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Mchten Sie einen Track nicht mitkopieren, so kann durch Druck auf "c" der Track als "NCPY" (doNotCoPY) gekennzeichnet werden. Bewegen Sie den Pfeil wieder auf den gleichen Track und drcken Sie wiederholt auf "c", so verschwindet das "NCPY" wieder. Achtung: wenn Sie als "LEN" 0000 eingeben, erscheint auch NCPY, da man einen Sektor mit Lnge 0000 ja nicht kopieren kann. Dieses NCPY kann man auch mit Hilfe der Taste "c" nichtC{X entfernen! Wird als SYNC 0000 eingegeben, so wird ohne SYNC kopiert, der Amiga sucht also beim Lesen einer Spur nicht nach einer solchen Markierung. In Verbindung mit "Index on" kann man auf diese Weise so manchen Schutz kopieren. Verwendet man $FFFF als Sync wird der AUTO-Kopiermodus einge- schaltet. Dieser veranlat das Programm smtliche ihm bekann- ten Synckombinationen durchzuprobieren und die sinnvollste zu verwenden. Somit kann das CV-Parameter-Copy II die meisten FremdformatD|w'e selbst erkennen und kopieren. Der Editor wird mit verlassen. 3.2. SPEICHERN VON PARAMETERN Drcken Sie im Hauptmenue die "S"-Taste und geben Sie den Filenamen an. Ihre Parameter werden unter dem angegebenen Namen im Unterverzeichnis "PARAMETERS" auf Ihrer Programm- disk abgespeichert. 3.3. LADEN VON PARAMETERN Drcken Sie "L" und geben Sie den Filenamen ein. Ihre Para- meter werden dann geladen. 3.4. LSCHEN VON PARAMETERN (und Programmen) Drcken Sie "K" und geben Sie denE}ϬU Filenamen ein. Das File mit dem angegebenen Namen wird von der aktuellen Diskette gelscht. 3.5. INHALT DER DISK Durch Druck auf "D" werden smtliche Parameter, die sich auf Ihrer Disk im aktuellen Directory befinden, aufgelistet. 3.6. EINSTELLEN VON SOURCE(QUELL)- UND TARGET(ZIEL)LAUFWERK Mit der Taste "1" stellen Sie das Source-Laufwerk (copy from) ein, mit "2" entsprechend das Target-Laufwerk (copy to) 3.7 VERAENDERN DES AKTUELLEN DIRECTORIES Drcken Sie die Taste "X" und gebeF~|c5n Sie den Namen des neuen aktuellen Directories an. 3.8. DAS KOPIEREN EINER DISKETTE Durch Druck auf "C" wird das Kopieren mit den gerade geladenen Parametern gestartet. Nehmen Sie die Parameter Copier Disk auf dem Laufwerk und legen Sie Ihre Quelldisk ins Quell- und Ihre Zieldisk ins gewhlte Ziellaufwerk. Dann bettigen Sie oder um fortzufahren oder in das Menue zurckzugelangen. Nachdem die Kopie erstellt ist, mu die Parameter Copier Disk wieder eingelegt werden. GWenn eine Spur mit den ausgewhlten Parametern nicht gelesen werden kann, so wird eine Meldung "Bad Parameters." ausgegeben. Nun ist "y"oder "n" zu tippen, je nachdem, ob mit dem Kopier- vorgang weitergemacht werden soll oder nicht. Deswegen ist auch eine Eigenheit dieses Copiers zu beachten: Um bestimmte Schutzmechanismen zu kopieren (z.B. King-soft Parameter) ist es ntig, zuerst mit dem entsprechenden Parameter eine Kopie auf eine bereits formatierte (!) Diskette zu machen und vonHM dieser so erhaltenen Kopie noch eine (wieder mit dem gleichen Parameter) Kopie zu machen. Die "Bad Parameters."-Anzeige beim Anfertigen der 1.Kopie ist mit "y" zu beantworten. Der Kopier- vorgang kann jederzeit durch Druck auf die rechte Maustaste abgebrochen werden. 3.9 MULTIPLE-COPY Dieser Kopiermodus ist nur sinnvoll, wenn sie mit nur einem Laufwerk zu kmpfen haben. Nachdem der gerade eingelesene Teil einer Diskette geschrieben wurde, fragt das Programm nach, ob dieser Teil nicIhht noch einmal auf evtl. eine andere zweite Diskette kopiert werden soll. 3.10. PROGRAMMENDE Mit ESC wird das Programm beendet. 4.0. "SpeedCheck" Mit diesem Hilfsprogramm wird die Geschwindigkeit des angege- benen Laufwerks ermittelt. Rufen Sie das Programm mit der Taste "U" auf, wobei die Nummer des zu testenden Laufwerkes gleich dem Destination-Laufwerk ist. Legen Sie nun eine NICHT SCHREIBGESCHUETZTE Disk ein, DEREN DATEN ZERSTOERT WERDEN KOENNEN. Es wird nun angezeigt, wie vielJc e Words mit Ihrem Laufwerk auf einen Track geschrieben werden knnen ( Length). 4.1. "Errorchecker" Das Programm wird durch die Taste "V" im Hauptmen gestartet. Dann mu eine Disk in das Source-Laufwerk eingelegt werden. Das Programm zeigt vorhandene Fehler auf der eingelegten Disk auf. Das Copyright fr CV PARAMETER COPIER und das Copyright fr die ANLEITUNG des CVPARAMETER COPIER liegen in allen Ver- sionen und uneingeschrnkt bei: CACHET, Ostendstr.32, 7524 stringen, BR DeutsK cchland. rstvwyz{|~q manuals1DWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDWDW7Y79 vorkommt, und so als Markierung dienen knnte. Diesem Anspruch wurde man mit dem Wort $4489 gerecht. Dieses Datenwort kommt mit Sicherheit in keinem Datenblock nach oben erwhnter Codierung vor. Ein Track auf Disk sieht nun wie im folgenden Schema aus: $4489/Header1&Sektor1/..../$4489/Header11&Sektor11/...Gap... (Die sogenannte "GAP" ist der verbleibende Zwischenraum zwi- schen den 11 Sektoren, der mit $aaaa aufgefllt wird. Wenn der Amiga einen Sektor liest, liest er den kompletten8nK Track und sucht dann in den gelesenen Daten nach SYNCs ($4489-Words). Wenn er ein SYNC findet, so wei er, da er am Beginn eines Sektors steht. Dann wird im Header(dort steht unter anderem die Sektornummer) "nachgesehen",ob es der richtige Sektor ist (0....10), der Sektor der gelesen werden sollte. Ist dies der Fall, wird der restliche Sektor decodiert, andernfalls sucht der Amiga die nchste SYNC($4489)-Markierung. Neuere Kopierschutzmechanismen (vor allem Fremdformate) ver- wende9n lediglich ein anderes SYNC-Word als Markierung, z.B. $a89a. Auch bestehen diese Formate nicht aus 11 Sektoren zu jeweils 512 Bytes, sondern aus z. B. einem einzigen Sektor mit $1800 Bytes Datenbereich. Versucht der Amiga nun mit Hilfe herkmmlicher Kopierprogramme einen Track zu lesen,so findet er keine $4489-Markierung und kann den Track nicht lesen und so natrlich auch nicht kopieren. 3.0. THE CREATIVE VISION PARAMETER COPIER CV PARAMETER COPIER ist nicht kopiergeschtzt. Insta:llation auf der Festplatte ist mglich. Fertigen Sie sich als erstes EINE Sicherheitskopie an, das Weitergeben des Programmes an Dritte ist selbstverstndlich untersagt. Das Programm wird durch Anklicken des ICONS gestartet. Danach geben Sie das aktuelle Direktory ein (beispielsweise df0:) 3.1. DER PARAMETER EDITOR Nachdem Sie ins Hauptmenue gelangt sind, drcken bitte Sie "e" um in den Editor zu gelangen. Mit Hilfe dieser Parameter wird dem Copy mitgeteilt, WIE es einen Track zu ko;pieren hat. Wenn Sie im Editor sind, knnen Sie den Pfeil ("-->") mit den Cursortasten bewegen. Spur-(=Track) und Kopf(=Head)nummer sind die ersten beiden Zahlen in jeder Zeile. Grob gesagt gibt es zwei Kopiermodi. Der ausgewhlte Modus ist unter der "FORMAT"-Zeile angezeigt, entweder "ADOS"oder "NDOS". Ist "NDOS" (=NoDOSformat) selektiert, so ist der Wert unter"SYNC" das SYNC-Word zum Kopieren und "LEN" (length=Lnge) die Lnge eines Sektors. z.B. wenn Sie einen Kopierschutz haben, <UfCbei dem ein Track aus nur einem einzigen Sektor besteht, der $1800 Bytes lang ist und von einem SYNC mit dem Wert $a89a markiert wird, so setzen Sie den SYNC-Wert auf $a89a und den LEN-Wert auf $0c00 ($1800 Bytes=$0c00 ($1800/2) Words). Im ADOS(AmigaDOSformat)modus haben "LEN" und "SYNC" eine voll- kommen andere Bedeutung. Erinnern Sie sich an die "GAP"? Im ADOS-Modus knnen Sie eben diese GAP manipulieren, da es einige Kopierschutzschemata gibt, die diese Lcke mit allen mglichen W=;erten, nur nicht mit $aaaa auffllen. Sie knnen im ADOSmodus mit dem LEN-Wert festlegen, wie viele Words von der Quelldisk-GAP auf die Zieldisk-GAP kopiert werden sollen. Legen Sie $7fff fest, so wird ein Standardwert eingesetzt. Wenn Sie eine eigene GAP herstellen mchten, so legen Sie als SYNC-Word den Wert fest, der in die GAP eingefllt werden soll. Dann setzen Sie den LEN-Wert auf die Lnge der GAP+$8000 (die $8000 mssen hinzuaddiert werden, um mitzuteilen, da die GAP nicht v>(on der SOURCE-Disk bernommen werden soll, sondern, da Sie Ihren eigenen Werteinfllen wollen). Wenn Sie $ffff ($8000+$7fff) als LEN-Wert verwenden, wird wieder eine Stan- dard-Lnge angenommen. Das Index-Feld kann auf "on" oder "off" gesetzt werden. Bei on wartet der Amiga auf den Index-Impuls, bevor ein I/O-Zugriff auf Disk erfolgt. Unter "SPD"(Speed=Geschwindigkeit) kann ent- weder 2ms oder 4ms stehen. Dies ist die Lnge eines Bits auf der Diskette. Haben Sie eine GCR-Codierte Di?E7skette (z.B. C-64) mssen Sie "MSBSYNC" auf "on" setzen. Im Normalfall ist es je- doch auf "off", also aus. Die Precompensation ist normalerweise ausgeschaltet ("000"). Sie kann auf 140, 280 oder 560ms gesetzt werden. Bisher gab es noch keinen Kopierschutz der dies verwen- dete. Also sollte der Wert immer "000" sein. Die Art der Pre- compensation ("PRC") ist entweder GCR oder MFM (je nachdem, welches Format vorliegt). Bei Amiga bisher ausschlielich MFM. Die Parameter fr den jeweili@rzgen Track werden durch Druck auf editiert (es wird immer der Track editiert, auf den der "-->" zeigt). Nun kann das SYNC-Word fr diesen Track als 4-stellige-Hex- Zahl eingegeben werden. Danach drcken Sie "y" oder "n" um den Index-Impuls ein- oder auszuschalten. Dann wird die Lnge ein- gegeben. Jetzt knnen Sie mit "a" den ADOS- oder mit "n" den NDOS-Modus whlen. Bei "SPD" ist "2" oder "4" zu drcken. MSBSYNC kann "y" (ein) oder "n" (aus) sein. PRC wird mit "m" (MFM) oderAy$; "g" (=GCR) gewhlt. Zuletzt wird die Lnge der Pre- compensation festgelegt ("0"=0ms=aus, "1"=140ms, "2"=280ms, "5"=560ms; normalerweise ist "0" einzustellen). Durch die Tasten CTRL + R werden die Parameter in den Grundzustand (AmigaDOS) gesetzt. Sie knnen das Editieren einer Zeile durch Druck auf die Taste ESC abbrechen. Im Normalfall haben mehrere Tracks auf einer Disk die gleichen Parameter. Man kann die zuletzt eingegebenen Parameter durch Bewegen des "-->" auf einen Track und ,(K.ns noch einmal aus drcklich bemerken: Sie drfen nicht den Finger in die Steckdose stecken, whrend XCopy in Betrieb ist. Wir sind weder fr Fehler im Programm noch in dessen Bedienung verantwortlich. Und wenn Sie unser Programm dazu benutzen um Raubkopien anzufertigen und diese zu verkaufen und auch noch dabei erwischt werden, so geschieht Ihnen dies zu recht. Wir fordern Sie dazu auf, XCOPY nur im gesetzlich erlaub- ten Rahmen zu benutzen. 8.1) COPYRIGHT DAS COPYRIGHT VON XCOPY I-XAI UND DAS COPYRIGHT DER ANLEITUNG VON XCOPY II LIEGEN IN ALLEN VERSIONEN UND UNEINGESCHRAENKT BEI: CACHET, OSTENDSTR> 32, D-7524 OESTRINGEN. JEDE COPYRIGHTVERLETZUNG WIRD ZUR ANZEIGE GEBRACHT. 9.0) SCHLUSSBEMERKUNG (HARDWAREZUSATZ) Wir hoffen, da unser Programm zu Ihrer Zufriedenheit arbeitet und bitten Sie, Ihre Registrierkarte unverzglich einzuschicken. Nur als registrierter Benutzer koennen Sie den Hardware - Zusatz bestellen, mit dessen Hilfe es moeglich ist, lange Tracks zu k.4o- pieren. Weitere Anwendungsprogramme von CACHET sind: KICK-ED, ein superschneller Programm-Editor und MARK II - SOUND SYSTEM, ein excellenter Musik-Editor CACHET-Programme sind bei Fachhaendlern, wie beispielsweise GTI, MAXON, LEISURESOFT und PROFISOFT erhaeltlich. Sollte Ihr Amiga- Haendler eines unserer Produkte nicht vorraetig haben, bitte lassen Sie es uns wissen. Sie koennen auch kostenfrei unsere Demodisketten anfordern. Allerdings werden nur Zuschriften be- arbeitet, denen/)ٓ2 ein frankierter und mit Ihrer Adresse versehener Rueckumschlag, sowie zwei Leerdisketten beiliegen. Sollten Sie technische Fragen haben, so rufen Sie uns bitte am Samstags zwischen 10 - 14 Uhr an oder schreiben Sie uns einfach an unsere Adresse: CACHET, OSTENDSTR. 32, D-7524 stringen, Tel. 07253/22411 THE CREATIVE VISION PARAMETER COPIER written in 1988 by Thomas Lopatic & Rene Feibicke visual fx by Robert Frahm copyright (c) 1988 by Creative Vision Germany and CACHET I N H A0D L T S V E R Z E I C H N I S WAS SIE WISSEN SOLLTEN -1.0- .................................. Was ist eine Diskette? -2.0- ....................... Die Struktur einer Amiga-Diskette DAS PARAMETER COPY -3.0- .................... The Creative Vision Parameter Copier -3.1- .......... Der Parameter Editor und wie man ihn verwendet -3.2- ............................. Wie man Parameter speichert -3.3- ................................ Parameter von Disk laden -3.4- .........................1J8..... Parameter von Disk lschen -3.5- .................... Das Anzeigen des Inhaltes einer Disk -3.6- ....................... Quell- und Ziellaufwerk verndern -3.7- ........................ ndern des aktuellen Directories -3.8- ..................................... Kopieren einer Disk -3.9- ........................................... Multiple Copy -3.10-................................. Verlassen des Programms MITGELIEFERTE HILFSPROGRAMME -4.0- ........................... "SpeedC2heck" - Drehzahlmesser -4.1- ........... "ErrorChecker" - Prfen einer Disk auf Fehler V O R W O R T ACHTUNG! DAS C.V.-PARAMETER-COPY IST EIN LEISTUNGSFHIGES KOPIER- PROGRAMM UND IST IN DER LAGE, FAST ALLE HEUTE GNGIGEN SCHUTZ- MECHANISMEN ZU KOPIEREN. MACHEN SIE NUR SICHERUNGSKOPIEN FR IHREN EIGENEN BEDARF! VERBREITEN SIE NIEMALS KOPIEN EINES IHRER ORIGINALPROGRAMME, DA DIES STRAFRECHTLICH VERFOLGT WIRD. MACHEN SIE NUR SICHERUNGSKOPIEN FR DEN EIGEN BEDARF, UM SICHERZUGEHEN, EI3\NE FUNKTIONSFHIGE VERSION IHRES ORIGINALES IM FALLE EINER BESCHDIGUNG ZU HABEN. VIELEN DANK, Thomas Lopatic & Rene' Feibicke 1.0. WAS IST EINE DISKETTE? Wie Sie sicherlich wissen, ist eine Amiga-Disk in 80 Zylinder aufgeteilt. Jeder dieser 80 Zylinder hat 2 Seiten (Tracks), eine Ober- und eine Unterseite.. Jeder dieser 160 Tracks ist in 11 Sektoren unterteilt, wobei jeder dieser 11 Sektoren 512 Bytes Daten beinhaltet. Demnach sind auf einer Disk 1760 (80*2*11) Sektoren vorhanden. 4'PnZUm nun das Parameter-Copy ver- stehen zu knnen sind noch weitere, tiefer gehende Informa- tionen notwendig: 2.0. DIE STRUKTUR EINER AMIGA-DISK Bei der Benutzung des C.V. Parameter Copiers wird ebenso der Ausdruck "Zylinder" (vgl. oben) verwendet, sowie Head0 und Head1, wobei Head0 die untere Seite der Disk, Head1 die Oberseite bezeichnet. Jede Seite (oder besser gesagt: jeder Track) beinhaltet 11 Sektoren (vgl. oben). Wie sind nun diese Sektoren auf Diskette geschrieben? Zuerst sei5I untersucht, wie ein solcher Sektor berhaupt aussieht. Sie wissen, da Sie 512 Daten-bytes in einem Block haben, aber aufgrund spezieller Schwierigkeiten, auf die hier nicht nher eingegangen werden soll, knnen diese 512 Bytes nicht einfach auf die Spur (Track) geschrieben werden. Der Amiga codiert die Daten auf spezielle Art und Weise, fgt einige Extrainformationen (Header) hinzu und schreibt sie auf den Track. Auf gleiche Weise wird der Rest der 11 Sektoren auf Disk geschrieben.6A Noch ist der Track aber nicht voll. Es ist nicht mehr genug Platz fr einen kom- pletten Sektor, so da dieser restliche Zwischenraum mit $aa- Bytes aufgefllt wird ($aaaa = codiertes $00-Byte). Jetzt besteht das Problem darin, festzustellen, wo auf der Spur ein Sektor anfngt oder aufhrt (wir haben ja lediglich 512 Bytes von verschiedenen Daten 11 mal auf den Track geschrieben). Man mute also eine Markierung, sprich eine Bitkombination, festlegen, die in den codierten Daten nicht!:Wuch fuehren, beruhen ausschliesslich auf Dateien, deren Struktur nicht mit der vom AMIGADOS geforderten Struktur uebereinstimmen. Diese Dateien koennen i.d.R. auch nicht mehr geladen werden, es empfiehlt sich die Diskette mit dem DiskDoctor oder DiskSalvage zu behandlen. Wird die Optimierung abgebrochen erscheint eine Fehlernummer in der Statuszeile. Folgende Abruchbedingungen sind moeglich: 1 => BAD BLOCK TYPE - Ein Block entspricht nicht dem geforderten Typ, z.B. kein Datenblock o"Tԭder kein UserDir. 2 => BAD SEQUENCE NUMBER - In der Verkettung der Datenbloecke des Files ist eine Unterbrechung aufgetreten. 3 => BAD KEY - Die logische Blocknummer stimmt nicht mit der Blocknummer im KEY des Blocks ueberein. 4 => DOUBLE BLOCK - Ein Block auf der Diskette wird von mehren Files oder Directories benutzt. Dieser Fehler taucht z.B. dann auf, wenn die Diretories durch Raubkopierer vermurkst wurden! 5 => BAD EXTENS BLOCK - Es wurde ein Block als Extens- Block angegebe#[4n, der keiner ist. 6 => DISK FULL - Sollte nicht auftreten! Um die OPTMIZE-Funktion zu starten darf nur ein TARGET-DRIVE selektiert sein, auf welchem die Optimierung durchgefuehrt werden soll. Die OPTIMIZE-Funktion benoetigt sehr viel Hauptspeicher, am guenstigsten ist es, wenn mindestens 880 KB (901120 Bytes) frei sind, damit alle Tracks eingelesen werden koennen. Ist sehr wenig Hauptspeicher frei, funktionert die Funktion zwar auch, aber der Schreib/Lesekopf des Laufwerks wird in$~ diesem Fall sehr stark beansprucht, da er oft bewegt werden muss. Abhilfe kann auch hier mit der KILLSYS-Option erreicht werden. 7.0) BESCHREIBUNG DER RESTLICHEN FUNKTIONEN 7.1) DEFAULT-OPTION Wird die Defaultoption in der Aktionsleiste betaetigt, werden alle Parameter auf die Standartwerte vom Programmstart zurueckgestellt. Diese Option erspart einige Arbeit, wenn man viele Parameter verstellt hat und sie nun so auf einen Schlag wieder auf die urspruenglichen Werte bringen kann.%:CHb 7.2) ERROR-OPTION Zeigt der Reihe nach alle moeglichen Fehlermeldungen an, die das XCOPY beim kopieren ausgeben koennte. Die Fehlermeldungen im einzelnen: 1 => LESS OR MORE THAN 11 SECTORS Es wurden zwar Lesemarkierungen gefunden, aber die Anzahl stimmt nicht mit der vom AMIGADOS geforderten Anzahl uberein. Es koennte sich dabei um ein Fremdformat handeln. 2 => NO SYNC FOUND Es wurden gar keine Lesemarkierungen gefunden. Auf diesem Track befindet sich wahrscheinlich ein Kopiersch&Xutz oder Fremdformat. 3 => NO SYNC AFTER GAP FOUND Der eingelesene Track besitzt zwar eine AMIGADOS Struktur, die aber teilweise zerstoert ist. 4 => HEADER CHECKSUM ERROR Eine Pruefsumme die das AMIGADOS uber einen Teil der Daten gebildet hat, stimmt nicht mehr. Abhilfe kann geschaffen werden, wenn dieser Track mit DOSCOPY+ kopiert wird, da dieser MODUS automatisch diesen Fehler korrigiert, so dass er auf der Kopie nicht mehr auftritt. 5 => ERROR IN HEADER/FORMAT LONG In diesem Fa'e>ll stimmt nicht nur nicht die Pruefsumme uber dem Header, sondern der Inhalt des Headers selbst ist zerstoert. Auch dies kann mit dem DOSCOPY+ beseitigt werden. 6 => DATA BLOCK CHECKSUM ERROR Die Pruefsumme uber einen Datenteil des Tracks stimmt nicht mehr. Das DOSCOPY+ korrigiert auch diesen Fehler. 7 => LONG TRACK Nur das NIBBLECOPY kann diesen Fehler feststellen. Er besagt, dass die Originaldiskette mit einer Spezialhardware kopiert worden ist und diese Diskette daher auch nicht( mit normalen Laufwerken kopiert werden kann, sondern nur eben mit Spezialhardware. Der Hardwarezusatz, der direkt bei CACHET erhaeltlich ist, kann einen Teil dieser Software kopieren. 8 => VERIFY ERROR Die Diskette im TARGET-Laufwerk weist einen physikalischen Fehler auf, d.h. ihre Beschichtung mit Magnetpartikeln ist defekt. Aus Gruenden der Datensicherheit sollte diese Diskette nicht weiter verwendet werden. 7.3) NAME-OPTION Das XCOPY liest den Namen der Diskette ein, welche si)#9ch im als SOURCE selektierten Laufwerk befindet und zeigt ihn in der Statuszeile an. Dies setzt allerdings vorraus das diese Diskette eine normale AMIGADOS Diskette ist und daher auch einen Namen besitzt. Ist dies nicht der Fall, erscheint die Meldung "ILLEGAL NAME" in der Statuszeile. 7.4) STOPUHR Als kleiner Gag wird fuer alle Kopiermodi und Toolkitfunktionen die Zeit gestoppt, die sie zur Ausfuehrung benoetigen. Vergleichen Sie ruhig mal die Zeiten des XCOPY's mit denen anderer K*aK opierprogramme! 7.5) VERLASSEN DES PROGRAMMS Entfernen Sie zunaechst alle Disketten aus den angeschlossenen Laufwerken, Fahren Sie dann mit dem Mauszeiger in die obere, linke Ecke des Bildschirms und druecken die linke Maustaste. Haben Sie nicht die KILLSYS-Option benutzt, kommen Sie nun sauber in Ihre Benutzeroberflaeche zurueck. Anderenfalls fuehrt der Rechner einen RESET durch und verlangt danach die WORKBENCH Diskette. 8.0) GEWHRLEISTUNG Sie benutzen dieses Programm auf eigene+ Gefahr. Sollten Sie damit durch unsachgeme Benutzung oder irgenwie sonst, die Katze im Toaster Ihrer Tante zur Explosion bringen oder sonstige Unfaelle verursachen, sind Sie selbst verantwortlich. Wenn Sie den Rechner vor Benutzung dieses Programmes nicht ausschalten und sich einen Virus einfangen, sind Sie ganz alleine dafr verantwortlich. Da es besonders in den USA zur Zeit Mode ist, wegen nicht voll- stndiger Gebrauchsanleitung irgendwelche Prozesse anzustrengen. lassen Sie uZ en (siehe Bedienung). 5.4) NIBBLECOPY Oft ist Originalsoftware kopiergeschuetzt oder benutzt ein anderes Aufzeichnungsformat als das AMIGADOS, ein sogenanntes Fremdformat. Das NIBBLECOPY ist in der Lage fast alle Fremdformate zu kopieren, so z.B auch IBM, ATARI ST, ACORN ARCHIMEDES und diverse KEYBORAD-Disketten. Um Disketten von den ebengenannten Rechnern zu kopieren ist es am zweckmaessigten den SYNC auf INDX zu stellen (siehe unten). Weiterhin erkennt das XCOPY einige bekannte Ko-Gpierschutz- Mechanismen und kann deshalb sie daher auch kopieren. Sollte auf dem AMIGA eine Diskette nicht mit DOSCOPY zu kopieren sein (erkennbar daran, dass fast nur rote Zahlen erscheinen), koennen Sie versuchen diese Diskette mit dem NIBBLECOPY zu kopieren. Erscheinen dann fast nur verschiedenfarbige Nullen in der Anzeige, ist die Chance relativ hoch eine lauffaehige Kopie zu erhalten. Eine rote Zwei bedeutet, das dass NIBBLECOPY kein bekanntes Fremdformat und keinen bekannten Kopierschutz gefunden hat, und die Daten deshalb nach einem Schaetzverfahren kopieren muss. Erscheint gar eine rote Sieben, kann die Originaldiskette ueberhaupt nicht kopiert werden, da dann das Original mit eine Spezialhardware hergestellt worden ist und auch nur mit dieser kopiert werden kann (dieses 'LONG-TRACK'-Schutzverfahren kann auch kein anderes Kopierprogramm softwaremaessig kopieren). Speziell nur fuer das NIBBLECOPY kann der schon oben erwaehnte SYNC eingestellt werden. Ein .SYNC stellt eine Markierung auf einem Track dar, an welcher das Leseprogramm erkennen kann, wo die zu lesenden Daten auf diesem Track beginnen. Bei den SYNCS sind Software-SYNCS und Hardware-SYNCS zu unterscheiden. Bei dem Hardware-SYNC handelt es sich um das Indexsignal der Laufwerke. Soll auschliesslich dieses beim kopieren verwendet werden, kann dies mit dem Knopf links neben dem Schriftzug SYNC eingestellt werden. In der Anzeige erscheint dann INDX (fuer Index), statt einer Hexadtezimalzahl. Das NIBBLECOPY kennt nun fuer sehr viele Fremdformate die Software-SYNCS (z.B. ist $4489 das Standardsync, welches AMIGADOS benutzt). Es ist aber wahrscheinlich, dass ein Programmhersteller irgendwann ein neues Fremdformat entwickelt, dass andere Syncs benutzt, die uns jetzt noch nicht bekannt sind. Erfahren Sie diesen SYNC, koennen Sie Ihn in der Parameterleiste einstellen und so das Fremdformat kopieren. Selbstverstaendlich werden die erscheinenden Updates von XCOPY neue Fremdformate automatisch beruecksichtigen.Das Einstellen des SYNC ist nur dem erfahrenen Benutzter zu raten, in aller Regel braucht der Defaultwert nicht geaendert werden! Des weiteren ist zu beachten, das beim NIBBLECOPY ein VERIFY weder technisch moeglich noch sinnvoll ist. 6.0) BESCHREIBUNG DER TOOLKIT-FUNKTIONEN 6.1) CHECKDISK Diese Option dient dazu, die Diskette im als SOURCE selektierten Laufwerk auf Lesefehler zu untersuchen. Die Option liest alle Tracks einer Diskette kurz ein und uberprueft ob die Daten auf den einzelnen Tracks in Ordnung sind, d.h. ob sie den AMIGADOS Konventionen entsprechen. Sollten Fehler erkannt werden, so wird eine rote Zahl ausgeben. Diese Zahl stellt eine entsprechende Fehlermeldung dar (vgl. LIST). 6.2) FASTFORMAT Ehe Sie eine neue Diskette zur Speicherung von Daten verwenden koennen, muessen sie diese formatieren. Normalerweise geschieht dies mit Initialize aus dem Disk-Menue der WORKBENCH oder mit dem FORMAT-Befehl deA>s CLI. FASTFORMAT bewirkt nun genau dasselbe wie der FORMAT-Befehl, arbeitet aber sehr viel schneller (Sie koennen ja mal einen Zeitvergleich durchfuehren!). Zusaetzlich fuehrt FASTFORMAT noch einen INSTALL der Diskette durch (d.h. die Diskette wird direkt bootfaehig gemacht) und bringt eine Einschaltmeldung im BootBlock der Diskette unter. Die Einschaltmeldung 'NO VIRUS ON BOOTBLOCK' wird bei jedem BOOTEN der Diskette kurz angezeigt, so dass Sie sicher sein koennen, dass sich kein VYirus im BootBlock der Disktte befindet. Wenn Sie das FASTFORMAT gestartet haben erscheint zunaechst in der Statuszeile die Aufforderung einen Namen fuer die Diskette einzutippen. Danach werden alle Laufwerke, die als TARGET selektiert sind, formatiert. Beim FASTFORMAT kann ein VERIFY hinzugeschaltet werden (siehe Bedienung). 6.3) OPTIMIZE Das Betriebssystem AMIGASDOS besitzt eine sehr unangenehme Eigenschaft, naemlich die verstreute Speicherung von Dateien und ihren Directory- Eintraegen auf Disketten. Diese Eigenschaft fuehrt zu einem Effekt der sicherlich jedem Amigabesitzer bekannt ist, naemlich das ewig lange warten bis ein Directory geladen und angezeigt wird. Die Wartezeit ist umso groesser je mehr Dateien auf der Diskette gespeichert sind und umso staerker sie verstreut liegen (der Fachmann spricht von Fragmentierung). Mit OPTIMIZE kann nun die Ladezeit fuer Directories erheblich beschleunigt werden und auch die Datenfiles werden danach schneller geladen X<. Bevor die OPTIMIZE-Funktion auf eine Diskette angewendet wird, sollte unbedingt eine Sicherheitskopie von dieser Diskette angelegt werden. Dies ist noetig, da bei der Optimierung die Diskette neu beschrieben wird. Tritt ein Fehler auf, der zum Abruch der Optimierung fuehrt, bevor der Schreibvorgang beendet ist, sind die Daten auf der Diskette ungeordnet und damit nicht mehr zu gebrauchen. In diesem Fall kann dann auf die Sicherheitskopie zurueck gegriffen werden. Fehler die zum Abr vird in dem Kaestchen eine Zahl ausgegeben, welche anzeigt, wie der Zugriff auf diesen Track verlaufen ist. Moeglich sind dabei die Zahlen 0-8, wobei die Null in verschie- denen Farben erscheinen kann. Die Zahlen 1 bis 8 zeigen einen Fehler auf diesem Track an und sind immer ROT ( Bedeutung der einzelnen Fehlernummern siehe unter ERROR-OPTION). Eine Null bedeutet das der Track ordnungsgemaess gelesen oder geschrieben worden ist, wobei die verschiedenen Farben folgendes aussagen: GRUEN E NULL > Ein normaler Dostrack wurde gelesen BLAUE NULL > Es wurde ein Fremdformat erkannt (nur NIBBLECOPY) GELBE NULL > Track wurde geschrieben GRAUE NULL > spezieller Kopierschutz wurde erkannt und kopiert 5.0) KOPIEREN VON DISKETTEN 5.1) ALLGEMEINES Der Kopiermodus wird mit dem Parameter COPY in der Paramterleiste ausgewaehlt. Es stehen DOSCOPY+, NIBBLECOPY und DOSCOPY zur Wahl. Fuer jeden einzustellenden Modus kann der Start/Endtrack zwischen 00 und 81 eingestellt werden. Desw ,eiteren kann der Start/Endkopf auf 0 oder 1 gesetzt werden, wobei 0 der UPPER-SIDE entspricht und 1 der LOWER-SIDE. Der Start/Endkopf wird rechts nebem dem Start/Endttrack eingestellt. Es kann auch generell eingestellt werden, ob nur die UPPER oder die LOWER SIDE kopiert werden soll. Dies geschieht mit der Option SIDE in der Parameterleiste. Die Option bietet sich hauptsaechlich bei Fremdformaten an, so z.B wenn Sie eine ATARI ST Diskette kopieren moechten, welche nur einseitig formadHEtiert ist. Jeder gewaehlte Kopiermodus wird gestartet, indem in der Aktionsleiste START angeklickt wird. Ein gestarteter Kopiermodus laesst sich stoppen, indem STOP angeklickt wird. Ist ein Kopiermodus beendet oder abgebrochen worden, erscheint eine Meldung in der Statuszeile und es ertoent ein akustisches Signal. Es bestehen nun prinzipiell zwei Moeglichkeiten Disketten zu duplizieren. Man kann erstens direkt von Diskette zu Diskette kopieren, wozu man aber mindestens zwei Disketten laufwerke benoetigt (eine SOURCE und eine TARGET). Die zweite Moeglichkeit besteht darin zunaechst den Inhalt der SOURCE in den Hauptspeicher einzulesen, und erst dann auf die TARGET zu schreiben. Dies ist auch die einzige Moeglichkeit mit nur einem Laufwerk eine Kopie anzufertigen. Um mit der ersten Moeglichkeit zu arbeiten, muss in der Parameterleiste der Parameter DEVICE auf DISK gestellt werden. Wird nun der Kopiervorgang gestartet, wird der Inhalt von dem angewaehlten SOURCE-DRI֘LVE auf alle angewaehlten TARGET-DRIVES (maximal 3) kopiert. Etwas anders sieht es aus, wenn Sie ueber den Hauptspeicher (RAM)kopieren moechten, sei es weil Sie nur ein Laufwerk besitzen oder aber mehrere Kopien anfertigen wollen. Dazu stellen Sie zunaeschst das DEVICE auf RAM und selektieren eine SOURCE und bis zu 4 TARGET-DRIVES (nur wenn DEVICE auf RAM steht, kann auch die SOURCE nochmal als TARGET selektiert werden). Nach dem Start des Kopiervorgangs werden soviele Daten von der S2OURCE in den Hauptspeicher eingelesen, bis dieser voll ist. Daraufhin erscheint die Meldung 'INSERT TARGET DISK(s)'. Legen Sie nun in alle Laufwerke, die Sie als TARGET angewaehlt haben, Leerdisketten ein. Haben Sie auch die SOURCE als TARGET angewaehlt, muessen Sie die Originaldiskette aus dem Sourcelaufwerk entnehmen und dafuer nun eine Leere einlegen. Danach klicken sie START (oder REPEAT) in der Aktionsleiste an. Nun werden die Daten aus dem Hauptspeicher auf alle TARGET-DRIVES k]opiert. Ist dies geschehen, erscheint die Meldung 'INSERT SOURCE OR WRITE AGAIN'. Sie koennen nun den Hauptspeicherinhalt erneut schreiben, indem Sie neue Leerdisketten in die Laufwerke legen und danach REPEAT anklicken. Wuenschen Sie dies nicht, legen Sie die Originaldiskette wieder ins SOURCE-DRIVE und klicken START an. Nun wird wieder der Lesevorgang gestartet oder aber es sind alle Daten kopiert und der Kopiervorgang ist beendet. Die Anzahl der Diskettenwechsel haengt natuerlich Ɗ'vom freien Hauptspeicher ab, es ist daher am besten mit KILLSYS das Betriebssystem auszuschalten, um so einen moeglichst grossen freien Hauptspeicher zu haben. 5.2) DOSCOPY Das DOSCOPY bietet eine sehr schnelle Moeglichkeit normale AMIGADOS-Disketten zu kopieren (ca. 68 Sekunden). Tritt auf der SOURCE- Diskette ein Lesefehler auf, wird eine entsprechende Fehlernummer angezeigt (siehe LIST-Option). Anstatt nun den Lesevorgang abzubrechen, ruft XCOPY den NIBBLEMODE auf und versucht sov das zu kopieren, was eben noch zu kopieren geht. Das bedeutet aber auch, das der Lesefehler auch auf der Kopie enthalten ist. Beim DOSCOPY kann ein VERIFY hinzugeschaltet werden (siehe Bedienung). 5.3) DOSCOPY+ Das DOSCOPY+ unterscheidet sich dadurch vom DOSCOPY, dass es beim Auftreten von Lesefehlern automatischen einen Reparaturversuch durchfuehrt (es ruft nicht den NIBBLEMODE auf). Die Konsequenz ist, dass auf der Kopie keine Lesefehler enthalten sind, auch wenn das Original welLtche hatte. Es kommt sehr stark auf die Art des Fehlers an, ob es durch die Reparatur gelingt Daten zu retten. Eine sehr gute Chance besteht, wenn nur die Lesefehler 4, 5 oder 6 auftreten, bei allen anderen Fehlern sind schon Teile der Daten vernichtet, d.h sie sind physikalisch gar nicht mehr auf der Diskette enthalten. Auf jeden Fall weist die Kopie keinen Lesefehler mehr auf, auch wenn nicht alle Daten gerettet werden konnten. Auch beim DOSCOPY+ kann ein VERIFY hinzugeschaltet werdqXMzt 0 does not actually deallocate the mask plane, TRANSPARENT -1 can be used to force deallocaton of the mask plane memory in the event that memory space is tight and you want to make sure the mask plane memory has been freed up for other use. TROFF TROFF Turns trace mode off. TRON TRON Turns trace mode on. Trace mode will display each command to the CLI window as it is executed, with the parameters as evaluated. The commands are slightly abbreviated, as that iqYs how they appear in the internal command buffer, but should be enough to identify them. Trace mode only works with the Director and not the Projector. Trace mode can also be turned on for t f the then no trailng newline will be output. TEXT will use the currently selected font. The text color will be the foreground pen, and the background of the text will be the background pen. By using DRAWMODE you can set the text mode that can cause the background to be trans u8Ernchen grau. Ein Laufwerk kann entweder als Quelllaufwerk (SOURCE) selektiert sein oder als Ziellaufwerk (TARGET), wobei logischerweise von allen angeschlossen Laufwerken nur eines als Quelllaufwerk selektiert werden kann. Eine Besonderheit beim DOSCOPY, DOSCOPY+ und beim FASTFORMAT ist die VERIFY- Option. Diese wird hinzugeschaltet, wenn die linke Maustaste ueber jedem selektierten Ziellaufwerk noch einmal betaetigt wird. Das jeweiliege Birnchen erhaelt dann ein Haekchen (V), um den +, eingeschalteten VERIFY anzuzeigen. 4.0) DAS TRACKDISPLAY Eine Diskette auf dem Amiga ist aufgeteilt in 80 Cylinder (von 0 bis 79), wobei jeder Cylinder aus 2 Tracks besteht (der UPPER und der LOWER SIDE). Diese Einteilung spiegelt das Trackdisplay wieder. Insgesamt besitzt eine normale Diskette also 80*2 = 160 Tracks (einige Fremdformate benutzten auch die Cylinder 80-81). Fuer jeden dieser Tracks ist ein Kaestchen im Trackdisplay reserviert. Greift das XCOPY auf diesen Track zu, wsKup-Sequence einbinden, dauert es vom Einlegen der Disk bis zum Programmstart nur acht Sekunden. Ausserdem laesst sich das Programm muehelos auf der Hard-Disk installieren). Das Arbeitsbild ist aufgeteilt in vier wesentliche Bereiche. Der erste Bereich (Parameterleiste) dient zum Einstellen aller Para- meter, wie z.B des Start-/Endtracks, des SYNCS usw. Direkt darunter befindet sich die Aktionsleiste mit den Aktionen START, REPEAT, STOP, NAME, DEFAULT, ERRORS und KILLSYS. Des weiterenA-w ist in der Mitte links die Laufwerkskonfiguration zu sehen und in der Mitte rechts zwei Gitter (das Track Display), in denen waehrend des Kopiervorganges Fehlermeldungen bzw. eine OK- Meldung fuer den gerade bearbeiteten Track ausgegeben werden. Ganz unten am Bildschirm ist die Statuszeile, in welcher Fehler ausgegeben oder, in der Sie zu bestimmten Aktionen aufgefordert werden. 2.0) KONFIGURATION XCOPY stellt sich automatisch auf die Rechnerkonfiguration ein, d.h. es beruecksichti`gt sowohl die Anzahl der angeschlossenen Laufwerke, als auch eventuell vorhandene Speichererweiterungen. Sie koennen das XCOPY auf zwei verschiedene Arten betreiben. In der ersten Betriebsart arbeitet das XCOPY sauber mit dem Betriebssystem zusammen, d.h. Sie kommen nach der Arbeit mit XCOPY wieder in Ihre Benutzeroberflaeche zurueck, also entweder auf die WORKBENCH oder zurueck ins CLI. Der Nachteil dieser Betriebsart ist, das nicht der Ganze im Prinzip verfuegbare Hauptspeicher (RAM) zur Verfuegung steht, da das Betriebssystem zusaetzlichen Speicher benoetigt. Der zur Verfuegung stehende Hauptspeicher (RAM) den das XCOPY benutzen kann, wird nach dem Start des XCOPY'S in der Statuszeile angezeigt (FREE MEMORY: xxxxxx BYTES). Diese Groesse ist allerdings nur von Bedeutung, wenn Sie ueber RAM kopieren wollen oder mit OPTIMIZE arbeiten, denn es ist klar. dass Sie um so weniger Disketten wechseln muessen, je mehr Hauptspeicher frei ist. Es besteht nun die Moeglichka eit den oben erwaehnten Nachteil auszugleichen, indem man das Betriebssystem ausschaltet und so allen Speicher zur Verfuegung hat. Wenn Sie dies wuenschen, klicken Sie in der Aktionsleiste die Aktion KILLSYS (steht fuer KILL SYSTEM) an. Danach erscheint der Arbeitsbildschirm von XCOPY in weniger Farben und Sie haben den maximal moeglichen Speicher zur Verfuegung. Dadurch, das dass Betriebssystem ausgeschaltet worden ist, haben Sie aber nun nicht mehr die Moeglichkeit in die Benutzeroz8berflaeche zurueckzukehren, sondern wenn Sie das XCOPY verlassen wird ein Reset durchgefuehrt und der Rechnerbootet neu. 3.0) BEDIENUNG Das Programm wird ausschliesslich mit der Maus bedient. Nur wenn Sie fuer die Option FASTFORMAT einen Namen fuer die Diskette eingeben benoetigen Sie die Tastatur. In der Parameterleiste koennen alle wichtigen Punkte eingestellt werden. Moechten Sie z.B. den Kopiermode einstellen, fahren Sie mit der Maus auf den Knopf links nebem dem Schriftzug COPYu und druecken die linke Maustaste. Genauso werden die Optionen TOOLKIT, SIDE, SYNC und DEVICE bedient. Der Start/Endtrack wird mit den kleinen "Dreiecken" ueber den jeweiligen Zahlen eingestellt. Dito verfaehrt man mit dem SYNC. Ueber jedem angeschlossenen Laufwerk erscheint ein Gluehbirnchen. Wird die Maustaste ueber einem dieser Birnchen gedrueckt, wird dieses Laufwerk selektiert oder deselektiert. Ist ein Laufwerk selektiert, ist das Birnchen orange, ist es deselektiert ist das BiqM pALACE on early so the entire script will be run with interlace on. Interlace should be turned on in scripts where the output is to be videotaped, for best results. Interlace cannot be turned off once it is on. SETMAP buffer,index SETMAP , SETMAP 7,index SETMAP -1,0 Sets the color map for screen buffer "buffer" to a color map in the @ array at index "index". Note that the "@" symbol is not used in the array index specification, though the qN8%value is used as an index into the @ array. If "buffer" is the current screen, the current screen colors will be affected. "buffer" of -1 can be used to specify the current screen. SETBLACK 1 will disable SETMAP's effect on the current screen colors, though a subsequent SETBLACK 0 will then display the newly selected colors. SKIPANIM abuffer,pbuffer,abs,rel,end SKIPANIM ,,,, SKIPANIM 2,7,abs,rel,done SKIPANIM parameters qOɻRare identical to the ANIM command parameters, except no modifcation to screen buffer specified by "pbuffer" is actually performed. SKIPANIM allows you to skip over frames that my be redundant, as in the standard 2 frame overlap ANIM's. See the ANIM command for more details. SOUND var,command,param,param,param SOUND ,,<>,<>... SOUND period,"load",buff,octave,":sounds/splash.samples" SOUND a,"play",buff,times,volume,period SOUND a,"quqPViet" SOUND a,"slowfade",speed SOUND a,"free",buff SOUND a,"kill" The SOUND command is a module command. All module commands start with a variable which returns the result of the command, followed by a text string which is the command to be sent to the module. Parameters following these are dependant on the module command being sent. SPEED s SPEED SPEED 1 SPEED -1 Set global speed to "s". The default is 5, which causes pause coqQkGBunts to be taken as .1 sec increments. Set speed to 50, and pause will be in 1.0 seconds etc. Set speed to 1, and pause will be in 1/50 second increments. You can change this as often as you want during a script. A speed of 0 causes all PAUSE commands to do nothing. Speed can be used to affect ALL pause commands identically, thereby modifying the speed of the entire sequnce or over portions of the sequence. STENCIL picturebuffer,maskbuffer,maskpolarity STENCIL ,<qRexpr>, STENCIL 2,2,1 STENCIL 3,7,0 Does a masked "blit" of the entire buffer area. Buffer "picturebuffer" will be transferred to the current screen (or current BLITDEST buffer) at all points where "maskbuffer" is color 0 if maskpolarity is 1, or at all points where "maskbuffer" is NOT color o if maskpolarity is 0. "picturebuffer" and "maskbuffer" can be the same buffer if desired. STENCIL can be used for special effect "wipes" by generating patterns into a maqS͘8skbuffer and then using stencil to transfer an image to the screen masked by this buffer. STRING s1,s2 STRING ,$ STRING "message",$(40) STRING "text data",$(str) Moves string s1 to s2. s1 can be either a quoted string or a string index into the @ array, but s2 can ONLY be an index into the @ array. STYLE style,spacing STYLE , STYLE 2,0 STYLE 6,2 The STYLE command sets the text font styling and inter-charaqTΪcter spacing. Styles are: 0 - Normal 1 - Underline 2 - Bold 4 - Italic Styles can be added together to produce compound styles, i.e. bold and italic is style 6. Inter character spacing is normally 0, but can be set to the number of extra pixel lines to be inserted between each character. TEXT TEXT MOVE 10,10:TEXT "Figure B" MOVE 40,80:TEXT "The answer is:";X Displays text data to the current screen buffer or BLITDESqU:T buffer. The values of the expressions in are printed. An can be a combination of and 's seperated by semi-colons";". If a semi-colon is left on the end of the then no trailng newline will be output. TEXT will use the currently selected font. The text color will be the foreground pen, and the background of the text will be the background pen. By using DRAWMODE you can set the text mode that can cause the background to be transqV`ouparent. If centering is turned on with the CENTER command, text will automatically be centered between the margins set with the MARGINS command or default of the edges of the screen if no MARGINS command has been used. Examples of valid TEXT commands: TEXT "Hello" TEXT "The value of N is:";N TEXT N*2 TEXT N*2;U*3 TRANSPARENT flag TRANSPARENT Sets the transparency mode on and off for the BLIT command. If you do a TRANSPARENT 1, BLITqW9 commands will only transfer that portion of the specified rectangle that contains colors that are non-zero. Transparent 0 sets it back to normal. When transparency is turned on, the Director must allocate a "mask" bit plane, a 1 bit-plane of the same resolution as the source buffer. If you do not have enough memory for this mask plane at any given time, the use of transparent mode can possibly cause out of memory errors during a TRANSPARENT, DISPLAY, or BLIT commands. TransparenqBGgR POINTER 1 POINTER 0 Turns mouse pointer on and off. The default for the mouse pointer is off. If flag=1, then the pointer will be turned on, if flag=0 then the pointer will be turned off. Particularly useful when using the IFMOUSE command, as unless the pointer is turned on, it will be invisible. POSITION x,y POSITION , POSITION -1,-1 POSITION 98,25 Allows setting of the position of the upper left corner of the displayqCw screen for overscan screens. If you are going to use standard 352x240 overscan screens, you can set the position to -1,-1 which is an estimated centering for the image you are using. For other size screens, or if you desire other adjustments, you can adjust the centering of the screen accordingly. 98,25 will probably be the most upper left position you should ever have to set. Adjusting this parameter is the same as manipulating the "screen centering" control in Preferences, excqDKWCept when the Director program exits, the centering is set back to where it was originally set when the Director started. PRINT PRINT Diplays data to current CLI window. If is omitted, then a newline is printed. If the is included, the values of the expressions are printed. An can be a combination of and 's seperated by semi-colons ";". If a semi-colon is left on the end of the then no trailing qE#vlreturn will be output. Examples of valid PRINT command: PRINT "Hello" PRINT "The value of X is:";X PRINT "The string is ";$(0) PRINT PRINT T;", "; PRINT "What is the filename?"; READ v,$s,w READ ,$, READ pos,$(data),80 READ pos,$(0),30 Reads the data file if open, into the @ array at index "s", not to exceed "w" characters. If successful, "v" will contain the file position, if not succesqFX)1sful, "v" will contain a -1. -1 usually signals end of file. RECT ux,uy,lx,ly RECT ,,, RECT 20,30,60,90 Draws a solid color rectangle in the foreground pen color of the area bounded by upper left point ux,uy and lower right point lx,ly. If the outline pen is non-zero, will outline the rectangle with the color of the outline pen. REM REM REM ignore this message REM this is how this progrm works The REM command (shoqGrt for remark) allows you to place comments in your scripts to help remind you what is going on. Any text following the REM command on the command line is ignored. RESOLUTION buff,width,height,planes RESOLUTION ,,, RESOLUTION 2,wid,hite,plns RESOLUTION -1,xsize,ysize,depth The RESOLUTION command allows you to determine the resolution of any screen buffer. The "buff" parameter specifies which buffer, and the three variablqHرzIes following are set to the screen width, the screen height and the number of bit-planes respectively. -1 can be used as a buffer specification to refer to the current displayed screen. RETURN RETURN Returns control to the statement immediately following the most recent GOSUB statement. Subroutines can be nested, that is, a subroutine can call a subroutine that calls a subroutine, etc. ROTATE amount ROTATE ROTATE 1 ROTATE -3 The ROTATE coqIٳ7mmand will rotate the positions of the individual bit-planes within a screen buffer. This can have unusual effects on the palette (though it doesn't actually change, the individual pixels are what get changed). A more practical use for this command is in conjunction with the PLANES command to allow copying of image information from any plane in one image to any plane in another image. If the "amount" parameter is positive, it causes the low order bit-plane to move to the high ordeqJڍ2r bit-plane (right binary shift). If the "amount" parameter is negative, it causes the high order bit-plane to move to the low order bit plane (left binary shift). SEEK n SEEK SEEK 0 SEEK recloc Moves current file position to position "n". File must be opened with the OPEN command. -1 will specify the end of the file. SETBLACK flag SETBLACK SETBLACK 1 SETBLACK 0 Will set the screen to black, or turn colors on to the qK/`oappropriate palette. Works by setting all the colors in the present screen palette to black. Will not affect actual palette associated with storage of screen. SETBLACK 1 turns screen off, SETBLACK 0 turns screen on. If set before initial LOAD command, first screen will come up black. A fade in can then be done, or a simple SETBLACK 0 to turn on the screen when desired. SETFONT n SETFONT SETFONT 2 SETFONT 7 Sets the current font to preloaded font qLƄ'number "n". Allows the selection of several preloaded fonts. Fonts are designed to be preloaded to allow the avoidance of disk operation which might slow the change in font selection at critical times otherwise. SETLACE SETLACE SETLACE will turn interlace mode on. SETLACE is most useful when some of the mages used by a given Director script are to be interlaced. When an interlaced file is loaded, interlace is automatically turned on, but it may be desirable to turn SETq7ܒt numbers are 1-10. This command allows you to preload several fonts to be used, using SETFONT to select them from memory. Font memory can be released with the FREEFONT command. The fontname must contain the .font extension, i.e. "ruby.font" LOCATION v LOCATION LOCATION loc Assigns the current open file position to the variable "v". MARGINS l,r MARGINS , MARGINS 20,300 MARGINS leftmarg,rightmarg Sets text wrap poq8x2ijnt to "x" pixel coordinates l for left and r for right. Allows simple margin setting for text character-wrap. No word wrap is performed. Default margins are set at the time the initial screen is displayed, and margins are set at the edges of the screen. When the centering is turned on with the CENTER command, text centering occurs between the two margins points set by the MARGINS command. Thus MARGINS can be used to adjust the centering to anywhere on the screen. MEMORYq9ߵ1 all,chip,fast MEMORY ,, MEMORY allmem,chipmem,fastmem Stes the three variables specified to the amounts of memory in the system. The first variable is set to the total amount of memory in the system, the second to the amount of available CHIP ram, and the third to the amount of available FAST ram. MODULE modulename MODULE MODULE "sound" MODULE "newmodule" Specifies an expansion module to be used, such as tq:he "sound" module. Once specified, the module can then be used. For information on individual module commands, see the section on the specified module. Modules are expected to be in an assigned "mod:" directory. MOVE x,y MOVE , MOVE 32, 70 MOVE xpos,ypos Moves current graphics cursor position to x,y. This command is used in conjunction with the DRAW, INPUT, and TEXT commands. NEXT NEXT terminates a FOR loop. FOR loops can be nestq;N,ed. A variable specification is not required as in some BASICs, though it can be used for clarity. NEW buffer1,buffer2 NEW , NEW 5,1 NEW 7,-1 Creates a new CHIP memory buffer, "buffer1" using a copy of the palette for buffer "buffer2". NEWFAST buffer1,buffer2 NEWFAST , NEWFAST 10,2 Creates a new FAST memory buffer, "buffer1" using a copy of the palette for buffer "buffer2". OPEN openmode,filename open , mode = 0:OPEN mode,"mydisk:testfile" mode = 1:OPEN mode,"ram:tempfile" Opens file "filename" based on the value in the variable "openmode". The variable can have values as follows: 0 - Open for read 1 - Open for write 2 - Open for read/write After the open, the variable specified as "openmode" will be set to a 1 if the open was successful, and a 0 if not. Only one file can be opened at a time. A previous file must be CLOSEd beq=8;fore a new file can be OPENed. If a file is opened for read/write, you will be positioned to the end of the file. This will allow you to append data to an existing file. By SEEKing to other locations in a file, you can write over data that was there before with new data. PALETTE buffer,permanence PALETTE , PALETTE 2,1 PALETTE 7,0 Sets the screen palette or BLITDEST buffer palette to the palette from buffer "buffer". If screen buffer is specifq>*zied and "permanence" is 1, then both the current screen colors and the current screen buffer's palette are modified, if "permanence" is 0, then only the current screen colors are modified. Buffer of -1 specifies the current screen buffer. PAUSE v PAUSE PAUSE 20 PAUSE delay Pauses for a time period specified by "v". The default time increment is .1 sec. (set by SPEED command). This means that the pause will take v*.1 seconds, i.e. PAUSE 10 will pausq?