellow and orange bar is very tough. When you arL-Ye looking at someone in combat the bars show the relative strengths of the two combatants. The larger blue and red bars next to the shield represent the populations, the higher the level, the more the populous you are. The small shield icon stays attached to the walker or settlement to remind you what you're looking at. If a walker with a shield enters a building then the shield will transfer to that building. If a walker leaves a building with a shield, the shield will transfer to tL.Պhat walker. If a walker dies the shield will vanish, unless he dies in combat in which case the shield transfers to his opponent. INFLUENCE BEHAVIOUR ------------------- Use these to control your followers. Go to Papal Magnet This causes your walkers to go to your leader who in turn goes to the papal magnet. If you don't have a leader, your walkers will head directly for the papal magnet; the first one to touch it will become yourL/]> new leader. It is worth noting that people will not touch the papal magnet unless they are in this mode, however close they walk to it. Settle This commands your walkers to look for unsettled flat land, preferably unexplored. Once there, a walker will build the largest settlement he can. Gather Together This makes your walkers look for other walkers or settlements. When a walker bumps into another walker,they turn into a single, stronger walker. If they can't find anything to join tL0U^hey will settle. Fight Tells your walkers to look for enemiesto attack. If no enemies are in the vicinity ,the walker will just settle. ZOOM ICONS ---------- These commands let you go straight to a particular place on the map. Each time you zoom to a new subjest the Information Shield will show a summary of that subject, for about three seconds. After that, the Information Shield will go back to showing information for L1$Athe shield bearer. If you don't have a shield bearer, the Information Shield will be blank. Zoom to Leader or Papal Magnet Click on this icon with the left button to show your leader on the Closeup Map. If you have no leader, you'll go to the papal magnet instead. Press the right mouse button to go to your papal magnet on the Closeup Map. Zoom to Knight or Settlements Press the left mouse button to show your knight on the Closeup Map. If you have more than one knight, press the left L2߭wmouse button repeatedly to cycle through all of your available knights. If you have no knights, nothing will happen. Press the right mouse button to repeatedly cycle through each of your settlements. Zoom to Battle Each press of the left mouse button will cycle through each battle. If there is no battles taking place, nothing will happen. Zoom to Shield Press the left mouse button to show the shield bearer. Nothing will happen if you haven't assigned the shield to a person or settlemL3bvBent. To assign the shield on a walker or settlement, use the "Query" Command Icon. DIVINE INTERVENTION ICONS ------------------------- These are the same items that are on your Manna Bar. The ones you can execute depend on the amount of manna you have; you can perform any divine intervention that is to the left of the arrow marker. It is very important to note that each of these actions require the expenditure of manna to perL4yK form and that the pointer on the manna bar will move to the left as you perform these actions. Each of the following options are available unless turned off under Game Setup. Raise and Lower Land This is the default mode. Place the hand anywhere on the Closeup Map and press the left mouse button to raise the land under the floating cross and the right mouse button to lower the land. You must have a walker or a settlement for this to work. Place Papal Magnet This lets you place youL5Fr Papal Magnet anywhere on the Map. The Papal Magnet acts as a beacon for your followers. Click on the Place Magnet Icon and then click anywhere on the Closeup Map to plant it. To replant the Papal Magnet, click on the Place Papal Magnet Icon and click on any new location; the Papal Magnet will move to the new location. You must have a leader to relocate the Papal Magnet. You start the game with a leader, but if he dies, the first person to touch the Papal Magnet becomes your leader.L62X If your leader dies or is knighted, the Papal Magnet moves to the spot where this happened Earthquake This causes the area in the Closeup Map to be randomly shaken up, destroying buildings and drowning people caught up in its effects. Be sure not to earthquake your people or settlements. Swamp This creates a swamp in any flat area. Anyone falling into the swamp will drown. If you selected the "swamps bottomless" option the swamp will remainafter it swallows somebody; the only way L!Mhe two other build options. Build up and down. Build up and down lets you build and remove terrain. If you turn this off, you can only add terrain. Build near people/towns. Determines if you can change the landscape when there is a person on the screen or if you must have the flag from a town on the Closeup Map in oreder to change the landscape. Save a Game - This brings up a save game requester, this will catalogue the disk and list any saved games. Click in the File Name box aL"әnd type in the file name followed by return or click on the name in the catalogue list. Click on the Save box to save the game to disk. If you are using a second drive or want to use a directory other than the root directory then click in the directory box and type in the details i.e. df1:name, this will then recatalogue the relevant disk. Load a Game - This brings up a load game requester, this will catalogue the disk and list any saved games. Click in the File Nmae box and type inL# the file name followed by return or click on the name in the catalogue list. Click on the LOad box to load the game from disk. If you are using a second drive or want to use a directory other than the root directory then click in the directory box and type in the details i.e df1:, this will then recatalogue the relevant disk. Move to Next Map - This brings up a random map that you and your opponent can fight over. The map is unrelated to those in your Conquest series. Selecting thiL$s option while in conquest mode is equivalent to selecting Restart this Map. Restart this Map - This starts the game all over again for the current map; any alterations that you've made will not appear. Surrender this Game - In Conquest mode, this lets you surrender the game; you will have to replay in this world again before you can continue to the next world. In all the other modes, it lets you quit the game and go to a new world. Game Balance Click on this icon with the left moL%K/use button to bring up your options. Click on it with the right mouse button to bring up your opponents options. You can make each of the following available or unavailable by clicking on the square next to it: Can modify Land Can attack Towns Can attack Leader Can use Earthquakes Can use Swammp Can use Knight Can use Volcano Can use Flood Can use Armageddon At the bottom of the screen are the settings for Aggression and Rate. Click anywhere inside the bar to set the levelL&p4. Aggression - The higher the setting, the more the computer will attempt to invade your land. Aggresion has no effect on a human player since you obviously can't dictate how aggressively he or she will play. Rate - Sets the rate that new population is added to settlements. The faster the setting, the faster a computer opponent will gain manna and proliferate. The computer may seem almost impossible to beat when this is set to maximum. Click on OK to accept these options and to conL'Jtinue with the game. Note : In conquest mode you cannot alter any of the above. Message If you're playing a two player game, either by modem or Datalink, then choosing this icon will bring up a requester. Type in the message you would like to send to the other player(up to a maximum of 20 characters) and press . A similar requester containing the message will appear on your opponent's screen. See the "Two Player Game" section for more details on playing against a human opponL(u4ent. DIRECTION AND OBJECT ICONS -------------------------- These icons let you control the movement of your Closeup Mapand find out information on that map. Direction Icons Press any of the direction icons to move the Closeup Map one point in that direction. You can use your numeric keypad in place of the direction icons, but the keypad is slower. Query Selecting this turns your cursor into a shield; use the shield to find out infL)T^ormation about people or settlements. Using the top left corner of the shield, point at a person or at a flag flying by a settlement and then press the left mouse button, this is then the shield bearer. The Information Shield now fills with the following information on the person or settlement: Doing graphics with ed mode is bad so i will try to be brief (JESTER) The top right hand corner of the screen is a shield with 4 sections plus 2 bars either side. L*;A _____________ | || | || | | || 1 | 2 || | This bar is Good| ||-------|| |This bar is Evil | || | || | | || 3 | 4 || | \ | / \_|_/ Quadrant 1: This shows which side this information is for: Ankh for Good,Skull for Evil. Quadrant 2: The more primitive the settlement, theL+Iz more primitive the weapon. Fists and clubs are primitive, while crossbows and swords are more advanced. Quadrant 3: This is the subject that the shield is attached to. Quadrant 4: The information here depends on the subject. If you're viewing a settlement, the left bar (yellow) represents the size/strength and defensive value compared to a full castle. The green bar shows how close this building is to turfing out a new walker. When you're looking at a walker, the bars represent thLo do. Any time two of your walkers bump into each other, they combine to make one stonger walker. The strength of the walker depends on the numbers of members in the group and the weapons that they use. As the game progresses walkers will become more intelligent. Leader: You can only have one leader in existence at a time. This is the first person who touches the papal magnet. Think of him as a High Priest. You always start a game with a leader. Knight: If you have enough manna, yoLՇu can turn your leader into a knight. Knights are fighting machines. They look for the enemy walkers or settlements, kill people amd burn down settlements. The knight will continue to systematically destroy the enemy until he has been killed. You can have as many knights as you have manna to make, though they may join together to form a single stronger knight. Miniature Papal Magnet. A miniature Papal Magnet is always attached to your leader so that you can identify him. SettlementL1s. Settlements range from primitive huts to intricate castles. Castles are errected in areas of 5x5 or more contiguous fields. Once a walker settles he builds the