{e for 1 second. The SPEED command can adjust the increment. PEN pennumber,colornumber PEN , PEN 1,8 PEN 0,color Sets selected pen to the specified color register. This will affect TEXT, FILL, and DRAW commands. Pens are as follows: 0 - Background pen 1 - Foreground pen 2 - Outline pen There are 32 possible color registers, 0-31. Not all IFF image files may understand all 32 at a time. Different resolution screens may pq@ PLANES 4 PLANES -1 The PLANES command allows you to specifically enable which bit-planes are to be affected by otqAfher commands. With the PLANES command you can enable only specific planes for modification, preserving the data present on the remaining planes. The PLANES command will affect the DISSOLVE, WIPE, BLIT, TEXT, CLEAR, and drawing commands. Use PLANES -1 to enable all the planes. POINT x,y POINT , POINT 38,40 POINT xloc,yloc Will plot a single point at position x,y. Uses the foreground pen for the color of the point. POINTER flag POINTEq,q Ӟ @ array at the index specified by "arrayindex". Note that there is no "@" symbol in the array index specification, though the value is used as an index in the @ array. The map is a set of 32 2 byte nubers, each assembled from red,green,blue color codes in the following manner: Color = (red * 256) + (green * 16) + blue Individual r,g,b color values can be extracted as follows: red = color / 256 green = (color / 16) % 16 blue = color % 16 The map can q-N,be modified and replaced into a screen buffer with the SETMAP command. GETMOUSE x,y GETMOUSE , GETMOUSE mousex,mousey Will wait for a mouse click, and then insert the x and y location of the click into the two variables. The pointer will be turned on automatically if not already on from the POINTER command. GETPEN variable,x,y GETPEN ,, GETPEN color,32,20 GETPEN pixel,xval,yval Will set variable tq.Po the pen value of the pixel at location x,y on the current screen, or BLITDEST specified buffer. GOSUB linenumber GOSUB GOSUB 200 GOSUB 1000+N*100 GOSUB func Go to subroutine command. Causes program to continue execution at line number specified. Subsequent RETURN statement will cause program to continue at line immediately following original GOSUB statement. GOTO linenumber GOTO GOTO 300 GOTO 800+func*10 q/W3 GOTO func Causes program to continue execution at line number specified. Line numbers can be computed, or stored in variables. IF condition IF IF 7=var-1:PRINT "equal":ELSE:PRINT "notequal":ENDIF IF flag:GOSUB 100:ENDIF IF char#-1:END:ENDIF If condition evaluates to non-zero, the statements immediately following the IF are executed, otherwise, control is transferred to the next ELSE or ENDIF statement, whichever is encountered first. Examq0ĕples are indented for clarity, indenting is not required. Examples: IF A=5 MOVE X,Y TEXT "String" ENDIF IF (A<7)&(B>9) MOVE X,Y TEXT "String 1" ELSE MOVE U,Z TEXT "String 2" ENDIF IFKEY variable IFKEY IFKEY char Will set "variable" to either the ASCII value of a keystroke input from the keyboard, or -1 if none has been entered. Allows testing for keybq1eyoard inout while doing other operations. IFMOUSE x,y IFMOUSE , IFMOUSE xloc,yloc Will set x,y to either the screen position of a mouse click from the mouse, or a -1 if none has been entered. Allows testing for mouse input while doing other operations. INCLI $(i),w INCLI $, INCLI $(0),30 INCLI $(buff),8 Will accept input of a line of textual information from the keyboard. Will echo input keystrokes to the Cq2tLI window. Inputs the data into the @ array as a string at array index i. Array index must be preceded with the $. Will only allow input of characters up to a maximum specified in "w". Handles backspace. signals end of the line input. INPUT $(i),w INPUT $, INPUT $(0), 70 INPUT $(buff),12 Will accept input of a line of textual information from the keboard. Will echo input keystrokes to the displayed screen at the location of the graq3phics cursor (set with the MOVE command). Provides a text cursor of the underline symbol from the font. Inputs the data into the @ array as a string at array index i. Array index must be preceded with the $. Will only allow input of characters up to a maximum specified in "w". Handles backspace. signals end of the line input. LOAD buffer,filename LOAD , LOAD 1,":pictures/design1.pic" LOAD buff,$(0) Will create buffer "buffer and q4k(load IFF file "filename" into it. Loads only into CHIP ram, you must use LOADFAST to load into FAST ram. Any Director command that requires a current screen to operate, which includes all graphics, blitter, and text and input commands, can only function if a LOAD has occured within the program that defines and creates the current screen. If you need a blank screen to work from, you can load a blank IFF screen with a palette setup for your work. LOADANIM buffer,filename Lq5"OADANIM , LOADANIM 2,":anims/test.anim" LOADANIM 21,$(animname) Will load a standard picture buffer with all of the frame to frame information contained in an IFF ANIM file, for later processing by the ANIM and SKIPANIM commands. FREE can be used to free the memory space allocated by LOADANIM. ANIM data will automatically load into fast ram if such ram is available. LOADFAST buffer,filename LOADFAST , LOADFAST 2,":picturq6K es/background.pic" LOADFAST buff,$(picname) Will create buffer "buffer" and load IFF file "filename" into it. Loads only into FAST ram. LOADFONT fontnumber,fontsize,fontname LOADFONT ,, LOADFONT 1,9,"topaz.font" LOADFONT 2,12,"ruby.font" Loads font "fontname" size "fontsize" into memory and assigns font number "fontnumber" to it. Fontnumbers are used by the SETFONT command to specify which font to use for TEXT commands. Valid fonq! 9expression evaluated to zero, the instructions immediately following the ELSE instruction are executed. Otherwise, control is transferred to the instructions following the ENDIF instruction, after the instructions between the IF and ELSE have been executed. The ELSE instruction is not required with the IF though an ENDIF is required for every IF instruction. END END Causes the director to end execution and clean up all screens and data spaces allocated. ENDIF Eq":e!NDIF Terminates an IF clause. See IF for more details. EXECUTE variable, command EXECUTE , EXECUTE a,"Assign fonts: mydisk:fonts" EXECUTE a,"run muydisk:c/smusplay mydisk:playfile" This causes the Director to pass the "command" parameter to the CLI for execution as a CLI command. The result from the command execution is returned in the variable. Most commands do not return anything unless there is an error, though certain commands may rq# eturn usefull information that the Director can then work with. This command can be used to copy files into RAM:, delete files, run sound generation programs, anything that can be done by the CLI. Though not required, it is probably a good idea when specifying filenames in EXECUTE commands, to use a complete path name, i.e. specify the diskname:directory/file you want completely, rather than use df1: etc. This is due to the fact that you may later be running your script under diffq$Iderent circumstances, and not have the same disks in the same drives. By specifying the complete file names, regardless of which disks are in which drives, the program should still work correctly. FADE flag, buffer, speed FADE FADE 1,7,0 (fade in quick using buffer 7 palette) FADE 0,8,2 (fade out slow using buffer 8 palette) Will fade in or out to/from the specified buffers color palette. If flag=1, will fade IN from a black state. If black is on q%[(as from setblack) will result in a black off state after fade-in. Palette used is one from "buffer", and "speed" sets the duration of the fade. Useful speeds are in the range 0-10, with 0 being the fastest. If flag=0 will fade OUT (to black) with similar effects. FILL mode,x,y FILL ,, Will do a solid fill of the area surrounding specified point x,y, with the foreground pen color. Valid modes are 0 and 1. Mode 1 does a flood of all surround points thq&fat match current point at x,y, and mode 0 does a flod fill of all surrounding points that don't match the outline pen (see pen). As an example, to generate a filled cricle, try this: PEN 1,15 CIRCLE 160,100,60 FILL 0,160,100 FIXPALETTE flag FIXPALETTE FIPALETTE 1 will disable any palette updating by the DISPLAY, WIPE, and DISSOLVE commands. This can be useful primarily when color cycling while double buffering, or doing wipes or dissolves. Otherwise, whq'1gen these commands are done, they will update the palette which will have the effect of reseting the color cycle. FIXPALETTE 0 is the default, and enables automatic palette updating on these commands. FOR variable=start TO end STEP increment FOR = TO STEP FOR inc=1 TO 7 FOR var=11 TO 88 STEP 11 FOR dcr=10 TO 1 where is a valid variable, and is a valid expression. Starts loop using the variable specifiedq(-=. The variable is initialized with the value of the first expression. At the end of the loop, the value of the third expression is added to the variable, and the variable is compared with the value of the second expression. If they are equal, the loping is finished. If not , control returns to the statement immediately following the FOR statement. The end of a loop is marked with the NEXT statement. Every FOR command must be matched with a correspondig NEXT command. For examplq)>Ue: FOR K=0 TO 10 STEP 2 .... NEXT will set K to 0, at the end of every loop will add 2 to K, and see if it has reached 10. If so, the looping is finished, otherwise it continues. The program will loop 6 times, with K being equal to 0,2,4,6,8,10 as it loops. The STEP value is an optional parameter, if omitted, a step of 1 or -1 (depending on direction to the TO parameter) is assumed. If you exit out of a FOR loop without going through NEXT (by doing a GOTO) q*R!dsome information will still left on the looping stack. This can cause a stack overflow if done enough times during a single script. FREE buffer FREE FREE 7 FREE buff Deletes the specified screen buffer. This will free up all memory being used by the specified buffer so that the memory can be used for other things (other buffers, fonts, etc.). The current displayed buffer can not be freed. FREE will free either screen or ANIM buffers. FREEFONq+yT fontnum FREEFONT FREEFONT 2 FREEFONT font Frees font loaded with LOADFONT specified by fontnum. GETKEY variable GETKEY GETKEY char Get a keystroke and assign it to the specified variable. i.e., GETKEY A will wait for a keystroke to be input, and assign the variable A to the resultant ASCII code of the key hit. GETMAP buffer, arrayindex GETMAP 7,colortab Will move a copy of the color map for buffer "buffer" into theqY*Jhen centering is off. See the TEXT command for more details. CIRCLE x,y,r CIRCLE ,, CIRCLE 160,100,50 CIRCLE xval,yval,radius x,y center, r radius. Will do a circle using the foreground pen. CLEAR CLEAR Clears the screen to the background pen color CLOSE CLOSE Closes file opened by OPEN command. COLOR buffer, permanence, colornumber,r,g,b COLOR ,,,,, Will set palette colqNXor "colornumber" to color r,g,b where r,g,b are 0-15 color intensity commands for red-green-blue respectively. "buffer" is the buffer number affected, with a -1 being the current screen. If "permanence is a 0, the effect is temporary, will only affect the screen and not the copy of the palette stored with the screen buffer. If permanence is a 1, then the effect is permanent, and the buffer copy is updated. COMPARE v,stringa,stringb COMPARE ,, Wiqf>ll compare stringa with stringb, and set "v" to the result. Either stringa or stringb can be quoted strings, or string indexes into the @ array preceded by the $ symbol. The "*" symbol in "stringa" specifies a match with anything in stringb. For example: COMPARE V,"*eat*",$(0) Will set V to 1 if the letters "eat" appear anywhere in the string specified by $(0), otherwise, sets V to 0. COMPARE V,"Y*",$(0) Will set V to 1 if the string specified by $(0) starts with a "Y". qt This can useful for testing if the operator type in a yes or no, or just Y or N. Note that a comparison for "y*" should be used as well in case the yes was typed in lower case. "Y*" is not the same as "y*". COMPARE V,"foo",$(0) Will only set V to a 1 if the strng specified by $(0) is EXACTLY "foo". COPY src,dest COPY , COPY 7,2 COPY -1,buff Will copy src bitmap to dest bitmap without using the blitter if either of the bitmaps are not CHIPqca memory buffers. COPY will also copy the color palette. This is useful as a general buffer to buffer copy, and especially when the src or destination buffers are in fast memory, as the blitter will not operate with fast memory. The blitter will be used if both src and dest are CHIP buffers. If source or dest is -1, current displayed screen is used for that parameter. CYCLE mode CYCLE CYCLE 1 CYCLE 0 If mode=1, turns on the color cycling, if mode=0q , then turns it off. Note that if SETBLACK or FADE is used when color cycling is on, somewhat unpredictable results may occur, as these features will interact. If you are doing double buffering, or using wipes or dissolves, you may want to use the FIXPALETTE command to disable palette modification during related commands. If in doubt, you can try it either way to determine the effects as they apply to your situation. DISPLAY buffer DISPLAY DISPLAY 2 q' DISPLAY buff Select buffer as current displayed screen. Also sets blitdest to be selected screen buffer. Only CHIP memory buffers can be displayed with the DISPLAY command. DISSOLVE buffer,fromx,fromy,tox,toy,width,height,speed DISSOLVE ,,,,,,, DISSOLVE 2,0,0,xpos,ypos,32,27,2000 DISSOLVE buff,56,89,30,50,90,60,20 Will do a dissolve from a rectangular area of buffer "buffer" to the current displayed screen.q' fromx,fromy is the upper left corner of the source rectangle, and tox,toy is the upper left corner of the destination rectangle. width and height are those of the rectangle. "speed" specifies the number of pixels to be transferred in a single blitter pass. A good range for a full screen dissolve is 1000-4000, with 3000 perhaps being optimum choice. Larger numbers for speed cause the delay times between screen updates to increase so that they may be perceived as pauses. Smaller qbrectangle dissolves will usually use smaller speed values as they tend to run faster. After the dissolve is completed, the palette of the displayed buffer will be updated with the palette from the buffer dissolved from, unless the FIXPALETTE 1 command has been used to disable this feature. DRAW x,y DRAW , Will draw a line using the foreground pen, from the current graphics cursor position. (specified by the MOVE command) to x,y. The graphics cursor position iq}6s then updated to be x,y. The line is drawn with the foreground pen (see PEN). To draw a line, try: PEN 1,15 MOVE 10,10 DRAW 300,180 DRAWMODE mode DRAWMODE DRAWMODE 2 DRAWMODE -1 Sets the drawing mode to one of three modes: 0 - JAM1 (foreground only transfer) 1 - JAM2 (foreground and background transfer) 2 - COMPLIMENT (exclusive OR transfer, toggles screen pixels) Mode 1 will put text on the screen in the foreground pen, with tq 2Next background in the background pen color. Mode 0 will put text on the screen in the forground pen, and put no text background on the screen at all. Mode -1 will set drawmode to the default mode (1). ELLIPSE x,y,xrad,yrad ELLIPSE ,,, ELLIPSE 160,100,80,40 ELLIPSE 200,50,50,30 Draws an ellipse with center at x,y, and x and y radii of xrad, yrad, using the foreground pen (see PEN). ELSE ELSE If the previous IF instruction q  }\buffer, fromx, fromy, tox, toy, width, height BLIT ,,,,,, BLIT 2,0,0,xpos,ypos,32,27 BLIT buff,56,89,30,50,90,60 The BLIT command will transfer a rectangular area from a picture buffer "buffer" at coordinates fromx, fromy to the "destination" buffer at coordinates tox, toy. Here, "coordinates specifies the upper left corner of the rectangle. "width" and "hieght" specify the width and height of the rectangle transferred. q  VvThe BLIT command allows you to use the Amiga's "blitter", which is special hardware designed for manipulating graphical data on the screen. While the BLIT commnd is not the only way from the Director to make use of the blitter, it is the most general mechanism for using the blitter to move portions of IFF pictures between buffers and to various locations on the screen. The "destination" buffer is the current displayed picture buffer, unless explicitly directed to another buffer witq  "h the BLITDEST command. BLIT is quite fast, and can be used to do blit oriented animations. If transparency is selected with the TRANSPARENT command, then anywhere the source rectangle contains the color 0 (the background color) no transfer occurrs, allowing arbitray shapes to be transferred. With the use of the BLITMODE command, special blit operations can be specified that do more than a simple move. See the BLITMODE command for more information. BLITMODE mode BLITMODEq < BLITMODE 51 BLITMODE -1 This sets the blitter mode to be used during BLIT, WIPE, and STENCIL. The blitter mode can be any value from 0 to 255. 192 is the default and means a straight transfer. All of the possible effects aren't documented here, (there are 256, though a somewhat less number are actually useful). One of the combinations is to effectively make your image into a negative, i.e. it will have the effect of inverting the color palette by invcertinq 5g all of the pixel values causing all color 31 to become color 0, color 30 to be 1, etc. BLITMODE is referred to as "minterms" in the Amiga hardware manual. BLITMODE -1 will set the blitmode to the default mode. Unfortunately, understanding of binary logical operations and binary arithmetic is required for full comprehension of the specific modes. The information on minterms here are provided for those who may understand binary logic operations and wish to experiment with specifiq~c capabilities of the Amiga hardware. If you do not undserstand binary logic , experimentation won't hurt, you can try all of the combinations from 0 to 255 searching for useful effects. Many of the modes may appear redundant or useless because they are only useful when performing specific blitter operations that reach beyond the scope of what is provided by the standard Director commands. Minterms logical operations are: _ _ __ _ _ _ __ ___ minterms: qy ABC ABC ABC ABC ABC ABC ABC ABC enable bits: 7 6 5 4 3 2 1 0 For the Directors's BLIT commands, source "B" is the source bitmap, and source "C" is the destination bitmap. Source "A" is not used. Here are some example blit modes: _ B 00110011 (binary) 33 (hex) 51 (decimal) Invoked with BLITMODE 51. This mode will set the destination bitmap to the inverse of the source btmap. This is accomplished with the logical equation: _ __ __ qhR ___ ABC + ABC + ABC + ABC These are all of the logical terms selected by the binary number parameter. The first two terms reduce to: _ AB The next two terms reduce to: __ AB And the combination reduces to: _ B. _ C 01010101 (binary) 55 (hex) 85 (decimal) Invoked with BLITMODE 85 Ths combination will set the destination buffer to the inverse of itself. The logical operations selected are: _ __ _ _ ___ ABC + ABC + ABC + ABC Wqhich reduce to: _ C. _ _ BC + BC 01100110 (binary) 66 (hex) 102 (decimal) Selects logical operations: _ _ _ _ __ ABC + ABC + ABC + ABC Which evaluates to the equivalent of EXCLUSIVE OR. Interesting effects can be obtained by continually exclusive or-ing a buffer to itself with a slight offset. BLITDEST buffer BLITDEST BLITDEST 7 BLITDEST -1 Will set the destination screen buffer for subsequent blit operations toq6o specified picture buffer. BLIT operations, MOVE, DRAW, CIRCLE CLEAR, etc. commands are all redirected to use specified screen buffer. This can be usefull for offscreen manipulations and/or double buffering. The DISPLAY command will reset the blitdest to be the current displayed picture, but no other commands should affect its setting otherwise. BUFFERS number BUFFERS BUFFERS 50 BUFFERS 100 BUFFERS will reconfigure the number of available screen buq(ffers for a given Director program. The default is 30 buffers, but can be set to whatever memory will allow. The BUFFERS command must be used in a script before any buffers are actually LOADed with any of the load commands. In general, BUFFERS should probably be the first command in a script when it is to be used. CENTER flag CENTER CENTER 1 CENTER 0 Turns auto centering on and off for the TEXT command. If flag=1, then centering is on, if flag=0 tqsQire Lattice C manual. In his excitment to get them out he forgot to mention who it was that did the work. Other projects that are in the works are docs to Animate 3D & Pixmate. And of course, as always, we intend to bring you the finest utility programs for your computing enjoyment. We can be contacted on all the Better Pirate boards: The Neutral Zone, Kobiashi Maru, Tardis, Ruggies, Big City Lights, etc.. etc.. Just leave a note to one of our members which follow: q The Duplicator (Ye Leader type) Snatch (WARP & Protocom + Cracks) Wayward (Semidisk & Crack Screens) Lucifer (Program Aquisition & Graphics) Jeff (More Programs then we need!) Picasso (Docs & Graphics) The Inspectre (He does something????) Guillotine (Sound & erq6Jrands) Arthur Dent (A friendly sort...) The Advocate (where are you?) One final Note: Bartles & Jaymes would once again like to thank you for your support! Oh I almost forgot: Hello to The Kent Teem (serves you right for screwing up our name on your latest crack screens!) and to all those groups who add so much to the enjoyment of our Amigas. qz!ߠ In the following command reference section, commands are in alphabetical order, and generally conform to the following format: commandname parameternames commandname parametertypes commandexample commandexample textdescription The first line introduces the command, and names the parameters so they can be referenced within the text description. The second line shows the same command, but with the parameter types shown. Following that there areq9t some examples of the use of the command, and then the text description. In parameter types, means any valid expression, means any variable, and means a character string surrounded by quotes, or a string contained in the @ array and referenced by $. is an expression to be used as an index in to the @ array. An is a list of a combination of string and numeric expressions seperated by semicolons. ABORT flag ABORT ABORT 0 ABORT 2 Will set abort flag. 0 means do not abort (you will have to reboot to quit Director unless an error or an END occurs). 1 means a mouse click will signal quit to the Director (the default) 2 means a keystroke will quit the Director, and 3 means either a mouse click or keystroke will do a quit. ABORT should be used to disable mouse abort when IFMOUSE is used. ANIM abuffer, pbuffer, abs, rel, end ANIM ,,,,<qaSD4variable> ANIM 3,1,abs,rel,end ANIM 7,b,a,r,q Generates the next frame of the ANIM data specified by "abuffer" by modifying the screen buffer "pbuffer". Will return absolute time (since the beginning of the ANIM) and relative time (since the last frame) if specified in the ANIM file, in variables "abs" and "rel" respectively. Variable "end" will be set to zero if the frame processed was not the last frame, and to one if the frame processed was the last frame. ANIMsq ~Kl* must be double buffered for best results. ARRAY cells, cellsize ARRAY , ARRAY 1000,1 ARRAY 200,4 Will allocate memory for the "@" array. "cells" signifies the number of elements in the array, and "cellsize" indicates the size of each cell in bytes. A size of 1, 2, or 4 bytes are the valid size parameters. The "@" array cannot be used unless memory is allocated for it by the ARRAY command. If the "@" already exists, a second ARRAY command wilq ZTll cause the present memory reserved for the "@" array to be returned to the operating system, and the newly specified amount to be allocated, thus losing any information stored in the "@" array at the time. The @ array is used thus: @() = To assign an element of the @ array to a value. Or, @ can be used in an expression thus: A+2*@(5) @((N+2)*5) Also, array elements can be used in the computation of array indices: @(N+@(5)) BLIT T,]($(0(؁Hrҩ `N%N> SYS:Btԉ#B`Rrp(jtN#A JgB$B(""0p(jN$) !(")! #i ""Jf")Np(jN$0#p(`,rҩ$"p(j4NJf")N")#pJfrNNqp(j8N#A$rp(jN#AB v$)rp(jN"p(jN#A &)$)rp(jN") NNq JfX"#p$J$g<$) !$(")$&0$)rp4(jN")$p4(jN#At "#pJfr G" p0(jN#A")p0(jN©BVF$) !(,"$0$rp0(jN&)$)") p0IN") J,f&G" p0IN#A$Jg $) !( p4(jdNB $rp0(j(NJg "*`") NNIL:** s:cli-startupJfGP" ` ")"0#A JfGX" ` ")"0#AJf "<` ")"04#AJfr`")"0p$I`N#A$!(8"!0"t !"&0$x8"!4"!") 0#Dr#A n($) ԁv0($(0(؁Hrҩ `")t0#Br#A n($)ԁv0czk(BJM.A.D< you want to collect it, then press 'c'. You can carry 3 misc. items excl. weapons. To see what you are carrying press the Backspace key ( <- ), press 'i' to change between items, and press 'j' to jettison (Throw out) an item. When flying in outer"$ space things may seem to be a bit slow, but when you are at maximum speed, try pressing 'd' for StarDrive!!! (Just remember to turn it off before entering another planet/moon). When flying, it is possible to change the view, try pressing numbers 1-9 on the numeric keypad (8 is default), and ENTER (not Return) switches you to outside view mode. Press the keypad again, and use ENTER to re-enter the cabin. If you didn't know, then try flying into one of those things with a hole in th#(ossible to collect items, such as missiles, bouncing bombs, bouncing balls, Chocolate bars usw. First activate the tractor beam 't', if you get a lock on the object, then STII will say if the object is moveable or not. If it is moveable and you want to collect it, then press 'c'. You can carry 3 misc. items excl. weapons. To see what you are carrying press the Backspace key ( <- ), press 'i' to change between items, and press 'j' to jettison (Throw out) an item. When flying in outer$on, and if the right mousebutton is held, then moving the mouse up increases speed, and moving down decreases speed. The current weapon selection may be changed by pressing 'w'. The bottom right of the screen will show what weapon is selected: Lasers - Missiles - Bouncing Bombs - Neutron Bombs - Energy Cubes Pressing 'i' will give you a visual analysis of what the crosshair is pointing at. 'a' gives an audio analysis of strange sounds in the vicinity of the Icarus. It is p% *This is a small file with some of the things I have discovered about S T A R G L I D E R I I Docs by MERLIN ---------------------------- From RainBird You are in control of a Starfighter of the ICARUS type. It is controlled either by mouse, or by Joystick. I recommend mouse, as this is far the easiest way to control the Icarus. When moving the mouse normally about, it will control the Icarus. The left button will fire the current weapon selecti B3 for hints.. After you get it going, it's too fun!!!!!!!!!!! U WANT TO DO THIS BY YOURSELF It's much more gratifying if you figure it out. ************************************************************************ Quick start- go to power and turn on the Mark I. Turn on mining. Cycle through 20 days. (advance day) Turn off mining. Reaserch Mark II SolaGen Cycle days until research ' pT is complete. Produce a Mark II Go to Power and put the Mark II online. Turn mining on Reasearch Mark III-X Reasearch fighter reasearch Grazer Build all above Build at least 6 grazers Send grazers to the asteroids. To have more crew, build nodules to colonize, build S.O.U.S To cheat further, find another file or ask me(cl> CHEAT SECTION READ NO FURTHER IF YOU WANT TO DO THIS BY YOURSELF It's much more gratifying if you figure it out. ************************************************************************ Quick start- go to power and turn on the Mark I. Turn on mining. Cycle through 20 days. (advance day) Turn off mining. Reaserch Mark II SolaGen Cycle days until research)$ product research and development. To start research, put the pointer over the TITLE of a folder and click.Then select a project from that folder (after a project is completed, plans appear and the project name turns green). Use the Day Advance to speed the time along. IV. Misc. To win you must repopulate the Earth somehow..the answers are in the solar system somewhere. ************************************************************************ *fdome (watch this on your colonies) Defense: Duhhh.. three things to watch here... Center screen: Incoming hostiles right bottom Orbital lasers (box) left bottom Fighters (box) When you hear an alert, go to defense as fast as you can!!! Use either fighters or lasers to save damage to your base. Production: Grease-R-Us Click on the screen above the chair to produce items you've researched. Reasearch: R&D+?R7ll extra planatary missions start. (all functions here are self explanatory point and click) Resources: Mining..where you gather ore from the surface (requires power!) Energy: Power supplied to the base. ( you start out on battery power, put the arrow over the equipment you want to put online..the number that is... and click) Life Support: Will tell you the current population and number of domes you have. Also show a pic of the racial type in the d, %colonists, they found the Earth below a volcanic ruin and thier base deserted. Mission: to perpetuate a free populance of humans and one day to re- colonize Earth. Enemies: The remains of the U.S.S.R. who control Mars and it's moons and are watching your base via spy craft. III. Your Moonbase: Left hand icon on title bar. Consists of sections: To go to each section, put the arrow over it's dome and click. Hangar: Central section where a-4 ems. Since a true intersteller drive had not been perfected yet, cryo-sleep was the only way to go. A test of the model colony was to be done using all the equipment developed for the mission. For the test, the test crew was put into cryo-sleep for a year to test the system for waking the crew. On Mars, the ruskies had moved STAR city from Earth to continue the 1000 year plan of a communist solar system. II. Purpose When the systems awoke the c.Uef but fruitful race to space, America succeded in establishing a colony on the Moon 10 years ago and the Russians on Mars. All was fine until Boris Yeltzen, the Soviet Premire, woke up cranky after an all night drinking binge. He reached for the button to call his valet, but mistakenly pushed the button that called for a preemptive strike on the U.S. . On the moon, preperations were underway for an intersteller mission to colonize other solarsyst/'j ************************************************ Millinieum 2.2 ************************************************ Since whomever cracked this game decided NOT to make any docs for it, here's my try (I completed it without any help): I. Background Time: It is the year 2200 Place: The last outpost of the United States Space Force (expeditionary) After a bri)ommy) the standard puls-type, 'cos there will in most cases be too many pirates attacking at the same time thus resulting in a catastrophe if you're equipped with a lonley puls-laser. NEVER buy retro-rockets. They cost CR 8000 and is almost useless, since all they do is to thrust you backwards a couple of times. Nice to use to escape from your enemies for a short period of time, but it isn't worth the dough. If you want to escape, use the escape-capsule. Your cargo is gone, 14emies appear. This gives you more time to shoot at them before they return the confetti. If their number is overwhelming gain top speed and fly away from them while using the rear laser to shoot 'em down. The last tactic is preferable if you meet a Thargoid and you've got only a pulse laser. These hints were written by THE FLASH TEAM. We hope they can help you completeing the difficult task ahead of you! Contact THE FLASH TEAM Box 4710 8014 H.Moen Norway Call: +47-81-62868 (T2Cbut you'r getting a new space ship, identical to the one you dropped out from. To speed up the game considerately, buy a docking computer, switch the docking computer to the 'fast' mode under options (+)and the second you press 'C' (when the 'S' sign has appeared in the lower right corner of the radar) you will be in the automatic docking sequence, instead of using most of the game time just approching space-stations. During combat:stop the speed of your craft as soon as the en3&er than the standard puls-type, 'cos there will in most cases be too many pirates attacking at the same time thus resulting in a catastrophe if you're equipped with a lonley puls-laser. NEVER buy retro-rockets. They cost CR 8000 and is almost useless, since all they do is to thrust you backwards a couple of times. Nice to use to escape from your enemies for a short period of time, but it isn't worth the dough. If you want to escape, use the escape-capsule. Your cargo is gone, 4 D:onium, minerals, liqures and sometimes furs is profitable to trade from poor agrucial worlds to rich industrial. The fastest route to assets is to travel to a planet which has a Feudal guvorment. This is the most law-less kind of all guvorments (where Corporate State is the safest) and here you can, and will meet many pirates. Shoot 'em and collect the cargo cannisters they leave behind (this requires fuel scoops, of course). Warning! You ought to be equipped with a better las5OT A FEW HINTS & TIPS FOR -- ELITE -- To start with, think offensive! If you start going soft, you're out! This is the golden rule of Elite, you've got to struggle to survive. The biggest profit lies in trading narcotics from a rich industrial world to a poor agrucial. The profit is also big when trading in medicals and computers from the rich industrial worlds to the poor agrucial. Gold, platFddition to your collection that you can be proud of. See 'Thank You' o the Amiga by Rob Nicholson of Mr. Micro Ltd. The program was developed on an Opus PCV (IBM AT Clone) using the Quelo 68000 cross-assembler. All graphics were drawn by Mr. Micro's artist James McDermott. The 'Blue Danube Waltz' was composed by Johann Strauss and the Amiga version was arranged by Wally Beben of Hagar Music. All sound effects are by Wally Beben. The author would like to thank the following peop7the authors a publishers want to make an honest profit on their investment and labours. Purchasing this program will help more games to be written. If you encourage software theft, by obtaining or distributing ripped off copies, then not only are you breaking the law but you are reducing the incentive for great software to be written. Either way you will suffer in the end. Elite is THE classic game that you should own and enjoy to the full. The original books and packaging are an a8sjsne excuse for late work. Andrew Sinclair for his help with the disk routines. Jez Sans for his help with those nasty little technical details that Commodore don't tell you about. Tracy Howkins for typing in the manual for use in this library. Finally, to Bell and Braben for creating such a successful game design. Thank You, Rob Nicholson October 1988 Thank you for buying Elite. Software costs a lot to develop, test, and market. The reason good software gets written is because 9nle for their help in the writing of this conversion: Jim and Val Gregory for putting up with me when things were getting heavy and, not least, for paying me. Colin Fuidge for not getting too annoyed when bugs occurred and when things didn't quite happen when I said they would. Gary Patchen for doing a lot of the early donkey work in converting some MSX Z80 code to 68000. The MSX version was also written by Mr. Micro. The Post Office for going on strike and giving everyone a genui:0"n Bell for the Acorn BBC Micro. This version of Elite was converted to the Amiga by Rob Nicholson of Mr. Micro Ltd. The program was developed on an Opus PCV (IBM AT Clone) using the Quelo 68000 cross-assembler. All graphics were drawn by Mr. Micro's artist James McDermott. The 'Blue Danube Waltz' was composed by Johann Strauss and the Amiga version was arranged by Wally Beben of Hagar Music. All sound effects are by Wally Beben. The author would like to thank the following peop~;'Leeker missiles MAXIMUM VELOCITY 0.32 LM INSERVICE DATE 2762 AD (Faulcon Manspace, Reorte) MANOEUVRABILITY High (CF 7.4) CREW NUMBER 1 (up to 10) DRIVE MOTORS deLacy Super Thrust VC10 HULL STRESS FACTOR Varies HYPERSPACE CAPABILITY No -- PAGE 62 -- This manual was hacked out of the Elite disk, and modified by THE FLASH TEAM. Contact us: THE FLASH TEAM Box 4710 8014 H.Moen Norway Call: +47-81-62868 (Tommy) Elite was first devised and written by David Braben and Ia}HPThargoid Space Fleet is currently engaged by the Galactic Navy in Intergalactic Space, a few of the smaller battle ships make occasional sorties into Human Space. These ships are extremely fast for their size and invariably have ECM Systems (this was originally a Thargoid invention to counter Navy missiles, subsequently copied by the Navy from captured Thargoid ships). Additionally, most Thargoid battle ships carry a few small remote-controlled ships, each equipped with a single puz?x= Thargoid battle ships carry several small, remote-controlled 'thargons', killer-craft each equipped with a single, but highly advanced, pulse-laser. The Galactic Navy are developing their own deep-space RemCraft, and pay a large bounty for any thargon craft that are bought to them. (N.B. Bounty on Thargoid invasion craft destroyed is very high. Thargoid battle-cruisers believed to be able to 'hover' in Witch-Space (hyperspace) and destroy through-coming craft). Though most of the y@^Rships make occasional destructor-raids into human space. These ships are extremely fast for their size and invariably have anti-missile (ECM) systems. The Galactic Banks will pay a handsome bounty for the destruction of a Thargoid invasion ship. Your most dangerous enemy, a Thargoid may - in addition to its own fire-power-activate remote-controlled killer-craft ("thargons"). Destroy the 8-sided mother ship, however, and the thargons will cease to pose a threat. Additionally, mostxAvWhargoids are humankind's deadly enemy, and throughout the 8 galaxies there are at least 50 war zones between humanity and Thargoid. This highly technologically advanced insectoid race is also at war with 17 other space-going life forms. All Thargoid combateers are ruthless in combat, and some may be comparable with elite-status human combat pilots. Though most of the Thargoid Space Fleet is currently engaged by the Galactic Navy in InterGalactic Space, a few of the smaller battle wBZWerspace by jump-capable vessels. Hull is too small for the installation of fuel scoops, or more than one missile pod. DIMENSIONS 35/15/65 ft CARGO CAPACITY None ARMAMENTS Dual 22-18 lasers Seeker missiles MAXIMUM VELOCITY 0.37 INSERVICE DATE 2982 (Onrira Orbital/spalder Starblaze) MANOEUVRABILITY CF9 CREW NUMBER 1 DRIVE MOTORS deLacy Spin Ionic MV Hull STRESS FACTOR Not available C-Holding C50 HYPERSPACE CAPABILITY No -- PAGE 60 -- THARGOID INVASION SHIP: The TvCtNDER SCOUT SHIP: Designed by Faulcon de Lacy and built in the Onrira Orbital Shipyards by Spalder and Starblaze Inc to Galactic Navy specifications for a multi-purpose support craft. Mainly used for atmosphere and planetary surface scouting, but extensively too for city-strafing, reconnaissance and infantry air support (and by pirates who favour speed and elusiveness, its primary advantage). Has some interspatial capability, not including hyperspace, and must be carried through hypuDv>t commonly attacked by pirate ships, but a popular craft for freebooters, usually used as a way-station and storage hulk. DIMENSIONS 130/40/80 ft CARGO CAPACITY 100 TC ARMAMENTS Volt-Variscan Pulse Lasers MAXIMUM VELOCITY 0.20 INSERVICE DATE 2700 AD Whatt and Pritney ShipConstruct MANOEUVRABILITY CF3 CREW NUMBER 20-30 DRIVE MOTORS 4C40k V Ames Drive Exlon 76NN Model HULL STRESS FACTOR T(ensman) YO 20 C-Holding K21-31 HYPERSPACE CAPABILITY Yes -- PAGE 59 -- SIDEWItEo Spinlonic ZX 14 HULL STRESS FACTOR C-Holding A20-B4 HYPERSPACE CAPABILITY No -- PAGE 58 -- PYTHON: One of the larger trading vessels manufactured in Inera Orbit Space by Whatt and Pritney ShipConstruct. Cabin accommodation is cramped and spartan in contrast to facilities for cargo and 'alien environment' transport. Though slow and ponderous, the craft has powerful CC-Voltaire shields and Volt-Variscan Pulse lasers, earning it the nickname of the 'space porcupine'. NosF of the Mamba became available on the open market. Several of these early Faulcon deLacy designed craft may still be found in service in remote areas, but spare parts are no longer available and the need to cannibalise has reduced numbers still further in recent years. DIMENSIONS 80/20/90 ft CARGO CAPACITY 10 TC ARMAMENTS Ergon laser system MAXIMUM VELOCITY 0.30 Light Mach INSERVICE DATE 3027 AD (deLacy ShipWorks, ININES) MANOEUVRABILITY CF 8 CREW NUMBER 1 DRIVE MOTORS deLacyrG2uing a quarry). Fuel scoop is a standard fitting, ensuring complete self-sufficiency. DIMENSIONS 85/20/45 ft CARGO CAPACITY 2 TC ARMAMENTS Ergan Laser System IFS Seek Hunt missiles MAXIMUM VELOCITY 0.30 INSERVICE DATE 3100 AD Zorgon Petterson MANOEUVRABILITY CF 5 CREW NUMBER 12 DRIVE MOTORS Titronix Intersun Ionic for LT HULL STRESS FACTOR T Ji 10 HYPERSPACE CAPABILITY Yes -- PAGE 57 -- KRAIT: Small, reliable one-man fighter, common until the standardised versionqHGroup (Zee Pee Gee) designed vessel favoured by well-heeled bounty hunters and freewheeling business corporations. A sophisticated craft, capable of both limited trading, combat, and leisure function. The spacious hull is mainly given over to sophisticated weaponry, defences and navigation equipment at the expense of cargo capacity. Cabin accommodation is large and luxurious with extensive Owndirt Inc. recycling facilities, encouraging extended live-in periods (useful whilst purspInitential superior combat qualities with adequate cargo space. DIMENSIONS 765/30/130 ft CARGO CAPACITY 20 TC ARMAMENTS Ingram laser system Lance Ferman Seek Kill missile system MAXIMUM VELOCITY 0.30 INSERVICE DATE 3100 AD (Cowell MgRath Shipyards, Lave) MANOEUVRABILITY CF 8 CREW NUMBER 1 or 2 DRIVE MOTORS Kruger 'Lightfast' motors Irrikan ThruSpace HULL STRESS FACTOR T Ji 18 C-Holding M18 HYPERSPACE CAPABILITY Yes -- PAGE 56 -- FER-DE-LANCE: A Zorgon Petterson oJ~ltaire Whiplash HZ Pulsedrive HULL STRESS FACTOR TT 16 HYPERSPACE CAPABILITY Yes -- PAGE 55 -- COBRA MK III: Larger, more popular version of the Cobra Mk 1 (the Mk 2 only reached prototype stage and was abandoned due to a design fault in the hull). This ship is equipped with several special features, including Zieman Energy Deflection Shields, fore and aft, and mounting for four Ingram Pulse lasers. The Cobra is much favoured by lone-wolf traders who wish to combine ponK;[ very fast and manoeuvrable. Despite its hazardous nature it makes an ideal pirate vessel, primarily because of the speed, camouflage and high intensity Hassoni-Kruger Burst-lasers. The Asp II has room for powerful shield generators, but only one missile pod. DIMENSIONS 70/20/65 ft CARGO CAPACITY None ARMAMENTS Hassoni-Kruger Burst Laser Geret Starseeker Missile MAXIMUM VELOCITY 0.40 LM INSERVICE DATE 2878 AD GalCop Workshops MANOEUVRABILITY CF 4 CREW NUMBER 2 DRIVE MOTORS VomL{ T ko 28 HYPERSPACE CAPABILITY Yes -- PAGE 54 -- ASP MK II: Galactic Navy vessel designed and manufactured in government workshops, incorporating secret self-destruct devices which are primed to activate when the astrogation controls are used by unfamiliar hands. Integument has chameleon properties enabling the ship to assume effective camouflage in any type of environment. Intended for reconnaissance and the transport of high-ranking military personnel from combat it islMzhe Adder-class craft has dual atmospheric-spatial capability and is often used by smugglers. Preggs 'wingfolding' system permits landing on planetary surfaces. Carries one missile. DIMENSIONS 45/8/30ft CARGO CAPACITY 2 TC (Tonne Canisters) ARMAMENTS Ingram 1928 AZ Beam laser Geret Starseeker missile MAXIMUM VELOCITY 0.24 LM (Light Mach) INSERVICE DATA 2914 AD (Outworld Workshop) MANOEUVRABILITY CF4 (Curve Factor) CREW NUMBER 2 DRIVE MOTORS AM 18 bi Thrust HULL STRESS FACTORkN3 ) encountered. All ships, whether unarmed cargo shuttles or Navy transporters, are potentially dangerous as pirate and bounty hunting activity spreads. Some ships are potentially more dangerous than others. For a fuller account see Jane's Galactic Ships and Remote Colonial Construction, 5th Edition, 3205 pub. Trantor House. ADDER: Manufactured by Outworld Workshops, a rogue breakaway company from Spalder and Prime Inc. which operates without a licence from and unknown location, tjOn,f these immense mounds is honoured with the rare title Ascender of the Scent City. And then consumed alive. But trading with insectoids can be immensely profitable, as there are so many of them (to trade in wrist watches, for example, means two to four watches per individual in a clone-group of perhaps ten thousand). -- PAGE 52 -- OBSERVER'S GUIDE TO SHIPS IN SERVICE ------------------------------------ In most trading and combat operations, certain ships are repeatedlyiPÊnsectoidal life form is the Thargoid, which is mentioned in the Combat section. Insectoidals are usually highly intelligent, often existing as a group mind. There is rarely any individuality among insectoids, and the trader must beware making deals in such a way. One life form builds earth cities up to four miles high, and over four million drones live in the middle levels. According to legend, any trader who voluntarily ascends the earth passageway from ground to upper surface ohQ:FELINES are dangerous in the extreme. No matter what sort of political structures the world may have, feline aliens are packed orientated, and feudal, and very unpredictable. All traders are advised to wear body suits, to prevent secretions of sweat from triggering a feeding response among these hostile and enigmatic life forms. To win the confidence of a feline alien is almost invariably to be invited to mate, so a certain aloofness is recommended. INSECTOIDS The most dangerous igR]Rform of honour (fairly universally) that an off worlder can receive is an invitation to 'keep the eggs warm for a moment'. AMPHIBIOIDS are usually a lot sharper than their wet, sluggish appearance would suggest. They are usually keen to trade in narcotics, or exotic foodstuffs. Skin creams are always well received. Technologically they tend to be backwards, but will pay high prices for such middle-range items as automated ponds, croak metres, sprawn freezers and swamp purifiers. fSLosre of the inhabiting lifeform. In dealing with any Alien life-form, for the purposes of trade, there are three cardinal rules: Learn body language of the alien race. Cover up your body scent Beware of Carapace concealed weapons. BIRD-FORMS Dealing in alien artifacts on such worlds often involves a close liaison with Flight Elders, or Nest Elders, and this is very much a job for a specialist. Bird forms are, on the whole a delight to trade with, and the highest eT1l. Humans control the Coriolis stations in orbit, but the availability of items to trade, and their relative expense, can be affected by the controlling life forms. Most alien life forms are either too primitive, or too glad of off-World trade, to interfere. Some, such are the Reptilian life form of Esanbe or the Amphibioids of Anbeen, can make a traders life very difficult by haggling at the point of a laser. The available planetary information on all worlds will indicate the natudU0^ic worlds are producing it. Trade in these items and you will get rich quick, or dead quick, or at least become a fugitive. ALIEN RACES Of the 2040 officially registered planets in the GalCop, all but 45 support human colonies only, that is to say , human presence elsewhere is restricted to settlements in under populated parts of the land surface. -- PAGE 50 -- Trading at such worlds depends, for its success, very much upon the extant state of co-operation between human and aliencV# all. These worlds are almost always supplying invisible masters, usually elite trader/combateer who have turned to crime has the most profitable way off life. Such form loose federations, and trade on black market extensively throughout the galaxies. These worlds pay highly for goods they cannot produce themselves because they know that traders avoid them. Their own products need specialise, illegal outlets: weaponry, narcotics, eavesdropping devices... if it's covert, then anarchbW*~+ickery. -- PAGE 49 -- These are lawless places, and have usually have come so because the original settlers competed too hard when there was too little resource material. Those worlds that survived Holocaust did so because of uneasy and bloody alliances between clan families. Pirates and mercenaries were hied for protection and assassination purposes. Anarchic worlds will trade readily in narcotics, sleighs, firearms and exotica, and the price will be good...if you get a price ataX`er of progress, and luxury goods, machine and textiles sell well-usually. The great demand, however is for basic commodities, especially foodstuffs, clothing and raw materials. These will sell well when the voice of the People has been raised in protest. ANARCHY PLANETS A trader can make his biggest profits and reach his grade the quickest. Worlds like Onisou and Xeesenri have vast wreck-yards in far orbit , the dead places of ships that game to trade honestly, and fell pray to tr`YFd the world itself. A proportion of all incoming trade is 'allowed' to be stolen by pirates, who will then leave the world alone, and protect its ships from aliens or rogue traders. It is an uneasy liaison, which often breaks down. Lave is an agricultural world, and Enzaer is an industrial planet, but a similar principal operates on both surfaces. There are two trading standards, that of the People and that of the Aristocracy. Standards of living are artificially generated, a vene_Zc:9otype design. Prices fluctuate depending upon the level of inter-state competition, but it is always a safe bet to buy recently-developed machine items which have not yet spread very far across the galaxy. DICTATORSHIPS Dictatorships such as the worlds LAVE and ENZAER, are only moderately safe to trade with, but are well worth the risk (provided the trader is well defended and combat trained). Very often pirates attack will not occur because of an agreement between pirate fleets an^[ -- PAGE 48 -- Engema is an agricultural world, run as a single farming co-operative. Farmers receive a fixed payment for their crops, whether or not the harvest is good, and selling prices do not vary greatly. It is a dependable market, and customer relations are good. Luxuries, machinery and raw materials sell well here. Zaatxe is an example of a rich, industrial state (Tech level 12). It produces luxury goods, elaborate and innovative machine systems, and specialise in Prot]\qES COMMUNIST STATES DICTATORSHIPS MULTI-GOVERNMENTS FEUDAL WORLDS ANARCHIES CORPORATE STATES Like ENGEMA and ZAATXE, these are well-ordered worlds, which have usually developed from settlers who practised a free trade form of competition. Taxation is high on such worlds, but the living standards are high also. Corporate planets wish to protect their trade, so goods are expensive, but luxuries are welcomed. Import licences are often necessary.\]}*rices are to be reaped. For the benefit of new traders, a brief political summary is given below, but reference should be made to KROWEKI CARR'S PSYCHOHISTORY and Economic Theory in the GalFederation,2845 Planetary governments, or federations, determine the relative safety of their Solar Space. Ranked in decreasing order of safety, the 2040 officially registered worlds of the Galactic Federation can be classified as CORPORATE STATES DEMOCRACIES CONFEDERACI[^.eess, few systems will allow the selling of these items without taking recriminatory action. -- PAGE 47 -- POLITICAL PROFILE OF THE UNIVERSE --------------------------------- CONSEQUENCES FOR TRADE To trade successfully, and profitably, will almost certainly require you to fly the Cobra trade ship into politically unstable planetary systems. Pirate and freebooter activity is high in many solar systems, and adequate ship defences are essential if the rewards of higher selling pZ_~"iscovered after over five hundred years on barren moons, and such 'Moon salvage' is a remarkable source of historical artefact material.) -- PAGE 46 -- ILLEGAL TRADING It is surprising how many planetary systems will allow the purchasing of illegal trade items, notably firearms, narcotics (especially Arcturan Megaweed) and slaves. Slaves are supplied in cryosuspension in transporter coffins, and often turn out to be old and sick specimens of vaguely humanoid life forms. NonethelY`!VThe contents of the canisters will be unknown until they are taken aboard and examined, and may be worthless or worth a fortune. If their contents are illegal goods, they cannot be traded or sold without legal risk. (N.B: Pressurised cargo canisters are the Universal means of storing cargo for Interplanetary Space Voyaging. Made of HiFlux Chromon-alloy, they hold one Gal-Tonne of goods, under variable pressure and temperature conditions. Tales have been told of such barrels being dXaMINING There is money in rock, but to make the most of it a Cobra ship must be fitted with a fuel scoop and a MinReduc 15 Mining Laser (or some equivalent type). The mining laser will blast very large asteroids into very small fragments and the scoop can rapidly swallow this tradeable ore. -- PAGE 45 -- FREESPACE CARGO Trade ships are often destroyed (by natural catastrophe or enemy action) and their cargo left ungathered. Using a fuel scoop such 'free bounty' can be collected. Wb"dat all, but failed traders who have turned to this way of life in desperation. To survive as a pirate, looting freighter convoys and small ships, requires a high degree of combat experience, since not just Police Vipers will pursue them, but other pirate ships and Bounty Hunters, too, will prey upon them. But the rewards are high. Provided the pirate ship is equipped with a fuel scoop, the jettisoned tonne-cannisters of attacked cargo ships can be scooped up and traded. ASTEROID Vc3Fere of the destroyed ship is then tallied with all known pirate vessels, and the bounty hunter pilot credited accordingly. Bounty hunters commonly have Cobra Class ships in order to masquerade as traders. They simply hyperspace into a system (anarchic and feudal worlds especially) and wait to be attacked, ensuring that they have sufficient hyperspace fuel (Quirium) for a quick escape. PIRACY Piracy is widespread throughout the 8 galaxies, and many pirates are not hardened criminals Ud"# Cobra craft is equipped as a fighter as well as a trader, with in-built capacity for strengthening its armaments, there are alternative life-styles to trading which may prove profitable, but which are excessively dangerous. BOUNTY HUNTING Galactic banks, which insure the larger trading convoys, will pay a large bounty for each pirate ship destroyed. A ship's computer will transmit photographic evidence of any kill to the GalCop Bank Federation Monitoring Authority. The IR signatuTee2+ligh tech industrial machines. They produce food in quantity, raw materials and specialised 'organic' items, like some textiles. INDUSTRIAL WORLDS need agricultural produce; raw materials (for refining); resource exploitation machinery; (if rich) high tech goods. They produce basic items of need for civilised worlds: beds, seals, and gaskets, power storage units, basic weapons, mass produced fertiliser, mass produced medicines etc. -- PAGE 44 -- ALTERNATIVES TO TRADING Since theSfW[ product can fetch excellent prices at worlds of very high tech status. The rules are complex, and anarchy and piracy has its effect on causing the rules to change. Think about a planet's needs. Think what might make the society function. Don't trade expensive trivia to a hungry world. IF THE PROFIT ISN'T WORTH IT, TRADE IT SOMEWHERE ELSE. AGRICULTURAL WORLDS specialist food and raw materials, but mostly basic machinery and spare parts. If they are rich, they need luxuries and hRgD[7th a certain financial risk. Trade depends upon demand, and selling prices depend upon the level of demand on the planet, and its available money. None of these factors can be assessed before docking. Agricultural planets invariably have excess produce at reasonable purchase prices, and such food sells well at industrialised, middle - to high - technology worlds. Raw materials, and ores, will sell well to middle - tech worlds, which are usually able to refine them, and the refinedQhgvscargo is high tech machinery of luxury goods. To make money as a trader is no easy talk. Unless you have backing capital you would be well advised to start with foodstuffs, textiles, minerals and luxuries. -- PAGE 43 -- Demand for goods varies widely and prices within planets fluctuate, but GalCop regulations prohibit planets from advertising their requirements or announcing their market prices beyond their own System Space. Any trader, therefore, approaches all transactions wiPi(' cargo. It has no Free Space trade facility, apart from routine jettisoning of canisters. -- PAGE 42 -- ADVICE TO TRADERS The Cobra trade ship can be fitted with four lasers, four missiles and one energy bomb. This should be sufficient to make trade possible within the System Space of even heavily piratised worlds. But it is strongly recommended that pilots achieve a combat of at least 'deadly' before any worlds designated 'Anarchy' or 'Feudal' are approached, especially if the Oj+ellery) 16.4 kg Alien Items (Artefacts, Weapons etc.) 27.0 tonne Medicines 90.0 tonne * These items are defined as illegal by the Galactic Government, so trading in them is risky. -- PAGE 40 -- The prices shown at the time of trading represent an offer to you and will be guaranteed while you are in Trading Mode. -- PAGE 41 -- The Cobra trade ship must dock with a Coriolis space station before buying or sellingNkyegaweed) 114.8 tonne Computers (Intelligent machinery) 84.0 tonne Machinery (Factory and farm equipment) 56.4 tonne Alloys (Industrial Metals) 32.8 tonne *Firearms (Small-scale artillery, sidearms etc.) 70.4 tonne Furs (Includes leathers, Millennium Wompom Pelts)56.0 tonne Minerals (Unrefined rock containing trace elements) 8.0 kg Gold 32.7 kg Platinum 65.2 kg Gem-stones (Includes jewMlfs -- ITEM Average price/cr ------------------------------------------------------------------- Food (Simple organic products) 4.4 tonne Textiles (Unprocessed fabrics) 6.4 tonne Radioactives (Ores and by-products) 21.2 tonne *Slaves (Usually humanoid) 8.0 tonne Liquor/Wines (Exotic spirits from unearthly flora) 25.2 tonne Luxuries (Perfumes, Spices, Coffee) 91.2 tonne *Narcotics (Tobacco, Arcturan MLmu are linked directly with the CorCom Trade System. At your request you can obtain a list of basic trade items available for purchase. Slaves are measured by the tonne in the galactic trading. This may seem a little strange, but it includes the cryogenic suspension system necessary to keep them alive during space travel. The slave trade, once almost eliminated by the Galactic Government is now returning, despite the efforts of the Galactic Police Force to suppress it. -- PAGE 39Kn/s of trading very simple, in order to facilitate a fast turnover in goods and ships. Import and export tariffs - which are high on some worlds - are automatically added or deducted and this is reflected in the prices shown. The auto-trader system, employed by the Cobras, does not allow for more specific trading deals to be performed. A selection of the more valuable Alien items that are tradeable is given in this manual, but the trader must deal with them in person. Once docked yoJoze of target asteroid impinge on ship space. Can destroy asteroids of up to 2KtHH durable Mass. Must be fitted with a fuel and matter scoop. -- PAGE 38 -- INTERGALACTIC TRADING --------------------- The Cobra Mk III, designed primarily as a trading ship, combines combat efficiency and manoeuvrability with substantial cargo space (20 Tonne Canisters) and with scoop attachments for space debris, jettisoned cargo and space rock. Most space stations have made the procesIp1to your ship. Ships which always carry them are known as 'Belters'. They search for asteroids and, on finding one, use the laser to fragment it into pieces sufficiently small to be taken into the cargo bay. MINING LASERS SPECIFICATION: Kruger Model ARM64 Sp. Mining laser is highly recommended as both a trade and combat addition. Uses variable frequency laser rods of 200mm length, fired in wide beam, 100 channels/beam. Automatic debris-pattern lock ensures no fragments of large siHq'z1 induce hi-cram sleep during the manoeuvre. INTERGALACTIC HYPERDRIVE The intergalactic hyperdrive is obtainable only from planets at Tech level 10 or higher, and can only be used once. IGH SPECIFICATION: Although a number of manufactures have supported a whole range of IGH motors, it is recommended you remain loyal to Xeror/Hikan who provide the standard hyperspace transit drives. ASTEROID MINING LASERS Asteroid mining involves the fitting of fuel scoops and special mining lasers Gr(Lan be bought, increasing the hold space from 20 to 35 tonnes. CARGO BAY EXTENSION SPECIFICATION: Standard model is the Mariner Freight Chamber. DOCKING COMPUTER This is available from all Tech level 9 planets; they are fitted to the ship's flight control system and enable it to dock the ship automatically. DOCKING COMPUTER SPECIFICATION: The SinCorn RemLock DA System is a sophisticated and expensive piece of -- PAGE 37 -- gadgetry. It comes with MemnSomn pilot interaction toFs˻8 scoops are installed, you can scoop up an object (such as a cargo canister) by keeping it in the lower half of the screen view area while flying right up to it. FUEL SCOOP SPECIFICATION: Fuel scoops are considered an essential for Deep Space, and dangerous zone trading. They have a standard design, and a standard fitment. They use powerful electromagnetic fields to guide solar wind or small space debris into their ReQax convertors. CARGO BAY EXTENSION One cargo bay extension cEt3et of Tech level 5 or higher. These enable a ship to obtain free hyperspace fuel by 'skimming the sun' - flying close to it at high velocity. Since fuel scoops utilise powerful electro-magnetic fields to guide the solar wind into their converters, they may also be used to pick up miscellaneous space debris. Almost all pirate vessels are fitted with these so that they can blast their prey apart and sift among the wreckage, rather than attempt to dock with a hostile craft. Once fuelDuHh You may see an escape capsule leaving an enemy ship. This will not harm you unless you crash into it. ESCAPE CAPSULE SPECIFICATION: Recommended model is the XEESLAN FastJet LSC 7, which can support two human life-forms for seven weeks, in moderate Suspended An.state. -- PAGE 36 -- NON-COMBATIVE EQUIPMENT FUEL Fuel is always available. You can refill your tanks to full (7 light-year) capacity - no less is permitted. FUEL SCOOPS Fuel scoops may be fitted to the hull at a planCvP preserved but all your cargo will be lost. However, this item comes with a widely recognised insurance cover which will guarantee you a new Cobra Class ship, equipped in like manner. The contents of the cargo hold is exempt from this protection. Since the unique IR signature of a ship's hull is used to file police records, abandoning your ship in this way will have the effect (unfortunately exploited as much by galactic brigands as trader victims) of clearing your police record. Bwand Braben on Riedquat 359. Electronic Counter Measure Systems use minute charged particles of InterSpac Heavy Element dust, releasing their radiant energy and setting up expanding nuclear flux chains. ESCAPE CAPSULE An escape capsule can be fitted in place of your cabin at any world of Tech level 6 or higher. If the escape capsule is jettisoned from the ship, it will be automatically tracked by the nearest world and will travel safely to a Coriolis space station. Your cash will beAxskfand cause a stress zone. ECM An ECM System (literally Electronic Counter Measures System) is offered for sale at Tech level 2, and may be used any number of times given sufficient energy replacement. When activated the ECM destroys all missiles in your vicinity - including any that you have fired. Some enemy ships, especially traders, will have this and may use it against your missiles. ECM SPECIFICATION: Radiant-Magnetic 'wipe-out' using ion-saturation theory developed by Bell @y(xtra Energy Unit may be fitted at planets of Tech level 8 or higher, and doubles the energy bank replenishment rate. This is the energy unit with the copper coloured top. No other unit looks like it, or lasts like it. -- PAGE 35 -- DEFENSIVE SHIELD SPECIFICATION: The shields consist of hi-tense flux webs of Zieman-charged sub-particles. They are weakest where the laser and missile tubes pass through the ship's hull, and along the central ship band where the two shields overlap, ?zst Constant fire will harm the shields. Once a shield is depleted, enemy lasers and missiles striking that shield will take energy directly from the energy banks and may even destroy items of cargo or ship fitting. When all your energy banks are empty your ship will be destroyed. Using lasers or an ECM system will also deplete your energy banks. The ship's computer will keep you informed of any damage to your ship and will also warn you when energy levels are dangerously low. An E>{smYoratories for multi-role combat using 'launch-and-leave' techniques. -- PAGE 34 -- DEFENSIVE MEASURES SAFET ZONE The Orbit Space around any Coriolis Space Station is safe. The Stations own defences will come to your immediate assistance. Entry to safety zone is signalled below the compass. SHIELDS AND ENERGY BANKS Your ship comes equipped with fore and aft shields and energy banks. The shields protect your ship from aggressive fire, and will be recharged from the energy banks.=|f4struct Force 7. Prototype first used in 2987, during Ineran Wars. ENERGY BOMBS An energy bomb will be offered for sale at a planet of Tech level 7 or higher, and can be used only once. It will destroy all other ships, asteroids, and missiles in the vicinity. ENERGY BOMB SPECIFICATION: Medusa Pandora Self Homing Energy Bomb (available at Tech Level 7 worlds or higher) is a tactical weapon capable of Megazon Destruct Force 13. Has heat radius of 9000 km. Developed by Klaus-Kline lab<}bpever jams. Missiles can be locked onto targets in any view. -- PAGE 33 -- MISSILE SPECIFICATION: Lance Ferman Homing Missiles (4x4) are now recommended for all small class trade-combat ships, but can be fitted as part of a mixed design weapon rack. LF missiles have 2IL-135 guidance systems, and optional manual directional control overrides. Warhead packed with Terminal 9 explosive, and the 4x4 is invulnerable to all known counteraction, except ECM systems. Capable of Megazon De;~Ce below) you will have to outmanoeuvre the missile, which will home in on you relentlessly. If a missile hits you, it can almost completely exhaust a fully charged shield and, if your shields and energy are low, may well be fatal. Before a missile can be fired it must be locked onto a target. When fired, it will home in on that target and destroy it, unless your enemy successfully takes one of the precautions described above. The missile launch mechanism is very reliable and hardly :Lj7 laser they have in effect created a whole new laser market. The LF90 is the current computer-aided model and comes with x4SUSAT sights. MISSILES Missiles are always available, whatever the nature of your destination world, though no more than four may be carried at any one time. They are extremely effective weapons and are carried by the larger star ships. Your ship's computer will warn you when one is fired at you with a message on-screen. Unless your ship is fitted with ECM (se9FO laser strands, up to 150 in parallel. Barrel is Allutium + lined with tensioned plastiglass, and as with the 1919A4 Pulse laser, power is provided by main drive link. Beam lasers are capable of slicing through 410mm FL metal. MILITARY LASER SPECIFICATION: Range and operation twice as effective as the Ingram model M1928A2 beam laser. This is Lance Ferman's entree into the laser market. Hitherto known for their highly effective and relatively cheap missile systems, in the military8Y, but is especially effective for rear-shooting. Fires intermittent laser 'rods' 610mm in length, with a cycle rate of 1500 RoPM. The barrel is of high grade Allutium fibre, lined with tempered QuQorian Silica. Power provided directly from inverse energy banks contained in main ship's drive. Each rod is capable of piercing 267mm of Flux-Locke metal. -- PAGE 32 -- BEAM LASER SPECIFICATION: Ingram MOdel M1928A2 is highly recommended for front shooting. Beam lasers fire continuous7 eats it will not fire (observe the laser temperature bar). Lasers are the principal armament of all space fighters. Pulse lasers will be offered for sale at planets of Tech level 3 or above (see Trading). Beam Lasers will be offered at Tech level 4 or above. If a beam laser replaces a pulse laser the price of the pulse laser is refunded after the beam one has ben fitted. PULSE LASER SPECIFICATION: Ingram Model 1919A4 Pulse Laser is recommended for all positional laser mountings6%. Pulse lasers are initially housed only in the front of the ship, and so no sights appear across rear or side views until such time as you have sufficient credits (from combat and trading) to afford lasers for these mountings. As we shall see, with sufficient cash you will also be able to upgrade pulse to more to more powerful beam lasers. The Cobra astrogation console accommodates a single laser-fire key. Even fully equipped only one laser may be fired at a time. If a laser overh5oVID SCANNER This sophisticated instrument displays a three-dimensional view of space in the immediate vicinity of your ship, seen from a point behind and above it. the precise position of any ship within its range can be pinpointed. The 3-dimensional scanner operates in such a way that you can pinpoint a ship above and below yours, as well as to the front, behind or to the sides. The vertical bars show this clearly. A flashing bars indicates the ship is hostile -- PAGE 31 -- LASERS4Y%, an ENERGY LOW message will flash onto the screen. Eventually, in normal circumstances, the banks will be automatically replenished by surface radiation absorption. 4 LASER TEMPERATURE (LT) Laser temperature will rise during continuous firing of the ship's laser(s). As the central housing overheats, the laser will temporarily cut out rather than destroy the system. Purchases an extra energy unit will decrease the time taken for the lasers to cool down in heavy combat. 5 FLIGHT GR3\aive shields take power from two energy bank sources, fore and aft. Purchasing a extra enery units will increase the effectiveness of the shields. 2 MISSILE STATUS Missile status depicts the number of missiles on board and whether they are 'targeted' or 'untargeted' or 'locked and ready to fire'. 3 ENERGY BANKS Energy banks will rapidly drain if defensive shield are taking excessive fire. Using lasers or an ECM System will also drain their resources. When the fourth bank is tapped2m The penalty for interference with such a vessel is marooning. SPACE DREDGERS These immense factory ships are to be found wherever there has been a war, or a Thargoid invasion, or a natural catastrophe. More than forty miles long, the Dredgers are a life-form to themselves. The Dredgers are huge cities in space, feeding off debris and ruination. Heavily armed, and with fleets of reconditioned fighter ships, they are to be avoided at all cost. COMBAT CONSOLE 1 SHIELDS (FS) Defens15owed-out, there is little advantage to be gained by 'mining' them anyway. -- PAGE 30 -- GENERATION SHIPS Before the development of the WS Thru-Space drive, in all its various forms, interstellar travel occurred in large, self-sustaining environment ships - Generation Ships - most of which have now been logged and their progress monitored. There are more than seventy thousand of these immense vessels ploughing their way through the galaxy, some of them into their 30th generation.0I departments serving different purposes - narcotics, space-drunkenness, psychotic shooting, piracy, slave trading etc. - but all have small fleets of these very fast Viper patrol craft. -- PAGE 29 -- OTHER SPACE TYPES ROCK HERMITS Pirates, ageing bounty hunters, or planetary outcasts, who create living space out of asteroids. They usually choose large asteroids, and set up signal beacons to warn off miners. GalCop Law protects Rock Hermits, but since most of the asteroid is holl/:=arn the tell-tale signs of pirate presence. POLICE In a Co-operative of Worlds as complex as the 2040 planets of the GalCop, the police can be as menacing as they can be helpful. The typical police vessel is a Viper GH Class PulseShip, which is very fast, and very manoeuvrable. They are on constant standby on every CORIOLIS and Dodec space station, and will attack - a pirate, or a fugitive trader - within seconds. They do not make arrests, they destroy. There are different police.{16mainly around unstable GalCop worlds, especially worlds run on a feudal or anarchic system. Small ships hovering very distant from a planet are pirates. Large ships accompanied by a mixture of small fighter types are pirates. Ships that refuse to acknowledge identification signals are pirates. Around worlds run by autocracies, or clans, pirates will very often have been paid to leave trade ships alone. Piracy is a huge, and complex, business, and any life-respecting trader will le-ound worlds classified as 'dangerous'. They are invariably of combat rating: DEADLY or ELITE. Bounty hunters rarely identify themselves to passing ships, and if pestered too closely will usually kill. -- PAGE 27 -- PIRATE VESSELS There are several ways of identifying a space-going ship as 'pirate occupied', and this is essential since pirates and renegades will take any ship for their purpose, from an Asp to a massive Python. Pirates exist everywhere in the galaxy, but cluster ,a ds you have achieved FUGITIVE status, and especially if you are highly ranked as a combateer as well as being a criminal, bounty hunters will not bother a ship as insignificant as a Cobra MK 3. In fact, many bounty hunters favour Cobra trade-ships as they make an excellent disguise. But the real killers star-ride in the sleek, and highly efficient, Fer-de-Lance Lightspeeder,in which they live for months at a time. Bounty hunters can always be found outside Orbit Space, especially ar+[warning message flashed on main screen. Some star pilots are braver than others and pirate ships may break off and run in the face of stiff resistance. Some appear to know no fear - in particular Thargoid vessels, whose captains have had their fear glands surgically removed. LIKELY ENEMIES Lone-wolf traders-such as Cobra pilots-are constantly at risk from other Spacefaring types. An understanding of other loners, packhunters, and bounty killers is essential. BOUNTY HUNTERS Unles*u nd an increase in velocity will often give you a big advantage over pursuing enemy craft. SINGS OF DANGER If you cannot make an interspace quick jump towards the planet, there is a ship in the vicinity. It could be dangerous. Laser fire striking the defensive shields makes a light screeching sound. Listen for laser fire striking the hull direct. Through damaged screens it makes a low, screeching sound. DANGER. -- PAGE 26 -- An incoming missile will be detected, tracked, and a )%= attack you. -- PAGE 25 -- MANOEUVRING The Cobra tradeship is fast, and has a very tight turning circle (though less tight at full speed); it is an ideal combat ship against small packs of enemy vessels. It will outrun many attack craft by speed alone, but it will not outrun a missile. Spinning, fast-slow, and duck-and-weave manoeuvres are very effective against the larger, less manoeuvrable ships when they attack. A sudden decrease in speed followed by a tight 180 degree turn a(fq----------- IN-FLIGHT COMBAT Not all ships in deep space, even small fighters, are pirates. Most ships will respond to hostile action with hostile action. If you attack a police ship or trade in contraband goods (see trading), your legal status will be changed to OFFENDER, or even higher. If you destroy pirate ships, or Thargoid invaders, (or asteroids) you will receive a bounty payment. If you shoot at the Coriolis space station, its own defensive ships (Viper class fighters) will'Q @the Coriolis station (see illustration). The entry port must be as nearly horizontal as possible. If docking is successful; the protective field across the station entrance is penetrated, and a break pattern appears on the screen. Berthing is handled automatically. Docking protocol, and Orbit Space Regulations, are numerous, and are available in the GC Orbit and System Space Code, published by Federation Planet bureau. -- PAGE 24 -- INTERPLANETARY TRAVEL ----------&X n planet. Fly near to the station and then on towards the planet (monitoring altitude carefully). By turning a half circle you will now find your ship orientated towards the entrance. Approach the final moments of docking at DEAD SLOW SPEED. Failure to dock cleanly can be fatal but may simply result in your scraping the sides of the aperture, with consequent loss of defensive shield(s) and quite possibly your cargo. Manually control the Cobra's roll motion to match the rotation of %\y will take you to a system in a whole new galaxy (i.e. a new map). There are 8 such galaxies and making 8 jumps will return you to your starting galaxy. -- PAGE 22 -- DOCKING PROCEDURE Docking with a Coriolis space station is never easy, unless the ship is equipped with an automatic docking computer. The Navy Training Manual recommends the following approach and dock sequence. Locate the Coriolis station and approach it. The entrance tunnels to all these stations face the mother$ill re-engage the compass to track that instead of the target planet. Once the cobra is within scanning and protective range of the Coriolis station, the flight-grid scanner will begin to track it. Its own defenses are now available for your protection. The scan console will register the letter 'S' as long as the space station is within range. The intergalactic hyperdrive is expensive and can be obtained only from planets at Tech level 10 or higher. It can only be used once, and #to approach orbit space, and the safety of the space station, as quickly as possible. Increase forward velocity to maximum. At this point you can take full advantage of the Torus Jump Drive. The Torus Jump Drive does not function (because of interference patterns) if there is another ship, a planet or a sun in the immediate vicinity. If this is the case, a sound signal will occur. Soon your ship's computer will pick up the beacon signals of the nearest orbital space station and wi"[- WORLD Having left the space station you will be in low orbit above the planet Lave, moving at low velocity. You can leave the current system using the hyperdrive - assuming you have selected a destination and have sufficient fuel. On arrival in a new planetary system, after transit from hyperspace, you will find yourself at some distance from your target world. This conforms with GC Flight Law. Even in the safest systems there can be unseen dangers, and you will be well advised !H\otective range. Pirates normalls keep well outside this area. 6 COMPASS This instrument first picks up a target planet while it remains out of range of the main flight-path scanner. When the planet's space station nearest to you comes within range of it, the compass picks up that instead. When the dot is not solid the object is behind you; when solid and in the centre of the compass circle, it should be visible through your front viewfinder. -- PAGE 21 -- MAKING FOR YOUR TARGET !jpa sun. 2 ALTIMETER Your altitude above your destination planet can be crucial. Flying too near its surface will be fatal. 3 FORWARD VELOCITY BAR Forward velocity should be maintained at maximum on planetary approach. Keep it low during space station approach, and minimal for final docking. 4 GYRO ORIENT BAR Gyro orient bar indicators show right/left roll and dive/climb status. 5 SPACE STATION INDICATOR The 'S' refers to the space station and indicates that you are within its prVe docking manoeuvres with the space station at Lave. The Lave Orbit Space Authority permits an unlimited number of practice runs by newly appointed pilots, and does not charge. This facility is suspended during attack, or when the Coriolis station has no free docking space. See the illustrated section on docking procedure.) -- PAGE 19 -- CONSOLE READINGS 1 CABIN TEMPERATURE Cabin temperature will increase and the console register this when your ship flies too close to haOhould you use them for combat practice, do not expect the space station to turn a blind eye to such unruly behaviour. Nothing will attack you while you are within sight of the space station - unless you make a nuisance of yourself. It is not possible to land on the planet, and flying into planets or space stations is fatal. The altimeter shows your height above the planet's surface, and you should not let it fall too low. (If you are a new pilot, now is your best chance to practic-h is the passage through the protective field over the Coriolis entrance tunnel. BASIC MANOEUVRES The Cobra trade ship needs practice to fly well, though it is highly manoeuvrable, very fast, and a good combat vessel. It accelerates rapidly using fingertip control. -- PAGE 18 -- You might see some Cobra Class ships. These are other traders like yourself, and will not harm you unless you shoot at them. If you do this they will either attack or alternatively, run away. SU, as well as cities, hospitals, farmlands and leisurescapes. Each Coriolis station has a diameter of 1 standard kilometre. They can berth 2000 ships, and support a fair-sized colonial life development of humanoids. -- PAGE 17 -- LEAVING THE SPACE STATION On coding for Station Depart the pilot is advised to accept a 10-second MemnSomn to dispense with subjective experience of the passage from docking bay to Coriolis station egress. The screen will then show a break-pattern, whic o Coriolis stations were designed at the GASEC (Galactic Astronautic and Space Exploration Centre) Laboratories on the planet Vetitice. The first station was in orbit around the world Lave in 2752. Coriolis stations have powerful defensive shields (against pirate attack and inept docking) and a large fleet of Viper fighters, and several larger types of ship. The inside of the station is free-space, and on each inner facet of the station there are berthing and refuelling facilities+Jn orbit at various altitudes. Coriolis stations are 'neutral' territory, controlled equally by GalCop and the Planetary Government. A new dodecahedral design (the so-called 'Dodo' stations) is replacing the Coriolis design in the more advanced systems. Coriolis stations are hexagonal in approximate shape. They spin along a single axis running vertically from the planet below. One side of the station always faces the planet, and it is on this facet that the access tunnel is located.wr one. LOCAL NAVIGATIONAL CHART This is a high power chart of all planets in the immediate vicinity of your docking world. Since the Cobra ship has a maximum single H-jump range of 7 light years, the target world must be chosen carefully. The target cursor, used in conjunction with the Worldata link, will indicate dangerous or likely worlds for trade. -- PAGE 16 -- A CORIOLIS SPACE STATION Every world registered with the galactic Co-operative has several Coriolis space stations iX(opment, with industrial and technological level displayed on a scale 1-12. The government type, ranging from Corporate State of Anarchy, will be a strong indication of the danger of trading with the system. -- PAGE 15 -- Use 5 again to return to the chart and acquire information about some more planets. The larger of the crosses on the chart shows where your ship is and the circle shows how far it can jump with its current hyperspace fuel. O returns the small cross to the largeMOPs within the galaxy, and indicates your own coordinate position. The star cursor may be used to scan the shown worlds for potentially favourable trade sites. WORLD DATA LINK The Orbit Space Authority takes no responsibility for the accuracy of the information registered here, but the trader may gain some idea of the relative wisdom of trading with the world whose data is displayed. The information shown is distance, type of main life form, degree of agricultural or industrial devel*Mwcognised planets in each galaxy. So massive a universe contains very little that is completely predictable, and offers infinite opportunities for adventure. (Page 12 and 13 have a picture of a galaxy) -- Page 14 -- Here you are introduced to all the controls which will eventually be useful to you in developing a route thrugh the 8 galaxies NAVIGATIONAL CONTROLS: It is important that you do not press the f1 key at the moment. GALACTIC CHART This chart shows all registered world- You will discover that life in the 8 galaxies is a question of fine balance. Although it may seem, at first, that indiscriminate carnage is a soft option (kills improve your rating, after all), as your skills and experience of living in space mature, you will quickly discover that piracy is a short-lived career. Success in this context is a mosaic of talents: combative, certainly, but thinking and decision-making talents too. -- PAGE 12 -- There are 8 galaxies, and over 250 reJto equip your ship as fully and as early as possible. You will, therefore, need to study the trading section of this manual so that you can work out a profitable trading route in order to be able to afford the weaponry you will require. You will have to make decisions about how dangerous a life you wish to lead: in general, the more risks you take (travelling to dangerous planets or trading in contraband goods), the faster you may equip your ship but the quicker you will be killed.Wughout 8 galaxies. The political profile of a planet is an important navigational consideration as many are in a state of anarchy and are unsafe to visit in poorly equipped ships. Important too is its economic profile, as will be discussed in the section about trading. Navigational strategy depends of course upon your aims in life. If you think you have what it takes to become elite, you will need to chart your path through the galaxies with care and great precision. You will wish S in illegal gods) then your combat rating may rise, but your legal status: CLEAN--OFFENDER--FUGITIVE, will make you Public Energy Number One with the Federation Crime Monitoring Authority and you will not be left alone. -- PAGE 11 -- NAVIGATION AND FLYING --------------------- NAVIGATION: The Galactic Co-operative is only one - although the largest - of several planetary federations, and maintains trade and diplomatic links with over 2000 planets spread throĆfew will become ELITE. Your kills are photographed and transmitted by TS ComDirect to the nearest GalCop Federal Law Centre. Your rating as a combateer will increase in direct proportion. Fly your Cobra craft wisely and carefully. Remember: other pilots may be attempting to increase their own combat rating by attacking either innocent traders, or police Vipers (the ships of the GalCop Police Force). If you resort to such tactics (or if you adopt the fast-credit routine and tradeo$l live with your combat