largest settlements he can, determined by the proportion of that 5x5 land which is flat. Castles increase your population the fastest but they also take the longest to fill. Walkers youe ever-important pioneers, will not emerge from a settlement until it is full. As long as walkers do not emerge, you will have nobody searchL([ing for new flat lands to settle on(and proliferate!). There are good and bad points to having a large settlement as there are for small settlements. As an omnipotent being, you must decide which is the best move to make. Terrain. Terrain varies from world to world. Games take place on worlds that range from hot deserts to ice masses, with each terrain type affecting the game in different ways. i.e Walkers die faster in the desert, on Ice Worlds population increases more slowly and L^ Place Good Walker. Place Evil Walker. Place tree or plant; press again on the same spot to cycle through the selection of trees and plants. Place rocks; press again on the same spot to cycle through the selection of rocks. Remove an object or persL6Qon from the screen. Increase manna for Good. Increase manna for Evil. Mirror the landscape (make symmetrical). Clear the landscape of all terrain. Place Good leader. Place Evil leader. Lower manna for Good. Lower manna for Evil. <1-4> Select the landscape types. Good You control the good guys. Evil You control the bad guys. Human vs Computer You pLM~lay against the computer. Computer vs Computer To watch the computer battle itself, choose this. You must choose a side; this is the side whoses actions you'll view in detail. Although the computer is set to fight itself, you can intervene at any time. Just issue a command the same way you would in a regular game. The computer moves pretty fast, so don't be surL }prised if you move the papal magnet and the computer immediatley moves it somewhere else. Conquest - Play the conquest game. This brings up the World to Conquer requester. Click on Start Game to accept the world described or click on New Game, type in another name and then press Return. Custom - Play a custom game. Choose this if you want to create your own maps or experiment with the various oppositions. Set the options you want and tL g-hen click OK. Game Options - This brings up a requester with five options. The options you choose affect both players: Water is fatal. Fatal automatically kills everything that falls in the water. With this option off, you have the opportunity to save people. Swamps Shallow. A person falling into a shallow swamp dies and the swamp disappears. Bottomless swamps don't disappear afetr someone falls into them. Cannot build. Neither side can raise or lower a thing. This overides tL eyour Papal Magnet in that building. Click on the Go To Papal Magnet mode, your people will now walk towards your leader and your leader will walk towards the Papal Magnet. Scroll the closeup map so that you can watch your leader as he walks towards the Papal Magnet, people should walk to your leader and join up with him. When he gets about half way to the Evil lands, click on the Settle mode icon, he should now build a house on the nearest flat land, as should all your other people.L rD[ Raise and lower land so that there a number of buildings on the screen. Try and make at least one of them into a round tower or castle, make sure that the leader is in a castle. The leader is in the building with the Ankh next to it. Check that the pointer by the Manna Bar is past the Knight icon, if it is, then click on the Knight Divine Intervention icon, however if it isn't then you must wait intil the pointer reaches that point. Continue if it is not past the Quake icon. When yL =wy\ou knight your leader, you turn him and the building he is in, into a free spirit fighting force. Your knight is not under your control and will not follow the instructions that the rest of your people do. As you create a knight you will find that the Papal Magnet is moved to the point at which your leader was knighted, this is the same effect as when your leader is killed. Click on the Go To Papal Magnet mode so that your people will go to the magnet and create a new leader. Zoom tL"-o Knight, to find out where your knight is. You should find that he has walked off towards the Evil people and may have started attacking them. Follow your knight and see what destruction he causes to the buildings. When a knight destroys a house he also destroys the land that surrounds it; this is shown by the darker patchwork land that appears after the knight has been through. Go into Settle Mode so that your people start expanding their lands, click on the Book of Worlds, find sL6/pome of your people and create land for them so that they continue to thrive and build houses. This is vital part of every game. You must make sure that your people are supplied with flat land to build on. Every now and then in the game you must return to your people and create some new terrain on to which they can settle. Find an area in the Evil land that is covered in nice red buildings, make sure that you have this in the closeup map and then click on the Earthquake special effecL{Lts icon. this will shake the ground and destroy buildings in that area. Place your Papal Magnet in the Evil lands, preferably in one of his houses. Then click on Go to Papal Magnet mode so that your people walk towards his lands and start attacking his people. When your people get into his lands, click on Fight mode; this tells your people to attack any enemy that they can find and then build houses. You have now mastered the Tutorial Mode and can start Conquest mode. LH進 GAME PLAY SCREEN ---------------- This screen contains all the controls you'll need to impose dominion over any world. The screen is divided up into five parts: Book of Worlds, Closeup map, Manna Bar, Information Shield, and Command Icons. Book of Worlds: This shows you the entire world you're in. The crosshair shows you where you're currently viewing. The red dots are the Evil walkers and the dark grey dots are Evil settlements. The blueL$ dots are the Good walkers and the white dots are Good settlements. Light grey dots are rocks. Click on any spot on the Book of Worlds to bring up the immediate are on the Closeup Map. Closeup Map: This is the area of the world you can directly influence using your Command Icons: add or remove layers of terrain, invoke a catastrophe, guide your followers, etc. See the "Closeup Map" section for details on what you'll see on this map. Manna Bar: The Manna Bar shows a series of icons;Lוu these icons are your Divine Intervention Icons. The Raise and Lower land icon on the far left requires the least manna to do, while Armageddon on the far right requires the most. The arrow next to the Manna Bar marks what Divine Intervention Icons that you can use: you have the power to invoke any command to the left of the marker. The more manna you gather the farther the marker will move right, and the more commands you can execute. Shield Summary: The shield gives information onLh the current size of the two populations and the status of the shield bearer. See "Query" in the Command Icons section for complete details. Command Icons: These icons control game play. See the Command Icons section for complete details. Closeup Map ----------- Here are the things you'll see on your Closeup Map: Papal Magnet. the Papal Magnet is your sacred symbol. If you're Evil the Papal Magnet is a Skull, if you're L׹>Good it's an Ankh. The Papal Magnet is the focus point through which you can control your leader and walkers. People. There are three types of people in Populous. To find out the status of a character, use the "Query" Command Icon. Walkers: Walkers are your primary population. Walkers do whatever you tell them: follow the leader and Papal Magnet, fight the enemy, settle in an area, etc. Use the Influence Behaviour Commands (described in the Command Icons section)to tell them what t@+,ke out your current disk out of its drive and put your new one in. Highlight PLAY DISK (or CAR DISK or SCENERY DISK), press the FIRE BUTTON twice and you're ready to go. One Final All-Encompassing Installation Tip On occasion you will boot up the game (or change disks within the game), and a message might pop up asking you to insert a Play, Car, or Scenery Disk. If you don't want to do this, or you don't have such a disk, or you've specified the wrong drive location, just press ESC@,PaQvb and follow the on-screen instructions. That should get you back into the game. the FIRE BUTTON again. The message at the top of the screen should read "Using Play Disk." Then when you exit the Install Menu, be sure to set the YOUR CAR, OTHER CAR, and SCENERY settings to match your Play Disk. Using More Than One Disk? Eventually, you may create a library of Play, Car, or Scenery Disks. To switch them without turning off your computer, go to the Install Menu. TaL 8սle. You should now have mastered the basic techniques needed to play the game. Zoom to sield and see what the Evil leader is doing, the Evil people will be building flat land and building bigger houses. These are exactly the things that you should do to expand your domain. Click on the Place Papal Magnet icon, this now gives you a small Ankh cursor with a small black and white cross, place the cross in the bottom corner of an Evil building and click the left button. This will place Lre the earth and your devout followers to crush the misguided. TUTORIAL - A predefined game that allows you to test our your various powers. CONQUEST - Conquest consists of nearly 500 fixed worlds, with each world getting progressively harder. You'll start on Genesis. Once you've defeated the - More (Y)/N/NS? ns opposition, you're given the name of a more challenging world. The next world you go to depends on the final score in your previous game. The higher the score, the more diffL ߞ^icult a world you're given (to match your skills). You must defeat your opponent in a world before you can advance to the next one. Choose from START GAME to start the game or NEW GAME to enter the name of a new world. When you play in Conquest mode, you're always the Good supreme being. Before you enter each world, you'll get a briefing on the world's landscape, your enemy, and other helpful game information Note:You cannot change any game play options or use paint map in conquest L n@{mode. CUSTOM - The custom game lets you modify over 60 game parameters, design your own worlds and even play another human opponent on another computer via modem or datalink cable. TUTORIAL MODE ------------- In the top left corner of the screen you have the Book of Worlds, this is a small map of the entire world that you are fighting over. The small black and white cross shows you where the centre of the Closeup mapL 9 is. You will find that the cross is currently in the top corner of the map. Click on the Book of Worlds to move the closeup map directly to that point, this