rating. You will begin as HARMLESS. If you survive your first skirmish you may be reclassified as MOSTLY HARMLESS. But on the slow climb to a status level that reflects a growing talent for combat you will have to engage many different ships, in many different skirmishes, in the System Space of many different worlds. You will be classified as POOR then AVERAGE, then ABOVE AVERAGE, then COMPETENT. Then you will become DANGEROUS, then DEADLY. And at last, a tw t cash and fuel are also displayed, along with a list of ship fittings. YOUR RATHING AS A COMBATEER: To become an elite combateer requires great skill and great patience, because expert trading is essential before the necessary more powerful armaments and equip available to the Cobra ship can be bought: beam lasers, more missiles, energy bombs, a docking computer, galactic hyperdrive,etc. -- PAGE 10 -- As you sail through space between the stars, and as you trade, you wil/system; GREEN means that there is no immediate danger; YELLOW indicates indicates enemy ships in the vicinity; Condition RED signals a hig-risk on-going death-type combat situation. THE STATUS PAGE: 'Legal Status' refers to your Galactic Police record. If this is CLEAN you have nothing to worry about, but as an OFFENDER or, still worse, a FUGITIVE you are likely to be attacked by police ships. The 'Rating' is a dispassionate assessment of your performance in combat so far. Curren |«mmunications centre is here, and the escape pod (with a separate entrance from the bridge) life support systems, cryogen tanks (two) and forty cubic metres of FacsEnvironment for energy use. The 'Present System' refers to the planetary system which your ship is currently in; while the 'Hyperspace System' refers to the system onto which the hyperspace is locked. -- PAGE 9 -- There are four possible 'Conditions': DOCKED means that you are docked in a space station at the present s L-_. There are both internal and external access panels. Radiation level is high. THE LIVING AND HYGIENE SECTION is below the main bridge, and reached through a descending gravity well. Two bunks, food dispensing facilities ,waste disposal (including high-tox copper exudate for Aonians) ,Synpleasure relaxapads, and videos. THE EQUIPMENT LEVEL runs throughout the ship, and houses all the energy banks for lasers, plus the missile rests, with dispatch shafts to the lower hull. The co %ial suit locker, RemLock supply case, attachment facilities for AutoDock System and a hand-weapons locker. The main wall is occupied by the scanner screen, astrogation console and main systems monitors. -- PAGE 8 -- THE DRIVE SECTOR houses the directional thrusts, the System Space Kruger 'lightfast' motors, and the Irrikon Thru-Space drives. Also here are rear laser housing, the ECM capsule, the Zieman shield generators, and energy banks, the Witch-Space fuel condensers (Quirium) 'area, and the cargo bay doors open downwards. The capacity in an unmodified Cobra is 20 1-tonne canisters. Extra cargo space may be acquired by extending the cargo bay, which does not affect manoeuvrability. Tonne canisters (TC) attach magnetically to the cargo arms within the bay, and two AutoShuttles occupy the central space. THE BRIDGE has seats for pilot and co-pilot, a MedStim Centre, entrance to the escape pod, is descent well to living quarters, communications console, spec #yat the planet Lave, and it is likely, therefore, that you are now docked at a Coriolis station in orbit around that particular world. Lave is a rich, agricultural dictatorship, but is a reasonably safe world at which to begin your endeavours. GalCop and the Lave Authorities allow practice docking and departure runs to all their space stations here, and you would be advised to take advantage of this facility. INTERIOR OF COBRA MK III: THE CARGO HOLD fills the bulk of the mid-space n2*ations. Further, it is protected by dual Zieman Energy Deflection Shields, powered by four energy banks, and has a -- PAGE 7 -- powerful, rapid-fire pulse laser mounted on the forward hull segment.Flight controls are elegant and simple, and the bridge is equipped with both HoloDirect and ThruSpace GravDistort communications systems. Its life support functions are varied and flexible to ensure maximum comfort during trading or hunting operations. Pilot licences are issued only \et Lave. The Cobra Mk III is the best of the medium-range, medium capacity fighter-traders, and is an ideal ship for new traders intent on building their fortunes, or new combateers who will constantly need to finance the cost of both armaments and non-combative equipment. The ship is highly manoeuvrable, has a good C-holding factor during hyperspace transit, can hold sufficient Quirium H-fuel for a 7-light-year single jump and has full Auto Trading Systems Link for use at space stvlds whose Space and Interstellar Pilot's Exams you have just successfully completed. The small flight manual supplied with the craft is designed to familiarise you with all aspects of space flight, combat and trading, and we hope that it will be of use to you. You begin your career, your ship equipped with a single forward-firing pulse laser, three homing missiles, 7 light years of fuel, and the sum of 100 Credits (CR), ready to embark from a space station in orbit around the planm/------------ Find Planet [ F ]* Freeze game [ P ] Options [ + ] Credits [ W ] * Only while docked **************************************** * SPACE TRADERS FLIGHT TRAINING MANUAL * **************************************** -- PAGE 6 -- INTRODUCTORY DATA ----------------- Welcome aboard this Cobra Mk III trading and combat craft. The ship has been supplied to you by Faulcon daLacy Spaceways, by arrangement with the Galactic Co-operative of WorʽLS: ---------------------- ----------------- Hyperspace [ H ] Launch from station [ 1 ]* Intergalactic jump [ J ] Buy cargo [ 2 ]* Galactic hyperdrive [G+H] Sell cargo [ 3 ]* Distance to system [ D ] Equip ship [ 4 ]* Identify [ I ] Galactic chart [ 5 ] Galactic chart [ 5 ] Local cluster chart [ 6 ] Local cluster chart [ 6 ] Data on system [ 7 ] Market prices [ 8 ] -------------- Status page [ 9 ] GAME CONTROLS: Inventory [ 0 ] --u` Target missile [ T ] Dive [ S ]* Fire missile [ M ] Climb [ X ]* Unarm missile [ U ] Increase speed [SPC]* ECM [ E ] Decrease speed [ ? ]* Energy bomb [TAB] Front view [ 1 ] Escape capsule [ Q ] Backview [ 2 ] Docking computer on/off [ C ] Left view [ 3 ] Retro rocket [ R ] Right view [ 4 ] Flight grid scanner X1/2[ Z ] * Or joystick/mouse (Button) ---------------------- ----------------- NAVIGATIONAL CONTROLS: TRADING CONTRO)\ God luck, and enjoy this amazing game! Contact THE FLASH TEAM Box 4710 8014 H.Moen Norway Call: +47-81-62868 (Tommy) *********************** * SUMMARY OF CONTROLS * *********************** ---------------------- ---------------------- SPACE FLIGHT CONTROLS: SPACE COMBAT CONTROLS: ---------------------- ---------------------- Anticlockwise roll [ < ]* Fire lasers [ A ]* Clockwise roll [ > ]*P ***************************** * T H E F L A S H T E A M * ***************************** Presents: Elite Documentation ------------------- The Elite manual was hacked out of the Elite disk, and modified by THE FLASH TEAM. You can print out this manual, and use it to solve the code-word protection, or to get some rather useful tips on playing Elite. The manual is not 100 % correct, but you'll manage to get thru the protecion by giveing it some tries.C"ǚ~ 003 0|0?< 3?<03??0 0 3<k[ֵ???< 0 "0k֎clG ?0 0<3 ??0 ? 0<3003 0k֎clG?  3<3? k֎clG?0? 0 ?0 3<3=x` 0jֵm03<0? jֵm 0 Cֵlg? 0<  ? ?3 0??0<0 Cֵlg ? ? 3? Cֵlg? ? !0k[ֵ ??00<03??000 3<0?<??<000 ?0k[ֵ<? 0 ??0303<0?<????0 0,gэc?? ? <0 3?3 0330??0 00??3??  <330030 ?0?"h? 0 3?0?? 0???  <03?3 000<0<<0 <30<8<<8 <830&Jֆ0< l13`Ìo0<< l13`Ìo0 <30<<< <30<<< <30<<< < 30<<< < 3`c`0<`c`<<`c` < 3`cc`00`cc봆`<<`cao` nfa` <3 faam oa00 faam oa<< faam oa <33 g၌l mfa0< g၌l mfa<< g၌l mfa <3 l3l1`ffaf`0< l3l1`ffaf`<< l3l1`ffaf` <3 l13`Ìo0<<< <30<<< <30<<< <3 a7`È/g0< a7`È/g<< a7`È/g <3`c1cš`fffef`0<`c1cš`fffef`<<`c1cš`fffef` <3`cao` nfa`0<`cao` nfaQ 3 3fol mf0<fol mf<<fol mf < 3`ggf lf 00`ggf lf <<`ggf lf  < 33a<~8<8><<<<><00<affl6`a1f`~~><~8<8><<<<><<<affl6`a1f`~~><~8<8><<<<>< <0 3?300<?3<<?3 <0 3000<< <03 300<<< <0 300<<< <0,03gǀf`ac~<~`f`l~f03<gǀf`ac~<~`f`l~f<<gǀf`ac~<~`f`l~f <0 3` f``<flfl`ffffff00<` f``<flfl`ffffff<<` f``<flfl`ffffff <0 3affl6`a1f`!,8<f00<aa1f`afa`~< <<~~>0<<aa1f`afa`~< <<~~>0 <33c0<3c<< gpf`>c3>3`c>3 <>< <a`? >>c3>3`c>3 <> <<3ᇆ`3 03c?63`ck03 060 <ᇆ`3 03c?63`ck03 06<?<ᇆ`3 03c?63`ck03 06 <<3&a&` 33 036a636c03 330 ?<&a&` 33 036a636c03 33<<&a&` 33 036a636c03 33 < "?~~ ~|A~3?~<<3?~~ ~|A~3?~ < 3g333 3363636c33-3300g333 3363636c33-33<<g333 3363636c33-33 <0<3fefaf383 33c33`cw33 030<fefaf383 33c33`cw33 03<<fefaf383 33c33`cw33 03 <<3a`? >>c3>3`c>3 <>z[<0< <030<<0< <030<<0< <030<<0< <030<<0< <0 30<<< < 30<<< < 33?~~ ~|A~3?~0<3`  <` 30 @`0< @`0 <@`00300<< < <0300<0< <0 < 003000`x < <`x  <0`x 3 30<v 3?<<@ ?@?<30 0 00<General Your ship is capable of carrying three weapons systems, named Primary, Secondary and Tertiary. The primary system is always lasers but you have the option of five different types of lasers for your ship. The better the lasers are, the faster they recharge after use and the more damage they do when a hit is scored (see Weapons Statistics (i)). The secondary and tertiary systems are a matter of taste. You begin with two missiles as your secondary system and no tertiary sysG6-s have high moral standards, and you may find yourself lumbered with rubbish. If you decide to buy something then feel free to haggle over the price. One point worth noting - any goods bought on the Black Market cannot be sold in Space Stations or on a planet. To finish communication type LOGOOFF. Then return. 12. RE-EQUIP YOUR SHIP ~~~~~~~~~~~~~~~~~~~~~~ To re-equip your ship you must also use the Net. Equipment is grouped into three basic levels:- 1. Weapons 2. Engineering 3. F71j3mputer has logged this number for you. Enter the net as usual then press "I" to transmit a message. At the prompt "User to Transmit Too" just press RETURN. You should be greeted with "Direct Connection Made", but you may get other responses if the ship is not in a talkative mood. Engage the ship in idle chatter for a while then mention trading. If you are lucky he may be carrying items not normally available at space stations such as class 4 missiles, but take care; not all alienE8M?9iur account, and the goods loaded into your hold. 11. BLACK MARKET TRADING ~~~~~~~~~~~~~~~~~~~~~~~~ The other option for trading is to trade on the black market. You can only trade on the black market when in space. Select communication mode by pressing F1 then fly around until a ship passes across the water line symbol on your head-up display. If you do this correctly a number will appear on the left hand side of your screen. Do not bother to write this number down as the ship's coD9(Dmercial level of the net is available by typing E at the net command level. Once in, you will be shown a series of menus. Pressing the indicated keys will take you to various sub menus until you arrive at the item you are interested in. Watch the stock level carefully, if people are selling then the stock level will rise and the price fall. Careful timing is necessary to get the best deal from the market. Once you have made your purchase the funds are automatically withdrawn from yoC: Sby your name to recall your ID number. The Galnet recognises the following commands:- H HELP Displays the available commands. E ENTER Enter the trading sublevel. T TRANSMIT Transmit a message. P PRINT Print any mail pending. R READ Read any general messages. I INVENTORY Display the ship's manifest. Q QUIT Drop the line and return to SCLI 10. TRADING USING NET ~~~~~~~~~~~~~~~~~~~~~ The main function of trading is to earn extra credits, to re-equip your ship. The comB;?Ȳe-faring nations. It allows instantaneous communication over vast distances by use of specially trained telepaths. To log onto the network, type NET (return) You will be greeted by the NETS title page and a request for identification. Enter your ID number if you have one. If this is your first mission by typing help followed by your name an ID number will be issued. Make a not of this number and use it when requested. In the event of forgetting your ID number type HELP followed A<4ڵw to insert a program. g0 i 1 CLR i 2 LET a 1 i 3 MOVE b 2 L1 i 4 CHAR 32 i 5 MOVE a 2 i 6 CHAR 175 i 7 RASTER i 8 ADD a 1 i 9 LET b 20 i 10 SUB b 1 i 11 TEST b i 12 NE i 13 LET b a i 14 LET b 1 i 15 JUMP L1 i 16 ENDIF i 17 LET a 1 i 18 LET b 19 i 19 JUMP L1 When running the program you can stop at any point by pressing - Control and C simultaneously. 9. COMMUNICATIONS PACK ~~~~~~~~~~~~~~~~~~~~~~ The Galnet is the central communications network used by all spac@=Qent is element 10,10 SETSTR Purpose Assign a value to a string variable Syntax SETSTR {;num} {str} Example SETSTR ;1 hello there TEST Purpose Test the value of the defined field and store the result for later evaluation. Syntax TEST {var} Example TEST A UNPLOT Purpose Erase the point field one, field two to background colour. Syntax UNPLOT {var,imm} {var,imm} Example UNPLOT 10 10 UNPLOT A B 8. EXAMPLE OF A SIMPLE PROGRAM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Example of ho?>*Tf RND {var} Example RND A RASTER Purpose Waits for the start of a television frame. Syntax RASTER Example RASTER SUB Purpose Subtract the value of field two from field one. Syntax SUB {var} {var,imm,#} Example SUB A 1 - Subtract one from A SUB A B Subtract the value of B from the value of A SETPOS Purpose Set the current array element position. Syntax SETPOS {var,imm} {var,imm} Example SETPOS A B - Current array element is element A,B SETPOS 10 10 - Current array elem>?xecute the following block of code if the result of the last test instruction was not equal to zero. Syntax NE Example NE NEWLIN Purpose Move the cursor to the left of the screen and one line further down the screen. Will scroll the screen if necessary. Syntax NEWLIN Example NEWLIN PLOT Purpose Plot the destined point. Syntax PLOT {var,imm} {var,imm} Example PLOT 20 20 - Plot the point 20,20 PLOT A B - Plot the point A,B RND Purpose Generate a random number Syntax =@ TXng block of code if the result of the last test instruction was less than zero. Syntax LT Example LT MOVE Purpose Move the cursor to the defined screen position. Syntax MOVE {imm,var} {var,imm} Example MOVE A B move to the cursor position A,B MOVE 10 10 move to the cursor position 10,10 MUL Purpose Multiply field one by field two and place the result into field one. Syntax MUL {var} {var,imm,#} Example MUL A 10 Multiply A by 10 MUL A B Multiply A by B NE Purpose E<A i keynumber of the key. Returns zero if no key is pressed. Syntax KEY {var} Example KEY A LET Purpose Assign value to variable Syntax LET {var,#{imm,var,#} Example LET A 200 assign value 200 to variable A LET # 200 assign value 200 to current array element LPRINT Purpose Output to printer Syntax LPRINT {;str,var,imm} Example LPRINT A output the value A to the printer LPRINT ;l output the previously defined string number 1 to printer. LT Purpose Execute the followi;Byxto the SCLI level. Syntax ENDPROG Example ENDPROG EQU Purpose Execute the following block of code if the result of the last test instruction was equal to zero. Syntax EQU Example EQU GT Purpose Execute the following block of code if the result of the last was greater than zero. Syntax GT Example GT JUMP Purpose Transfer programme control to the labelled point in the programme. Syntax JUMP {label} Example JUMP L1 KEY Purpose Scan the keyboard and return the Atar:C[ divide A by B DIV A # - divide A by the value in the current array element DRAW Purpose Draw a line from the last point plotted to the field one, field two [x,y] Syntax DRAW {var,imm} {var,imm} Example DRAW A B - draw line to A,B ENDCALL Purpose End the current subroutine and return to main programme. Syntax ENDCALL Example ENDCALL ENDIF Purpose End all currently active tests Syntax ENDIF Example ENDIF ENDPROG Purpose End the current simple programme and return 9DR 65 - Print 'A' at the current cursor position CLR Purpose Clear the screen and home the cursor Syntax CLR Example CLR CRT Purpose Print the value of field one at the current cursor position Syntax CRT {var,imm,;num} Example CRT 1 - Print '0001' at the current cursor position CRT A - Print the value of variable A CRT ;1 - Print previusly defined string DIV Purpose Divide field one by field two Syntax DIV {var} {var,imm,#} Example DIV A 16 - divide A by 16 DIV A B -8E_'mtax AND {var} {var,imm} Example AND A 255 and variable A by 255 BEEP Purpose Start one of the system sound effects Syntax BEEP {var,imm} Example BEEP 1 - Start sound effect 1 BEEP A - STart sound effect A Valid sound effects are numbers 0 to 14 CALL Purpose Start execution of subroutine Syntax CALL {Label} Example CALL L1 - Start subroutine at label 1 CHAR Purpose Print the specified ASCII character at the current cursor position. Syntax CHAR {var,imm} Example CHA7Fʼ5{ array element ;num string number Valid string numbers are ;0 to ;9 and strings are 16 characters long. Valid variable names are 'a' to 'z' and variables are 16 bit signed integers. The array is of size 20 by 16 elements. ADD Purpose Arithmetic addition of field two to field one. Syntax ADD {var} {var,imm,#} Example ADD A 1 - add 1 to variable A ADD B # - add the contents of the current array element to variable B. AND Purpose Logical AND of field two to field one Syn6GW[ructions in the following format. The first line of the description gives the name of the command, below is a brief description of what the command does. This is following by the syntax of the statement and a brief example of its uses. The syntax of the statement is shown in the following form:- STATEMENT {field One Parameters} {field Two Parameters} Field parameters are: imm immediate data num immediate numerical data str immediate sting data var variable name # access current5Hox~~~ S#(N1)#(N2) Display the current buffer on the screen. P#(N1)#(N2) Display the current buffer on the printer. The two optional parameters N1 and N2 are the start and the end line of the block in the buffer that are to be displayed. 6. OTHER COMMANDS ~~~~~~~~~~~~~~~~~ e..Exit the SLE level. This command returns you to the SCLI level, leaving the current buffer in the temporary store ready for use. 7. THE SIMPLE LANGUAGE ~~~~~~~~~~~~~~~~~~~~~~ Below is a list of the simple inst4IDiMto be labelled before you can enter jump or call commands. c[n] insert comment number n at the current line. The comment command allows you to add comments that will be ignored at runtime but appear in all listings. After pressing return, you should type in one line of text as your comment. If you want to use a label at another place in the buffer, press return twice and the comment will appear at both positions. Valid values for N are 0 to 9. 5. OUTPUT COMMANDS ~~~~~~~~~~~~~~~3J&)(ihe line to be changed and will wait for the new line to be entered. This editor will then check the format of the new line and, if the line is legal will then modify the buffer accordingly. If the line is illegal, an error message will be displayed and the buffer left unmodified. - Delete the current line L[n] Label the current line as label N. The Label command is used with the Simple jump and call commands. You can label a line at any time, but the editor does not require lines 2Kbaces are shown as hash '#' signs. IMPORTANT NOTE: To avoid repeated syntax errors do not use spaces that are not required. SLE commands Position commands U[n] Moves the current line up the buffer N lines. D[n] Moves the current line down the buffer N lines. G[n] Go to line number N. EDIT COMMANDS I Inserts a line after the current line. R Replaces the current line. With the two commands above, immediately after pressing RETURN the editor will prompt with the line number of t1L vrE Remove a file from disk. CAT List the files on an external disk. RUN Execute current program. INIT Format external disk. 3. THE SIMPLE LINE EDITOR (SLE) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SLE is a simple line editor and interpreter for the simple language. The commands definitions are shown the following form. Command #(Parameter 1) #(Parameter 2). Any parameter shown in square brackets [] are required parameters and any shown in curver brackets are optional parameters. Any sp0M pERASE CAT RUN INIT NET SHIPS Before you start programming you must type NEW. Remember to do this every time you want to write a program. Then type EDIT. You are now ready to begin programming using Simple. The programming pack is only used for programming. It uses the Simple Language. Listed below is a short explanation of the commands. EDIT Access the simple line editor. NEW Clear the current buffer. SAVE Save the current buffer to disk. LOAD Load a buffer from disk. ERAS/Ncide whether you want to trade, re-equip your ship, write a program of contact FOFT Headquarters for your mission. These options are contained withing three areas:- Programming pack -EDI Communications pack -NET General pack -Ship's library 2. PROGRAMMING PACK ~~~~~~~~~~~~~~~~~~~ Typing help at the prompt will give you a list of commands: On the screen will be printed: EDIT NEW FOR THE PROGRAMMING PACK YOU DO NOT NEED NET AND SHIPS SAVE (THESE WILL BE EXPLAINED LATER). LOAD .OYhe workings of the ship's computer. 1. THE FUNCTION OF THE COMPUTER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The computer forms the nerve centre of your ship. It handles messages and mail, it is your contact with Headquarters. It allows you to trade on the open market, re-equip your ship, communicate with other ships and allows you to write programs, using the Simple language, with up to 16K of memory for your entertainment. To activate the computer press F8. At the prompt you need to de-P:fU F.O.F.T. ------------------------------- Insert program disk. Select English, French or German (1,2,3) at the prompt. This will determine keyboard control. Follow title sequence if you are new to F.O.F.T. Thereafter pressing the space bar at any point will take you straight to the game. The first thing you will see are the bow doors. It is advisable to stay in the space station to familiarise yourself with the ship. Before taking your first mission it is important to understand t,QRgAer fire. The manufacturers were also requested to make it impossible to pulse the generator in the vicinity of space stations to prevent collisions. Using the pulsed field generators in this way you are soon within a short distance of the space station which is your destination. The ship's guidance system picks up the space traffic control computer's signals and so you engage the docking computer and sit back to watch the show, your first mission is over! IV CHAPTER 2. GUIDE TO+R1NB at long range, so you give a quick pulse of power to the field generators. This has the effect of accelerating your craft to speeds very close to the speed of light for an instant. The field generators will not work if hostile forces are nearby. If an energy weapon hits the field generator when it is running, the result will be a rift in the fabric of space time large enough to destroy an entire solar system, so all field generators are fitted with a failsafe preventing use when und*SvKr system and the convoy is with you. The beacon on your target planet has been picked up by your guidance systems and a symbol has appeared in the bottom left hand corner of your screen indicating its relative position. Following the arrows soon has your destination in the centre of the screen. The condition lights on the top of your panel are shining pure green, indicating that there are no hostile forces in your immediate area, although a quick check on the radar indicates several)TRpercent of the speed of light a hole opens up in the fabric of space time and like a bullet your ship flies through into the colourful world of hyperspace. The mighty hyperspace generators then bend the fabric of space time so that your destination is only a few seconds flight. Once their job is completed, the generators shut down and your ship drops back into real space. It takes you a few seconds to reorentate yourself, but a quick glance shows you have arrived at the correct sola(Utood situation but it could have been worse. Leaving the repair droids to continue their jobs, you return to the station by the convoy and prepare for the trip through the hyperspace. A final check on your destination and you apply full power to the field generators; withing a few seconds your ship accelerates to withing a few percent of the speed of light, planets whizz by and even the stars move visibly as you approach the impossibility of faster than light travel. At ninety nine 'V4Nspinning to destruction. Your missile got him. It's your first kill. The time has come to see what damage he has done to you, so you key up the damage control computer and look down the list. 20% damage to your hold is not serious on this trip as you are not carrying any cargo but the 40% damage done to your ion drive is quite serious. You quickly allocate all three of your repair droids onto the task of repairing your drive which gives a repair time of some 13 centihours; not a g&W/w]begin to attack the missiles guidance systems. Suddenly your ship screams out in torment as the left shield gives away. Hauling the stick hard up and left you start a wide, spiralling roll in an attempt to avoid the incoming fire but relentlessly it follows you. Hit after hit is getting through now and desperately you throw your craft around space. Just when you think your time has come, the fire stops. Dragging your battered ship around you arrive in time to see the last of the Asp %X 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 tp 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 Prolific specific characteristics This is a numeric number, each value specifies a > 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 /~ 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 #70 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 @31 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 isϮ 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 *s 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 as6V 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 thig>u 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 `\ 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- c^Symbol, 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 #at 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 K 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 O3al 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 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 sever[to 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 UKw 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 ~2V: 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-Ne}ĕE 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 are|M:umber 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 : {;U 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 Nz[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,y% 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 sux 7 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 : ]ۧks 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 Parts\{). 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 Entry[Od, 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-AdjustZi3*he 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 settleYߵW, 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 tXyYH? 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) modeWlst : 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 filesV8vice, 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". PoU|qmation. 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 DeTNxed 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 inforSǸύPage 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 boRXsk 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 QV`uc 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 aP2T 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 leftOlnted 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 (currentN 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 poiMF9: 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 L/zFst). 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 K 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-AdjuJf7 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 Is:alence 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 H~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 equivGje 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 F| 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 duplicatEtqatic 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. DЦn 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 schemCo%Ksections, 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 caBQmbers 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 ATMLabel, 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 nu@qs 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 ?7LJf 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 i>7at 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 o= >K 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 th<)DΠelete 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 the;ltich 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 D:) 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, wh9Ir 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 : 8ȍso 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 dot7@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 al6ly 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 dire5UqBon 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 automatical4Z 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 definiti3#qe 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 2Mz d 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 Nam1_~5ew (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 define05d) 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/N/ .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 (use. . 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. - pJout 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 , d}IFK. 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 + $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 *u line 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 to)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 (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 dele' bols 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 Comple&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 Sym%^ ry. 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 $3frrow), wide (IFK-Wide) or dashed lines (IFK- '- -'). Boxes can be repeated (IFK-Repeat) at one to four grids below the current box. The number of grids is selected by IFK-Leap- N where N=1,2,3,4. Bundle : Bus-Entries + Bus (thick Line) = Bundle Bus-Entries : select the Bus Entry orientation using the first four IFK's. Click at the end of a Line to place the Ent#Nq0Devices are called out to a schematic, their Boundaries can not overlap each other. Box : In Edit/Note/Box or DefLib/Defsym/Box mode, add or delete rectangular Boxes. Boxes are drawn by specifying any two diagonal vertices. You can drag the mouse and see the box change size dynamically. Boxes can be filled (IFK-Fill), or drawn with narrow (IFK- Na"Oold face Text. Also see Bold. BOM : Ask Post Processing to generate the BOM (Bill Of Material). If this IFK is active, BOM will be generated in Post Processing. Bound : To define the Boundary of the Symbol, this is normally the last step of the defining a Symbol. If a Device later uses the Symbol, the Boundary of the Symbol will become the Boundary of the Device. Note that when !k nes. Arcs can be repeated (IFK-Repeat) at one to four grids below the current Arc. The number of grids is selected by IFK-Leap- N where N=1,2,3,4. Attr : To define the Attributes of the device. Refer to Section "DEFINING LIBRARY PARTS". Below : The Signal Label will be placed below the line. Refer to IFK- Above and IFK-Signal. Bold : Select B Qe/Arc or DefLib/Defsym/Arc mode, add or delete Arcs. Arcs are drawn counter clockwise. You specify the two end points on the arc, and then select the radius of the arc on the bisector given by PRO-NET. If you drag the mouse when the bisector appears, you can see the radius shown at the bottom of the screen. Arcs can be drawn with narrow (IFK-Narrow) or wide (IFK- Wide) lil line at point b. 6. Hit ESC key to get out of the Adjust mode. Note that there are limitations in IFK-Adjust: A line can not be adjusted if one end of the line has a Dot or if one end of the line vertically intersects a Device Pin (this is normally avoided in schematic capture to begin with). AllClr : Clear all the IC pin definitions. Arc : In Edit/Notex[ Line mode, press the IFK-Adjust. 2. Click the select button of the mouse on the vertical line. 3. Move the cursor to the left or to the right, the vertical line will follow the cursor while maintaining the continuity of the line. 4. Position the vertical line of the cursor at point b. 5. Click the Select button of the mouse to put the vertical <Ґ | | ______________ | | | | | a b ____________________ | | | _________________________ | Steps: 1. Under the,of 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: _______________________________ | P) : 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 8left 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-DotSper 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  FtSK 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 up![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. IF"Mf 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) #47ey 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 o$u2matically 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 th%eeame 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. -- Auto&?/Zvnot 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 n'HRú 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 (){ 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 generation)J 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. * Key strokes used to enter command(s) at any screen in any mode. 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 grid Snapping ON/OFF grid size goes Up (bigger) by one size  +M1 when a schematic is deleted or added, or when a Device is added or deleted, this file will be automatic updated. PNLIB all PRO-NET files are kept here. name.M System internal file containing information linking different pages together. This file is part of the schematic "name". - Hot Keys  ,M name.err ASCII file, error report of schematic "name". name.map ASCII file, component map of schematic "name". Other system files (you don't normally care about these files, as long as you are not trying to alter them): PNDIR A file that contains the PRO-NET directory system. It contains the directory files of PRO-NET,  -o . . . . . name.SupNet ASCII file, optional Net list provided by user for schematic "name". name.net ASCII file, net list of the schematic "name". name.bom ASCII file, Bill of Materials (Part List) of the schematic "name".  .<%F ANALOG DISCRETE MTTL USER SYMBOL SCHEM - Files The files that are associated with a schematic called "name" are as follows : name.1 Page 1 of the schematic "name" name.2 Page 2 of the schematic "name" . . . . . /6+T (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 0 2e 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 : PNPOS1hD 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" (se2X=_g 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 3?/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 left4bRor 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/OK5|Kb 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 f6TI 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, these7\ GENERAL DESCRIPTION OF PRO-NET COMMANDS AND FEATURES *********************************************************************** * * * Refer to "read.me" on the AutoDemo disk for other information * * * *********************************************************************** TERMS AND CONVENTION: - click vGg A command to select all of the cell before choosing Make Scene. If you do not establish a loop point prior to doing a Make Scene Silver will assume that you want no loop point and will do a straight line animation. Well................ We have probably forgotten a few goodies, if you get stuck or you want someone to discuss your problems or ideas with, give us a call, after all, that is why we are here. HAPPY TURBO TRACING!!! aver. Animation, u9Ƥ Imagine further that cell 1, 10,20,30,40 are key cells. If you select only these cells (turn them white) and then select the make scene option, Turbo Silver will ignore the other un-selected cells and animate only the Key cells. This feature will allow you to get a rough idea of what the finished product will look like prior to doing and entire animation. The other aspect of this feature is that in order to do a complete animation of our 50 cell animation we must use the Amigat:ye a few cells of introduction and then the looping point of the Movie will play from the Set loop point. The other attribute of animation is, as we said before that you can select all or a series of cells in a list of cells to be animated. By way of explanation, assume for a moment that we have a Movie that is 50 cells in length. We have established 5 key cells and five different stories applied to these cells. You just want to see the major changes from Key cell to Key cell. s;APyou can now animate only portions of a series of cells, that is why you must do the following if you intend to animate all the cells. In the previous version of Silver you simply chose the first cell, and then told Silver to make scene. Things have changed a bit. It is now possible to set any cell as the loop point. To do this, choose the Movie menu and select Set Loop. Now the cell that has been picked will be the loop point. In this manner you can have a movie that will havrIllowed by a number defines the amount of points that can be picked or created, this applies to faces and objects as well. Under the Special Menu is a new command called Sort, you can execute this command with the mouse or the Amiga Z command. The purpose of this command is to REORDER or SORT the points of any object. To use Sort, enter the Point Mode, Amiga 3. You now must decide the order that you wish the points to be sorted. Do this by ho?Df active or Marked Objects Green PRNT F00 Picked color of point or face Red LACE F or T False or F means no interlace or 200 Line Mode True or T means yes interlace or 400 Line Mode OVER F or T False or F means non overscan True or T means overscan MODE 0 - 2 0 means Ham 1 means Lo Res 2 means Hi Res SCRN 2 - 8 The larger the number the faster the re-draw, default for this option is 4 MULT 1 - 9999 This option fon@!t a background that is BLACK you would use the following settings: BGRD 000 The following is a list of the defaults that come in the SILVER.CONFIG file that is shipped with this version of Turbo Silver. BGRD 000 Background Black FGRD FFF Foreground White SLCT F80 Select color of objects Light Orange PNTS CCC Points Color Light Gray PRNT F0F Color of line used in group mode Violet SPNT FF0 Select point color Yellow PICK 00F Pick object color Blue ACTV 0F0 Color omAown with any text editor. The last comment about this file, is that it is not case dependent. You can use upper or lower case, it's your choice. ITEMS FOR THE SILVER.CONFIG FILE BGRD 111 This is the notation for the background color, the three numbers after the notation BGRD are preceded by a space. IE.... BGRD [space here] ### The numbers are in hex values, for your reference these are as follows: 0 thru 9 are used A = 10, B= 11, C = 12, D = 13, E = 14, F = 15 If you wanlB.7smaller area. Silver users have expressed the desire to have the colors in Silver, both in the Animator and the Editor to have the ability to be changed. We have gone one step further. With this version of Silver, there is a file called Silver.Config. This file must always be named exactly SILVER.CONFIG. This file has all of the information about how Silver should act when it is running. the file must be in the same directory as Turbo Silver. You can edit or create your kCs the local or abs, absolute command. In local mode. LAST MINUTE GOODIES: When you set zone in Silver, to use a smaller space than the whole screen, in the past you would have to leave the software to reset the zone to the full screen if you were in an overscan configuration. No longer is this true. Under the Display menu is a new option called Reset Zone. By using this command Silver will reset the zone to the screen size that you were using before you set the zone.to a jD+vilver world. The short of this is... you can get real crazy with stories, and it makes doing the movement a snap. As you noticed, there are other options in the Story requester. They are Scale and Rotation. You can scale independently in X, Y and Z and as well rotate in X, Y and Z. You may enter whole numbers or fractional values. The fractional values are carried out to the third place for each option. You already know how scale and rotate work. The only added feature, iiEPv, would be left and right, in and out. We can give the Circle axis a story, and tell it to follow the path of the Square. It would do so, as well the Sphere would follow the path of the Circle, as it follows the path of the Square. The application can go on and on. There are no real limitations to the amount of stories that can be applied. You can, as well,have several different stories going on. Stories that have no relation to other objects or paths, that might be in the ShFMbs a data base manager of movements, and it is totally relational. In our first example, we simply made the sphere move along the path of the other axis, named circle. Imagine for a moment, that we had added another axis and named it Square. It might have had only four points. The points would have made it look like a square. Instead of making these points in Z and X orienentation, we could make the points in the X and Y orientation, ie the movement associated with this pathgGݤDject or path, and tell that object to follow that path. This can get very confusing. As in all of Silver, we probably give you more options than are resonable to try and comprehend, on the first pass. Don't worry too much if this doesn't make all that much sense right now. We suggest that you let these statements sink into the grey matter for a while. Like magic, your brain will imbue you with the knowledge of how to use this hierarchy of movement. You can think of story afHvCfirst movie with Geometric Choreography done for you, not tweening but close. NOW FOR THE POWER of the STORY COMMAND. You are not limited to only one story. You can have as many stories going, as you can keep track of. Paths can follow other paths. Anything, with the exception of the perfect sphere, can be a path. That's right, a Torus can be a path. All you have to do, is give an object or an axis with a series of points associated to it's name. Find another obeIKAs using the Amiga A command. The reason we must now select all of the cells, is that Silver can now create partial cell animations, more on this later. With all of the cells selected, eight in all, select the Make Scene option. under the Scene menu In a few moments, the busy requester will go away, after the wire frame animation has been built. Load the scene. Choose play scene loop. Sit back and enjoy this little sphere traveling along the circle path. There you did it, your dJthis activity, is to show you that the story command does indeed work. OK! let's make a quick movie. Under the Display menu select WIRE FRAME. This new feature is going to give you a true, PENCIL TEST Of the animation, before you render it. The last two things that you have to do, is to set the LOOP POINT. This is accomplished by selecting the first cell, and under the Scene menu select the LOOP POINT option. You have now set the loop point. Next, select all of the cellcK for a few seconds. After the BUSY cursor has gone away, and the pointer has returned, you have applied the story to this animation called STORY. The next thing that you should do, is to check that each cell has indeed moved the sphere around the path that we have defined. Go into cell 4, and the sphere should be almost due north of it's starting position. Check each of the cells to make sure that the movements, that should have taken place, have done so. The only purpose of bLW9 the other cells are not selected. Use the Amiga Z or source cell command on cell one. Now use the Amiga A command (* this is a new command for selecting all of the cells at once) [in a different story you would not have to select all. It is in this manner, that you can have several stories in one animation] all of the cells will now be selected, use the Amiga T command. This has told Silver to apply the story to all the Target cells. Having done this, the disk should work aMm, select cells two through eight, then use the Amiga M command. You now have eight cells made, notice once again that the disk has been accessed. This is because of the virtual disk system. Remember the virtual disk system just works. Under the Cells menu, select Use Story. This now tells Silver, that the next actions should take into account the information of the story being used in the first selected cell or cell number one. Next, select cell #1, making sure that all of`N6Nory take. The only way to tell Silver this, is by the making of cells. The more cells you make, the longer it will take the story to complete or cycle. If you want a story to take 3 seconds to complete, as in our first example, we should make about 45 cells. For this example, however, let us make seven more cells, so that we have a story that will take a total of eight cells. You already know how to make cells using the Amiga M command. While holding down the left shift key_Ow1CIRCLE. ( Easy right !) Exit the requester by clicking on the close box. The last thing that you must do, is place the sphere on the first point of the path named CIRCLE. If you have followed the diagram, it is the point directly below the axis point. This action tells Silver that you want the movement to begin here, and end in this same relative position. Exit the editor to the Animator screen. Save the file. Here comes the last set of steps. TIME.... how long shall this st^Pi It is now time to apply the story command to the Sphere, or the object called Ball. Select the Sphere, using the mouse to do so. It should be blue. Under the Object menu select Story option. A requester will appear, it has several options, for the moment we will deal with only one option. It is the FOLLOW PATH option at the top of the requester. In this requester type in the name CIRCLE. You have now told Silver that you wish the BALL (or sphere) to follow the path called ]Qxquester comes up, clear the name AXIS from the requester, by using the delete or back arrow keys. [ SPECIAL note, sometimes the file requesters of the Amiga gets a bit confused. If this occurs use the Amiga X command. This will clear all of the unwanted characters in the text buffer.] In the requester, type in Circle This path or object is now called Circle. Exit this requester, by clicking on the upper left hand close box. Now using the same process name the sphere ... Ball \R0d don't like it, you can of course change the angle or position of the camera. There are no magic settings for this exersize, all we are interested in, is the fact that you can see the sphere as it moves. The first point that you added, is the beginning of the path. Before we travel any further into the story command, we must give this path a name. Enter the object mode by using the Amiga 2 command. Under the Special menu find and use the command called Rename. When the re[Sxf first added, will move when used with the story command. The only other aspect that we need worry about ,is the camera tracking. Move the camera out to -300 Y, 100 Z, and Zero X. Range the camera to be 150 units. Now, track the camera to the Axis not the sphere. You remember how to do this, select the axis making sure that it is blue, and then use the Amiga T command. Just to make sure that all is well, use the Amiga W command for wire frame view. Does it look okay. If youZTwing manner that is shown in the diagram below. We are going to add 10 points to this axis. Use the Amiga 5 command to enter Add Point mode. These points have no other purpose than to give the basic configuration of the path. and general shape ( The path could have been any shape that you want ) For this example, we are going to try and create a circle. It really makes no difference if the circle is exact. For this example, we simply want to show you how the sphere that weYUUmse button. We have done this, so that it is out of the way of the next object that we are going to add to the worksurface. For the moment, do not worry about the color or any other property of this object. For this example, these properties will not be used. Under the Add menu, select to add an axis. In the middle of your CRT will appear an axis. Select this axis by depressing the F1 key. It should now be blue. We must now add some points to this axis. Do so in the folloXV+nto DF1. In-fact, you should open this new file from DF1, this will cause the least amount of confusion. Having entered the first cell, add to the worksurface a custom sphere of 50 units major, 50 units minor, and 3 sides. Cose the custom box. A small sphere like object will appear on the worksurface. Select this object by depressing the F1 key, it will turn blue. Mark it by using the Amiga M command. Move your cursor to the right of this object, and depress the left MouWWim. SO LET'S MAKE A STORY. We are going to make a story where a sphere travels around a path that lives in the Z and X axis. To begin, open a new file with Silver called STORY. (unique idea don't you think). Enter the first cell. (if you are using a Floppy system make sure that you have enough room on one of the disks to save all of the information that we are going to make) It might be wise to have a fresh floppy in DF1. Make sure that you save this new file immediately oVX=mussed, was giving a name to an object. This name is now even more important. If you do not assign a name to a path or an object with a series of points you will not be able to move objects along this path. This feature will become even more clear as you attempt to make a story. The last comment on story before we do one is this, please follow the procedures that we outline, do not deviate from them. Story is very structured and must have the steps as outlined followed verbatUY{)V7imple answer would be as follows. The ability for objects, groups, and PATHS to follow other paths over a series of cells. As you already know from previous chapters, Silver now has the ability to create free-form objects. You could add an axis on the work surface, and assign to it several arbitrary points. These added points would constitute a path. The path starts with the first point placed, and ends with the last point placed. The other feature that we previously discTZ_ddress tweening and all that goes with this process. Story should be thought of as a more flexible version of Geometric Choreography or Geomography, (this is our word, we made it up to suit ourselves) One of the major drawbacks of any animation process, is the fact that you must create each cell in the animation. This process can become very tedious and trying. Hopefully, Story can make this process much easier for all of us. Having said all of this, just what is STORY? A sS[;ent many hours reviewing other software products that claim to do tweening. All of them fall short somewhere along the process. This is not to say that the other software that we have reviewed is bad, quite the contrary, much of what we have reviewed is rather interesting. Never-the- less, at this time, no company that we are aware of has this tweening problem addressed. We are diligently working on this process and hope that in the future we can give you an upgrade that will aR\Vr what ever was called for, in the movement orientation of the entire scene. There was, to say the least, much conversation between the Master Artist and the Journeyman as to how the movement should be staged and how the cells should be "TWEENED". The Amiga is a powerful computer, never-the-less is does not at this moment have a software product that understands true Tweening. Even the Story option in Turbo Silver is only a partial implementation to this process. We have spQ]scuss a few terms and clear the air about them. TWEENING.... This word is very much like other over-used terms. To tween an animation,is the process by which the computer, or the animator, figures out the next perfect move of an anthropomorphic object. In the early days of animation, there were the master animators who drew Key cells. From these Key cells, another journeyman artist would draw the cells that were between the Key cells. They would do the standard walk cycles, oP^}ave optimized this load, so that you will not be waiting very long to see the object or objects associated with that cell. THE MOST IMPORTANT FACTOR OF THE VIRTUAL DISK IS AS FOLLOWS. DON'T worry about, it is there, it works and saves you lots of memory. NUFF SAID. STORY BOARD Possibly one of the most unique features of Turbo Silver is the Story option. Before giving you a complete description of the Story option, it is appropriate to diO_&ul problem for our friends that have limited memory. ENTER THE VIRTUAL DISK SYSTEM. Here is how it works. When you enter a cell and create an object or series of objects they will be saved immediately to the disk, once you exit from the editor to the animation screen. In this way, you only have one cell in memory at any time, and thereby, getting a more efficient use of the computers memory. When you enter a cell, there will be a momentary load cycle from the disk. We hN`z.ar orientation to your eyes, it will vanish. VIRTUAL DISK FILE SYSTEM One of the problems with a product that uses points and faces, is that the objects that you build can become rather large. In some cases, a cell can contain a data file that exceeds 200 or 300 K. This would be a very large set of points and faces. The problem now, would be that you could not load these objects into your computer, and create an animation much larger than a few cells. This would be a reaMa process of doing this, will map the brush directly to the Stencil and will allow the pass through color to remain it's integrity. In a sense you can think of Stencil, as an internal, GEN-LOCK, Silver locks on the zero color of the Stencil and passes all information through the zero color option. If there is a drawback to Stencil, it would have to be the fact that the Stencil is only one pixel in depth. If you rotate a Stencil, you will find that as it moves to a perpendiculLbcaeflective colored glass stencils if you like. Now comes the tricky part. You can assign a brush directly to this Stencil. In other words, you apply a brush to the stencil and cause any picture to be applied directly to the stencil. The only factor that must be maintained is that the brush axis and the stencil axis must occupy the same space. Of course you must group the brush to the Stencil, by making the Brush axis the parent, and the Stencil the child of the Brush. TheKc¸7 Turbo Silver recognizes the Stencil. Place your camera and light source, so that you have a good view of the stencil, check it in wire frame. Leave the Editor and trace this cell. Trace time should be very short. Once the trace is done, choose the show option. Assuming that all has gone properly, you will see your name floating in free space. Stencils cast shadows, and can have all of the Turbo Silver Properties that are available to you in the editor menus. You can make rJdo2> has appeared. In order to see the stencil in proper proportion and easier view mode, rotate this axis in the X axis, world space, 90 degrees. With this axis selected (ie blue in color), pull down the stencil menu and select one of the unused Stencil markers. Under the Stencil menu, choose the load option for this selected Stencil, just as you would do for brush. When the requestor appears, select the Stencil that you have named "YOUR NAME". View the Stencil to make sure thatIeJ] is as follows. Enter you paint program, and create a ZERO color Background. Over this background draw, paint or otherwise MUNGE some pixels on top of the Zero color background. For this first test, write you name, in white, using a rather larger drawing tool. Save this picture as "YOUR NAME" make sure that it is saved in IFF format. The resolution mode makes no difference. Enter Turbo Silver, and make a new cell. Enter this cell and ADD Stencil. You will see that an axisHf`o Silver, is the Stencil Command. It resides in the editor next to the Brush Menu. Stencil, in many ways, is very similar to Brushes. The major difference from Brush to Stencil, is that a stencil can not be wrapped around anything, it is free standing. Stencils are one Pixel in depth, and can be any width or height.. Stencils are added by selecting ADD stencil under the ADD menu. In order to make a Stencil, you will need a paint program. The procedure for making a StencilGgOders like Roughness and Specuality. We are sure that this will speed up your work After you get use to it, it really is faster than the mouse. (OK for those who still have the torrid love affair with the mouse, you may be faster). A last note on the Numeric Keypad, if you hold down one of the keys, the slider will begin to move very rapidly, yeah verily it will boogie if thou aren't careful. So go easy on that heavy finder. STENCIL Among the numerous features of TurbFheale left, or lessen the number. The 8,5 and 2 keys will cause the slider to be set to the next lowest perfect setting. This is similar to what the tab key used to do. The 9,6, and 3 keys all increase the value of the sliders. Of course you can still use the mouse and grab the slider to perform these operations. These numeric functions also work on the Size, Position or any slider that has fractional value. On sliders that have fixed ranges the numeric key pad does nothing, sliEi Eyou will want them to be facited. Notice that the numeric keypad now functions in the folowing manner. While you are in a requester where there are sliders, you can control the values with the numeric keypad. The color, reflective and filter color handlers all work in the following manner. the top row of keys 7 thru 9 control the Red Slider, 4 thru 6 control the Green Slider and 1 thru 3 control the Blue slider. By depressing the 7, 4 or 1 keys the color slider will move to thDj)Xment with these attributes in order to acheive the results that you desire. The other change in attributes is the addition of, under the shading menu item, the option called Smooth or Facit. When you shade something smooth, this is very angular in makeup. Silver will make every attempt to smooth out the edges and make the object look roundish. However, if you tell the object to be Facited, the edges will be very precise and hard edged. When you make an alphabet, most likely CkZear and an apple next to it. You will get a much better reflection because the gold has something to reflect back to the eye. The other attribute that has much to do with reflection, is specularity. You know those little shinny hot spots that you see on real world objects. When you make something that is specular, the hot spot or area adds to the realism of the object. Specularity is the final touch to a flashy, reflective object. We can't stress enough, that you must experiBl&) it. (it really is dumb). The point of this, is that you have to create a world for reflection to be of any value. A gold sphere in a blue world make not look really gold. However, if you take a golden object and, shine only blue light at it, it will also not look very gold. The problem with the 3D world, is that Silver gives you a perfect and somewhat indefinate world. With this in mind, if you want a gold ball, place it on a table top, sitting next to a wine glass with a pAmAs important. If you want to make a gold shiny object, set the Red Gun to about 255, the green slider to 192 and the Blue slider to about 32. Make the object color black or RGB all set to zero (0). The problem with Refelction and Shinny is that the environment and the objects around the reflective object add to, and enhance the reflection. If you place a perfect reflective sphere in black space, it will not be able to be seen. Of course this is a really dumb idea, so don't do@nȄVwill all but dissapear. Consider that this is the way it would be in most cases in the real world. The problem is that there are no perfect mirrors in the real world. As you bring the sliders RGB values down, the mirror becomes less reflective and begins to mush the images that it sees. The chess board has a reflective index of R 128, G 128 and B 128. If you want to make Shiny objects, you need set only one gun or Slider value to about 240. The other sliders are somewhat lesH0crstvwyz{|~q manuals qH 7     directorpr*cps'x510terceptorptH\11Tpuu$h     tvΜ212n1pwΗS13n2xpx)}CBA@?>=<;:9876543210/.-,+*)('&%$#"! M,mpyD_HGFED H14lconpzEI~}|{zyxwvutsrqponmlkjihgfedcba`_^]\[ZYXWVUTSRQPONMLKJIOa15pup{+L$16pu.hintsp| jVF17ood}p}sCdevsp~ ly18otballp/Z^X_ 19rdspspqy M.A.A.D. (Most Advanced Amiga Developers) Proudly Presents: The Director Docs February 9, 1988 This text file was typed by Picasso and is the complete command overview section of the director docs. M.A.A.D. is in the process of bringing you more docs to LARGE programs in the near future. It is little known that Wayward (Semidisk) was the person to bring you the entgw ,20cketp+y3*)('&%$#"!      Q 21ngp9+5Wcba`_^]\[ZYXWVUTSRQPONMLKJIHGFEDCBA@?>=<;:9876543210/.-,+kj22gerRabbitpd͋fed 232pglamlkjihg .242carspnTl1tsrqpon 252Califp0uc~}|{zyxwvuZ]826l.of.powerp.'U 27stbreakp ӆ-menup ދ9"Xbouncep" Q scriptfilep_"pic 5 x-]\L   `+q`+^0xYqipXpC ,zh>z+'>P>W 7Y(<p\0_l0H]Wo@6^?4GC? PE@ 0^:TP@3P 0m Y0^t2Rs d1`LH5.-,+*)('&%$#"!      ` 1aligari.docpH-vutsrqponmlkjihgfedcba`_^]\[ZYXWVUTSRQPONMLKJIHGFEDCBA@?>=<;:9876543210/*~}|{zyxwH]ghijklmno2urbo_Silver_Docsp.`Y9:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefH8+J,      !"#$%&'()*+,-./012345678^ 3ronet.docpH+k(o]P~}loadpH}6789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}%4OFT.instructions(manual)p9      !"#$%&'()*+,-./012345CoA~5OFT.Panel.picpHcYrstuvwxyz{|}~6litep;'789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopq6 O123456 7lite.hintsp 0Е$R'()*+,-./0j 8il.2.2p&Z^"#$%& 9targl.2p!W) ! Runr۟Gsystem-configuration} |@\\\6666770??  U,EpsonX BEpsonXcpu?=startup-sequencelwload sŃ MANUAL ------ F/A-18 INTERCEPTOR ------------------ F1 to F10 ------ Throttle Control -- (10% Increasments) + -------------- Throttle Control -- (Incteases step by step) - -------------- Throttle Control -- (Reduces step by step) BACK SPACE ----- Brakes ESC ------------ Restart Mission R -------------- Range Select -- sZ(2,10 or 40 Miles) T -------------- Target Select P -------------- Pause [ -------------- Zoom Out ] -------------- Zoom In A -------------- Arrestor Hook F -------------- Flare -- (To draw missile away ) G -------------- Landing Gear H -------------- Toggle H.U.D. J -------------- EMC Jammer -- (To foul the enemy's radar) RETURN --------- Weapon Select C -------------- Chaff -- (Jam radar homing missiles) M -------------- Map sD0bT< -------------- Rudder Control L > -------------- Rudder Control R SPACE ---------- Fire Weapon Cursor Keys ---- Control Stick SHIFT E -------- Eject SHIFT ESC ------ Main Menu SHIFT F -------- Rescue Pod -- (You need it With Mission 4) VIEW CONTROLS ------------- KEYPAD -- INSIDE ------ 1 -- Strait down view 2 -- Backward view 4 sEP -- Turning Left 5 -- Lock Present Posision 6 -- Turning Right 7 -- Strait up view 8 -- Forward view ENTER then -- OUTSIDE 1 -- Left front 2 -- Backward 3 -- Right front 4 -- Left 5 -- Aircraft from above 7 -- Left Back 8 -- Front 9 -- Right Back . sz -- Beneath the plane view SHIFT ENTER -- Control Tower >> IT'S A LONG WAY TO PERFECTION, BUT WE TRY TO REACH THE END << ----- Eject SHIFT ESC ------ Main Menu SHIFT F -------- Rescue Pod -- (You need it With Mission 4) VIEW CONTROLS ------------- KEYPAD -- INSIDE ------ 1 -- Strait down view 2 -- Backward view 4 tz >>>>>>>>>>>>>>> JET !! <<<<<<<<<<<<<<< Well, I wasn't hearing about this lately at all, until I saw it on the shelf! Havent even played it much yet just for the sake of getting it posted for You. Ain't even gonna format this doc file in any way, just hope ya can read it OK. This is probably, like, man, like 98% of the manual for Jet, and was posted FIRST here on TARDIS, the BEST Amiga BBS on the Planet! ________________________________tV___________________________________________ INTRODUCTION Jet for the Amiga is the latest entry in SubLogic's line of aircraft simulations. This program is based on IBM Jet (released in 1985) , but it owes much to Amiga Flight Simulator II and to Radar Raiders, a never- released product. Like IBM Jet, it is a simulation of both the F-16 Fighting Falcon and the F-18 Hornet jet fighters. These jets have tremendous power and agility and are easy to fltGRXy. Enemy targets include Soviet MIG-21 and MIG-23 jet fighters and Kynda class missile cruisers. There are also numerous ground targets, some with the capability to return fire. Free flight, target strike and dogfight modes are available for both the F-16 (land based) and F-18 (sea based) jet fighters. The F-16 also supports a combined attack mode featuring both enemy MIGs and hostile ground targets. Like Amiga Flight Simulator II, this Jet program has a multiplayer option whit=.Ach allows you to fly with or dogfight against another player flying Jet on another computer. Amiga Jet is also scenery disk compatible. In order to get you flying quickly, the first section of this manual presents the Jet's instruments, controls, and flying techniques. Skim the front section of this manual to familiarize yourself with Jet and to begin flying and dogfighting. Once you are comfortable with the program, you can read the more detailed sections of the manual. ------t&l------------------------------------------------------------------- RUNNING JET Jet can be loaded with a cold boot, or from workbench by double clicking the icon, of from CLI by insering Jet in any drive, making that drive the default drive and typing "JET" and pressing [RETURN]. Note however, that the latter two means will not work unless you are "scum", ie, have at least one Meg or more of memory for your Amiga. A joysick may optionally tbe plugged in port two, if you desire. --------------------------------------------------------------------------- MENU SELECTIONS (modes of play): 0 -------demo. Computer-controlled F-16, combined attack scenario. 1 ------- F-16 dogfight. Outmaneuver, outshoot MIG-21's. 2 ------- F-16 target strike. Bomb ground targets, avoid SAMs. 3 ------- F-16 free flight. Enjoy scenery, practice, etc. 4 ------- F-16 combined attack. Outmaneaver MIG-21's, bomb ground targets. 5tz ------- F-18 dogfight.Outmaneuver, outshoot MIG-21's. 6 ------- F-18 target strike. Bomb sea targets, avoid SAMs. 7 ------- F-18 free flight. Enjoy scenery, raise a little hell. 8 ------- scenery disk load. For use with FSII scenery disks. 9 ------- multi-player dogfight! MENU II: Select Skill Levels (0-9) 0 ------ practice; no crash, no enemy fire. Boo! 1 ------ easy; hard to crash, weak enemies, little enemy fire. 9 ------ difficult; easy to crash, strong et;nemies, intense enemy fire. MENU III Select Armament 1 AIM-9 Missile > > Dogfight missile loadup. 1 to 6 of each missile. 2 AIM-7 Missile > 3 AGM-65 Missile > > Target strike bomb loadup. 4 MK-82 Bomb > 5 Exit Arming Menu ----- press when finished arming. ---------------------------------------------------------------------------- [ Keyboard controls going from top left to bottom right...] AM -t  JT1 JET KEYBOARD CONTROLS escape ---------exit to menus ----------> F1 -------------first 3D > F2 -------------second 3D > MENU F3 -------------map > CONTROLS F4 -------------radar > F5 -------------multi-player ----------> F6 -------------mouse/yoke select F7 ------------multiplayer text cursor toggle F8 ------------( nothing?) F9 ------------coarse zoom OUT (SHIFT F9 for RADAR zoot uXm control) F10 -----------coarse zoom IN (SHIFT F10 for RADAR zoom control) (squiggly key under escape key) --- medals display KEYBOARD 1 thru 0 -- "Select preset window config. Press shifted number to save window preset" - (minus sign) ---- fine zoom OUT + (plus sign) ----- fine zoom IN (backspace) -------- set 1X zoom TAB ----------------- sound on/off Q ------------------- place tower at jet location W ------------------- fullt m1 screen toggle E ------------------- view locked MIG R ------------------- view direction (315 degrees from nose) T ------------------- view direction (straight ahead) Y ------------------- view direction (45 degrees from nose) U ------------------- gear up/down I ------------------- attitude indicator on/off O ------------------- range circle on/off P ------------------- pause [ ------------------- (nothing) ] ------------------- (nothing) RETURN --------------t ?٥ select next weapon HELP ---------------- (nothing) A ------------------- missile's-eye view S ------------------- spot plane view D ------------------- track view F ------------------- view direction (270 degrees from nose, ie, left wing) G ------------------- view direction (straight down relative to jet) H ------------------- view direction (90 degrees from nose, ie, right wing) J ------------------- (nothing) K ------------------- faster scenery toggle L ----t <N--------------- launch from catapult (Shift-L) (F18 only?) ; ------------------- (nothing) ' ------------------- (nothing) Z ------------------- lock view behind jet X ------------------- cockpit view (according to whatever the last view was) C ------------------- control tower view V ------------------- view direction (225 degrees from nose) B ------------------- view direction ( straight behind jet) N ------------------- view direction ( 135 degrees from nose) M tnq------------------- toggle window titles , ------------------- (nothing) . ------------------- fire machine guns / ------------------- (nothing) >>>>> notes <<<<<<< [SHIFT-R] to Repair, Rearm and Refuel if at base [SHIFT-E] to eject [SHIFT-N] to abort ejection and fly immediately (thass what it sez...) KEYPAD CONTROLS: --------------------------------------------------------- 7 ------------------- (nothing) 8 ------------------- nose down 9 ---------------t[}>---- increase throttle (SHIFT-9 for full throttle) 4 ------------------- left roll (aileron) 5 ------------------- center ailerons and elevator (Note: SHIFT-5 to level bank; SHIFT-5 again to level pitch) 6 ------------------- right roll (aileron) 1 ------------------- (nothing) 2 ------------------- nose up 3 ------------------- decrease throttle (SHIFT-3 to cut throttle) 0 ------------------- air and ground brakes . --t----------------- fire machine guns ---------------------------------------------------------------------------- HEADS-UP DISPLAY ( crude representation of cockpit display:) warning lights jets left score, level --------------------------------------------- | |GRBCFME <- <- lvl:sc | | ADF and DME | | | | | t{~@ | GUAGES | | _____________ |------| | | attitude indicator | | Yoke position | | |------| | | range circle_____O______ | | | | | | | | ____________ | | | | | | altimeter | | tϡ | | | -----------------------------------| | | | | | | | -------------------------------------------- ^ ^ ^-----thrust ^---compass & clock ordnance| (K) fuel ^--throttle frame load Warning lights: G -------- gear down R -------- red out. If frame load drops below -3G's, you will "red out due to blood rushing to yt' our head. You will be unable to control the jet until frame load decreases. This flashes when you are about to red out. B -------- blackout. If frame load exceeds 9G's, you will black out due to insufficient blood flow to yer head. Like red out, you lose control, indicator flashes just before blackout. C -------- crash warning. If this indicator flashes as you come in for a landing, you will crash! Pull utn6(p, or level off to touch down safely, and be sure yer gear is down. F -------- Fuel low. Less than 5% fuel when flashing. Return to nearest base to refuel. M -------- Missile locked! Flashes when an ENEMY missile is locked on to YOUR jet. A beep increases in frequency as yer would-be downfall ie, enemy missile, approaches closer and closer..... E -------- enemy alert. Flashes when an enemy MIG is detected within t approximately 2 1/2 miles of yer jet. Jets Remaining: These icons indicate the number of jets you have remaining in combat scenarios. You earn another jet for every 10,000 points scored. Score and Level: You earn points for destroying enemy targets in combat scenarios. Refer to the combat descriptions to determine the point values awarded. Your current skill level is also shown here. Skill level is increased with each sortie completed. ADF and DME GUAGES: t/ ADF stands for Automatic Direction Finder. Your home base is always equipped with an ADF broadcaster to which your ADF guage is automatically tuned. When the needle is ponting straight up, you are flying directly toward the base. DME stands for Distance Measuring Equipment. This guage displays the distance to your base in tenths of a mile. YOKE POSITION: A red cursor indicates the position of your control yoke relative to center. If it is above center, the jet is nosingtŻ up. When below center, the jet is nosing down. A cursor positioned to the left or right of center indicates that the jet is banking left or right, respectively. ALTIMETER: This scrolling guage indicates your altitude in feet above ground level (AGL). CLOCK: The clock shows time of day. To change hours, minutes, or seconds, position the mouse cursor over the appropriate didits and click the left mouse button to increment to the desired time. Jet operates in both day andtr night visual flight modes. Day lasts from 6:00 AM to 8:00 PM. COMPASS: The compass displays the jet's magnetic heading (0 to 359) where 0 degrees indicates north, 90 degrees is east, 180 degrees is south, and 270 degrees is west. THROTTLE: The throttle guage shows the throttle setting as a percentage. This guage turns red when afterburners are engaged. THRUST: The thrust guage shows the amount of thrust currently being generated as a percentage of maximum possibleta8 thrust (without afterburners). Maximum thrust is increased when afterburners are on. FUEL: This shows the percentage of fuel remaining. FRAME LOAD: Frame load measures the force exerted on the aircraft perpendicular to the wing surface. This force is measured in Gs, where one G equals the force of gravity. If frame load is a negative value, the force is applied upward with respect to the wing. This instrument is important because of the human body's limited tolerance totLA high acceleration. If frame load exceeds 9 Gs, you will black out due to blood draining from your head. If frame load drops below -3 Gs, you will red out due to blood rushing to your head. Either condition causes you to temporarily lose control of the jet. ORDNANCE: This shows the currently selected weapon and the remaining quantity of that weapon. A red icon indicates an available weapon. A white icon indicates the weapon has recently been fired. AIRSPEED: The airspetӌ ed indicator displays airspeed in Mach number. RANGE CIRCLE: The range circle is an optional part of the Heads Up Display (HUD). It is toggled on and off by pressing the [O] key. The range circle is used as an aid to determine distance to enemy targets. A white range circle indicates enemy targets are present but not nearby. An increasing percentage of the circle turns red as enemy targets come within range and approach your aircraft. The range circle is replaced by a blactlk cross when no enemies are present. ATTITUDE INDICATOR: The attitude indicator is an optional part of the HUD. It is toggled on and off by pressing the [I] key. The attitude indicator shows the orientation of your aircraft with respect to the ground. A scale of lines in 20 degree increments both above and below the horizon indicate the pitch of the aircraft. Blue lines are displayed above the horizon, red lines below. A split white line indicates the horizon line itself, t3while single points at the top and bottom of the scale indicate a 90 degree pitch attitude. The aircraft's bank angle is displayed by rotation of the pitch scale. The attitude indicator is very useful when the horizon is not visible outside the window. ----------------------------------------------------------------------------- 3D WINDOWS The center screen area is usually occupied by the three-dimensional out-the-window display. This area is usedt]bl for all 3D windows and the optional map display. Up to two 3D windows plus the map display may be located in this area. A 3D window is selected or brought up by pressing a function key. Press [F1] to select the main 3D window, [F2] for the second 3D window, and [F3] for the map display. The currently selected 3D window is highlighted by a blue border. Unselected windows have white borders. Zoom and view controls apply to the selected window ONLY. If you want to change zoom or vt,"iew mode on another window, you must first select the desired window by pressing the appropriate function key. You can zoom in and out on any 3D window view. Select the window you'd like to adjust and press either the [+] or [F10] to zoom in, and [-] or [F9] to zoom out. The [+] and [-] keys adjust zoom in very fine increments, while [F10] and [F9] adjust zoom very coarsely. Press the [Backspace] key to automatically reset the zoom factor to 1X. All three-dimensional windowst ! can be moved and sized with the mouse. To move a window, click and hold on the title bar area at the top of the window with the left mouse button, and drag the window to the desired position. To change the size of a window, click and hold on the "invisible"size box at the lower right corner of the window and move the cursor to the desired position. To close a window, click on the "invisible" close box at the upper left corner of the window. You may also close a window by quickly pt!ʟk?ressing the corresponding function key twice. You may go to a full screen three-dimensional dispaly by pressing the [W] key. This removes all instrumentation and allows the whole screen to be used for 3D displays. Press [W] again to return to the standard display. ---------------------------------------------------------------------------- MAP DISPLAY Pressing the [F3] key displays a map of the area over which you are flying. This window can bet"qt sized or moved like the other windows. Press [F3] twice in rapid succession (or click on the "invisible" close box) to turn off the map display. You can zoom in and out in the map display to view more detail or a greater area. Make sure that the map display is the selected window (ie, it has the blue border), and press [F10] to zoom in and [F9] to zoom out. Use the [+] and [-] keys to zoom in very ine increments. Press [Backspace] to reset the zoom factor to 1X. --------------t#@--------------------------------------------------------------- RADAR DISPLAY Press the [F4] key to turn on the radar display. Its size is fixed, unlike the true 3D windows, but you can adjust the zoom factor by pressing [SHIFT-F9] to zoom out and [SHIFT-F10] to zoom in. The radius of the radar sweep is shown at the bottom of the radar display. Press [F4] twice or click on the "invisible" close box to turn off the radar display. Colored dots havt$i\e the following meanings on the radar display: white dot = enemy MIG green dot = unlocked enemy missile red dot = locked enemy missile blue dot = friendly missile -------------------------------------------------------------------------- PRESET WINDOW CONFIGURATIONS Because of the many view modes and windows available in Jet, you may want to frequently change window configurations. Ten default window configurationst%xƃ4 are available, all of which are user-definable. Press a number key between 0 and 9 (on keyboard, not keypad) to select from among the ten preset configurations. If you set up a different configuration and would like to save it, press [SHIFT] and a number key to save it. You may then recall it by pressing that number key. All windows (3D, map, radar display) and their associated zoom factors, view directions, and view modes, are saved as part of a window configuration. ----t&ώj----------------------------------------------------------------------- VIEW CONTROLS Jet allows a wide range of viewing options. You can look from the cockpit in nine directions, or view the jet from a number of different external views. Enemy aircraft lock, full screen, or missile's-eye views are also available. Title bars identifying each current window can be toggled on and off by pressing the [M] key. Remember that view controls apply to the set'_lected window only. Cockpit View - [X] In cockpit mode, the display is from the viewpoint of the pilot. You can look in nine different directions by using the view direction control keys (all keys surrounding and inclucing the [G] key, like FSII). To return to cockpit view from any other view, press the [X] key or any other view direction key. External and Miscellaneous Views: - Spot Mode - [S] In spot mode, your jet is viewed by a spot plane flying in formation off yout(rPr right wing. This aircraft tracks you through all aerobatic maneuvers and keeps the view locked on your cockpit. - Control Tower Mode - [C] In control tower mode, your jet is viewed from a control tower on the ground. The view remains locked on your cockpit. - Track Mode - [D] Track mode is just like control tower mode except that the control tower follows you if you fly far away. - Place Tower at Jet - [Q] Selecting this view option sets the control tower's lt)Φiocation at the current jet position. This is useful if you want to view your jet from the control tower vantage point, but are very high up or very far away. Press the [C] key to return the tower to its original position. - Lock View Behind Jet - [Z] This is similar to spot mode, but the view is from a spot plane located directly behind your jet. - View Locked MIG - [E] This mode locks your view onto an enemy MIG after you have successfully locked onto it (its trackt*Ӵing box appears black). Even if the lock is later broken, the view remains on the MIG. - Missile's-Eye View - [A] This mode shos the view from the vantage point of the most recently fired missile. If more than one active missile is in flight, you may press the [A] key to switch between active missile viewpoints. - Full Screen View - [W] This eliminates all instruments, allowing the whole screen to be used for 3D views. This is particularly useful when viewing scenery at+ԜHnd performing aerobatics, but it can be dangerous to engage in a dogfight without the benefit of instruments. Press [W] again to return to the standard view. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FLYING JET "Fly by wire" refers to a system of aircraft control in which the pilot sends steering commands to t,0a computer which in turn generates actual elevator and aileron movement. All the pilot has to do is point the aircraft in the desired direction and the computer will keep it flying that way. Because the F-16 can generate more pounds of thrust than it weighs, it can actually accelerate vertically, and is thus considered ballistic. This allows any angle of controlled flight. CONTROLS The Jet has five controls for flight operations. All of these aret-04 controllable from the keyboard. Some are controllable using the mouse or joystick. Press the [F6] key to put the mouse in control yoke mode, and [F6] again to return to cursor mode. Plug a joystick into port two to enable joystick control. The THROTTLE controls engine thrust. Press the keypad [3] and [9] keys to decreade or increase thrust respectively. To cutoff thrust, hold down the [SHIFT] key and press the keypad [3] key. To go to full thrust, hold down the [SHIFT] kt. 0rey and press the keypad [9] key. To activate afterburners, press the keypad [9] key one more time when the throttle guage reads 100%. Press the keypad [3] key once to deactivate afterburners. (If the mouse is selected as the control, by toggling [F6], it works similar to the mouse in FSII: hold down left button and roll mouse up to increase thrust, down to decrease, left to bank left, etc. The joystick does not affect thrust at all.) The ELEVATOR controls the aircraft's pt/j^itch attitude. Press the keypad [2] key to pitch the aircraft up, and the keypad [8] key to pitch down. (mouse and joystick, push up or pull down.) AILERONS control the jet's bank angle. Press the keypad [4] to bank the aircraft left or turn counterclockwise. To bank right, or turn clockwise, press keypad [6]. When using the keypad for elevator/aileron control, note that the more times you press a control key, the faster the aircraft rotates. Press keypad [5] to stop rotatt0ion about both axes. Hold down the [SHIFT] key and press keypad [5] to gradually decrease bank and level off the jet. Press [SHIFT-5] again to gradually level off pitch as well. Pressing any other elevator or aileron control key halts this automatic return to straight and level flight. (Mouse and joystick left for left, right for right...). LANDING GEAR must be down for all ground maneuvering. Press the [U] key to raise or lower the landing gear. When flying, the gear should be t1up to reduce the drag on your aircraft and allow for greater airspeed. If you attempt to land with your gear up, you will crash. The AIRBRAKE is used for landings and for quick midair deceleration. Press keypad [0] to activate the airbrake. Hold it down to continue braking action. The airbrake will turn off automatically. --------------------------------------------------------------------------- EJECTION In extreme emergencies (fuck-ups), itt2:hs may become necessary to to bail out of the aircraft. Press [SHIFT-E] to eject from the jet. If you are about to crash, you will be automatically ejected immediately upon impact. (Hmmm...) -- use control tower view or spot mode to watch yourself drift into the enemy's re-education camps. -- press [SHIFT-N] to end this sad scene and return to base immediately. ----------------------------------------------------------------------------- t3 SAMPLE FLIGHT To begin a sample flight, load jet and make the following menu selections: select scenario --------- [4] for F-16 Combined Attack skill level --------- [0] for Practice Mode Press [5] to exit the arming menu. You will now see the flight mode display, including the out-the-window view and HUD instruments. Note that you may press [P] at any time to pause the simulation, and press [P] again to resume. 1. Press [It4ZG] to turn on the attitude indicator. This superimposes pitch- markings over the out-the-window display. 2. Look around by pressing the view direction keys (keys [R] [F] [V] [B] [N] [H] [Y] and [T] to return to forward view). 3. View your plane from the control tower by pressing [C]. Press [F10] several times to zoom in, then [F9] to zoom back out. Press [Backspace] to return to 1X zoom factor. 4. Press [S] to view your plane from a spotter plane off your right wing. Press [X] t5Rto return to cockpit view. 5. Look at the various preset window configurations by pressing keyboard keys [2] through [0]. Press [1] to return to the original configuration. 6. Press [SHIFT-9] (on the keypad) to give full throttle. Press [9] again to activate afterburners. 7. After about ten seconds, press keypad [2] several times to start pitching up (or use mouse or joystick...). Press keypad [5] to stop pitching at about ten dgrees positive pitch. 8. Press [S] to go to spott6}U} mode, then press [U] to raise your gear. Note that the gear goes up and you gain more airspeed. Press [I] to turn off the attitude indicator. 9. Press keypad [4] to begin a left bank. After one or two seconds, press keypad [5] to stop increasing bank angle. Watch your jet turn and note the scenery in the background. Press [X] to return to cockpit view. 10. When the brown mountain range comes into view (heading about 40 degrees), press [SHIFT-keypad 5] to come out of your bank.t7"bH Press [SHIFT-keypad 5] again to level off pitch. 11. Bring the mouse cursor down to the green clock digits. Point and click on the "hours" digits with the left mouse button until they read "20" (8:00PM). It is now night. Bank again to view the moon and stars and constellations. 12. Come out of your bank and head along the river through the mountains to the ocean. It may be helpful to zoom out once (press [F9]) for a wider field of view. 13. Press the [Spacebar] to to fire yot8&yur current weapon and [RETURN] to select the next one. Bombs drop quickly out of sight, while missiles streak out to the horizon. If you see any enemy MIGs, you MIGHT want to fire several missiles at them. 14. As you near the mountains, you might try to fly between them. Don't worry about crashing if you are on skill level Zero. 15. Note the ADF and DME guages at the top right of the screen. The DME digits display the distance to your home base. The ADF needle points in the diret9Թction of home base. Turn until the ADF needle is pointing straight up. This indicates that you are headed directly for home base. Try to fly back there. 16. Click on the "hours" digits again with the mouse until they read "06" (6:00 AM). It is now day. 17. Your home base should soon come into view. TRY to align yourself with a runway and come on in for a landing. 18. Press and hold on the keypad [3] key until the throttle decreases to about 30%. Press [U] to lower your gear. Ut:Băse keypad [4] and [6] keys to align with the runway, and keypad [8] key to pitch down as you come in for what's supposed to be a landing. If you need to lose speed rapidly, press keypad [0] to activate your airbrakes. 