is the quickest way of moving around. Look for the blue dots, these are your people. Using the left mouse button click on one of the 8 directional arrows and scroll the closeup map around. Using the Zoom to Leader icon you will find that the closeup map is centred on your leader, the one carrying the Ankh. The leader is vital tL ao the control of your people, as he is the only Walker that you can directly advise and control. Using the Zoom to Leader icon is very important to your ability to move quickly around the map amd for your monitoring of the progress of your people. Next you should locate the Evil leader, use the map and look around the middle left side, you will see some red dots, these are the Evil walkers. The Evil leader carries the small skull with him. Zoom to your leader, click on the Query icL rFon and then click on your leader with the top left corner of the shield. This shows the strength of your leader in the two bars in the bottom right corner of the large information shield. See the Query section about shields for more details. Now find the Evil leader, place and leave the shiled on him. This allows you to see how strong he is and also to watch what he gets up to. Click on the Raise and Lower Land icon, then zoom to your leader and see what's happening. Then click on tLfhe Zoom to Shield icon, this now allows you to find and trace the Evil leader. Zoom to your leader again. Unpause the game by clicking on the Pause icon, your leader and people will now walk about until they find some flat land to build on. As soon as they find it they will build a house. The type of house depends upon the area of surrounding flat land that can support the building. The small huts can be supported by 1 or 2 areas of land whereas a castle requires large areas to suppL 4\ort it. Click on the Raise and Lower Land icon;this gives you a hand pointer. Place the pointer in the closeup map near to your leader, so that the small black and white cross is at the top of an angular piece of land, then click the right mouse button to remove that lump of land. This is the standard mode that you play the game in, you raise with the left button and lower with the right button. Raise and lower land so that areas of flat land appear, on to which your people can sett@ ̺tto insert the Car Disk, follow all the on-screen instructions. * When you return to the Setup screen, choose Your Car or Other Car option. (If you have only one drive, you'll be prompted to insert your Car Disk; follow the on-screen instructions.) You can move your joystick to scroll through the original and new cars. Press the FIRE BUTTON when you spot your dream car. Only One Disk Per Drive? No, you can assign more than one disk to the same dri@!NO\ve, which is particularly important - obviously - if you have only one drive. For example, both a Car and Scenery Disk could be specified to DF0: Scenery Disk * This tells the computer where the Scenery Disk is located. Highlight it, press the FIRE BUTTON, then type in the name of the disk or its drive location. * If you are asked to insert the Scenery Disk, follow all on-screen instructions. * When you return to Setup screen, choose the Scenery opt@"2{ ion. (If you have only one drive, you'll be prompted to insert your Scenery Disk; follow the on-screen instructions.) Now you can move your joystick (or arrow keys) to scroll through the original and new scenery. Press the FIRE BUTTON when the roads of your dreams appear. Play Disk * This tells the computer the location of the Play Disk. Assign a drive for the Play Disk, then follow the on-screen instructions. What's a play disk? It's a forma@#otted disk onto which you can copy some of the Master Disk as well as different combinations of cars and scenery. For example, you could create a match race between the F40 and the Corvette ZR1 in California. And it keeps you from having to swap disks at each gas station. (You must assign a drive to PLAY DISK before making a Play Disk.) YOU'RE NOT CRAZY! If you think your game is asking you to swap disks an awful lot, you're not crazy. It is. But you c@$V an resolve the merry-go-round by creating a Play Disk. DON'T WRITE PROTECT YOUR DISKS! If you write protect your disks (perhaps so that you won't make a serious mistake when swapping disks), the game won't work properly. So don't. Bruce, the designer, built safeguards into the product (in fact, it will prompt you to take the write protect off). ANOTHER ESSENTIAL PLAY DISK TIP If you want to put cars or scnery onto your Play Disk from an optional Car or Scenery Disk, make sure t@%VԂhat the Car or Scenery Disk is assigned to a drive on the Install Menu before you proceed. Otherwise, you can only extract cars and roadscapes from the Master Disk. Make Play Disk * With this option, you copy some of the Master Disk onto a formatted disk or your hard drive. Important: You must format your blank disk first - see your Amiga manual if you need more info. Highlight, press the FIRE BUTTON, then follow the on-screen instructions. Now you're ready @&RRto add Car and Scenery information which makes the Play Disk playable - you must have at least one car and one scenery to make a working play disk. Copy Cars * After you make a Play Disk, this lets you copy cars from the Master Disk or Car Disk onto your Play Disk. (You can copy one scenery and two cars to a Play Disk.) Press the FIRE BUTTON, follow the on-screen instructions. and a screen appears which looks something like the diagram on p@'age 13. * Use your joystick to highlight the name (or names) of the car you want to manipulate, then press the fire button. An * will appear before each name to indicate that it's selected. (Press the FIRE BUTTON again to undo the selection.) * You can only copy cars - never delete them - from the list in the first column. Likewise, you can only delete - never copy - cars from the second column list. * After a car is selected, press COPY o@(]r DELETE, and follow the on-screen instructions. Copy Scenery * This lets you copy scenery from the Master Disk or Scenery Disk onto your Play Disk. (You can copy one scenery and two cars to a Play Disk.) * You can only copy scenery - never delete them - from the list in the first column. Likewise, you can only delete - never copy - scenery from the second column list. * After a scenery is selected, press COPY or DELETE, and follow the @);W| on-screen instructions. * Use your joystick to highlight the names or names of the scenery you want to manipulate, then press the FIRE BUTTON. An * will appear before each name to indicate that it's selected. (Press the FIRE BUTTON again to undo the selection.) * After a scenery is selected, press COPY or DELETE, and follow the on-screen instructions. * After you've placed cars and scenery onto a Play Disk, go to Play Disk and press the@*L@Vk FIRE BUTTON. Make sure that your Play Disk is specified to DF0: and press the FIRE BUTTON again. The message at the top of the screen should read "Using Play Disk." Then when you exit the Install Menu, be sure to set the YOUR CAR, OTHER CAR, and SCENERY settings to match your Play Disk. Using More Than One Disk? Eventually, you may create a library of Play, Car, or Scenery Disks. To switch them without turning off your computer, go to the Install Menu. Ta@K1̬e game is over. That's justice. At times you'll be coming around a bend and a cop will be standing beside the road (car parked), motioning you to pull over. You have three options: 1) pull over and get a ticket 2) speed by 3) run him over. If you choose #2 and he catches you, you get a ticket. Choose #3 and the game is over. Speedometer Near the middle of the dashboard. You can't miss it. For the European-made cars, it's measured in KPH (kilometers per hour). Here's a chart to h@ށPelp you convert KPH into MPH (miles per hour). For the record, one KPH is equal to about .62 MPH. KPH = MPH KPH = MPH 375 = 232.5 225 = 139.5 350 = 217 200 = 124 325 = 201.5 175 = 108.5 300 = 186 150 = 93 275 = 170.5 125 = 77.5 250 = 155 100 = 66.14 Gear Shift To m@~lake it appear and disappear from the screen, press D. If the display is off, the gear shift appears only briefly when you shift. Rear View Mirror Monitor it well. Especially at higher levels, watch out for zealous highway idiot of an opponent. A keen eye to the glass will help you keep on top of ol' Smokey too. Dots at the Top of the Screen These are moving dots (three are possible if you're challenging, two if you're racing solo against the clock). They move across the top of @ůthe screen during each leg of a race, starting at the left side at the beginning and ending at the right (or the gas station - the finish line of that leg.) The dots represent the cars in the race - yours, the computer's and the cop's. You are the first dot at the start (red), followed by the computer (blue) and the gendarme (he only appears when he's in pursuit, in yellow). The dots quickly show you how much race is left, and how you're doing relative to the competition. TAKE A T@ThRIP Lives. You start with five, which is less than a cat gets, but still pretty generous. You lose a life every time you crash or get a penalty. But you gain one each time you refuel. Penalties. You lose a life and get 20-second penalties (added to your time) if you crash, blow an engine, or run out of gas. Gas. Elixir of the road gods. When you see a sign like the one in Diagram 19.5 page 8, start thinking about filling up. When the two white lines pop up beside the gas station (@ ~plike the ones in Diagram 42.76, page 8), stand on the brake and pull onto your side of the road. If you don't stop between the lines, you can't refuel. That's not good - and you'll find out why in a few miles. Go. Rev the engine, fool. You are now in gear. If you're on a manual shift level, pop it into gear and go. Shift. To shift up, hold the joystick up and press the fire button. To shift down, hold the joystick down and press the FIRE BUTTON. Resurrections. After each crash or@!ES` penalty, press the FIRE BUTTON to continue the duel. If you run out of lives ... well, cheer up, even Rome fell. Don't quit. Ignore the callous insults flung at you by the computer and take another shot. SCORE SCREENS One or two screens that resemble Z1 and Z2 will appear after each leg of the race is finished. When you race against the computer, the winner is determined by the highest point total. (If your time is only slightly better than the computer's, his speed and points ma@"|y be greater than yours. The is because he started behind you and had a slightly greater distance to travel.) TOP GUN SCREEN After you race, and if you have one of the seven highest on your disk, a screen appears which asks you to type in your name. Then press the FIRE BUTTON an you'll see your name in print. Congrats. (There are separate Top Gun screens, by the way, for every Scenery Disk.) HOW TO USE THE INSTALL OPTION This section explains you can create your own unique rac@#h ďes using different combinations of cars and scenery from the original game AND the optional Car and Scenery disks. What kind of combinations can you make? How about a Porsche RUF (top speed 211 mph) head-to-head against the new Corvette ZR1? Rocketing between a stand of redwoods near the Oregon border, or through heavy San Francisco traffic? To take the first step toward creating your custom match races, highlight INSTALL and press ENTER (or the FIRE BUTTON). You dissolve to the I@$Fnstall Menu which looks something like this. Install Menu Exit to Game Menu Car Disk Scenery Disk Play Disk Make Play Disk Copy Cars Copy Scenery Exit to Game Menu WARNING! When you swap disks, please wait until the red light on the drive goes off before you press the fire button. A Tip To Save Dis@U/k Swaps After you've made a Play Disk, and you're ready to exit the Install Menu screen, make sure that Car Disk or Scenery Disk are not assigned to any drive (a blank space beside them.) It'll save you much swapping grief. Car Disk * This tells the computer whether you have inserted a Car Disk into the drive. Highlight it, press the FIRE BUTTON, then type in the name of the disk or its drive location. (For example: DF0:, DF1:, Car Disk:) * If you are asked %=&=5Rstart7p@ 'x< * This displays your competition if you elect to race the computer. High-light, press the FIRE BUTTON and the screen dissolves to the Car Selection screen. Choose the computer's weapon and press the FIRE BUTTON to return to Setup. 