19. Once you have landed, press [SHIFT-keypad 3] to cut your throttle, then press and hold keypad [0] until you stop moving. This completes your flight. ----------------------------------------------------------------------------- TAKEOFF ANDt;zo LANDING ON THE CARRIER When you select the F-18, you start out on the deck of a Nimitz-class aircraft carrier. Superimposed over a forward view of the launch catapult is the message: "Press SHIFT-L to launch from catapult" First increase throttle to full thrust with afterburners on. Then press [SHIFT-L] to launch; the jet will be released and will accelerate rapidly down the deck. Pull back on the elevator as airspeed increases. When the F-18 clears the t<Wbow of the carrier the nose will come up and you will start gaining altitude. In order to rearm or refuel the F-18, you must land back on the carrier. To do this, you should try to position yourself about 3 miles west and slightly south of the carrier on a heading of 80 degrees. As you approach the carrier, the landing strip should become visible to the left of the superstructure, angled slightly north with respect to the ship's hull. Lower your landing gear and engage the airbt=rakes to reduce airspeed. Keep the jet parallel to the landing strip by banking left or right, and aim your nose for the stern of the carrier by pitching up or down. Reduce throttle to about 20% to cut airspeed even more. Use your airbrakes if you need to decrease speed very rapidly. If you begin losing altitude too soon, increase the throttle. If your approach speed is too fast, decrease throttle. When the red and white dashed centerline of the landing strip becomes visible, aimt>M for the grey tripwire to the left of the superstructure. As you pass over the stern of the ship, begin to flare by slowly raising the jet's nose, and try to touch down just short of the tripwire. If you catch the tripwire, the jet will stop abruptly andyou will be returned to the launch catapult. In combat modes, you may then press [SHIFT-R] to return to the armament menu. ---------------------------------------------------------------------------- Wt?;DEAPON SYSTEMS In either combat mode, once you've selected a skill level, the arming menu then appears as: Select Armament: (1) AIM-9 Missile 4 X 160 lbs. (2) AIM-7 Missile 4 X 500 lbs. (3) AGM-65 Missile 4 X 460 lbs. (4) MK-82 Bomb 4 X 500 lbs. For the F-16 the following weight data appears below the menu: F-16 Empty : 140t@00 lbs Internal Fuel : 3700 lbs. Armament Weight : 6480 lbs. Total Weight : 24180 lbs. Corresponding figures are displayed for the F-18 when that jet is selected. Choose your weapons by pressing the appropriate number key. Each time you make a selection, the number to the right of that weapon is incremented by one and your total weight is increased accordingly. If you select more than five of one tAHweapon, that weapon's counter resets to zero. Press [5] to exit the arming menu once you've finished selecting your weapons. Note that the combined weight of the selected weapons affects the performance and flight characteristics of your jet. As you burn fuel and fire weapons, your weight decreases and the jet becomes more maneuverable. When flying the F-16, you can return to the arming menu at any time by landing at your home base and pressing [SHIFT-R]. In the F-18 you must ctB?+6atch the tripwire on the carrier's landing deck before you can rearm by pressing [SHIFT-R]. After rearming the F-18, you will be replaced on the launch catapult. Dogfight Armament: AIM-9 SideWinder ------- short range- 5 miles. heat seeking, light. accurate good for close combat AIM-7 Sparrow ---------- medium range - 25 miles. radar homing tCN disadvantage: high weight M-61 Machine Guns ------ 500 rounds loaded when arming menu entered. can be used against MIGs 20MM cannon Target Strike Armament: AGM-65 Maverick -------- Air-ground operation medium range - 14 miles optically guided; accurate small warhead, small hit radius MK-82 Smart Bomb ------- bomb. No propulsiotD. ?n tracks a point on the ground limited accuracy large warhead, large hit radius Range Circle (middle of the screen): the %age of red in this circle indicates range; if all white, out of range. Use this sight for cannon and missile launch. If there's no circle, but a black cross instead, ther're no more enemies, return to base. ---------------------------------------------------------tEb'6----------------- DOGFIGHT Object and Rules Dogfight is a 3 dimensional combat scenario that pits you against Soviet MIG-21's and MIG-23 fighter aircraft. They are equipped with Atoll air to air missiles, while you can select from a variable arsenal of AIM-9 SideWinders and/or AIM-7 Sparrow missiles, along with your 20MM Vulcan cannon. Your mission is to engage and shoot down all enemy aircraft at the skill level you setF*lected, then return to home base for refueling and rearming as required. If your mission has been a success, a new wave of enemy aircraft will then appear at the next higher level. As your skill level increases, you will face more difficult enemy MIGs on each sortie. You earn 1000 points for each MIG-21 and 1500 points for each MIG-23 you shoot down. These two different types of aircraft can be distinguished by shape and color. The MIG-23 is bulkier, with swept-back wings, and atG8 brown fuselage. The MIG-21 has a gray fuselage. If you shoot down an enemy aircraft before returning to base, you earn a 3000 point bonus. You get another jet for every 10,000 points scored. A warning beeper sounds and the missile warning indicator light flashes if an enemy missile comes within the danger threshold of your aircraft. If your jet is fatally damaged by an Atoll missile, the screen will flash red and orange, and your jet will spin out of control. You have sedonds totH6L eject begore your jet explodes and the game is over. If you eject in time, you will float safely back to earth, and given a new jet. Note that an enemy missile hit is not necessarily fatal, particularly at lower skill levels. You may be able to sustain several hits before you have to eject. You will know that a hit is fatal when the screen flashes orange and red. Once all of your earned jets have been shot down, you are grounded, and the game is over. tI4 Enemy Aircraft Enemy aircraft will come at you from the south at the start of each mission. You may encounter either MIG-21s or MIG-23s depending on your skill level. The MIG-21 is less maneuverable than your jet, but can fly at about the same speed. The MIG-23 is faster than your jet and is quite maneuberable. The skill level you choose determines the type and number of aircraft you must shoot down. The more advanced the skill level, the more MIG-23s you will face. DurintJ(_lg a dogfight, the MIGs will track you and firee their Atoll air to air missiles. Missiles also track your jet, and will detonate their warheads if they come WITHIN THE HIT RADIUS of your aircraft. MIGs will take evasive action if they detect that they have been locked onto by your weapon systems. You must select the appropriate weapon system (AIM-7, AIM-9 missiles or M-61 cannon) to target and shoot down an enemy aircraft. Press [RETURN] to select an appropriate weapon system. tK[0A MIG will be highlighted by a white tracking box when it comes within range of your weapon system. You must position the range circle over the targeting box to lock onto the MIG. When your weapon system locks onto the MIG, the tracking box will turn black. Press the SpaceBar to fire the selected weapon. The traacking box will turn red to indicate that the MIG is now being tracked by a missile. When your weapon system has locked onto a MIG, your missiles are able to track it and tLJthe probability of destroying it is greatly increased. If you fire a missile at an unlocked MIG, it is unlikely (but possible) that it will be destroyed. After shooting down all opponents, or if you run out of weapons, you will have to return to home base. Any remaining MIGs will chase you until you enter the safe zone surrounding your base. Once you have landed, press [SHIFT-R] to refuel, rearm and repair your aircraft. Dogfight Strategies TtMy{.he primary combat strategy of enemy MIG pilots is to get behind you. If you can anticipate the direction of their flight, you will be better able to lock onto and destroy them. It may be useful to zoom in to determine aircraft type when MIGs are far away, and to zoom out as far as possible to get a wider field of view when they are nearby. You can also use the missile's eye view to gather information on approaching aircraft. As your missile approaches the target, you should be abtNֆle to determine if it is a MIG-21 or MIG-23. Remember that MIG-23s are faster and more maneuverable. You may find it useful to preconfigure the display windows before going into battle. You can set up a front and back view to see as much area as possible, or perhaps a control tower view to get an overall picture of the battle. You can turn off all non-essential scenery during combat to increase animation time and improve response to your control inputs. Press [K] to toggletOn non-essential scenery details off and on. Although missiles are very effective for destroying MIGs at a distance, your gun is more effective in close combat. Since bullets cannot track a target, you will have to lead the target a bit. You can fire your gun at any time, regardless of which weapon is selected, by pressing the [.] key. Always be prepared to evade an enemy missile. If you hear the missile warning beeper, bring up the radar display (press F4) to see how neatPM)wr it is. The best way to evade a missile is by changing direction, causing it to burn fuel, or by flying straight up if you have enough velocity. Be careful of missiles launched from a faraway MIG. You don't want to get destroyed before the battle begins! If you suffer a fatal missile hit (flashing orange and red screen), eject immediately. Your jet has already been lost, and the game will be over if you don't eject in time. ---------------------------------------------------tQ64----------------------- -------------------------------------------------------------------------- TARGET STRIKE Object and Rules In the target strike game, your mission is to seek and destroy all enemy ground targets. In F-16 flight mode, targets are randomly chosen from a set of fuel depots, factories, and missile silos. In F-18 mode, the targets are Kynda-class Soviet missile cruisers randomly placed in the water south otR@Mf your carrier. Each target will be designated by a white tracking box. All targets are protected by Surface-toAir Missile (SAM) launchers. Once a SAM site has been identified, it will be shown on the HUD by angled brackets ( < > ). Your ordnance can include both AGM-65 air-to-ground missiles and MK-82 smart bombs. Press the [RETURN] key to cycle through your available weapons and select the one you'd like to use. Turning on the range circle automatically activates the ground tS Etargeting computer. As you fly, the range circle indicates the distance from your jet to the point on the ground that intersects your current flight path. If the distance is greater than the range of your selected weapon, the range circle shows all white. When you come within range of a target, (range circle turns partially red), you should maneuver your aircraft until the tracking box of the desired target is in the center of the range circle, and then press the [Spacebar] to reltT(Vease your weapon. The weapon willl track that point to the ground. If the target is within the hit radius of the weapon, it will be destroyed. You earn 1,000 points for each target you destroy. A bonus of 3,000 points is awarded if you destroy all enemy targets before returning to base, and another jet is awarded for every 10,000 points scored. Upon successfully completing a sortie, the skill level is automatically increased. Enemy SAM sites launch missiles more often as skitUzsll level increases. SURFACE-to-AIR-MISSILES Enemy SAM launchers are only capable of detecting your presence within the conical airspace directly above them. If you pass within this airspace, they will track your jet and launch their missiles. Because of this you should fly as low as possible when nearing your target. A warning beeper will sound if an enemy missile comes within the danger threshold of your aircraft. Your jet will sustain damage if yotVM]u are hit with a SAM. The hit may or may not be fatal, depending on your chosen skill level. If the hit is fatal, the screen will flash red and orange and the jet will spin out of control. You have seconds to eject before the aircraft explodes and the game is over. If you eject in time you will float safely back to earth, where you will be recovered (how nice!) and given a new jet to continue the mission. Once all your earned jets have been shot down, you are grounded and the game tW(is over, Bud. TARGET STRIKE STRATEGIES If you are having diffculty locating targets, zoom all the way out to get a wider view. Zoom in a bit to improve your firing accuracy as you approach the target. When firing air-to-ground weapons, it is important to remember that aiming errors are magnified at shallow pitch angles. Approaching the target from steeper angles will allow you to deviate slightly from the target and still impact the ground near it, tXzbut this will also place you in greater danger of being detected by enemy SAM launchers. When you hear the missile warning beeper, a missile is probably very near to hitting you. You should turn sharply, or fly upward if you have enough velocity. If a missile hits you and the screen border flashes red and orange, eject immediately. Thass part of yer strategy. ---------------------------------------------------------------------------- --------------------------------------------tY -------------------------------- COMBINED ATTACK Object and Rules The combined attack simulation features both ground and airborne threats. Since I ain't gonna try to draw the primitive maps in the book, try looking at yer map view for this part: You begin at the base to the south. It is generally best to fly a counter-clock-wise circle, and begin by flying toward the mountains to your northeast where an enemy base and numertZ*ous SAM sites are located. By the time you reach the base, you will probably encounter airborne resistance from MIGs flying in from other enemy airbases. Destroy these as necessary, but remember that more will follow. There are many targets along the sea and river, as well as enemy SAM sites. When all primary ground targets are destroyed, you will be notified, so that you can return to base for rearming and refueling. The skill level will then automatically increase, ground targett[fs will be replaced, and you can fly the next round. Combined Attack Strategies Your objective is to destroy all primary ground targets. This allows you to advance to the next wave. Your jet cannot carry enough bombs to destroy all ground targets without rearming, but if you destroy all PRIMARY targets you will earn a sortie bonus. You may rearm and refuel at either your home base or the civilian airport to the north of the river. You will encounter fewer Mt\V$IGs at lower skill levels; if you can eliminate all of them you will be able to destroy the ground targets without resistance (until more MIGs return!). More powerful MIGs are encountered as skill level increases, so you will hafta evade their fire in order to destroy the ground targets. It may also be necessary to destroy the enemy SAM sites in order to safely reach some of your targets. Remember that enemy SAM sites are indicated on the HUD by angled brackets ( < > ). -----------t]9r------------------------------------------------------------------ ----------------------------------------------------------------------------- MULTIPLAYER The multiplayer option enables two players using separate machines to fly and dogfight together. Communications between the machines is thru the Amiga's serial port. Establishing Modem Communications Making a connection between modems is don entirely within the Jet prograt^Vklm. Select "Multiplayer Dogfight" from the main menu to go to the multiplayer menu. Select baud rate by clicking on the appropriate box on the right side of the menu. You will probably want to use a 300, 1200, or 2400 baud rate, depending on what YOUR modem can HANDLE! Now, one of you must make the phone call, and the other must answer. If you are both using Hayes-compatible modems, use the following procedure: the person answering need only click on the "Wait for ring" box and t_hwait for the phone call to come through. The person making the call may click on the "Dial" box and then enter the phone number in the message box which will come up. (Note that there is a ">" symbol to the left of the message line. This signifies that characters will be sent to the modem, rather than the other player. More on that later.) Press [RETURN] to make the phone call. If all goes well, the number will be dialed, and, when a modem connection has been established, thet` *]E3 message "CONNECT" will be displayed on the bottom line of the message box. This indicates that the computers are ready to communicate. Appropriate information, such as coordinates, is now being sent between machines. You can send a command to the modem any time by bringing up the message box and entering ">" as the first character. This instructs Jet to send the line to the modem rather than the other player. DOGFIGHTING Once you have establista Shed commucnications, you are ready to begin multi- player dogfight. Your jet will be fully-armed, with AIM-7 and AIM-9 missiles. Both you and your opponent's jet will be randomly placed within a fixed area in the multiplayer database. There are a few functional differences in multiplayer dogfight mode. Your ADF guage is automatically tuned to point at the other player's aircraft, and the DME digits display his distance. The View Locked MIG view mode will always track the othertb player's plane, even if it is not locked. The number of hits you can sustain is dependent on your skill level. You may fly at a different skill level than your opponent, if you like to cheat. You may refuel, rearm and repair at the base at any time by landing and pressing [SHIFT-R], but you will be particularly vulnerable to your opponent when coming in for a landing. Both jets are automatically refueled, rearmed, and repaired when one is shot down. You receive 100 points etc xC5 ach time you hit the other player, and 1000 points for destroying his aircraft. The game ends when one player loses all his jets. Sending and Receiving Messages You may send messages to each other by clicking on the "messages/talk to modem" box on the multiplayer menu. (If the multiplayer menu is not active, press [F5] to bring it up.) A message box appears which will accept text to be sent to the other player. When you bring up the message box, alltd ' characters typed will be directed THERE, and will NOT have any effect on your flight. You can switch from entering messages to controlling your jet by pressing the [F7] key. This causes all keys to have their normal effect. It also makes the message box cursor disappear to indicate that keys are functioning normally. Press the [F7] key again to return to message mode. The cursor will reappear, and keypresses will be directed to the message box. Press [RETURN] to send your mesteєl'sage. The message will be sent to the other player and the top line of the message box will be cleared. You may enter another message if you like, or you may close the box to exit the message mode. If you are sending a very long message, it will be sent in pieces as you overrun the message box. The message box can accomodate 49 characters, so after you type your 50th character, the first 49 characters will be sent and your message line will be cleared, so you can continue enteringtf'p text. Messages received from the other player will be displayed on the bottom line of the message box. If you receive a message from the other player while your message box is not active, it will be brought up automatically for you. If you want to respond to the message, you can do so in the normal way, or you can colse the box after reading the message. ----------------------------------------------------------------------------- ----------------------------------------------tgoA------------------------------ MEDALS In all combat scenarios, you are awarded medals for specific achievements. You are awarded a Silver Star for each enemy MIG you shoot down, and an Air Medal for each sortie you successfully complete. Each time your jet gets shot down, but you manage to return safely, you are awarded the Purple Heart for injuries suffered after ejecting into enemy territory. Other medals may be awarded for other achievements; yothu will learn about these as you earn them. Press the [~] key to see the medals display. Pressing any key exits the medals display. No medals are awarded at skill level zero. ----------------------------------------------------------------------------- LOADING SCENERY DISKS To load a FSII scenery disk, select game mode [8] from the main menu. A display will prompt you for both the north and east coordinates. Insert the scenery disk into any drive.ti  Then check that disk's maps and documentation to determine the coordinates of the place you'd like to start from. Enter the north coordinate and press [RETURN], then enter the east coordinate and press [RETURN] again. The scenery disk will load into memory and you may continue with normal menu selections. The FSII disk itself may also be used as a scenery disk in this way. ----------------------------------------------------------------------------- ================================tjkX============================================= (Ed. comments:) >whew< The only things I haven't typed in now, are some maps and pictures, the pictures only illustrate the things covered here, and the maps I think you can use your own on Jet to look at. Also I didnt type in all of the multiplayer stuff, ie, hooking up two machines directly with a null cable, and instructions for those unfortunate few who don't have Hayes-compatible modems. Refer to the FSII instructions, if ya ctkan, I think the procedures are the same. Then, there's the "History of Fighter Jets" which appears on the last 3 1/2 pages. Subscribe to Time-Life. Nor was this documentation formatted in any way. I just used TxEd, for some strange reason, and didnt bother with page numbers or the table of contents. Everything else, as far as I know, has been covered. I went sequentially right along with the manual and typed verbatim as much as possible. .....the only thing that seetl%vpms peculiar is I havent found ANY defensive countermeasure equipment, such as flares or sunburst or electronic jamming. DAMN! Whut the Fuck?? Oh, well.... ....now, WHERE IS GUNSHIP??! Enjoy, >VitaMax< ============================================================================= NERY DISKS To load a FSII scenery disk, select game mode [8] from the main menu. A display will prompt you for both the north and east coordinates. Insert the scenery disk into any drive.v Quick Key Commands for Gunship Category Action Control -------------------------------------------------------- Cyclic Pitch down KP8 KP=KeyPad Pitch up KP2 Roll left KP4 Roll right KP6 Pitch down/left KP1 Pitch down/right KP3 vOSL 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 View right -> Anti-torque rotor Rotate left vb > , (tail) Stop rotation . Rotate right / ol -------------------------------------------------------- Cyclic Pitch down KP8 KP=KeyPad Pitch up KP2 Roll left KP4 Roll right KP6 Pitch down/left KP1 Pitch down/right KP3 wv Starboard on/off 2 Rotor on/off 3 Weapons Sidewinder 4 FFAR 5 Hellfire 6 30mm Cannon 7 Fire Fire Weapon RETURN/KP5 Jettison Jettison Weapon Ctrl + Weapon Countermeasures Radar Jammer 8 Chaff Decoy w-" 9 IR JAmmer 0 Flare Decoy - View Displays Map M Damage D Stores S CRT Change CRT Space Bar TADS New TADS target Enter/Backspace Time Accelerated Time = Exit Flight Exit to defaults ESC Pause Pause Gaw?me Tab Sound On/Off V Rotor on/off 3 Weapons Sidewinder 4 FFAR 5 Hellfire 6 30mm Cannon 7 Fire Fire Weapon RETURN/KP5 Jettison Jettison Weapon Ctrl + Weapon Countermeasures Radar Jammer 8 Chaff Decoy xu 1& 0P$].<"|xN>"1dos.library!(exec.library!,graphics.library!Dintuition.library!@\,& 0 1988 Fridtjof Siebert, Nobileweg 67, D-7000-Stuttgart-40 ESC, Q, X: x݆{ Quit. HELP, H: Show Commands. L: Jump to last (loaded) Page. F: Jump to first Page. Alt & Up/Down: Scroll one Page up or down. Shift & Up/Down: Scroll one Line up or down. Up/Down: Scroll quick one Line up or down. BackSpace, RMB: Start / Stop Scrolling backwards. Space, LMB: Start / Stop Scrolling. Quit at end of File. Available Commands: x6 ==================== MuchMore v 1.2??? % (?????? of ?????? Bytes) ?????? Lines File: It's illegal to make any profit of this without my permission ! you leave my name in. This is free to be spread on PD or Shareware Disks, as long as Thanx to Bill Kelly for his WarpText-routines! 1988 Fridtjof Siebert, Nobileweg 67, D-7000-Stuttgart-40 This should work on NTSC as well as on PAx[3CL Amigas. Texts whose Default Tool is MuchMore just need to be doubleclicked doubleclicking MuchMore. 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KEYS: (KP = KeyPad) VIEWS: yF <8> - Control Tower <9> - Track View - <2> - Rotate - Zoom - Satelite View - - Zoom KP <1> Front View - <[/]> - Look a bit Up/Down KP <3> Back View --------------||------------- KP <7> Left View --------------||------------- KP <9> Right View --------------||------------- MOVING AROUND: - Wheel brake On/Off - Air Brake On/Off (should be off when landing) - Wheels Up/Down - Mouse options yG~ KP <+> - Start Engine - More Thrust KP <-> - Less Thrust - Stop Engine - Afterburner On/Off < > > More Afterburner < < > Less Afterburner

- Pause KP <*> Stabilaze Plane (cheat option) - Autopilot Black Box flight pattern recording system Fast/Slow steering COMBAT: or KP - Choose Air-weapons or KP - Choose Ground-weapons - ECM On/Off - only when equipped with ALQ 131 yH]H KP <0> - Flare KP <.> - Chaff - APG 66 on/off - Map/APG 66 - Eject from plane - View equipment or - Fires selected weapon LANDING: ILS - Instrument Landing System, Slow down to about 150-200 kts (use air-brakes), never fly slower than 100 kts or you'll stall, lower the wheels when under 300 kts, follow the instructions y~he that appear regulary. ESC end mission when done. ----------------------------------------------------------------------------- THESE INSTRUCTIONS ARE WRITTEN BY : CONDOR OF SQUADRON Contact me: MARIUS KINTEL JUPITERVEIEN 8A 7036 TRONDHEIM N O R W A Y Backspace> or KP - Choose Ground-weapons - ECM On/Off - only when equipped with ALQ 131 zJZ҆TPOPULOUS 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 move thezKrf 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 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 difficult a world you're givezLn (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 mode. CUSTOM - The custozMj5)m 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 map is. You will find that tzNRphe 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 to the control of your peozO;Kple, 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 icon and then click on yourzP+ 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 the Zoom to Shield icon, tzQXrhis 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 support it. Click on the Raiz R,se 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 settle. You should now have z S^Pmastered 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 your Papal Magnet in thatz T̊ 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. Raise and lower land so z U`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 you knight your leader, yoz V&]Fu 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 to Knight, to find out whezWre 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 some of your people and crzXb.=eate 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 effects icon. this will shake zY9%Dthe 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. GAME PLAYzZe:< 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 blue dots are the Good walkerz[)s 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; these icons are your Divz\1ine 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 on the current size of the z]p(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 Good it's an Ankh. The Paz^1~pal 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 to do. Any time two of youz_zr 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, you can turn your leader inz`+yto 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. Settlements. Settlements range fromza 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 searching for new flat lands tozbsf 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 there are no technology lzc6,evels. COMMAND ICONS ------------- To turn a command on or off, click on the icon. When a command is on, the square is highlighted Game Control Icons ------------------ These commands let you get general game play information FX -Sound effects. Turns the sound effects on or off. Music notes -Music. Turns the music on or off zzZZ - Pause. Turns the game pause on or off. Game Setup Click on this iczdnon to bring up your game play options. Next to each of mthe following options is a square button. Click on the button to turn it on or off. When the button is out, the option is off. When the button is in, the option is on. One Player - Play against the computer Two Player - Play against another player via modem or Datalink. See the "Two Player Game" section for complete details. Play Game - Select this and then click on OK to resume the game. Paint Map - Select this and then clizenck on OK to use paint map mode. When you use this option, the game pauses. Here are the keys you can use in paint mode 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 person from the screen. zf'-A 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 play against the computer.zg 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 surprised if you move the papal magnet and the computer imzhexmediatley 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 then click OK. Game Options - This brings up a requester with five options. The options you chooz iDqise 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 after someone falls into them. Cannot build. Neither side can raise or lower a thing. This overides the two other build options. Build up and down. Build up and down lets you build and remove terrz!jP0ain. 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 order 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 and type in the file name followed by return or click on the name in the catalogue list. Click on tz"k!\he 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 in the file name followed by return or click on the name in the catalogue list. Click on the LOad boz#l7hhx 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 this option while in conquest mode is equivalent to selecting Restart this Map. Restart this Map - Tz$mhis 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 mouse button to bring up your options. Click on it with the right mouse button to bring up your oppoz%n,Lnents 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 level. Aggression - The higher the setting, the more the computer will attempt to invade your land. Agz&oϟ̡gresion 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 continue with the game. Note : In conquest mode you cannot alter any of the above. Message If you'rez'pW 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 opponent. DIRECTION AND OBJECT ICONS -------------z(ql------------- 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 information about people or settlements. Using the top left corner of the shield, point at a person oz)r:2r 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. _____________ | || | || | | || 1 | z*s΋^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, the more primitive the weapon. Fists and clubs are primitive, while crossbows and swords are more advz+t*anced. 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 the strength of the walker. There are three bars representing a walker's strength, only 2 of these az,uG?ore 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 are looking at someone in combat the bars show the relative strengths of the two combatants. The larz-vnger 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 that walker. If a walker dies the shield will vanish, unless he dies in combat in which case the shz.w=ield 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 your new leader. It is worth noting that people will not touch the papal magnet unless they are in thiz/x ms 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 they will settle. Fight Tells your walkers to look for enemiesto attack. If no enemies are in the vz0y,ԉicinity ,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 the shield bearer. If you don't have a shield bearer, the Information Shield will be blank. Zoom tz1z/o 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 mouse button repeatedly to cycle through all of your available knights. If you have no knights, noz2{ljthing 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 settlement. To assign the shield on a walker or settlement, use the "Query" Command Icon. z3|#rg 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 perform and that the pointer on the manna bar will move to the left as you perform these actions. Eaz4}ch 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 your Papal Magnet anywhere on the Map. The Papal Magnet acts as a beacon for your followers. Click onz5~ki 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. If your leader dies or is knighted, the Papal Magnet moves to the spot where this happened Earthz6Mquake 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 to get rid of it is to bury it by raising the land, or dig it out by lowering the land. If you donz7ed'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 is why the Papal Magnet jumps to the knight. Have a walker touch the Papal Magnet to make a new lez8UJader. 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 water; then you can rebuild. Flood Raises the sea level by one over the entire landscape. If water z9 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 alter the flow of events in any way, so make sure your population heavily outnumbers your enemies befz:ore 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 troops to the Papal Magnet which is strategically placed in an enemy settlement. When your people entz;Eer 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 next world to conquer. DIVINE TIPS -z< |---------- 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 Influence Behaviour Icons to control your people. WORK THE EARTH Terrain affects the people's abilitz=y 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 settlements, however, have a higher defence value and higher technology level; a big plus when the enemy is cz>3%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 PLAYER GAME --------------- There are two ways to play against a humanz?4 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. Connect the cable between the serial ports of the two computers. 4. Reconnect the power supply to both maz@yFchines. 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 a new baud rate, and press . The baud rate must be the same for each computer. 7. Now go tozAQ 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 boot the game on both machines, both players should select Custom Mode. 4. When the main game appearzBl$)ds, 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 serial checking." 7. Establish a data connection between the two computers by clicking in the Send LogizCtFn 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 PLAYER GAME First decide who will be Evil and who will be Good. If you want to be Evil, click on zDthe 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 computers connected via datalink, just swap the disk from one computer to the other. Put the disk cozE9毂ntaining 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. >> IMPORTED TO DENMARK BY JL SOFT & WALLY OF ARCANE << l and who will be Good. If you want to be Evil, click on {;ZPOPULOUS -Play To Win Hold on tight to your souls readers,'cos these hints and tips are of cosmic proportions. In Electronic Arts' -- quite literally -- earth shattering new game you get the chance to shape the face of the Earth and wrestle with good and evil alike BUILDING Double click on the same point and then remove the top point, allowing you to create an area of nine flat blocks in only three clicks. NOW YOU CAN TURF OR SPROG Reduce the area of crop fields that a castle has and{| the size of the building will be reduced. This lowers the capacity of the building to hold people and will force a walker to leave if it is too crowded .Use this method to force a walker from a large castle. It is important to note that the largest castle uses an extra block around the edge of its crop fields. This land cannot be used for direct settlement. LAND MAINTENANCE Keep your land clean and tidy, remove swamps, rocks, broken and bad land. Without a strong clean landscape , y{͙our population will not flourish. Remove swamps as they are a direct drain on your population - especially bottomless swamps. HOW TO DEAL WITH KNIGHTS If the enemy starts to use knights against you, you have a number of options open. Try ignoring the knight and letting it rampage through your land and burn a few houses; but make sure that you clean up the land and resettle behind it.Try to drown the knight - the computer opponent will not often allow you to get away with this but wit{h practice it can often be achieved . The secret is to build a tough leader that can defeat the knight in combat .It is possible to use a system of buildings to create an artificial barrier to the knight's progress by nippling the land, letting the knight fight through the small houses, then removing the nipples to free some flat land to resettle. TOUGH LEADERS Collect your people in a leader and then use that leader to assault the enemy. This is one of the most satisfying ways of pl{Skaying POPULOUS. A tough leader can also defeat opposing leaders, knights, and can form a tough knight for your side. PAPAL MAGNET MODE Careful use early in the game can move your leader and people away from the homeland and into new territory fresh for expansion. WALKERS HAVE IQ IQ is determined by the technology that walkers have and the number of times which they have been sprogged form a settlement. The degrees of intelligence are reflected by the walker's ability to locate new l{]and etc. A low IQ walker will waste valuable time circling a large castle trying to find some fresh unsettled land, whereas the high IQ walker will spot the land five or six squares away. TECHNOLOGY The technology which a person has directly affects the outcome of any combat that they are involved in. The weapons factor acts as a multiplier - and so weak people with swords are often a match for stronger club-wielding walkers. FIGHT MODE This mode is very good for passive expansion. {"7Your people will move towards the enemy and will tend to settle as they go . This mode is most useful when you are close to each other at the start of the game. THE FIGHTING LEADER You can use your leadre as a direct and controllable weapon, by placing the magnet in the building that you want to attack and then going into 'goto magnet' mode. Your leader will charge off and attack the building, occupying it after the combat. But move the magnet and off he charges. In this mode you are{]C not settling anything except the buildings that you are fighting over, so beware of depopulating your lands or being out populated. Your leader is constantly being supported by your walkers who are drawn to him. HOW TO WIN GAMES The most gratifying way of finishing games is by direct use of your leader. A couple of tough knights certainly knock the stuffing out of weak opponents. Aided by the leader you can quite quickly finish the opponent off. Armageddon will draw the game to an i{ N?nstant conclusion, but try swamping just before your armageddon if the score is close on population. COMPUTER STRATEGIES Learn the tactics and strategies that the computer uses. Look at the opponent it is allowed and decide which effects it will use. If it can only flood then build higher; if it can only quake then get ready to be shaken about. Learn to be shaken about .Learn the way the computer builds and take advantage of it. ADVANCED TECHNIQUES & STRATEGIES ----------------------{ 6Q---------- NIPPLING Turf people from castles by lumping or nippling the land around them. Don't remove the lumps and let the walkers settle amongst the smaller castles. Do this to a large area around your castles and then remove all the lumps. This will have a knock on effect that should produce a number of new castles at the edge of your land, and then you can expand out from these. This tactic also shortens the time taken for a walker to settle after being turfed - a vital thing to{ ͟ do on landscapes where the environment is harmful. MULTISPROGGING This is similar to nippling - and is designed to create as many settlements from one as possible. A large castle that has a reasonable population in it will reduce and produce a walker, so as soon as that happens reduce it again so that another walker is produced. The first walker will have settled and also can be reduced to produce another. From one castle, four settlements can be created. Flatten the land and you ca{ fn create four castles from one. DETERMINATION The best way to win any game is to out-build the opponent. Against the computer at higher rates this is often quite hard; however you can keep building afetr the computer has alteredits priority to attacking rather than building. You must weather the attacks and continue to build as fast as you can - eventually you can win through. POOR MAN'S VOLCANO Get someone into the enemy's land and then settle them. Scroll the map to the furthest po{ m'int from the flag of your building then raise the land, upsetting as many of his houses as possible. This is a cheap way of creating a volcano. SWAMPS These are quite simply the most lethal weapon that you have. He who swamps first swamps hardest. Swamp his leaders and his people. Swamps will significantly reduce his population and can often keep the computer player down while you are building. THE HANDY SWAMP PLATFORM To counteract the effect of the computer swamping your leader, yo{du can place the magnet in any area of land that is lumpy and not susceptible to swamps. Collect your leader here and release knights into his land. The computer will try to swamp and have no effect, thus wasting manna. BUILD HIGH If the computer has flood and a few other options, it is a good tactic to build at two or three levels high. You can simply ignore the flood and let it affect only its own people DOUBLE VOLCANO If you build a volcano, try to do it on another volcano, either {}zx`two together or on the site of another. Two volcanos together have more of an effect then two seperate. A double volcano is very time and manna consuming to remove. CHARGE Getting your buildings in amongst the opponents gives you the chance to drown people, upset buildings and generally start attacking where it hurts - his home. You will also have the advantage of being safer from swamps and other effects. The computer will start to clean up the land which your people are settling. Z{&퉿EN Try building lots of settlements without bothering about turning them into castles. This gives you are larger number of walkers, but they are weaker than the castle-sprogged walkers. Zen allows you to ignore the special effects and concentrate on spreading and leading your people with your leader. Building through the hills tends to stop enemy knights, since they spend all their time destroying small and worthless huts and tents rather then the important houses and castles. This i{C1,s called the soggy mountain tactic, and you should also build castles at the back of your land with this buffer of tiny settlements before it. EXPANSIONIST POLICY Learn the patterns of crop fields which are required by the various buildings. Learn the fastest building techniques and learn how to multisprogg and nipple. Then keep your land clean and build. Build some more, you can win very tough games this way. Keep doing this until you have out populated the opponent and have enough {5energy to armageddon. Do so and win! LOUISIANNA If it moves swamp it, if it doesn't move swamp it anyway. TWO PLAYER GAME TACTICS ----------------------- DROWN PEOPLE In the two player game the other player is less likely to notice the drowning people. If water is harmful then leave the people drowning in puddles, you will find that the people die very quickly in water!!! HOW TO SWAMP OFF PEAK AREAS Swamp an area that is at the back or in an out-of-the-way place, and the other player{>h will take longer to find it and may not remove it as quickly. This will allow more people to fall to their deaths. Swamping after the other player has just swamped causes a confusion (and if possible also earthquake well away from your swamp). The result will be that it looks like your retaliation was like a quake - and that the nasty sounds are your people drowning in their own swamps. Don't forget to tidy up after you with reference to these. opulated the opponent and have enough |͟ް CAPTAIN BLOOD DOCS Game Control: Mouse in port 1 controls hand as well as flying! When flying right button to accelerate and left button to decelerate. The Story: You are trapped in a universe of your own creation that is populated by strange creatures in unlikely scenerios and of your own mind. As Captain Blood, you are in a predicament. The hyperspace warp that sucked you into the game also fragmented your genetic structure creating five exact duplicates |J>of you that are now hiding somewhere in the galaxy of Hydra. You must find the clones and assimilate them to replenish the vital fluids you so despretely need. Playing The Game: When the game begins you will see the inside of the ship followed by the view of the nearest planet. The arm you see on the screen is yours! Because of your lack of fluids, YOU ARE DESINIGRATING! As you continue to desinigrate throughout the game, your arm will shake making more difficult for you to control|Tu. The on board clock keeps track of the elapsed time. You have 2 1/2 hours to find a clone to get the fluids you need before your arm becomes totally uncontrolable. If you find a clone, you get 2 1/2 more hours to continue your quest. The 1st planet that comes up each time you begin a new game is always inhabited. After that, you are on your own! Planet Vision Screen: Several things can be done on the Planet Vision Screen. They are: Geo Photo, Planet Destruction, or Landing Mission|5L[. Control Panel: There are 6 buttons on the control panel and only a few are active at any one time on the panel. The buttons will be called 1-6 (left to right) GeoPhoto Vision: Used to get a closer look at a planet. Select button #6. Flashing light will indicate enemy missles on the surface. Select the button again to get a closer view. Select button #2 for planet vision again. Planet Destruction: To destroy the planet, select button #5. You may exit a destruction at ny p|vuoint by pressing the DEL key. Landing Mission: Select button #4 from the planet vision screen and you will be transported immediately to the planet surface and a vector image of the surface will appear. Landing Sites: Each planet has a landing site located at the end of a long narrow valley. If you are headed in the right direction, the sight will appear as a flashing diamond shape. If you are off target, an arrow will appear in the direction that you must turn. When you reach i|rt, your ship will land and if there is an alien then he will appear. (If there is one that is!) Avoiding Missles: If there are missles on the surface they will home in on you. A beep noise will let you know that you have been sighted by them. To avoid missles, you must fly as low as you can to the surface without crashing. When missles have locked on you, arrows appear on either side of the screen and move towards the center. The closer the arrows get, the closer the missles are to|` you. When and if they meet in the center of the screen, Your spaceship is destroyed and you will be returned to the main ship. The UpComm: To talk to the aliens you need to use this icon system. Once you land, it will appear on the screen. Receive A Message: As the alien speaks, icons will appear on the left side. Just point to the icon in question to get the translation on the screen. If the mouth is moving then it means that the alien isn't done speaking, Click on the mouth to| y get more of the message. Sending A Message: You may respond to the alien by using any of the highlighted icons in the window. The window shows only a small selection of them and you can scroll selections with the selectors on the right and left of the window or scroll quickly with the scroll bar at the bottom of the window. Select the icon you want to use and press the button. It will appear on the right side which holds 8. (8 for each sentance.) When your message is ready, hit | PWthe mouth to send. The left-arrow shaped button on the right side will let you delete or insert an icon. Teleporting: If an alien agrees to be teleported, the icon will appear on the bottom of the screen. To return an alien to the surface, press the icon button after you land. Use the triangular shaped button to return to the ship. The Ship's Interior: Button #1 is used to save the game or load a game. Button #2-Planet Vision Screen if active. Button #3-Galaxy Map Selecting| f any inactive button will return you to the ship's interior. The Fridgitorium: If you teleport a clone or an alien onto the ship, it will appear in the fridgitorium on the left side of the screen. You will not be able to talk to whatever is in there. To disintigrate a creature or clone, select the button below it. When a creature is gone, you will recover its vital fluids. However, only the clones fluids are compatible with your system. Spaceship Reactivation: If you already land| :ed on a planet, you will have a (?) mark appear. If you choose that, it will reactivate your spaceship on the surface. Hyperspace: From the galaxy map, select the hyperspace button to travel to that picked location. You may abort the sequence at anytime with the delete key. YOU CAN ONLY SAVE A GAME AFTER THE FIRST 5 MINUTES HAVE BEEN PLAYED! YOU CAN ONLY LOAD A SAVED GAME DUEING THE FIRST 5 MINUTES OF PLAY! The End: Find the five clones. The last clone will give the coordinates| ) of the planet Torka, where the beautiful Alien Ondoyante is waiting. Once you go there and teleport her to your ship, you've won. (Note: She will not stay in the Frifgitorium.) side of the screen. You will not be able to talk to whatever is in there. To disintigrate a creature or clone, select the button below it. When a creature is gone, you will recover its vital fluids. However, only the clones fluids are compatible with your system. Spaceship Reactivation: If you already land~`0 Docs for TV Sports Football --------------------------- From the clipboard menu(where the pencil is), select a visiting team by moving the pencil to the team and press the joystick button. In One Player and Teammates(which is 2 humans against the computer), the first team you choose is you! If you choose League option, you can edit any player of the 28 teams. All you have to do is select NEW SEASON and choose ~T EDIT TEAM. NOTE: WHEN YOU BEGIN A NEW SEASON YOU ERASE ANY EXISTING SEASONS ON THAT DISK!!!!!! You can give players different Rankings or "talent points". The best player get 24 and so on...The points are divided umong SPEED, STRENGTH, HANDS, and AGILITY. CALLING PLAYS ------------- When your ready to call a play, refer to the joystick icons. Simply move the joystick diagonally toward the formation you want. When you have done that, the PLAYS are displayed, aga~^+Vin move your joystick diagonally to choose the PLAY you wish. If you don't call a play in 15 secs, the computer will call one for you. NOTE: YOU CAN DOUBLE THE NUMBER OF PLAYS BY REVERSING THEM. TO DO THIS, HOLD DOWN THE FIREBUTTON WHILE CALLING YOUR PLAY. THE PITCH LEFT NOW BECOMES A PITCH RIGHT, AND SO ON. To call timeout, push the firebutton before a formation is called. OFFENSE ------- To send a man in motion, simply move the joystick left or right before pla~)y begins. There are 2 ways to hike the ball: pushing the button, or pulling back on the stick. Pushing the button means you want to follow the diagrammed play and make a handoff. You CANNOT pass the ball if you push the button to hike!!! As soon as the running back has the ball, he will begin to run automactically. To make handoffs from the shotgun position, hole the button down for at least 3 secs.. Pull back on the stick if you want to pass. You can drop back or roll left ~|l{or right to pass. To throw, "point" the quarterback in the direction you want to throw the ball, and HOLD the joystick button. A green "x" and show you where the ball will land and marks the middle of the "catchable range". As long as you hold the button, the x will continue to move. At the moment you release the button, the nearest receiver will run towards it, and the ball will be halfway between it and the quarterback. Make sure you lead your receivers. CATCHING THE ~7v-BALL ----------------- The closer the player is to the x when the ball comes down, the better the chance he has to catch it. Watch out for INTERCEPTIONS!!! PUNTING ------- To punt, press the fire button or pull the stick back. Move the joystick left or right to point in the direction you want to kick it. Then hold the firebutton down to kick it. For a long kick, try to release the button just as the ball leaves the punters hand. KICKING FIELD GOALS -----------~1Z-------- There are 2 ways, by computer or you can do it. To let the computer try hike the ball by pushing the firebutton. For you to do it, pull back on the stick. There is a box in the lower right hand corner. Use this to guide to WHERE on the football you want to kick it. As soon as the ball is hiked, a red line will begin to move from bottom to top. While it is moving, slide the blue line in. Before the red line goes half way point on the ball, push the button to stop it.~ The spot where the lines meet, is where it will be kicked. DEFENSE ------- The defensive player can be changed by clicking the button before the snap. To make a player BLITZ, choose a player and hold the button down and pull DOWN on the stick. Well, that is about it....hope these help! Docs typed by MR.DOS... Sysop of T H E N I G H T S H I F T 2400/9600/19200 314-869-7743 ~ 93 ALL THE LATEST WAREZ t. To let the computer try hike the ball by pushing the firebutton. For you to do it, pull back on the stick. There is a box in the lower right hand corner. Use this to guide to WHERE on the football you want to kick it. As soon as the ball is hiked, a red line will begin to move from bottom to top. While it is moving, slide the blue line in. Before the red line goes half way point on the ball, push the button to stop it.ܽ TRILOGY PRESENTS ~~~~~~~~~~~~~~~~~ Lords of the Rising Sun Documents Typed by Wai Chan of Trilogy CALL OUR HQ AT 305-558-9137 ALSO CALL WOW HQ AT 718-234-3659 AND 718-259-9661 Lords of the Rising Sun is based on the Gempei War in 12th century Japan. The object of the game is to capture all the castles and become Shogun. You cannot capture the Imperial PalacKae at Kyoto, nor any of the monasteries. SYSTEM REQUIREMENTS: * Amiga 500, 1000, or 2000 * 1 or 2 disk drives * Mouse BACKUP COPIES Make a Backup of Reel 2. Play with copy and store the original in a safe place. CAUTION: Do not write protect Reel 2; games are saved to thie disk. If the disk is write protected when you try to save a game, th game you're saving will be lost! HARD DISK INSTALLATION You can install Lords of the Rising Sun on your hard disk. There is a file, STARTLORDSm, in the S directory on Reel 1 that explains the procedure. GETTING STARTED Turn on oyur computer and monitor. At the Workbench prompt, insert Reel 1 into Drive 0 and Reel 2 into Drive 1 (it you have only oe drive, wait for the prompt to insert Reel 2). The lenght of time it takes to load Lords of the Rising Sun depends on the amount of memory in your computer. The more memory you have, the longer the loading time. This is because the game takes advantage of larger amounts of memory笎, effectively creating a RAM disk. Bypass the title by pressing the left mouse button. This takes you to the Player Selection Screen. This screen shows you the faces of the two Minamoto Brothers. Yoritomo is on the left and Yoshitsune is on the right. Slide the mouse left to highlight Yoritomo's name, right to highlight Yoshitsune's name. Once the name of the brother you want to become is hightlighted, press the left mouse button to select him. NOTE: To play a strictly strategic gaLp\me, select Yoshitsune. Since he is the better warrior, you won't be required to participate in the arcade sequences (although you may do so if you wish). The game takes you to the "front yard" of your home castle. The cursor is in the shape of a folded war fan. Move the cursor over the banner at the left of the screen and your options appear at the bottom od the screen (this banner will be your menu throughout the game). Press the left mouse button when you see the option you want t~"*o select. If this is your first time to play Lords of the Rising Sun, select ENTER HOME. NOTE: Any time you see the message TOUCH SWORD HILT TO CONTINUE, press either mouse button. Inside your home castle is a council room. At the left of the room is your banner. The five banners on the center wall are replicas of the banners of the generals in the war. The first banner on the left is your brother's banner. Next to that is the Taira banner. The other three banners represent the Ron@M5Fin. A seppuku (suicide) sword is to your left, under the banners, and threee shiriken (throwing stars) are on the table beside you. When you move the cursor over the sword, you have the option to COMMIT SEPPUKU. The shiriken represent the number of ninja assassins you have available for hire. Move the cursor over one of the banners on the wall to select an enemy to assassinate. NOTE: Assassination is not an honorable act; if it fails, your only recourse is seppuku. The more experie}onced a general you are, the more likely you will suceed at eliminating your enemies this way. When you exit your home castle and PREPARE TO MARCH, you go to the Map Screen. MAP SCREEN The Map Screen displays a map of 12th century Japan (similar to the map at the center of your manual). The cursor is in the shape of a Samurai sword. On the map are castles, monasteries, towns, ports, and movable armies. At the bottom of the Map Screen is a window that displays game messages that rel XIate to your generals. When a message concerning an encounter appears, you have approximately the seconds to get involved; otherwise, the game continues without your intervention (see Encounter Screen). The exception to this is your character (Yoritomo or Yoshitsune); he won't make any decision without your intervention. When your charcter has an encounter, you automatically go to the Encounter Screen. The messages are color-coded to help you keep track of whether or not they're stra tegically important to you. WHITE indicates arrival messages (YORITOMO ARRIVES AT EDO). YELLOW informs you of encounters (YOSHITSUNE ENCOUNTER). RED lets you know a conflict is underway (OSAKA BESEIGED). ORANGE indicates a city or castle has been taken by one of your generals (MIURA TAKES OSAKA) BLUE are messages of death or defeat (MORI HAS BEEN KILLED). GREEN lets you know about the victories (NORIYORI VICTORIOUS). PURPLE describes action by general outside of your co k4ntrol (SATSUMA FORMS ARMY). Click and hold on a crane's head (on either side of the Message Window) to scroll the map left or right. While the screen is scrolling , all movement and timne passage on the map is halted. Keep an eye on the activity at the left end of the map, since that is the territory of Taira Clan. Time is in motion only when you're in the Map Screen. As the seasons change , so does the secenery (on the map and in the the Encounter Screens). KEYBOARD COMMANDS Th ›Nere are three keyboard commands available from the Map Screens. Up and Down arrow keys can be used to center the map on the screen if it isn't centerd. S - This forces a summer display on the map, reguardless of the season of the year. The seasons still change, but you won't see the changes on the map. Use this if you perfer the visual effect of the summer map over the seasonally changing map. Press S again to return to normally changing seasons. A - This speeds up the movement of Rt time on the Map Screen. Press A again to go back to normal time. Normal time is automatically resumed whenever a message appears in the Message Window. ESC - This pauses the game and brings up an option screen with five selections. PRESERVE HISTORY - Click on this to save a game in progress to Reel 2. You must reboot to play again. CONTINUE THE FIGHT - Click on this selection to resume gameplay. LAUNCH A REBELLION - Click on this to start a new game. If you make this selection , y/ou can't change your mind and load a previously-saved game without rebooting. RESTORE HISTORY - This selection is only available when you first boot the game and a game is saved on Reel 2. Click on this to reload the saved game (the game is reoved from Reel 2 when you load it, so be sure to save again before you quit playing). END THE REBELLION - Click on this to quit the game. BANNERS Each army is represented by a general carrying a banner. YThe colors on the banners illustrate theź_ loyalties of the generals. Black banners with white markings are Yoritomo's men (Black Minamoto); red banners are Taira Clansmen; and grey banners are Ronin (independent generals who owe allegiance to no one). A gold top on a banner indicates Yoritomo, Yoshitsune, or the Taira leader. The dots on the Ronin generals' banners indictaes the armies thy are friendly toward. Black dots indicate Yoritomo's friends; white dots demonstrate leanings toward Yoshitsune; and re dots show a Taira ^a affiliation. STARTING POSITONS FOR ALL THE ARMIES The generals take up their positions at the beginning of each new game as indicated below. BLACK MINAMOTO BLACK RONIN Yoritomo at Kamakura Shizuka at Kagoshima Miura at Mito Hojo at Gifu Yoshinaka at Maebashi WHITE MINAMOTO WHITE RONIN Yoshitsune at Sendai Fujiwara at Moriaka Satake at Akita TsuneǬWDmmori at Tokushima Noriyori at Yonezawa RED TAIRA RED RONIN Kiyomori at Osaka Ashikaga at Hiroshima Munemori at Nagoya Takeda at Kumamoto Mori at Shimonoseki Tomomori at Himeji Shigehira at Matsue Tandanori at Okayama Shigemori at Kochi GATHER INFORMATION Place the cursor over a location or general and press the right mouse button . An information Box pops up. The left of the Box shows the selcted area of the maG؇p. The right od the box shows the name of the castle, town, monastery, or general in that area. Between tha bars is a picture of the castle, town, monastery, or general. A flag above the picture lets you see whether Yoritomo, Yoshitsune, the Taira, or the Ronins owns the loaction or commands the army. The bars show the strength (health and supplies) and troop quantity for the indicated general or location. Place the cursor over the name in the right of the box and press the left moum =se button to see if mpre than person is in a location. Keep clicking until you see all the information. If you want to go back to the map activity, move the cursor off the box and press the left mouse button. You may participate directly in any one of your generals' activities. To get involved in an encounter or conduct a troop review, se;ect one of your generals. When the information Box pops up, click on the general's picture (between the MEN and STRENGTH bars) to see the Encounteʲ,r Screen. MOVEMENT To move an army under your control, place the cursor over its general and press the left mouse button. Hold the button down, drag the general to the desired location, then release the button. You must move your general along a road to a location adjacent to his current position. If the general is at a location that has a port, you can move him to other port locations. When a general goes to sea, his banner changes to a sail and you see him traveling by boat. Once hRa man is on the road or on the sea, you can't change his direction; his course is set. You don't have to wait for one of your generals to finish his move before moving another man. You can have all your generals on the road at once, if you like. If you have two generals in one location and you want to move a particular one, select the information Box. Click on the generals' names until you see the one you want to move. Then, move the cursor to the general and move him; only the geneOVral you selected in the information Box will move. Strength is depleted as you travel. Water travel is alot faster than land travel, so travel by water whenever possible. ENCOUNTER SCREEN Messages in the Message Window and flashing banners on the map indicate encounters. An encounter in this instance can be abything from simply greeting another general to engaging in battle. If more than one of your generals is in the same location, all their forces will be combined in the ensuing encounter. Remember, there is safety in numbers. Use the information Box to select the general you wish to be the leader. From this screen you can make several strategic decisions, depending on the circumstances. The cursor is in the shape of a folded war fan. Move the cursor over the banner at the left of the screen, and text describing your options appears at the bottom of the screen. Press the left mouse button when you see the action you want to perform. Not all the Encounter SWFcreen selections described are available in every situation. The selections you have depend on the circumstances of the encounter. REVIEW TROOPS This selection lets you get a visual image of your troops; the number of soldiers onscreen is the actual number of soldiers in your army. If there are 90 soldiers onscreen, your army numbers 90 or more. Move the cursor to a point just beneath the general's figure, and a message at the bottom of the screen says TROOP STRENGTH. Press the lef:-t mouse button and watch the general's arm; he waves it from one to five times to indicate the strength of your troop (one is low, five is high). If more than one general is in the area, you can select NEXT GENERAL to review all your troops in the vicinity. You can also TRANSFER SKILLS. TRANSFER SKILLS lets you take sword, archery, and sieging skills from one general and give them to another. When you select this option, two generals' names appear at the top of the screen, and bothМ?9 their armies are displayed. If more than two generals are in the area, you can select NEXT GENERATION and transfer skills between three or more of your men. To make the transfer, move the cursor to a skill on the banner of the general you want take skills from, and click either mouse button. Each time you click, one skill point is transferred to the opposite general. The level of skills you can give a general is limited by the level of the most highly-skilled general general involђσved in the in transfer. EXAMPLE: You are transferring sword skills from Miura to Yoritomo. Yoritomo has a level of two and Miura has a level of four. You can only transfer two skill points from Miura to Yoritomo, giving him a level of four. You can't give Yoritomo five skill points, since your highest-skilled general (Miura) only has four to start with. Since the skills of the general leading a battle or siege are the vital ones to the sucess of the endeavor, transferring skills isy4 a good way to ensure that your top general has every advantage. You can also use this option when one of your subordinate generals is gaining more skill than you and you fear he may be ready to leave your service and become a Ronin. NOTE: You can't transfer Imperial Regalia from one general to another. FORM ALLIANCE This selectionlets you attempt to make an ally of an encountered general. If he accepts, his banner colors change to yours and he is under your command. He may refuse,ӱD with or without hostility. DEMAND SURRENDER When you approach an occupied castle, you can demand a surrender. If your forces appear appear fearsome enough, you may suceed in this effort. NOTE: Taira castles never surrender. ENGAGE IN BATTLE Make this selection and a view of the battlefield appears onscreen. Your troops are arrayed against the enemy; the generals are on horseback. To start the battle, click once on your general (if you have good archery skills) or move your troopsDZV into position. The cursor is in the shape of an arrow; this controls your archers. Press the left mouse button to draw the archers toward the cursor; press the right button to push them away from it. Press both mouse buttons together and the cursor changes to a sword; now you can control the swordsmen with the left and right mouse buttons. If the battle looks grim, you can retreat. To do this, click on your general. Retreating lowers leadership ability. If your opponent decides t\7o retreat, you win the battle. The enemy general blows this battle horn to call his troops. If you wish to pursue them, click on the enemy general. HORSEBACK PURSUIT As you gallop along on your horse, carefully avoiding rocks, bushes, and trees, you overtake the fleeing enemy foot-soldiers. Press the right mouse button to hack soldiers to your right and the left button to slash to the left. You can kill soldiers by running over them with your horse, but the horse may get spooked and ,FWJ throw you. If you do away with enough foot-soldiers, you catch up with the general himself. Kill him with your great honor, or lose dignity and leadership ability (as well as risking great injury) by running him down with your horse. PREPARE TO MARCH This selection mobilizes your troops and takes you back to the Map Screen. CONTINUE MARCH This selection takes you back to the Map Screen, unless you encountered a surly general who wants to fight. In that case, you can't leave until!H you do battle with him. TAKE CITY This selection lets you muster your troops and forcibly take over a city. SEIGE CASTLE This selection gives you the chance to break through a castle's defenses and takeit over. You begin at the gates of the castle and have to hack your way through the heavy wooden doors with your sword. The left mouse button controls swordplay and the right button lets you shoot arrows. The speed of the sun at the top of the screen is the key to how much time you ".eShave to succeed. Each time you're hit by an enemy sword or shot by an enemy arrow, the sun moves more quickly. The sun will rise, then set. When the sun finally sets, your time is up. The more men in your army, the more time you have to take over the castle. To take the castle, invade the Keep and eliminate the main guard (look for a helmet with a yellow symbol). The path to the Keep is identified by the gray stones that outline it. Push the mouse to move north, south, east, or wes#هt (you cannot move diagonally). You only need to press once to walk continuosly in the selected direction. To change directions, move the mouse in the direction you want to go to. To stop, nudge the mouse in the opposite direction to the one you're heading. Keep mouse movements very small. Stay out of the water or you will lose all your siege time and your army will suffer heavy casualties as a result. Only hack through wooden doors listen to the sounds your sword makes as you chop;$P j~ if it sounds like metal on metal, you can't get through. Some of the more difficult castles may have secret passages. Bold experimentation is the only way to discover these places. One of the Taira castles harbors a kidnapped Princess (the emperor's daughter). A message lets you know if you're sieging the castle where she is imprisoned. If you want to rescue her, find her before you invade the Keep, or the Taira will move her to another location. They will also move her if you let %her get injured in the escape attempt. NOTE: If Yoshitsune is your character, you must play the siege interactively in order to rescue the Princess. RESUPPLYING As troops travel over the map, strength is depleted. In battle, soldiers are often lost. Strength can be replenished at friendly castles, monasteries, and towns. Men can be acquired only at castles flying your banner. To resupply, let your general rest awhile at the selected location. BESIEGED When your castle is beseiged,&ܬ you stand in a window and shoot arrows at the invaders. A yellow dot gives you a focus point for yor aim. Hold down the left mouse button to fit an arrow to your bow; release the button to fire the arrow. The number of enemy soldiers you kill this way reduces the number your samurai warriors have to defeat in the battle going on (out of your view) in the courtyard below. NINJA ATTACK Be on the alert for attacks by ninja assassins. Your enemies may hire these killers to sneak up on '?;you when you least expect it. Control your sword with mouse to block the ninja's shiriken attack. IMPERIAL REGALIA Possession of any of these four royal items increases your leadership ability. The Shrine of Hachiman is in Kamakura (Yoritomo always begins the game with this item in his possession, since Kamakura is his home castle). You have to search for the Sacred Scroll, the Sacred Sword, and the Princess. SEPPUKU This is the honorable way to lose the war. If you know there is n(5 o hope, you can retire to your home castle and end it all. If a ninja assassin you hired is caught, he may "squeal," forcing you to commit seppuku to save your honor. In this case, the suicide is automatic you can't go home. SKILLS & RATINGS High skill levels improve your performance in several areas. But, your challenges are tougher when your skills are higher. Skill levels also affect your ratings at the end of the game. Levels are numbered from 0 to 5 and are illustrated on you)ƐWr generals' banners. SWORD SKILLS - Better sword skills improve your army's swordfighting ability in battle. Increase or decrease your sword skills in the Horseback Pursuit. ARCHERY SKILLS - Better archery skills improve your archer's performance in battle. Increase or decrease your archery skills in the Besieged sequence. SIEGING SKILLS - Better sieging abilities improve your ability to take over towns and castles. Increase or decrease sieging skills by sieging castles. LEADERSH*'ǭIP SKILLS - Better leadership abilities improve your abilities to lead armies in battle and to amke alliances. Increase or decrease leadership skills in battle. ENDING THE GAME If you capture all 19 castles, you win the game. If you die, you lose the game. Either way, you will see a screen showing your rating and depictions of the battles you fought. There are 25 possible ratings; they depend on the levels of battle skills and leadership abilities that you built up during the game,+!G as well as how many pieces of the Imperial Regalia you collected. Your rating is shown as one of five symbols. PEASANT RECRUIT SOLDIER GENERAL MASTER The color the symbol appers in signifies the level of your title. The levels, from lowest to highest, are: Blue, Purple, Red, Silver (Gray), Gold (Yellow). MOUSE COMMANDS Below is a quick reference to using the mou,U^bse when playing Lords of the Rising Sun. MAP Left button on cranes' heads: Scroll left or right Left button on your army: Give orders to move Right button on your army/castle: Bring up Information Box Left button on your general in Information Box: Participate as the general Left button on names in Information Box: Changes names in window BAMBOO TEXT MESSAGE Either button: Continue REVIEW TROOPS Left button: Choose an option IN YOUR HOME CASTLE Left button: Choose an opti-`on HORSEBACK PURSUIT Left button: Swing sword to left side Right button: Swing sword to right side BESIEGED Left button: Press and hold to load arrow; release button to fire SIEGE Left button: Swing sword Right button: Shoot arrow NINJA ATTACK Left button: ??? BATTLE Left button: Attract men toward the cursor Right button: Repel men from the cursor Both buttons together: Alternate between archer and samurai cursor Left button on general: First horn--attack; second horn.@u--retreat Left button on enemy general: After he calls retreat, follow on horseback OPTION SCREEN Left button: Choose option Ok you all this is the whole Player's guide to Lords of the Rising Sun! It took me a long time to type it up so anyone who takes my name (Wai Chan) off of this doc. will feel the wraith of me!! Also I would like to greet the following friends of mine's: The Guardian, Mr.Unique, Terramax, Rokman, The Young One, Puppet Master, The Agnostic, Waremonger, Bigfoo/h~|{t, The Ace, Mixo-Plex, Night Raven, Gigolo, Molasar, Prince of Darkness, The Jester, Speedy Dennis, The Amigist and to all I forgot too!!! Later you all- Wai Chan/Trilogy ire SIEGE Left button: Swing sword Right button: Shoot arrow NINJA ATTACK Left button: ??? BATTLE Left button: Attract men toward the cursor Right button: Repel men from the cursor Both buttons together: Alternate between archer and samurai cursor Left button on general: First horn--attack; second hornb@s angege- benen Laufwerks ermittelt. Rufen Sie das Programm mit der Taste "U" auf, wobei die Nummer des zu testenden Laufwerkes gleich dem Destination-Laufwerk ist. Legen Sie nun eine NICHT SCHREIBGESCHUETZTE Disk ein, DEREN DATEN ZERSTOERT WERDEN KOENNEN. Es wird nun angezeigt, wie vielqH.$N~}|{zy xcopy&CVpcp2he then no trailng newline will be output. TEXT will use the currently selected font. The text color will be the foreground pen, and the background of the text will be the background pen. By using DRAWMODE you can set the text mode that can cause the background to be trans6OFANLEITUNG ZU XCOPY II UND CV PARAMETER COPIER.......17. Juni 1989 XCOPY II: 1.0) LADEN Schalten Sie Ihren Amiga ein und legen Sie die KICKSTART-Diskette in das interne Laufwerk (gilt nur fuer Amiga 1000). Wenn der Rechner die WORKBENCH Diskette anfordert, legen Sie die XCOPY Diskette ein. Sie koennen XCOPY entweder von der Workbench oder direkt ueber CLI laden. Wenn das Arbeitsbild von XCOPY erscheint, kann die Diskette aus dem Laufwerk entfernt werden (wenn Sie XCOPY in die StartL^A !|!jN2Nu yN f*||"]/,iN,_Q yN f y"yNx(| \HNLQ,y yNB,y"9g NB 9DgByX y@`"9g ,yNJg,y yNJg,y yN Jg,y 98"yN.Jg,y"yNb"9g ,yNJg,y"yNbJg,y"yNb,yJgN|"yNpNu y#,yNB |,yp0(33K1|~ ]gpr0929NSfp,yNu yA,p N@Nu"X&P I4 3 f0CaNu"X&P K40۳f0CaNu <' |QNu"H"Ҁ  frNu "gg  nB J"Nug "fB S`#$#(,y |pN#g @ <(N# g |4 9("y rND f 9"y ,y$Nu/# #,yN> y <(NB yNp,_NuHB <(N @LB!i!iNu/ <(NB,_pNupNu#,0,y 4 . &     | P L  n *z4* xj`NHfTL2j$L&H>ZTZ@0(nhH<0* <4 *|n\H@4~xr\VF. \ L F * " f t b v p h Z @ : *  x h b X L 0 nb\J> T4,&p\<"p K RF, ~hN4~`:0*T:~vQdos.libraryintuition.librarygraphics.libraryFile not found CON:0/50/640/100/Author  <vtimer.deviceP~xr\VF. \ L F * " f t b v p h Z @ : *  x h b X L 0 nb\J> T4,&p\<"pVꠧYES HERE WE ARE QUARTEX & TASK NOW WORKING TOGETHER WITH NEW SOFTWARE COMING OUT DAILY! HERE ARE THE CODES FOR ROCKET RANGER SO ENJOY THE GAME! GREETINGS TO ALL WE KNOW FROM T.A.S.K. - MR. UNIQUE - ALGERIA ARABIA ALGERIA- 0 31 -KENYA ALGERIA- 28 26 -KENYA ARABIA- 28 10 -LIBYA ARABIA- 0 20 -LIBYA ATLANTIC- 20 19 -MIDEAST ATLANTIC- 41 17 -MIDEAST BRAZIL- 43 23 -NIGERIA BRAZIL-  57 31 -NIGERIA CANADA- 37 30 -PERSIA CANADA- 59 12 -PERSIA COLUMBIA- 44 50 -PERU COLUMBIA- 65 70 -PERU CONGO- 25 22 -SCANDINAVIA CONGO- 30 32 -SCANDINAVIA EAST AFRICA- 29 13 -SPAIN EAST AFRICA- 18 33 -SPAIN EGYPT- 21 24 -SUDAN EGYPT- 14 19 -SUDAN ENGLAND- 16 36 -U.S.A. ENGLAND- 34 58 -U.S.A. FRANCE- 14 26 -U.S.S.R. FRANCE- 29 23 -U.S.S.R. GERMANY- 17 40 -VENEZUELA E GERMANY- 27 61 -VENEZUELA ITALY- 15 18 -WEST AFRICA ITALY- 24 37 -WEST AFRICA- - 12 -YUGOSLAVIA - 22 -YUGOSLAVIA OK IM TIRED OF TYPING IN THE WHOLE WORD SO IF YOU JUST TAKE A LOOK AT THE ONES ABOVE OF THE COUNTRIES YOU'LL GET THE IDEA SO HERE WE GO: ATLANTIC BRAZIL CANADA COLUMBIA 20 43 43 46 37 64 42 62 41 29 57 42 59 44 ^e intermission option the game will take off by itself, (until you do something) making random decisions along the way. So if you pause too long at the desktop, you may find that the conputer takes you off to see Lola, or it might even open the ledger. So keep on your toes and keep moving! Why do I keep getting attacked as I head off on a raid? When Pinky leaves in his car he runs the risk of being followed and attacked by one of Santucci's hoodlum pals. Your odds of being ambushed sincrease immediately following a successful rain, so it's sometimes helpful to lay low for a turn or two. What happens if I pull my gun on someone but don't shoot? There's only one way to find out. The best part about The King of Chicago is that it's full of surprises. So turn down the lights, pop up some popcorn, grab a soda and enjoy! REAL GANGSTERS Let's go back in time to 12:01 a.m. on January 17, 1920. A nation victorious in war and steeped in idealism embarked on what ֝n"must be one of history's dumbest effort ever to outlaw sin. It was popularly called the Volstead Act, after a well-intentioned Congressman of the day, and its purpose was to prohibit the manufacture, importation, sale and consumption of booze. The King of Chicago back in 1920 was Big Jim Colosimo, a crafty old rascal who owned the cops, the courts, the politicians, and a one-stop shopping center of vice called Colisimo's Cafe on South Wabash Avenue. Despite excited talk of Prohibiti~Ưon opportunities, Big Jim was happy the way things were. He'd fallen madly in love with a 19 year old aspiring opera singer named Dale, who could think of worse fates than wealth. For her, he left his frumpy wife, started polishing his speech and his manners, and eventually brought in his punk nephew from New York, Johnny Torrio, to tend shop while he devoted all his efforts to sex and self-improvement. Fine, except that Torrio was a man of youth, energy and vision who recognized th e wonderful opportunities presented by National Prohibition. That Big Jim couldn't care less presented a problem, but not one lacking a solution. Torrio brought in his own right-hand man, Alphonse Capone, another Brooklyn transplant, who had been policikng the Colosimo chain of brothels and otherwise making himself useful. For months the two tried to reason with the old man, but he remained adamantly opposed to any added responsibilities that might cut into his love life. Too bad. OZHOn the night of March 20, 1920, an unidentified gunman in the vestibule of Colosimo's nightclub fired a pistol shot that sent the King up to that big pleasure palace in the sky. THE KING IS DEAD! LONG LIVE THE KING! The NEW King that is, Johnny Torrio, ably assisted by brothel bouncer Al, whose paycheck began a meteoric rise from a measly $75 to $2,000 a week by 1922. Torrio was not alone, of course, in recognizing the bountiful rewards that could be reaped from the illegl sale of alchohol. All over the city, street gangs and "social clubs" were discovering that the very fact of being organized permitted a certain amount of profitable mischief--everything from terrorizing unsympathetic voters on behalf of crooked aldermen to shaking down shopkeepers. What better base on which to build a criminal business enterprise? At first, the demand for illegal booze so outstripped the supply that the various gangs were able to operate in their respective territories witP:hout stepping on one another's toes. But the farsighted Torrio knew this couldn't last and (such was his authority as the reigning King of Chicago) he convened a summit meeting that formally carved up Chicago into independent fiefdoms. He and Capone kept the near South Side; the classy North Side went to ward-politician and erstwhile florist Dion O'Banion. A number of smaller gangs subordinated their ethnic rivalries to respect each other's turfs and even cooperated, one handling, sa6y, the alchohol distillng (in which immigrant Sicilian families specialized, whether they wanted to or not) and another the beer-running, with trade agreements between them. On November 10, 1924, Torrio sent three men to O'Banion's flower shop, ostensibly to buy a floral tribute to a fallen comrade. One took the Irishman's hand in a clasp of friendship (preventing him from reaching a gun) and the other two blasted him six times in what became known as the infamous "handshake murder.@" Assuming control of the North Siders was one irate and vengeful Hymie Weiss whose gunmen, two months later, pumped several bullets into Torrio but failed to kill him. It was enough, however, that Johnny got religion. He took his money and abdicated to New York, leaving the throne to Al Capone. By the middle of 1925 the fighting had become routine. This was the beginning of the "Battle of Chicago," and in searching for ways to increase their offensive capabilities gang tacticians .Ydiscovered the Thompson submachine gun. It was a weapon that would alter beer-war combat the way football was revolutionized by the forward pass. There was also a bonus feature: While Chicago and other cities were clamping down on the sale of concealable weapons--namely handguns--the Thompson did not legally fit that definition. And since machine guns before that time were large contraptions of no interest to criminals, no one had thought to prohibit them. Thus, you might not be able"QC to buy a pistol without a lot of trouble and red tape, but you could walk into a well-stocked sporting goods store, plunk down $175 and walk out with a Thompson submachine gun. The Saltis-McErlane gang introduced the Thompson to modern criminal warfare but proved embarassingly inept with it. Capone, meanwhile, had acquired some of his own and quickly demonstrated that he had the touch. Unfortunately for Capone, submachine guns aren't too specific and one of his victims turned out taF`o be William McSwiggin, a well-known assistant state's attorney newspapers called "the hanging prosecutor". Why McSwiggen was consorting with bootleggers was never to be explained, but the resulting uproar forced the police to raid Capone's new headquarters at Cicero's Hawthorne Hotel where they seized ledgers that would one day contribute to his undoing. Tommyguns and Chicago gangsters were just about synonymous and the gun had acquired such nicknames as the "Chicago Piano" and thpe "Chicago Typewriter". Even when called just plain "chopper" it was still considered a Chicago gangster weapon, and if there was any doublt on that point, it vanished on February 14, 1929. St. Valentines Day! If Capone had performed some artful machine-gunnings in the past, the project he had in mind now would be a mural by comparison. It was a sting, of sorts. A truckload of Old Log Cabin whiskey, supposedly hijacked from Capone, was sold to the North Side at an irresistible price{ and a second truckload was to be delivered to a booze depot called the S.M.C. Cartage Company at 2122 North Clark Street. About 10:30 on that fateful Thursday morning two men dressed in Chicago cop uniforms, followed by two in overcoats, walked into the building and hosed down the seven North Siders inside with a pair of Thompsons. Then they walked back out to a waiting car, of the type used by Chicago police, and drove off. Chicago was mortified. The police, who had yet to solve fa gangland murder, went into fits of futile investigation. Even citizens who had come to view the back-and-forth warfare between Capone and the North Siders like an underworld series were wondering if mass murder wasn't a bit much. The publisher of the "Chicago Daily News" personally led a mission to the White House in Washington to demand federal intervention. As these problems mounted, and with the North Siders apoplectic for revenge, Capone decided the safest place to be was a ja(ZKil cell in a distant city and deliberately got himself arrested in Philadelphia on a gun-carrying charge. Then the real disaster struck. On Octover 24, 1931, Capone suffered the everlasting humiliation of being convicted for a non-violent crime....failure to pay his taxes. In shame, he was sentenced to 11 years and shipped off to the Federal Penitentiary in Atlanta, then transferred to Alcatraz just to make the Government look good. The City of Broad Shoulders was left in desperate`k need of a stylish, charismatic, and resolute man of Mr. Capone's...ah...caliber. There's no denying that Scarface Al Capone is a tough act to follow. But here's your chance to give it a try... THE SCENARIO The King of Chicaog is an interactive movie that takes you back in time, allowing you tore-write history. The story begins with the fall of Chicago Kingpin, Al Capone, who has just left for an eleven year Alcatraz vacation package, leaving his Southside gane in the grip of!p devious and dangerous Tony Santucci. You star in the role of PINKY CALLAHAN, a rising mug in the opposing Northside organization. Pinky's tired of the bloody civil war. He wants to force those Southside S.O.B.s out of business and gain total control of the Windy City. Pinky wants to be THE KING OF CHICAGO...and he'll stop at nothing to get it! Unfortunately, Pinky is two heads down on the shaky Northside totem pole. First, he'll have to get rid of the OLD MAN, a crusty old hood wh  4ݦo led the gang to defeat during the Capone wars. BEN is the Old Man's chief advisor and stands next in line to fill the vacancy, but Pinky figures he'll step aside...with a little persuasion. THE MOVIE The action begins in 1931 and ends in 1934, the year leaders of organize crime held a meeting in New York City to form the national Syndicate. Murder Inc. was established to centralize violence and keep it out of the hands of individual gangs. Chicago was considered too barbaric!!g%G to be admitted as a voting member of the Syndicate. Here's your chance to re-write history. You have three years to establish such a commanding position in Chicago that gang wars are a thing of the past. If you succeed, an invitation to join the syndicate will be forwarded from New York. The full weight of organized crime will secure your position as the reigning KING OF CHICAGO! THE KING OF CHICAGO is primarily a contest of strategy, both on a territorial and a social level. The ""fpersonality of your character, and the characters you interact with, will change slightly EVERY time you make a decision. Playing it cool with Lola, for example, will raise your toughness. Threats will become more effective. Gang loyalty will usually go up. But Lola's happiness will plummet, and that may leave her open to the advances of your archrival Tony Santucci. Your image will be tarnished. The gang may lose respect. Remember, you have no friends. and even your allies can tu##mrn on you like mad dogs. Learn to use the tools of your trade: violence, threats, bribery, influence, leadership, betrayal, and above all savvy-the knowledge of when to use each tool to its best effect. Money can buy loyalty, sometimes. But once you open the well you'd better make sure there's a steady flow. Where do you stand with the other gang members? Is Ben with you or against you? You'd better find out. THE PLAYERS You play the part of PINKY CALLAHAN. Pinky is smart, $$)Hgood looking, very ambitious...a high roller. He hates the name "Pinky". Begins some contests with a reputation for toughness. Sometimes he is a wimp. He's mixed up with a fiery little hellcat names Lola. Not the kind of girl you want to take home to mother. Loves his Monna but she can't accept the life her boy has chosen to lead. Has a soft spot for his childhood friend, Tom Malone, who is now a cop. Pinky will lie, kill, and double-cross to get to the top. Plans to take control of %%UChicago by 1934. Figures he'll join the Syndicate to secure his empire. BEN Crafty, devious. More intelligent than ambitious. Has been with the Northside for years. CAN be a good advisor if he's treated well. Treat him badly and he can arrange to have your throat cut. Doesn't really like violence and is a coward in action. LOOKS tough though, and won't hesitate to make threats. OLD MAN Never much of a leader. Capone ground him into the dirt like an old cigar butt. He's weak and&& cautious from a career of watching the Southside gang roll over his Northside. Too old to take advantage of the termporary turmoil created by Capone's departure. Sometimes he can be talked into retirement. Sometimes he'll fight your attempted coup like the plague. Considers Ben his rightful heir. LOLA Bitchy, flashy...typical gangster moll. Wants to be a singer. Has big ambitions for Pinky but she fights with him constantly. Claims he doesn't spend enough time with her...or money''J ON her. Can be dangerous if mistreated. On the other hand, if Pinky lays down for her the gang may decide to elect a leader with more backbone. Aney they vote with their bullets. BULL A thickheaded thug with a heart of, if not solid gold, at least PLATED gold. He's loyal to whoever is in power. Loves following orders but doesn't enjoy killing. Apologizes to anyone he has to bump off. TOM MALONE A Boy Scout with a badge. Rests his cap on a golden halo. Grew up with Pinky but wo((n't bend the law for him. Likes to think of himself as a human vacuum cleaner, sucking up the dirt of humanity. PEEPERS One of the Northside boys. Likes to complain. May have to be watched. He likees to hang around with Bull and may have some influence on him. Sometimes he will back the Old Man at the beginning of the game. Sometimes he won't. TONY SANTUCCI Tony is Capone's heir. He's devious. Despicable. And one mean S.O.B. He isn't as generous as Capone, nor is he as good at ))PR. Tries to centralize power in his own hands and this leaves openings for expanding the Northside turf. He's tricky in business dealings but this can be used against him. GUIDO Tony's sidekick. Nervous, trigger-happy, a clod. He's the Southside YES man. Unfortunately, it's about the only word in his vocabulary. COULD play a major role in Tony's fall from power. JAKE A mystery man. Plays many different roles. Sometimes he's a hired gun. Sometimes he only has a minor part. No p**4 olitical ties to North or South. SUPPORTING CAST MOMMA Weepy and moralistic. She loves her son but hates his career. She appears in vignettes trying to get Pinky to leave the gang. Considers Tom Malone a shining example of rectitude. Pinky tries to bluff her about his crookedness but she sees through it. ALDERMAN BURKE Corrupt Westside ward boss. Helps keep the Northside boys out of jail unless they were arrested by Southside cops. Could be a valuable property at election +OPtime. ANDY, THE KID Bright, ambitious 13-year old from a poor family. He idolizes Pinky and likes to hang around at headquarters. Tom Malone may ask Pinky to turn the kid away from crime. THE KING OF CHICAGO docs brought to you by The Southern Star..... Unfortunately, it's about the only word in his vocabulary. COULD play a major role in Tony's fall from power. JAKE A mystery man. Plays many different roles. Sometimes he's a hired gun. Sometimes he only has a minor part. No p,@R Summer 1947 GAG FACTORY CATALOG Order by telephone KLondike 512 "Have you ever found yourself at the business end of a cream pie, wishing you had a seltzer bottle? Well, wish no longer!" Dear Friends, Welcome to Marvin's Gag Factory - the world's largest supplier of tricks and shticks to the cartoon industry. Over the past twenty years we have earned the reputation of providing the finest qu-1 Cality merchandise at rock-bottom prices. We are proud to present the latest edition of our mail order catalog to you, John Q. Public. With nearly twice as many items as last year, this catalog is THE source for all you gag needs. Shopping by catalog is easy. Just flip through the pages to find hundreds of items, from whoopee cushions to sixteen-ton weights. Once you've found that perfect gag, just dial KLondike 512. Two to three seconds later your package will arrive via special.