3. Scenery * You don't need this option unless you have an additional Scenery disk (see box below). If you don't, skip to #5 in this section. * If you do have one, press the FIRE BUTTON. The scr@ (neen dissolves to the Scenery Selection screen, which features the Mastery Scenery Disk (pictures of the three original roadscapes you face in THE DUEL.) If you've already installed the scenery disk (see INSTALL, page 10), move the joystick up or down (or press the Up and Down arrows) to examine other roadscapes. When you see the scenery you want, press the FIRE BUTTON. The screen dissolves back to the Setup screen. 4. Install@ ) s * You don't need this option unless you have an optional Car or Scenery Disk. If you don't have them, skip to #5. If you do, please turn to page 10, HOW TO USE THE INSTALL OPTION. 5. Do you want to race against the clock? * Highlight the stopwatch, press the FIRE BUTTON and you're off to the Skill Selection screen. 6. Or battle the relentless, icy cool driving hand of the computer? * Highlight the computer, press the FIRE @*%2BUTTON and you go to the Skill Selection screen. CHOOSE YOUR SKILL LEVEL There are 12 levels of difficulty. Here's a quick breakdown of the range for the different variables: Skill level 1 2 3 4 5 6 7 8 9 10 11 12 ~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ Auto Shift x x x x Opponent speed 90 MPH ----------------- Top speed of selected car Cop speed@+= 120 MPH ----------------- 200 MPH Traffic Density 50% --------------------- 100% Traffic Speed 30 MPH ------------------- 60 MPH Scoring 33% --------------------- 100% * Move your joystick left or right to choose a level, then press the FIRE BUTTON. HOW TO DRIVE YOUR CAR Use the joystick to play THE DUEL: TEST DRIVE II. Here's how it works: Joystick: Accelerate Accelera@,pz/te/left Accelerate/right \ | / \ | / \ | / \ | / \ | / \ | / Turn left -------- -------- Turn right / | \ / | \ / | \ @- / | \ / | \ / | \ Brake/left Brake/right Brake To manually shift your car with these controls, accelerate or decelerate until you're ready to change gears, then simultaneously press the FIRE BUTTON. ADDITIONAL CONTROLS [ D ] Makes the Gear Shift appear and disappear on screen [ P ] Pauses the action - press any ke@.uy to continue [ M ] Toggles music off and on [ S ] Toggles game sounds off and on [ Ctrl ] [ R ] Takes you to the original Setup screen [ Esc ] Exits you to Amiga DOS SAVE There is no way to save a race. THE COCKPIT Tachometer Large gauge in center of dashboard. Registers in thousands of revolutions per minute (RPMs), the rotational speed of your drive shaft. The bigger the number, the harder your engine is working. If you work it too @/WFhard, or "red line" - that is, push the tach needle into the red area - you'll blow all your precious horse-power right out the tailpipe. (Watch for smoke in the rear view mirror.) Steering Wheel The joystick turns the wheel left or right. The dot on the top moves to show you how far off of straight ahead you are. Radar Detector Located on sun visor in upper left of windshield. A blinking light means it's on. If the light flashes and beeps, slow to the speed limit, because lur@QLking nearby is your worst nightmare: A state trooper with (1) an attitude and (2) a shortfall on his weekly ticket quota. Of course, you could try to outrun the toast. But you better be good. Police A cop will chase you until you either outrun him or he passes you. In the latter case, you must stop and get a ticket. (Getting a ticket is not a good thing. Not only do your insurance rates go up, but the clock is still running and you lose valuable time.) If you crash into a cop, th1). ORACLE presents: Flight Simulator Scenery Disk #9 (chicago, st.louis, Cinn.) Flight Coordinates and doxs by ROM CHIP of ORACLE. Call our HQ 602-264-6670 or these other fine ORACLE bulletine boards! Bloom County 602-843-8261, Broken megs ][ 407-259-0229 or the VAULT 314-869-7743 This is the latest scenery disks from SUBLOGIC..you must have e20ither JET SIMULATOR or Flight Simulator II to use these scery disks, they do not boot by themselves..(in case your pretty stupid and tried it already!) Anyways, for those who dont know how to utilize the scenery disk, heres a little help...if your using JET sim., just use the LOAD SCENERY DISK option at the main menu and enter the north and east coordinates listed below to go to that area of the scenery disk....using Flight Simulator II is a little bit harder, but you can find the 3pull down menu area where it says scenery disk...well..thats when you insert scenery disk into the drive and then enter that function and follow the north-east coordinates again just like JET...although FS2 asks for ALTITUDE (which are listed below for your convience.) SCENERY disk #9 includes the areas covered by the CHICAGO, ST. Louis, and Cincinnati, OHIO NOAA sectional charts. Each section covers an area of more than 100,000 square miles and is usally named for the prominen4v5t city within that area. DISK #9 includes more detailed cities and airports than ever before. Many airports now have a visual approach slope indicatior VASI. Improved runways feature threshold markings, fixed distance markers and touchdown zone markers with dimensions and placements to FAA specifications. The city of CHICAGO now has many more buildings, landmarks and visual cues. ST.Louis is also packed with scenery and borders a HIGHly realistic rendition of the MISSISSIPPI rive5olr that runs all the way from wisconsin to tennessee. The Cincinnati sectional area features a cluster of more than thirty mountains stretching from tennessee to pennsylvania. With over 150 detailed airports and numerous VOR and NDB transmitters, this disk should keep you flying for a long time. The following coordinates should provide the most interesting sites. CHICAGO area City of CHICAGO 17186n 16671e Sears Tower 17197n 16662e John Hancock building 16]7205n 16667e Standard Oil BLDG 17199n 16667e First National Bank 17198n 16664e Lake point Tower 17203n 16670e Harbor point Tower 17199n 16669e Mccormick place 17185n 16670e Adler Planetarium 17191n 16672e CHICAGO RIVER DETAILED LAKE MICHIGAN SHORELINE Other Cities nearby include: Milwaukee, WI 17652n 16577e La Crosse, Wi 18024n 15531e Madison, WI 17701n 16101e Quad cities, IL/IA 17028n 15731e W7CWuaterloo, IA. 17474n 15161e Grand Rapids, MI. 17641n 17279e Detailed Airports: O'Hare INTL. (CHI.) 17241n 16579e MEIGS Field (CHI.) 17186n 16671e MIDWAY (CHI.) 17156n 16630e Fort.Wayne, IN. 16836n 17464e Grand Rapids, MI. 17642n 17319e BATTLE Creek, MI. 17404n 17418e Oshkosh, Wi. 18096n 16365e Peoria, Il. 16667n 15999e Moline, Il. 17009n 15737e -------------------------------------- 8A6 St. Louis, MISSOURI area: St.Louis 15789n 15823e Gateway arch 15791n 15824e Busch STADIUM 15791n 15821e DOWNTOWN BUILDINGS MISSISSIPPI RIVER WESTWARD EXPANSION PARK DOWNTOWN PLAZA FOREST PARK other cities of interest: Champaign, Il. 16433n 16474e (in CHAMPAIGN-) University Inn U. of I. university campus Huntington tower Woodly house Indianapolis, Indiana Indy 500 speedway 16292n 17162e Springfield 9|fv, IL. 16291n 16009e Nashville, TN. 14717n 17040e Louisville, ky. 15645n 17328e Lexington ,ky. 15574n 17752e Detailed Airports: Champaign, Il. 16399n 16466e St. Louis airport 15842n 15770e Louisville, KY. 15619n 17330e Blue grass. KY. 15574n 17718e Nashville, TN. 14717n 17040e Indianapolis, IN. 16237n 17126e ---------------------------------------- Cincinnati AREA: Cincinnati  :u16031n 17724e Riverfront Stadium 16031n 17724e DOWNTOWN BUILDINGS BLUFF/WEST EDGE OF CITY OHIO RIVER other cities: Columbus, Oh. 16414n 18175e Dayton, Oh. 16322n 17824e Winston/Salem N.C. 14837n 19243e Roanoke, VA. 15351n 19283e Surprise locations: 15094n 16490e and that should do it...now you can fly around from chicago down to St. louis and up and over to cincinnati...and if you have scenery  ɂdisk #11.. then you can fly over to pittsburg and philidelphia and over the great lakes and toronto CANADA and Niagra falls NY...then Scenery Disk #7 takes you all the way down the EASTERN coast from WASHINGTON D.C. to the Florida Keys....Also look for the WESTERN EUROPE and JAPAN/Tokyo scenery disk available to a pirate near you.....This has been an ORACLE/Rom Chip pro- duction, we here at ORACLE hope you have enjoyed your stay. -RC Cincinnati AREA: Cincinnati  )Cshow batman  +*)('&%$#"!6543210*S4QHostagesp<?'?5S^start8p%su-show battletech 9;=} Ms6@ {w(%$L&<5RACU DOCS DISK 75R~4S>A#5A5Sstart9p<ĥshow butcher2 t9;=} Ms6@ {w(%<$L&>5SACU DOCS DISK 75S4S@C?C5S startap>Sshow cosmicconquest 9;=} Ms6@ {w(%<>$L&@5S%ACU DOCS DISK 75S$4SBE"E5TdstartbBp@Nshow crownofardenia 9;=} Ms6@ {w(%<>$L@&B5S ACU DOCS DISK 75S 4SDNN5TstartcpB%show deluxepreset      "?4lx UtilimasterBp;`vHch has its own good and/or bad points. Use 'big jump' to reach otherwise unobtainable heights and also to jump down from walkways to the ground below. Avoid taking damage. Trying to walk through things is a costly way of killing them. And remember: Practice makes perfect, almost! DIGITAL MAGIC SOFTWARE LTD. ______________Doc provided by=H0ot for your ball, move your cursor to any of the other starting points and click the mouse button to respot your ball. If your ball is hidden behind an obstacle, press the space bar and the computer will spot the cursor on the ball for you. If you change your mind about putting, put the cursor back on the ball. When you see an "X" beneath the cursor, you can safely release the mouse button without putting. Keeping Score Your goal is to complete all nine holes in par or better. If=I you do, you'll get a special reward. Par is the maximum number of strokes it should take for you to get the ball into the hole. You'll find the par value for each hole on the top left corner of the screen. You can still successfully complete all nine holes without getting par or better, but you won't get the special reward. The box (or boxes if there's more than one player) in the top right corner of the screen shows how many strokes you have left. After you get the ball in the hol=Ji+k'e, any strokes remaining are carried over to the next hole. The total strokes you get for a hole comes from adding up two things: the par value for that hole and any strokes left over from the previous hole. The only exception is the first hole, where you start out with 5 strokes. Let's say you complete the first hole in two strokes , giving you three extra strokes. The second hole is par 3; add this value to the extra strokes and you'll get a total of six strokes for the second hol=K7e. Any strokes left over from the second hole will carry over to the third hole, and from the third hole to the fourth hole, and so on. If you don't run out of strokes before getting the ball into the hole, you get to advance to the next hole. If you do run out, you'll go to the score card where you can start the game over again. To call up the score card anytime, press S; press any key to return to the game. Getting Bonus Strokes The Preview screen lists any bonus opportunities=L%V for the hole. In addition to a hole's regular bonus opportunity (if it has one), there are two types that can appear at any hole: hitting the fairy with your golf ball or completing the hole while the timer bonus is running. You can get up to four free balls with the timer bonus - it all depends on how fast you putt. You'll see a clock and four balls on the top left corner of your screen. As time ticks by, one ball will disappear. If you finish the hole while four balls are still on= @g the screen, you'll get four free balls; if you finish while three balls are on the screen, you'll get three free balls; and so on. ........Complete Manual provided by THE HELLION & THE CORSAIR........ nce to the next hole. If you do run out, you'll go to the score card where you can start the game over again. To call up the score card anytime, press S; press any key to return to the game. Getting Bonus Strokes The Preview screen lists any bonus opportunitiesMڇ 5T [startdpD|show disksalv /.-,A@?>=<;:987ILKJ'%)4Q Gauntlet2Dp=P ;at each hole. It shows the layout for the entire hole. This screen also lists any tips, special instructions, and bonus information. To leave this screen and tee off, click your mouse button. You can return to a hole's Preview screen any time by pressing H or ?; press any key to resume the game. Once you get on the course, your view isn't limited to what's on the screen. Move your mouse to the edge of the screen and another section of the course will scroll into view. Putting the =G !Ball The mouse is your putter. Spot the cursor on top of the ball, press and gold the mouse button until you see an "X" beneath the cursor, and move the mouse in any direction. You'll see a dotted white line that indicates the distance and angle of your putt. The farther you pull the mouse back, the harder your putt. (There's a limit to how far back it will go, so don't expect to whack the ball off the course!) Let go of the mouse button to putt. If you don't like the starting poin9RV__________________________________________________6 Here's what earns what (continued): Picking up money 250-1000 points each Picking up light bulb when off 250-1000 Picking up safe 250-1000 Picking flowers 250-1000 Pausing the Game During gameplay, you can press Esc to pause the game. While it's paused, you can press: o Q to quit and go to the set up scre9Sކen. o S to toggle the sound on and off. Or press any other key to resume gameplay. Joining In If only one player is playing RAMPAGE, another can join in. Between clues, a teletype screen appears, indicating what city is coming up and offering hints and tips on gameplay. To introduce a new monster to the fray, press that monster's JUMP button or key while the teletype screen is displayed. Current players will maintain their running points totals, and play will resume. N9T=6OTE: If you introduce additional players while a particular city is being trashed (by pressing Esc, then Q to load the set-up screen), all scores will be reset to zero. Recording High Scores and Starting Over RAMPAGE includes a record screen that accommodates up to ten high scores. Here's how it works: After the last player dies, the game automatically goes to a GAME OVER screen for a few moments, then to the high score screen. If any player has racked up a score high enough to ra9Ubnk among the top ten, the player is prompted to enter up to three initials; press RETURN to log the initials on the high-score screen. Then, to resume gameplay at the first city, press Esc. When the teletype screen appears, press the JUMP button or key of each monster who wants to play the next round. _______________________________________________________________________7 Picking Up Where You Left Off To resume play at the same city where you left off when the last player died, 9V-press the joystick button (or equivalent keyboard JUMP key) when the GAME OVER screen appears. If any player has scored enough points for the top ten, enter the player's initials on the high-score screen, then press Return to resume play at the desired city. Tips for Cheaters o Don't be a nice guy. Beat up on your friends if you like. It will give you an added advantage. o If you're caught on a building just as it's about to crumble, jump. o To rack up the point9Wŭs, you and your friends can work some things over together. Like trolleys, tanks, and the like. o Every town has its own strengths. And weaknesses. Get to know them. Use them to your advantage. o Damaged monsters who turn into humans are fair game. Even if they are your friends. ________ Docs provided by THE HELLION & THE CORSAIR________ 9X9Bse them to your advantage. o Damaged monsters who turn into humans are fair game. Even if they are your friends. ________ Docs provided by THE HELLION & THE CORSAIR________ ;ZRcght & Down Any guesses? Up Jump Left & Up Jump Left Right & Up No prizes for this one! Pressing Fire will cause a bolt of energy to shoot from your fingertips. If you hold Fire down and push up you will do a 'big jump' but only if you have picked a certain something up! SPACE Pause Game ESC Quit Game Hints on Playing the Game. Whatever you do don't go swimming, the water s;[.eems to be pretty polluted. Not at all good for your health. Experiment with the Pick-ups as each has its own good and/or bad points. Use 'big jump' to reach otherwise unobtainable heights and also to jump down from walkways to the ground below. Avoid taking damage. Trying to walk through things is a costly way of killing them. And remember: Practice makes perfect, almost! DIGITAL MAGIC SOFTWARE LTD. ______________Doc provided by;F7 THE HELLION & THE CORSAIR_____________ The Next Generation / World of Wonders 9 ]?_ Up | ___ | | | 8 | Jump ___|___|/__ | | | | Left <- | 4 | 5 | 6 | -> Right |___|___|___| | | | 2 | |___| ___ | | | Punc9 ^$mh/Chomp - | 0 | Down |___| To punch, chomp, or jump, hold down the desired direction key and simultaneously press either the PUNCH/CHOMP key or JUMP key. Setting Up Your Own Control Combinations You have the option of setting up custom control combinations for any of the monsters. Here's how: 1. Select your monster on the set-up screen. Press the keyboard number keys 1, 2, or 3 to select a monster: 1 for George, 2 for Li9_ٓzzie, or 3 for Ralph. 2. Select your controller. Press the left or right arrow keys to cycle through your options. When the desired option is highlighted, press RETURN. (NOTE: If you selected JOYSTICK 1 or 2 or INACTIVE, you'll bypass the following step.) 3. Select your keys. As each control point is highlighted on the screen, enter the letter or number you wish to use for that particular control. 9`3*ls For example, when the top point is highlighted, you might wish to use U for up, or T for top. Or when JUMP is highlighted, you might use J as your JUMP key. When all the control points for a monster have been entered, go back to step one to set up the next monster. 4. When the controls for all your monsters have been set-up, press Esc to begin the game. ___________________________________________________9ap6____________________4 Playing the Game To play the game, move your monster up and down buildings and through the town, punching and chomping as you go. Climbing the Walls To climb the walls of a building, move right or left to approach it. Then move up to climb. As you climb, you can punch huge gaping holes in the building, grab and chomp people out of it - even snatch TV's, flower pots, and all kinds of yummy morsels. But remember, some of them can be quite hazardous to your he9b/lalth! Picking Off Helicopters and Other Antagonists Trashing cities wouldn't be as much fun if no one tried to stop you. But don't worry. They will. Puny helicopters will try to lay into you with a round of machine gun fire. Just punch'em right out of the air. Soldiers will try to blast you off with rifles. Turn these pesky GIs into hors d'oeuvres. But stay away from the guy with the dynamite - eating TNT will give you a bad case of indigestion. Tanks, trolleys, trucks, taxis, b9cWoats, and police cars will scurry away in a panic. You can simply punch them out of commission. Helpless pedestrians can't really hurt you. But don't let that stop you from devouring them. Other Nasty Treats In addition to those delectable helicopters and vehicles, there are other nasty little tid bits hidden throughout the game. Most of them can be found inside the buildings - especially when the windows are open. And many of them must be gobbled up at just the right moment. You9d"'ll gain valuable energy when you munch on the right thing at the right time. But you'll lose energy if you devour the wrong thing at the wrong time. There are other ways to gain and lose energy, too. _______________________________________________________________________5 The following list shows which is which: Gain Energy by Consuming: Lose Energy by: people eating poison soldiers eating cactus goldfi9eμzsh eating a candle toast when it's up punching a toaster alone milk eating dynamite bowls of fruit punching a light bulb when it's on watermelon getting punched by another monster turkeys getting shot hamburgers getting to close to explosions another monster punching a TV whe9f7n it's on (after it shrunk back into a human) falling off a building jugs of water falling into the water being hit by thrown dynamite Keep an Eye on Your Energy Level The damage bar directly under your score lets you know how you're doing. And if you run out of energy completely, you'll automatically turn into a measly human. At which point you'll quickly find out who your true friends are. Wh9Qsat's the Point? What makes having so much fun even more fun is that you get points for almost everything you punch or chomp throughout your escapade. Here's what earns what: Punching holes in buildings 50-250 points each Punching helicopters 225 Punching other vehicles 250-1000 Punching TV when off 250-1000 Punching a train 200 _____________________6t~- z--------- ------ ------ ------ ------------------------- READ_ME 334 02-21-89 15:00:46 Action? s [Skip] MIDDLE.ARC: View member filespec: (Enter)=none? ghout the game. No two games will follow exactly the same pattern. This is not a game that you can master in one session. A single game may last several hours, and only offers one possible path thought the myriad options. Even if you gave identical orders, random factors will affect the outcome of the game. Choos9iwhe game will begin automatically. Each monster can then be controlled as described below. George the Big Ape To control George, use these keyboard keys to move, jump, punch, or chomp in the directions indicated: Up | ___ | | | W | Jump ___|___|/__ | | | | L9 j5eft <- | A | S | D | -> Right |___|___|___| | | Punch/Chomp | X | _____ |___| |Left | |Shift| | |_____| Down To punch, chomp, or jump in a particular direction, hold down the desired direction key and simultaneously press either the PUNCH/CHOMP key or JUMP key. Lizzie the Lizard To control Lizzie, use these joystick movements to move,9 k;q punch, or chomp in the directions indicated: Up __|__ | | Left -| O |- Right |_____| | Down The joystick has only one button, which is used for punching, chomping, and jumping. To punch or chomp, move your joystick handle in the direction you want to punch or9 \ chomp and press the joystick button. To jump, first press, then release the joystick button without selecting a direction, and you'll jump in the direction you're currently facing - unless you're on the side of a building, in which you'll jump in the opposite direction. _______________________________________________________________________3 Ralph the Wolf To control Ralph, use these numeric keypad keys to move, jump, punch, or chomp in the directions indicated: 9m).................................................4 Climbing the Walls...............................................4 Picking Off Helicopters and Other Antagonists....................4 Other Tasty Treats...............................................4 Keep an Eye on Your Energy Level.................................5 What's the Point?................................................5 Pausing the Game.................................................69n Joining In.......................................................6 Recording High Scores and Starting Over..........................6 Picking Up Where You Left Off....................................7 Tips for Cheaters......................................................7 _______________________________________________________________________1 Two's Company, Three's a Riot You and your friends want to see a little action tonight, don't you? Great- because there9o+'s room for all three of you to tear down the town at the same time. But why stop at just one town? RAMPAGE offers you over a hundred cities to turn to total trash. And lots of them can be demolished more than once. You can play any one of three terribly naughty characters - Ralph the Wolf, George the Big Ape, or Lizzie the Lizard. Ralph has the meanest punch. George is best at scaling buildings. And Lizzie is the fastest thing on four scaly feet. Gettin' All Ready To load RAMPAG9pxE into your computer, follow these steps: 1. If you're using one or more joysticks, plug them into your computer. 2. Turn on your computer. 3. If you have an Amiga 1000, load Kickstart (version 1.2 or a later version) in the internal drive (df0:). 4. When your computer prompts you for Workbench, insert the RAMPAGE disk in the internal drive (df0:) to load the program. Three Times the Fun . . . Just as in the arcade version version9qƱ of RAMPAGE, up to three players can smash and trash at once. Each of you controls one of three characters - George the Big Ape, Lizzie the Lizard, or Ralph the Wolf. Here's how: Once you've loaded the game, you'll first see the RAMPAGE title screen, which will automatically change to the set-up screen. The set-up screen allows you to choose which monster each player will control and how you'll control them. You'll first choose your monster, then your controls. You have the option9hR( of using the following control methods for a given monster: o Joystick 1 o Joystick 2 o Keyboard (existing combination) o Keyboard (your own combinations) o Inactive NOTE: Each monster must have its own control method, and no two monsters can share the same control keys. _______________________________________________________________________2 RAMPAGE comes already set up with control combinations. To use them, press Esc when viewing the set-up screen - t6ism location of the objects you seek. There are many other useful items that lie scattered over the face of Middle Earth, and again you will need to talk to the characters that you meet in order to find their whereabouts. You may pick up magic swords, coats of Mithril mail, healing herbs, all of which will aid you with your quest if you use them well. Bear in mind that if you do not collect these items early you may be too hard pressed to be able to search for them later. Do not ignore6jta them for they can prove the crucial factor that allows you to defeat the forces of evil. In some ways the strategy of the game has certain similarities to that of American Football. You have lots of units in play, but the only one that matters is the one carrying the ring. The others are used to clear a path for the ring bearer, by destroying the enemies forces. Most of your forces are not in position at the start of the game. The Elves are in Lorien, the Dwarves in the Iron Hills 6kuY1and the Lonely Mountain in the North East. The men of Gondor and Rohan are dispersed throughout their lands, and the Rangers are in Bree. You want to give all your units orders, so that you get enough troops into the field to face the huge armies of Saruman and Sauron. Should disaster befall you and Frodo dies, a new Ring bearer will be chosen. If the Nazgul capture the Ring, by slaying the Ring bearer and all his companions, they will head for Mordor. If you can intercept them on t6lv*heir journey you may be able to win the Ring back. If not, then you will loose as soon as they reach Barad-Dur. It pays therefore to protect the Ring bearer well. you may well want to gather the Rohirrim at Helm's Deep and the Gondorians at Minas Tirith, until the forces from further north arrive. Remember that is is much easier for them to defend themselves if they are behind the sturdy walls of their fortress than if they are caught in the field. Of course this applies to the forc6mw]Hes of evil as well, so do not try to assault their stronghold unless you have overwhelming forces. It is possible to win the game using the basic tactics followed in the book. The Rohirrim are strong and once mobilized, they will hold back the forces of the White Hand for a long time, particularly if they are fighting from behind the defenses of the Hornburg. The men of Gondor will hold Minas Tirith for many turns against the might of Sauron's Orcs and Nazgul. Then, with luck, you m6nxay well be able to slip through. However, it is not certain. Remember that in the book Frodo had many near escapes. You may well want to try other options. If you bring the forces of Dain and Brand down from the North, you may well be able to amass a large enough army to force your way through the gates of Mordor. Remember that although these forces are not mentioned in the books, this is because it is written from the Hobbits' point of view. They report only what they see. The appe6oyČndices make it clear that these forces were involved in bitter combat against Sauron's forces. The quest will take a long time. Over the course of the game you will need to make several decisions. You will need to keep on updating the orders to your units, so that they make the best moves. Keep checking all the unit's orders, so that you can change them as a new situation dictates. Bear in mind that new forces may become available for you to command. Hopefully you will then succeed 6pzKmin your task. Always remember the words of Robert the Bruce "If at first you do not succeed, try, try again!" There are an infinite number of options that you can take throughout the game. No two games will follow exactly the same pattern. This is not a game that you can master in one session. A single game may last several hours, and only offers one possible path thought the myriad options. Even if you gave identical orders, random factors will affect the outcome of the game. Choos6q{4 ing the correct options will limit the cruel blows of fate, but you can never be certain of success. Thus, as you come to know the game it will reveal more of its secrets, but there may always be something you have not seen, and therefore cannot plan for, that lies in wait to affect your plans, for weal or woe, adding spice to the game and hopefully prolonging your enjoyment. View archive member (MIDDLE.TXT) from (MIDDLE.ARC) File Name Length Date Time (Enter) or (S)6r|*kip, (V)iew ----------- ------ ------ ------ ------------------------- MIDDLE.TXT 54181 02-21-89 14:57:58 Action? s [Skip] MIDDLE.WP 56863 02-21-89 14:56:46 Action? v [View] This is not a text file! View archive member (MIDDLE.WP) from (MIDDLE.ARC) File Name Length Date Time (Enter) or (S)kip, (V)iew ----------- ------ ------ ------ ------------------------- MIDDLE.WP 56863 02-21-89 14:56:46 Action? s [Skip] READ_ME 6sgoCw 334 02-21-89 15:00:46 Action? v [View] READ_ME File Enclosed are two versions of the docs for Middle Earth. One in standard text format, and other other in Word Perfect V5.0 format. I'm not sure if the WP 5.0 is compatible with the Amiga WP, but you may wish to try. Otherwise, the text version should be fine. Dr. Strange 2/21/89 View archive member (READ_ME) from (MIDDLE.ARC) File Name Length Date Time (Enter) or (S)kip, (V)iew --6^~{@ killed, in which case all present will gather around the corpse to pay their respects to the dead. You may then use the provisions icon to collect any useful items that they may have been carrying. If you lose, then the characters and their possessions are lost forever. Except if the Ring is taken. In this case the Nazgul will run for Barad-Dur or Orthanc. You have the chance to intercept them on their journey and win the Ring back. Of course, if you fail, you will lose the game. 6_@Remember that if you attack a fortress or other defended place you will suffer greater losses than if you were fighting on equal footing. Also if you are secure behind defenses you will be better placed to face the enemy. Citadels provided greater protection to defenders while walled cities, such as Minus Tirith, provide the greatest advantage. Certain characters have special links with Middle Earth that means they cannot be killed. The Nazgul have their souls trapped in the nine ri6`wngs. Therefore killing them merely destroys their bodies. They will reappear later in Mordor. Gandalf and the other Wizards are on a mission from the Valar to destroy Sauron, so if any of them are killed they may return in a more powerful form. ENDING THE GAME You will win if you manage to get the Ring to Mt. Doom, and lose if Sauron's forces manage to get the Ring and take it to Barad-Dur. In each of these cases the game will automatically end. You will also lose if Sauron's force6aj$Қn to you information concerning these items. How to play the Game Commands Every aspect of the game can be controlled by using the pointer. This is the picture of the blue hand with its index finger extended. On each level there is a series of Icons in a column in the top right hand corner of the screen. Moving the pointer over one of these and pressing the Command button (Left Mouse Button, Joystick Button, or INS or ENTER keys as appropriate) either: a) op6?ens a window, which will offer you a choice of options. You then move the pointer over the option you require and press the button again to select it. or b) In the case of icons that affect individual places or people, it causes the pointer to take on the shape of that icon. This can them be moved around the screen until it is over the point required. This will be further explained in the appropriate sections. There are also many points in the game where events occur that re6@cwquire you to make a decision. For example two characters may meet. You may then have to decide if they should join forces or not. In these circumstances the computer will display a window with options. You must select one of these with the pointer as in a) above. When this happens the pointer will return to its normal gauntlet shape, cancelling any command you were halfway through. As it is sometimes inconvenient to have to click on an Icon, it is also possible to use the keys to fo6AVS5rce certain commands. These are listed in the commands section, and as each command is explained the keys will be listed alongside the icon-based command. LEVELS AND ICONS Full Map Level This is the overview level. It shows you the whole of the playing area, with forces under your command indicated by blinking blue dots, evil forces as red dots, and neutral forces as green dots. While you are on this level time does not pass. In the top right hand corner the6B'pre are four icons:- an eye, a scroll, a magnifying glass and an hour glass. THE EYE This allows you to gaze into Galadriel's Mirror, the magic pool in Lorien. It brings up a window that tells you what forces are moving, where your forces are headed or who they are following. It tells you which of the evil forces are active, not giving you any details of their movement. To clear this window press the control button anywhere on the screen. Instead of clicking on this icon, you can pr6CC@ess S (for status) THE SCROLL This brings up the archive menu, allowing you to save and restore games. You may only have one game saved at any time. Saving a new game will destroy any previously saved game. Select the option you require and the computer will automatically save or restore the game. Assuming your disks are not damaged, a window will appear telling you that the game has been saved or restored successfully. Instead of clicking on this icon, you can press A (for Archi6DIve) THE MAGNIFYING GLASS Allows you to move down to the campaign level. Clicking on this icon changes the pointer to another magnifying glass. Move it to the part of Middle Earth you wish to examine, then click the mouse button again. Instead of clicking on this icon, you can press M. THE HOUR GLASS This allows you to select the speed at which the game will run, which you may change at any time. There are three speeds: Normal Hasty Very Hasty When you click on the Icon a windo6E.w opens listing the speeds. Move the pointer over the speed you want and press the control button again. The new speed is now set, and the window closes. At the start of the game you will probably want to set time to very hasty. However as you progress, you will find that you need to reduce the speed in order to control all the options at your disposal. The time setting controls the rate of all actions in the game. You will find that when you meet several people at once, you will n6FIVeed to have the time setting on Normal or their speech may disappear from the screen too fast for you to read. Instead of clicking on this icon, you may press T to open the Time Window. The Campaign Level this level gives you a fairly detailed view of an area of Middle Earth around 250 miles by 150 miles. For those people who prefer to measure distance as subdivisions of an inaccurate French estimate of the circumference of the Earth this is about 400 x 250 kilometers. To see oth6GyӋer parts of Middle Earth you may either move up to the Full Map Level and then use the Magnifying Glass to examine another area, or you can scroll the map until the area you are interested appears. To do this move the pointer to the edge of the screen. The map will start to scroll to reveal what lies beyond. In order to stop, simply move the pointer away from the edge. All terrain features including woods, hills, rivers, and towns are shown. Individual characters are displayed as sm62Yd:khey sent five of the Maiar to Middle Earth to continue the fight against Sauron. These were the Wizards, and they took the form of old men, with white beards, each carrying a staff. Though Sauron had no body, he took the form of a great eye, like that of a cat, red and evil. Though his servants, the nine Nazgul, who were the ringwraiths who once had been kings of men, he spread his evil throughout the world. In the north, the Witch Kingdom of Angmar was founded, ruled by the lord of63D the Nazgul, and its forces destroyed the Dunedain kingdom of Arnor, and the kings of Arnor, the heirs of Isildur, were reduced to wandering in the woods. In the south the kingdom of Gondor was hard pressed, and its king was killed, leaving no heir, so Gondor is now ruled by a steward, awaiting the return of its rightful ruler to reclaim the throne. Hard pressed by the enemies that surround it, Gondor nearly fell to the Easterlings and the Balchoths. Only the arrival of the Horse Lo64G ?rds from the north saved the kingdom. So these flaxen haired warriors, the sons of Eorl, or the Rhoirrim were granted the northern part of the kingdom as their own, and these plains are now the land of Rohan. Isengard, the Northern fortress of Gondor, had been given to the Wizard Saruman to hold against the wrath of Sauron. The lands of South Gondor are a desert waste, yet through it is much reduced, Gondor is still a great power, bastion of the west against the might of the Red Eye65 '. Of the other Wizards, two have passed into the East and out of this tale, though on cannot say what aid they have given the West through their work. Radagst makes a special study of plants, birds, and animals, speaking their tongues. The last, gandalf Greyhameis is of most account in our story. He travels far and is known to many. He aided the Dwarven king, Thorin Oakenshield, to reclaim his kingdom in the lonely mountain from the dragon Smaug, by providing him with a Hobbit burgl66&ar. Among their many adventures on the way, Bilbo Baggins, the Hobbit, found a ring and then met Gollum. After a set of riddles, Gollum failed to guess what the Hobbit had in his pocket, until it was too late. Then he discovered that his precious was missing. Bilbo escaped, and eventually brought the Ring to the Shire, but Gollum hates Bagginses for ever. Gandalf studied Ring lore, and eventually learned that the Ring that Bilbo acquired was the One Ring. Bilbo had left the shire, t67B}o go wandering, but Gandalf made him leave the Ring behind. It and his hole, Bag End, passed to Frodo, and with it the fate of the world. Of Recent Events Gandalf has discovered that the Nazgul are abroad. Events have come to a head. Action must be taken quickly. Frodo must leave the Shire and take the Ring with him. Until further decisions are taken, it would be best to head for Rivendell, where wiser heads can decide the next move, and heroes can be found to guard the Ring bearer68 on the perilous journey that lies ahead. Gandalf has been called away from the Shire. He should have been back in time for Frodo's birthday, September 23rd the date chosen for the quest to begin. But he has not appeared, so Frodo, Sam and Pippin have set out without him. GAMEPLAY In order to encompass all of the events of the War of the Ring, play takes place on three levels, each giving you a different degree of detail. You can move from one level to another at any time. Full M69Ꮨap Level This is the full Middle Earth Map. This is used to give you an overview of the total situation in the war, including the locations of all major forces. Campaign Level The level on which most play takes place. It gives you a detailed map of a part of Middle Earth. However, you can scroll this to any part of the playing area. All forces in the game are displayed as Figures or badges (shields) Animation Level Finally we have the animation level. This gives you a detailed v6:uN iew of a single place. On this level each individual or monster is represented by a fully animated figure moving against digitized backgrounds. On this level you can instruct individual characters to use items, direct their actions in combat and engage in conversation. This is the level on which the game starts with Frodo, Sam and Pippin walking thought the Shire. As well as operating on these three levels, there is a variety of different types of "playing pieces" involved in the ga6;1Pme. Obviously it is not possible for you to give orders to each individual in the large armies of Rohan or Gondor, nor can the computer plot the movement of every Orc. However, no game based on The Lords of the Rings would be complete if you could not control Frodo's actions. Therefore you have two distinct types of forces under your control. First there are Characters. At the start of the game you can control the actions of the three Hobbits Frodo, Sam, and Pippin. As you progress 6<r!Iin your quest, you will meet many more characters. Some of these, for example Merry or Aragorn, will join the quest, and you can then control their actions. Other characters, such as Tom Bombadil or Elrond, will give aid and advice, but will not leave their homes. At the start of the game, all the characters have a course of action set. If you do not give any commands they will follow this course of action. There are also large forces, the armies of the Dwarves, of Men and of the E6')(s, and three to the Lords of the Elves. He then returned to his home in Mordor and went to Mount Doom, where the very earth is cracked open, and the fires inside can be seen. In these great flames he forged the One Ring. Into this ring he put the greater part of his power, for with it he hoped to control the lesser rings and rule all of Middle Earth. Now, when Sauron placed the one ring on his finger, the Elves at once knew him for who he was. Therefore they hid the three rings from6(s8 him and raised a great army and made war on Sauron. But the forces of evil were large, and the Elves were driven back. Yet when it seemed that sauron must be triumphant, the men of Numenore arrived, and in such force that there was no way any could stand before them. So Sauron, seeing that there was nothing to be gained by force of arms, resorted to subterfuge, and surrendered himself to the Numenoreans. Though he was taken back to the island in chains, his glib tongue soon loosed 6)jhis bonds, and he became the King's closest advisor. His influence corrupted the whole land. Temples were build to Morgoth, and eventually he persuaded the men of Numenore to sail against the Undying Lands. But the might of the Valar was not to be trifled with. They reshaped the world, withdrawing the Undying lands beyond Middle Earth, and they covered the isle of Numenore with the sea. Sauron's body was destroyed, but as his power was contained in the One Ring he was able to survi6*DCve even this loss. Of the Lands of the West Few Numenoreans escaped, but those that did took the name Dunedain, The Men of the West, and founded two great kingdoms in Middle Earth. These were Gondor in the South and Arnor in the North. But some of the followers of Sauron also escaped the fall. They were called the Black Numenoreans, and they founded the pirate city of Umbar. Not all men had gone to Numenore. In the west, the men of Dunharrow had built fine cities. In the eastern l6+7 ands of Rhun and the southern lands of Harad, there were many tribes that followed Sauron: the Balchoths, the Wainriders, the Easterlings, the Haradrim, and the Southrons. But Sauron was not defeated. With the power of the ring he made a new body, and led his troops from Mordor once again. Gil galad the elf, with Elendil the Dunedain and his son Isildur, led the last great alliance of the men of the west and the Elves. The men of Dunharrow, though they had pledged allegiance, broke 6,Etheir word and refused to fight. Gil Galad and Elendil fell in battle, yet the day was won. Isildur cut the ring from Sauron's finger, though in doing so he broke his great sword Narkil. On losing the ring Sauron could no longer maintain his body, and he was no more than a shadow. Yet all was not won, for as Isildur returned from the battle to his home in Arnor, he was ambushed by Orcs and the ring fell into the great river Anduin and was lost. Of Hobbits. Little has been said yet6-'12 of Hobbits, mainly because they have yet to enter the story, but now they make their appearance, and in this final act, they are to take the center of the stage. Hobbits are little people, and their ancestry is uncertain, for they do not figure in any of the tales of earlier time. Yet they are known to be unobtrusive and may well have been living their peaceful lives for some time, unnoticed. Whatever reason is given for their earlier obscurity, it is known for certain that shortly6.* after the defeat of Sauron at least one large group of Hobbits were living by the banks of the Anduin. One day, shortly after the death of Isildur, two of the Hobbits were out fishing on the river, when one noticed something bright in the river. He dived in and came up with a ring. The other, who was named Smeagol, said, "Give us that, Deagol, my love". "Why?" "Because it is my birthday, and I wants it." So it was, but Deagol had already given a present, and it was more than he coul6/ рd afford. He refused, whereon Smeagol strangled him and took the ring, though whenever he was asked later he always claimed it was a present, at least until pressed hard for the truth. When he wore it, he found no-one else could see him. So he learned secrets, and used them to create mischief, till the other Hobbits turned him out of their hole, and he wandered through the land. Finally, he ended up living in the tunnels of the goblins under the Misty Mountains, eating raw fish caug60ںht with invisible fingers. And though he withered, and grew stretched, the ring kept him alive, and took hold of him. It was his precious, and he talked to it, till he almost forgot his own name and was only known by the one sound he repeated, a hollow sound, Gollum. The other Hobbits continued their journeys across Middle Earth, until they reached the peaceful land of Shire. Here they settled and continued to prosper, living in their traditional holes, with the good rooms looking o61Ïut of the hillside, and the store rooms deep inside the cool earth. Eating four meals a day, with snacks to fill up the cracks. And enjoying a pint or three of ale, perhaps aided by smoking a pipe full of pipeweed, a habit it is said they introduced to wizards and kings. But aside from this one invention, they seemed to have little to do with the main flow of events. Yet not all is as it seems. Of Wizards and the Despite of Sauron The Valar did not rest with the fall of Numenore, t616ell there. The history of Middle Earth is long and contains many tales, that the Elves tell long into the night in song and prose. Here but a few words will have to suffice, for here we are concerned with events late in the history of Middle Earth. Early struggles, though fascinating, are of little import save to introduce the main themes. The first born were the Elves. Tall and fair they are for the light of the stars is mirrored in their countenance. Elves are uniquely linked to 6t&Tthe lands of Middle Earth, their lives are long and unless they fall in battle they are immortal, for they suffer no ills save one, a sickening of the spirit and loss of desire to live. Even then they only choose to lay down their life for a little while and spend some time in the halls of Mandos, before returning once more to the fair lands of Middle Earth. Their history is long and full of incident and its telling must be left for others. Those who wish to know more of this ancien67Qlt race should seek enlightenment in the "Silmarillion" where many of their tales are set down with an eloquence that I, your humble scribe, cannot match. Suffice it to say that for all wisdom that the Elves accumulate of their long lives, their pride often causes them to act rashly, and in doing so they bring added tragedy onto themselves. Feanor created the great jewels of the Simarils, and his pride in them brought on the Elves many of their misfortunes. And Sauron, and his pride 6xin them brought on the Elves many of their misfortunes. And Sauron was able to use his pride in them brought on the Evles many of their misfortunes. And Sauron was able to use the pride of the Elven smiths in their work to trick them into forging the Rings of Power. However, the Elves are staunch defenders of the lands of Middle Earth, protectors of its greatest beauty, and have stood defiant against the forces of Melkor from the beginning of time. Melkor hated them from the first, 6 Qand from those unfortunate enough to be captured by his servants, he created the Orcs, a cruel race that is in all ways a foul perversion of the Elves. Soon, however, the Elves were joined by the Dwarves, or Khazad as they called themselves. They were created by Aule the Valar smith from the very hearts of the mountains. Indeed he made them before eru created the Elves. But when Eru saw that Aule had created the Dwarves out of live and not malice he added them to his plan, yet he wo6!<iuld not let them appear on the Earth before his chosen people the Elves, so he caused them to sleep under the mountain until the Elves were established. Dwarves were a strong and valiant race, yet as they were created without the aid of Eru they lack the grace of Elves, and men. They are short and stunted, but do not doubt their bravery, their craft - for they are the finest of all miners, masons, and stone carvers - nor their pride, nor skill with arms. When Yavanna created the tr6"Ưees and other plants, she also called into being the Ents, who were shepherds for the trees. These gentle creatures live their lives at the same pace as the trees they guard, though when they are roused to anger they are powerful opponents for they have the strength to break stone and metal. The Elves taught them speech, as they taught the other races, and Ents delight in language of all forms. Melkor's envy turned to the Ents as well as the Elves, and he created the Trolls, who wer6#ܩe to stone what Ents were to Wood. Yet as with all Mekor's creations they were a perversion of the original. They are witless creatures, who kill for pleasure. Last of the main races came Man. Man was ever mortal, unlike the Elves. However in ancient times his span of years was much greater than it is at present, though even then mankind was shortlived compared even to the Dwarves. However what mankind loses in lifespan he more than makes up in numbers, and it is mankind who is the 6$ %destiny of Middle Earth. Thus were the races made. Strife was ever present in the land, as the free people struggled against the powers of darkness. Many men fell under the influence of Melkor and fought alongside his other spawn against the Dwarves, Elves, and Men. Eventually Melkor was defeated, though the Valar had to intervene in the course of the World. Melkor was banished, but Sauron, his right hand, fell at the feed of Manwe and pleaded for mercy. Believing he had repented, 6%the Valar allowed Sauron to remain in Middle Earth. As mankind had suffered terrible losses in the battles against the enemy the Valar created for them an island in the ocean, half way between Middle Earth and their Underlying lands. This was the land of Numerore. Here men prospered, for most had some elvish blood in ancestry, so the people of Numenore lived long and grew powerful. Mighty seafarers, their ships carried trade to all parts of middle earth. Of the Rings of Power After6&Ĺ Melkor had been cast into the void by the Valar, his servant sauron took on a form that was fair of countenance, and called himself by the name of Annatar, which means the giver of gifts. Now it was in the twelve hundredth year after the casting of Melkor to the Void, that Sauron appeared to the Elven smiths, and with fair words he persuaded them to make various magical rings. Nineteen rings were made, nine he gave to the Kings of Men, seven to the Fathers of the House of the 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