(0 messenger. Now there's no excuse for not getting back at those you love. Our goal is to provide you with the most ridiculous gags at the least ridiculous prices. Sincerely, Mr. Smith Sales Manager ------------------------------------------------------------------------------- THAT-A-WAY SIGN Your baffled buddies won't/,aY get the point when you bewitch them with this bewildering sign. This single signpost features pointers labeled North Pole, South Pole, He went that-a-way, Wrong Way, Right Way, and Azusa. A must for anyone on the lam. Was: $3.16 Now: $1.40 ------------------------------------------------------------------------------- BACKWARDS PILLS !toir hgual a era sllip esehT .evirra of smees eh nehw evael dna sdrawkcab etirw, sdrawkcab klat, sdrawkcab klaw0 mitciv yuoy ekam ot deetnarauG .stelba suoived eseht fo elpuoc a swollaws eh retfa gniog ro gnimoc s'eh rehtehw wonk t'now mitciv ruoY Original price: 19c :ecirp elaS c91 ------------------------------------------------------------------------------- SIXTEEN-TON WEIGHT Being pursued by a bunch of pistol-packing weasels? Simply reach out, pull the lever, and send this sixteen-ton weight dropping on their heads! Works every time! Choice of effects1y: drive victim into the ground, shatter victim into a thousand pieces, or turn victim into a manhole cover. Lever, rope, pulley and victim not included. A steal at: $19.99 ------------------------------------------------------------------------------- YOW! THUD SPLAT! Transform your pop-gun into Big Bertha! Add a hearty SPLAT! to punctuate a well aimed pie throw! You name the gag, we've got the sound effect. Each effect comes in its own leakproof2sv, corked bottle to ensure that your sounds will ring true, on cue. Slapstick (Thud! Whap! YOW!! etc.). Waterworks (Gurgle, Slosh, SPLASH! etc). Contraption (Whirrrr, Buzzz, Ta-pocketa, etc.). Explosion (Bang! KAPOW!! Phhhhhht, etc.). Your choice: 49c Order all four and get free Bronx cheer: $1.29 ------------------------------------------------------------------------------- EARTHQUAKE PILLS "It's not my fault!" you shout as your buddy shakes, rat3tles, and rolls thanks to one of our famous earthquake pills. Made from the shiverberry plant grown in San Andreas, California, these pills are guaranteed to shake things up. Bottle of 50 pills, only: 29c ------------------------------------------------------------------------------- STAY-PUT GLUE You'll be stuck on our super-strength glue. Just coat the bottom of you favorite foe's feet with this stuff and then give him a big, wet kiss. When he tr 4Q۲ies to give chase, he'll fall flat on his face with his feet firmly cemented to the ground. Even Toons of incredible strength cannot escape its adhesive effects. Great for getting out of sticky situations! Half-gallon carton: 69c ------------------------------------------------------------------------------- SQUIRTING FLOWER When your friends take time to smell the flowers, you'll howl with laughter as a perfectly aimed jet of water squirts them  5Win the face! Works hundreds of times - always funny! Available in carnation, orchid, and rose. Your choice: 19c Order all three: 39c ------------------------------------------------------------------------------- PLUTONIUM POGO-STICK Spring into action with this potentially perilous, plutonium-powered pogo stick. Our miraculous mechanical marvel can launch you up to 20,000 feet! Hang on to our E-Z Grip handlebars as you ricochet into the st 6e`ratoshpere. Not for use indoors or in tunnels. Priced to go: $1.00 ------------------------------------------------------------------------------- SUPER VACUUM Clean up your act with this Suck-O-Lux vacuum cleaner! Flip the switch and watch this industrial-strength model suck up everything in sight. Toons, rugs, fixtures, furniture all disappear neatly into the vacuum bag for easy disposal. The perfect appliance for bringing indoor chase sce 7E\%nes to a BIG FINISH. Blowout price: $5.00 ------------------------------------------------------------------------------- VANISHING CREAM Your friends will be able to see right through you when you use our miraculous vanishing cream. Perfect for sneaking up on obnoxious opponents or hiding from pesky pursuers. Effects last until your next bath. Buy now before our inventory disappears. 7-oz. jar only: 20c -------------------------------------- 8Ğ---------------------------------------- WHOOPEE CUSHION A classic that's always comical!! When folks sit down - listen for the phhhhhhhhhhht! Watch as they turn red with embarrassment and then blame the dog! This one's a real gasser! Clearance price: 55c ------------------------------------------------------------------------------- HOT GUM Spice up a party with this super hot gum. Offer a stick to some unsu9 0specting Joe, and try to keep your sides from splitting as you laugh at the flames belching from his mouth. He'll stick his tongue under a faucet, he'll run, he'll jump. Always a great way to impress girls. On sale: 1c per pack ------------------------------------------------------------------------------- ELEVATOR SHOES Rise to the occasion with these "E-go-boost" elevator shoes. Just press the illuminated button on the heel, listen for the ding, a:.nd up, up, and away! Makes puny runts into towering behemoths. Always good for a lift. 2-floor model: $2.50 4-floor model: $3.50 ------------------------------------------------------------------------------- BOX-O-MATIC MALLET This deceptively devious gag really packs a punch! Appears to be a standard-issue anti-mouse mallet. But press the trigger and a spring-loaded boxing glove shoots out. Telescoping arm reaches legths of up to fifty feet. ;_ A big hit at parties! On sale for 73-1/2c ------------------------------------------------------------------------------- EXPLODING CIGAR Want to burst the balloon of your foe after one of his momentary victories? Shove one of these babies into his puss, light the end, and pump his hand in hearty congratulations. Now step back and see who really gets the last laugh! A few puffs and BOOB!!! - your foe's face is covered with soot! A perfect capper < "to turn his happy ending into yours! Special purchase: 89c per box ------------------------------------------------------------------------------- FOOTPRINTS Slap a few of these handy footprints onto the ground, jump behind the bushes, and watch the fun as your foe walks in circles or off the nearest cliff! (Free dance instruction booklet included.) Box of one gross: 3c ------------------------------------------------------------------------------- =y"n GIANT SLINGSHOT Have a fling with this industrial-grade slingshot. Gives you the gain on even the fastest varmints. Solid oak construction and 100% Indian rubber make it simple to launch anything from gliders to small elephants. Original price: $18.00 Sale price: $2.22 ------------------------------------------------------------------------------- HANDBUZZER Shake up your pals with this clever little device. Fits>֧ in the palm of your hand so you can give everyone a buzz. Try to keep your sides from splitting as you watch the reaction. Shocks'em every time. Guaranteed to make agreat first impression! Still our biggest seller!! Noisemaker model: 33c 5,000 volt model: 43c ------------------------------------------------------------------------------- ITCHING POWDER Know someone who gives you the hives? Give him the seven year itch! Just drop a pinch of th?Z(is high-potency itching powder into his boxer shorts! Then stand back and laugh as you watch him frantically scratch the rash! Effects harmlessly vanish after six months. 99-pinch vial: 7c ------------------------------------------------------------------------------- MIGHT-E-SMELL LIMBURGER CHEESE This special recipe of Limburger cheese has been created with an emphasis on odor, not taste. Guaranteed to make skunks pack up and leave. This extra-stinky, extr@QQa sticky cheese is the most potent, pungent product we haveever peddled. Aged over 90 years. P.U.! Please, get it out of here! 12-oz. wheel LIQUIDATION PRICE: We pay you 19c ------------------------------------------------------------------------------- PORTABLE HOLES Just the thing for a quick getaway! This versatile hole allows you to reach through walls and drop through floors. Its roomy interior can store the entire contents of your attic! AF6Simply slap one down and slip yourself through. Completely portable, you can carry it anywhere or fold it up for future use. 12-inch-diameter model, closeout: 9c 36-inch-diameter model, closeout: 15c 72-inch-diameter model, closeout: 23c ------------------------------------------------------------------------------- ALUM Our extra-potent alum formula is guaranteed to make a Toon or a real person pucker until the cows come home - works better thBsԊran lemons! Our alum is great for making people shut their trap. Also prevents whistling, whooping, hollering, and belching. Take some home and use it on the children. Can be baked into cookies, too. Closeout: 9c per 1-quart carton ------------------------------------------------------------------------------- MAGIC LAMPS Ever dream of Genie? Now you can own one! Just rub this quality brass oil lamp three times and POOF!, an obedient genie appeCͭwars, eager to do your bidding! A must for anyone in a pickle. These lamps were purchased from a friend of a friend. He gave us his word that these lamps were top quality. Paper bag full of assorted watches included free with purchase. Sold "AS IS." No returns. 1-wish model: 1 million samoulians 3-wish model: 2 million samoulians ------------------------------------------------------------------------------- SELTZER BOTTLE Make a splash at your D-Fnext party! This super-charged seltzer bottle uses our exclusive patented ingredient and shoots up to 250 feet! Blast your Toon across the room! Soak some sucker at a shindig! Bottle can be recharged again and again. Liquidation Price: 19c Recharge: (allow 3 days) 7c ------------------------------------------------------------------------------- SHRINKING POTION Shrink your appetite - or the nearest Toon - with this magical elixer. Developed Ef˯by a Monrovian headhunter, this potion is a blend of the smallest herbs, roots, and spices in the world. One gulp will make a Toon shrink to 1/10th normal size. Two gulps and you'll need a microscope to see him. 3-oz. bottle: 3c 9-oz. bottle: 4c ------------------------------------------------------------------------------- BEAR TRAP Works on giraffes, kangaroos, rabbits, squirrels, flies, elephants, horses, llamas, cats, mothers-in-law, cows, sF$(kunks, hyenas, turkeys, little brothers, camels, snails, toads, moles, buffaloes, zebras, dragons, bats, monkeys, spiders, squids, caterpillars, manta rays, dinosaurs, buzzards, oysters, peacocks, wombats, lions, tigers, and bears, oh my! Comes complete with 2-foot chain and anchor spike. Closeout: 99c ------------------------------------------------------------------------------- ROCKET ROLLERSKATES Get ready for high-speed high jinks with these suGzM^Qper-fast skates! Powered by nitroglycerine, these skates travel faster than a speeding bullet! Great for catching up to locomotives or breaking the sound barrier. Now only: $1.19 ------------------------------------------------------------------------------- X-RAY GLASSES These high-quality lenses are made from the finest Visulonium available. The sturdy yet fashionable frames are made from crushproof turtle shell. See through clothing (wow!), Hywalls, even vault doors. Handy "depth" adjustment knob makes for easy see-through viewing. Can also be used as sunglasses. Noeffective on lead. Closeout price: 45c ------------------------------------------------------------------------------- CURVE BALL Throw your Toons A curve! No ballpark prankster can do without this wandering wonder! Handmade by angry Australians. The curve mechanism inside is guaranteed for life. Only: 76c ---------Ip#MF--------------------------------------------------------------------- GIANT MAGNET Get the magnetic personality you've always wanted! Our iron magnets are guaranteed to be the strongest in the world. They can attract any metal object from over 8 miles away. So versatile they can be used to remove fillings, or even pull flying saucers out of the sky. Painted "rustproof red" for year-round use. A steal at: $4.29 ----------------------------------J9}--------------------------------------------- PROPELLER BEANIE Your friends will think you've flipped your lid when you tell 'em you're going out for a stroll - 5000 feet up! One twist of the prop and you're flying like a hummingbird! Great for buzzing sidewalks during rush hour or sneaking up on window- washers! Propeller is good for 10,000 revolutions, after which its pancake city. Priced to move: $1.14 Please specify hat size when ordering. - Kn7------------------------------------------------------------------------------ ----- PERMA-SLIP BANANA PEELS These tasty bananas have been specially treated with Perma-Slip peel coating. Just eat the banana, toss the peel, and watch your friends slip and slide! It will remain slippery for days, guaranteed. Now only: 3c a bunch ------------------------------------------------------------------------------- ----- !LeW FINE PRINT Weasel out of any deal with this inovative idea direct from the famous law offices of Dewey, Cheadem, and How. Available on gummed paper, fine print can easily be added to any contract - no mater how old. The print is so small that it can only be read with a microscope. Double-talk mumbo-jumbo specially written by Judge Doom. 1 box of gummed sheets, 100 count. Minuscule price: 79c -----------------------------------------------------------------------"M{--------- - More (Y)/N/NS? ----- MAN-EATING PLANT Fertilize these feisty ferns with noisy neighbors or unwelcome relatives. Dionadea muscipula giganticus, grown only in the deepest jungles of Cucamonga, towers up to 23 feet high. Given a chance, it will messily devour a full-grown man in less than a minute. Also produces delightfully scented flowers in the spring. Availab;e in handy "Quik-Gro" seed packs, or fully grown in sturdy terra-co#N tta pots. Seeds grow to full size in just hours. Pack of seeds: 6c Plant: $2.49 (shipped by rail) ------------------------------------------------------------------------------- ----- GLASSES WITH SPRINGY EYEBALLS Get a look at these peepers. We don't know why, but our glasses always get a laugh - even out of the most sullen sourpusses. Great for office parties and visits with people you just don't see eye-to-eye with. Truely the epitome $OYof dangling eyewear, models come with blue, hazel, or bloodshot eyes. On sale: 33c - More (Y)/N/NS? ------------------------------------------------------------------------------- ----- MAGIC CARPET Hand-embroidered in Baghdad, this rug is so decorative you'll want two - one to fly, and one for your living room! Operated with simple incantations, this carpet flies like a dream. Includes instructions printed on parchment scroll. Guara%Pƀnteed for 12,000 miles or 12 washings, whichever comes first. 6 x 9 feet: $9.00 12 x 12 feet: $12.00 ------------------------------------------------------------------------------- ----- CREAM PIES These pies have the perfect combination of taste and throwability. Can be hurled up to 50 yards, or even farther when launched with our giant slingshot. unlike the competitions pies, these have an exclusive face-seeking feature. Several del&QDicious flavors available. Bargain price: $2.50 per baker's dozen Banana Cream Lemon Cream Coconut Cream Succotash Cream - More (Y)/N/NS? ------------------------------------------------------------------------------- ----- GUN WITH A "BANG" Get trigger-happy! Realistic looking revolver will scare them silly - until they see the flag pop out. Shoot, folks, it's a blast! Blowout price: 20c --------------------------------------------'R?`M----------------------------------- ----- WHO FRAMED ROGER RABBIT ENTERTAINMENT SOFTWARE THE SETTING Welcome to Hollywood-1947- a busy, bustling, colorful place fo dazzle, drama, and dreams; a place where you can go straigt to the top-or at least across town on a network of electric streetcars called the "Red Cars" for a nickel you can ride to the end of the line, where two bits buys a ham on ray at the Terminal Bar(SiQk/ and Grill. - More (Y)/N/NS? Cartoons are in their heyday, and our "Toon" hero, Roger Rabbit, is a true superstar! But hes status as a Saturday matinee idol hasn't gone to his head. He's just a nice, ordinary, well-rounded guy. That's right! Like all his comic cronies, Roger is real, three-dimensional-just like you or me. He goes to work every day at Maroon Cartoon Studios and comes home every night to the animated suburb of Toontown. Then trouble hits Roger)T4M like a ton of bricks! He's frame for murdering Marvin, the Gag King. When Marvin's will also disappearrs, it's clear that someone is up to sone not-so-funny business...especially since Marvin, who owned Toontown, had promised to leave the place to the Toons. THE GOAL Things look bad for Roger. He's on the lam, with that sinister Toon-hater, Judge Doom, after him. Doom wants to "administer justice"-in the form of a nasty chemical concoction called "The Dip" that di*U[?Ȃssolves Toons on contact. Roger has to move fast to stay out of Doom's clutches! (It's not that he minds an occasional bath, its just that he'd rather not be washed up so early in his career!) Help him stay ahead of Doom in a race to find Marvin's will - and prevent Toontown from being dipped off the face of the earth! - More (Y)/N/NS? PART 1: BENNY THE CAB Benny is a freewheeling, streetwise, and (usually) "wreckless" Brooklyn cab with the gift of gab. A+V_ble to hop buildings and rise above it all on his accordian suspension, Benny's great in a jam (but watch out for bridges!). You're at the controls as Roger and Benny race Judge Doom through the streets of Hollywood. You can beat him, if you watch out for the weasels in their Toon Patrol wagons, puddles of that deadly Dip, and collisions with the Red Cars. (Try landing on top of a Red Car and see what happens!) Touch the Rubber Gloves to temporarily protect Benny,Wk from puddles of Dip; the Wheels to get a burst of superspeed; and the Diamonds to remove a bucket of Dip from your tally. Keep your eyes open for other helpful items, too! Start your engines - and get going! PART 2: THE INK and PAINT CLUB Whew! With your help, Roger and Benny have arrived at the Ink and Paint Club, the only place in the world where humans can enjoy live performances by Toon stars like Roger's gorgeous wife, Jessica. - More (Y)/N/NS? -X:QCMarvin's will is somewhere in the piles of nightclub receipts, napkins, and checks. Since it was written in disappearing ink, you must grab all the papers in the club to make sure Roger gets his mitts on the will before the music stops. You control Roger on his mad race around the tables collecting papers as fast as the penguin waiters replace them. Avoid the gorilla and don't ever, ever, ever let Roger take a drink. PART 3: THE GAG FACTORY At last! You've .Y|reached the place where all those famous cartoon gags are made. Unfortunately, the weasels are waiting to jump you! But don't give up - just grab the gags you find and use them to temporarily disable the weasel you meet in the factory. Since weasels are Toons, your only hope of permanently destroying them is by making them laugh themselves to death. Do anything funny - the more gags, the merrier - and the faster, the better for you! If you survive the weasels, it's n/Zcot over! Judge Doom is waiting for you, ready for the moment of truth! Lose and it's all over for you, Roger, and Toontown. Defeat Doom and you save Toontown from total destruction and Hollywood from a future of strip malls, exaust fumes, diamond lanes, and - More (Y)/N/NS? gridlock! MAP of LOS ANGELES On the map, you can see Marvin's Gag Factory, the Ink an Paint Club, and Toontown. A glance will tell you how close you are to the Gag factory, and how you're do0[ing in your race against Judge Doom. BUCKETS of DIP A bucket of Dip will be added to the tally when Benny collides with something, when Roger is bounced from the Ink and Paint Club, or when the weasels use a gag on Roger. Once five buckets are accumulated, the game is over. ------------------------------------------------------------------------------- ----- TROUBLESHOOTING GUIDE Should 1\`hyou encounter difficulties with the program, please verify the following. - More (Y)/N/NS? PROGRAM DOES NOT LOAD PROPERLY: 1. Are you following the player instructions correctly? Have you typed the file name exactly as it appears? 2. Is the disk seated properly in the disk drive, with the label side up? 3. Does your computer meet all the system requirements (DOS, RAM memory, graphics cards, monitor, and/or peripherals) as liA;OT I 4. Is each compone2]g4nt of your computer system (computer, monitor, disk drives) switched on? 5. Are all the power cables and connections properly plugged in? THE PROGRAM DOES NOT OPERATE AS DESCRIBED: 1. Have you read the player instructions carefully? 2. Is your joystick centered and plugged into the proper port? 3. Are you pushing the correct buttons and keys? - More (Y)/N/NS? COLORS DO NOT APPEAR AS EXPECTED: 1. Have you set the appropriate graphics card/monitor setting? 3^ 2. Are your monitor's contrast, color, and tint controls properly adjusted? NO SOUND IN PROGRAM: 1. Have yuo checked the cable connections and/or the volume control? ------------------------------------------------------------------------------- ----- Amiga Player Instructions TOONING IN TO WHO FRAMED ROGER RABBIT You will need a minimum of 512K RAM and a joystick to play this game. 4_Aי GETTING STARTED 1. Set up your Amiga as shown in the owner's manual and turn on your - More (Y)/N/NS? computer, or reset it by pressing the CTRL, left AMIGA, and the right AMIGA keys at the same time. (For some machines, press CTRL, COMMODORE, and AMIGA keys.) 2. KICKSTART your AMIGA with version 1.2 or later, if needed. 3. Insert Disk 1 in your internal drive (DF0:). If you have an external drive, insert Disk 2 in the external drive. 5`V$ MAP The map screen will show your progress in the race against Judge Doom. BENNY THE CAB * Maneuver Benny with the joystick controls shown on the other side of this card. * Use Benny's accordian suspension system to rise above the cars and the Toon Patrol wagon. - More (Y)/N/NS? * Be careful to avoid the puddles of Dip on the road. * Benny can jump up and drive on top of buildings. * Completet the r6aj+'ound as quickly as possible. The faster you finish, the more of a lead you will have on Judge Doom in the race to the Gag Factory. THE INK AND PAINT CLUB * Maneuver Roger Rabbit with the joystick controls shown on the other side of this card. * Roger runs in circles around each table. Use the joystick to make him switch tables. * Press the fire button to make Roger grab an object. * Pick up all the papers before the music stops i7b aCn order to complete the round successfully. THE GAG FACTORY - More (Y)/N/NS? * Maneuver Roger with the joystick controls shown on the other side of this card. * Pick up gags and use them to slow down the weasels. Some gags will backfire - you must learn how to use them by trial and error. NOTES 1. If you have extra RAM or a hard disk, read the file on Disk 2 called READ.ME. 2. Press the "P" key8c9 to pause. Press it again to continue play. 3. For more information concerning the game, refer to the Gag Catalog. ------------------------------------------------------------------------------- JOYSTCK CONTROLS BENNY THE CAB UP = Change Lanes DOWN = Change Lanes LEFT = Slower RIGHT = Faster FIRE BUTTON = Raise Suspension Tap the FIRE BUTTON and push the JOYSTICK UP to JUMP ON TOP OF BUILDINGS. Tap the FIRE BUTTON and push the JOYSTICK DOWN to J9.UMP OFF BUILDINGS. INK AND PAINT CLUB UP = Change tables. DOWN = Change tables. LEFT = Change tables. RIGHT = Change tables. FIRE BUTTON = Grab objects. GAG FACTORY UP = Grab a gag. DOWN = Drop a gag. LEFT = Move Left. RIGHT = Move right. FIRE BUTTON = Use a gag or jump (if not holding a gag). rn how to use them by trial and error. NOTES 1. If you have extra RAM or a hard disk, read the file on Disk 2 called READ.ME. 2. Press the "P" keye]y THE DUEL: TEST DRIVE II COMMODORE AMIGA OOOPs! Yes, we have fallen prey to the deadly sin of omission. You might want to read the following instructions if you're having problems following the instructions on page 11 regarding the creation of a Play Disk. We say it's simpler than it is, so here's the full explanation. Sorry for any inconvenience. 1 As it states on page 11, assign the drive forf% the Play Disk, (i.e. DF0:), then press Return. This message will appear: "Insert Play Disk in DF0:, Press button to continue" 2 Insert a blank formatted disk into the drive and press the button. Another message will appear that states: "DF0: is not a Play Disk. Press Press button to continue. Esc to cancel." 3 If you want to use a Play Disk that you've already created, insert that disk, press the fire button, then follow the on-screen instructions. If you want to create a new Play Disk, Press Esc, and this message appears: "Select 'Make Play Disk' to make this disk into a Play Disk." 4 Select Make Play Disk on screen, press the button, then follow the on-screen instructions to create the Play Disk. roblems following the instructions on page 11 regarding the creation of a Play Disk. We say it's simpler than it is, so here's the full explanation. Sorry for any inconvenience. 1 As it states on page 11, assign the drive forh )) THE SUPERCARS TEST DRIVE II CAR DISK THE MANUAL This promises to be among the shortest product manuals in the history of entertainment software. In fact, it has only one instruction: 1 To find out how to install THE SUPERCARS into THE DUEL: TEST DRIVE II, see your Test Drive II manual. Pay most attention to the section called HOW TO USE THE INSTALL OPTION. That's it. That's aill. But since we have the bulk of this paper left to fill, we've decided to fill it with a description of each of the Supercars in the disk. Here goes. '88 Lotus Turbo Esprit - If you're expecting typical British reserve, guess again. This Esprit is as sensuous and aggressive as any exotic to come out of Italy. And any car capable of pegging its 160 mph speedometer is certainly worthy of Supercar status. The Lotus handling is world famous. The 2.2-liter turbocharged engine, irresistj'ible. Keep a stiff upper lip and let Esprit's 228 horses stampede. Ferrari Testarossa - A legend in its own time. The elite of Grand Touring cars. This Ferrari hits 185 mph with twelve cylinders singing in perfect harmony. 0-60 strikes in 5.3 seconds and the quarter mile blurs by a 13.3 - well over 100 mph. But speed isn't the only thing to snap necks. Take one look at its styling, its wrap-around leather interior - and you'll know exactly what you'd do with $134,000. Porsche 911 Rk-UF - Introducing Louis Ruf's gift to the automotive world - a custom-built, twin-turbo Porsche 911. Top speed: 211 mph. 0-60 mph: 4.0 seconds. Blindingly quick. Acceleration that sucks you into the seat. Supreme ruler of the German Autobahn, this 469 bhp bullet is perfectly street legal. But don't let that fool you. The space program would provide better preparation for this experience than driving school. '88 Lamborghini Countach 5000S - Stunning. No other word best describes the Llamgborghini's look - or performance. How can a car so outrageous be so so darn fast? Take a look under the hood. The Countach sports a powerful V-12 with four valves per cylinder. Before you can say "Giotto Bizzarrini" you're at 179 mph. And nothing can match its stability at top speed. Go out on the open road. Count how many times "WOW" leaves your mouth. '89 Corvette ZR1 - Tough to keep a 185 mph Corvette under wraps but the ZR1 stands as one of Detroit's best kept secrets. DesignmIoed with one goal: "create the world's fastest production car." Its engine, code LT5, is a legend before its time. An all-aluminum, four cam, 32 valve V-8 so strong that Chevrolet engineers had to completely redo the rear end to accomodate more rubber. Is there anything simular to the ZR1? Check out the Indy 500. Important Note #1: After you boot up the Master Disk for The Duel: Test Drive II, and you want to use the Car Disk, you must assign the Car Disk to a drive. You will then bem n instructed to insert your Car Disk into the assigned drive. At that time, a serial number is assigned, Play Disks can be created with that Car Disk only with the Master Disk that was in use when the serial number was assigned. ____________Docs provided by THE HELLION & THE CORSAIR_____________ THE NEXT GENERATION / WORLD OF WONDERS orvette ZR1 - Tough to keep a 185 mph Corvette under wraps but the ZR1 stands as one of Detroit's best kept secrets. DesignoB CALIFORNIA CHALLENGE TEST DRIVE II SCENERY DISK THE MANUAL This promises to be among the shortest product manuals in the history of entertainment software. In fact, it has but one instruction. 1 To find out how to install CALIFORNIA CHALLENGE into THE DUEL: TEST DRIVE II, see your Test Drive II manual. Pay most attention to the section called HOW TO USE THE INSTALL OPTION. That's itpPG. That's all. But what about all the space left on this paper? In the interest of competition, we're going to fill it with a description of each roadscape along the seven legs of C.C. The California/Oregon Border to the Trees of Mystery - The sign says "Welcome TO California" - but don't plan on a long stay. The race begins at the border and immediately catapults you down a twisting redwood highway. Trees of Mystery to Eureka - Hold tight. The roads are as gnarled as the trees. Hanq|0dling is at a premium. The lush forest and oceanscape may be beautiful but one errant glance could pile you head-on into a logging truck. Eureka to Rockport - Prepare to climb. This stretch starts off like an elevator ride - then the bottom drops out. Definitely not for the faint of heart. Best to keep one eye on the road and one eye on the elevation markers. Rockport to San Francisco - No stopping for souvenirs in the small coastal towns. Time to make your move. Blast down 101, thr=Zzrough the tunnel near Mill Valley, then feast your eyes on the famous Golden Gate Bridge and city skyline. San Francisco to Carmel - Grab your sourdough to-go and step on it. Infamous Devil's Slide takes no prisoners and the heavy traffic makes even the locals sweat. Shoot past Santa Cruz and wind your way down the Monterey peninsula. Carmel to Santa Barbara - The view from the vistas is postcard perfect. Trek through the towering redwoods of Big Sur, then zip by a lighthouse off tshe Santa Barbara coast. No time for California Dreamin'. The snakelike curves, narrow bridges and undulating roadway demand full attention. Santa Barbara to Mexico - What makes the Beach Boys sing? Take a gander out your window. Sunny Santa Monica, Del Mar and La Jolla beach. Wave adios to the palm trees, weave down that L.A. freeway and make a run for the border. Important Note #1: The mileages used in California Challenge are not the actual number of miles from Oregon to Mexico. tThey are "scale" miles that represent the exact distance. Important Note #2: After you boot up the Master Disk for The Duel: Test Drive II, and you want to use the Scenery Disk, you must assign the Scenery Disk to a drive. You will then be instructed to insert your Scenery Disk into the assigned drive. At that time, a serial number is assigned to that disk. Once that number is assigned, Play Disks can be created with that Scenery Disk only with the Master Disk that was in use when t he serial number was assigned. ________________Doc provided by THE HELLION & THE CORSAIR______________ THE NEXT GENERATION / WORLD OF WONDERS es the Beach Boys sing? Take a gander out your window. Sunny Santa Monica, Del Mar and La Jolla beach. Wave adios to the palm trees, weave down that L.A. freeway and make a run for the border. Important Note #1: The mileages used in California Challenge are not the actual number of miles from Oregon to Mexico. vL Playing Balance of Power............... If you are using either a mouse or a joystick as a pointing device you will only need the leftmost button. To click the button, press the button and release it. Selecting a Country. You select a country you want to focus on by opening one of the menus on the bottom menu bar (N. America, S. America, Africa, Mid East, Far East, Or Pacific). Each of these menus contains sewёeveral countries. The Balance of Power World Map on this card shows which countries are under each menue title. Opening a Menu Move the pointer on the screen to the menu title you want the press the button. Keyboard: Press the Alt key and the Initial letter of the menu title. Lets say you're playing the game from the keyboard and want to make policies relating to Nicaragua by pressing the down arrow key and press xgIHa enter. Then open the Make Policies menu from the keyboard by pressing Alt and M at the same time. The list of options in the Make Policies menu will appear. Once a menu is open, press the left and right arrow keys to open the other menus. Note: From the keyboard, the USSR and Europe menus can only be opened with the left or right arrow keys. (Alt U oens the USA menu: Alt E opens the Events menu.) To open the USSR or Europe menus, first press y=$Alt and the Initial letter of any other menu title: that menu will open. To open the Games menu, for example, press Alt and G. Then press the right arrow key until the USSR or Europe menu open. Closing a menu: From the keyborad press Esc. Press the button on your pointing device. Highlighting items on a Menu: Keyboard press Alt and the Initial letter of item or up/down arrow keys. A Quick Walk-Through When the title screen appears, stzPart a new game by selecting. The other button is used if you wish to resume a previous game. Choose the New Game button and you will see the Options screen. For now, just select and after a short wait, the game will be ready to play. The world map is playing ground. Each counry is shaded to reflect the occurrence of major events within that country. Since you are playing as the President of the U.S., "pull down" or open the menu labeled USA. If {Ѣ you are unsure how to pull down menus and select items from a menu, see the Reference Card. The first item is Diplomatic Relationships. Choose this item;. the computer will shade each of the worlds countries to show their diplomatic relationships with the United States. If you look at Nicaragua (the mid- dle country of the tree Central American countries) you will note that the shading indicates a cool, or hostile, relationship with the USA. |nZU You'll show them! Select Nicaragua from the North America menu. The country will turn black and its name will appear at the top of the screen. You have selected Nicaragua for further consideration. "Pull down" the menu labeled Make Policies. This menu is used to make decisions about the world. Select Aid to Insurgents. A policy options window will appear with selections ranging from no aid to a very high level of aid. Se}2lect the highest possible level of aid and then choose the Enact button. You have just issued a presidential order-you are shipping lots of weapons to the Contras. (Note that not all options may be available in a given situation. Any invalid choices will be "grayed out" and thus, in- active. The reasons will be explained later on.) Say that this is all you want to do for this turn. "Pull down" the Game menu and select Next Turn. The computer will ca ~]Kf[lculate the state of the world for one year (this may take as long as a minute). The computer now takes on the role of your adversary. If the Soviet Union takes excep- tion to your arms shipment, it may start a crisis over it. In a you al- ways have two options: escalate or back down. Each time you escalate you bring the world closer to the brink of war. If either side escalates beyond DefCon 4, an accidental nuclear war may start. If either side goes  ] to DefCon 1, a nuclear war is certain. (DefCon is short for Defense Con- dition, a term which is used to indicate a state of millitary prepared- ness. The lower the DefCon number, the closer a country is to actually activating its forces. ) In either case, both sides lose. On the other hand, each time youback down, you lose international prestige, without which you cannot win the game. Your task is to find a balance of power between the two extremes;  9.a task requiring strategy and foresight. When all crises are resolved and the computer has calculated the events of the year, the calendar will be advanced one year and the scores will be updated. If you have done well, your geopolitical prestige will have risen. If your prestige has fallen, you are losing. The game con- tinues for eight years. If, at the end of that term, you and your op- ponent have managed to avoid a neclear confrontation, the si "de with the highest prestige score wins. This is just the briefest of introductions to Balance of Power. There are many other options available from the menus that will give you more information on the state of the world. Weaken your enemies and strenghten your friends-that's all it takes. You may want to play around for a while and then read the Beginner Level section this manual before attempting your first real game. Your First Rea JMl Game You have played around with the game for a while and now you are ready to give it a go. Let's begin. Start up the game; in the Options screen, leave everything as it is: Beginner Level, Single Player, with you as the American President. Goal Your goal in this game is to increase your geopolitical prestige and weaken the geopolitical prestige of the Soviet Union. The concept of geopolitcal pretige is no difficult to understand. It's much like popularity. You want to be popular with the other nations of the world. The twist is, you want to be popular with the countries that count the most. In the world of Balance of Power geopolitics, countries that count are the countries that are militarly powerful. Thus, your goal is to ac- cumulate lots of powerful friends, and insure that your enemies are few and weak. Although prestige is akin to "geopolitical popularity," there is #wtmuch more at stake here than a simple beauty contest. The nations of the world are sovereign states; they do whatever they choose to do. Your country's abillity to influence the course of events is directly related to its prestige. Short of direct conquest or the exercise of raw millitary power, prestige is the closest a country can get to true international power. Of course, you must avoid a nuclear war while pursuing prestige. If nuclear< war breaks out, you lose, no matter how well you were doing be- fore everything was reduced to ashes. Overall Approach How do you get a country to like you? There are two ways; you can do nice things for it in an effort to convince it to like you, or you can try to overthrow its current government. The strategy you pursue depends on your relationship with the country. If relations are relatively good, you should try to buy their sympathies; i7f the government seems unalterable opposed to you, you should (with great regret ) seek to eliminate it. Every nation of the world is blessed with its very own insurgency. From the African Natioonal Congress in South Africa to Zapu in Zimbabwe, From the Canary Islands Liberation Front to the Sendero Luminoso ("Shining Path"), the wonderful world of insurgency spans the spectrum of political causes. If matters not what the cause is; the primary sig- .D nificance of a local insurgency is that it is an excellent vehicle for pursuing larger and more important superpower goals. By supporting a local insurgency, a superpower can destroy an unfriendly government and replace it with a grateful, friendly (and presumable malleable ) gov- ernment. This is the primary stategy of the Beginner Level game. Complicating this are the nuclear arsenals of the two superpowers. The fact that we can annihilate eaCch other means that every action we take requires the tacit approval, or at least the acquiescence, of the USSR. If either side does something that angers the other, a crisis can start that can lead straight into nuclear war. Offensive Strategy Your strategy in this game has two faces: offensive and defensive. On the offensive side, you must identify and topple those regimes unfriendly to your country. There are two constraints on your action`ܿs. First, some countries are much too strong to be overthrown by insurgents. China, for instance: China is far too strong to be overthrown by insurgency; funding insurgency there is a waste of money. Second, you dar not attempt to top- ple regimes closely tied to the opposing superpower. For example, Poland may be vulnerable becasue of the problems between Solidarity and the gov- ernment. Yet you dare not foment trouble in Poland, for Poland is a mem- 8G ber of the Warsaw Pact and a close ally of the Soviet Union. Any attemp to overthrow the government of Poland would undoubtedly generate an en- raged response from the USSR. Identifying Insurgencies There are three types of insurgent: terrorists, guerrillas, and rebels. A powerful adn stable government has none of these. Terrorists are the weakest form of insurgents. If terrorists are successful and grow in power, they start a civil war. ThYven they are called rebels. These seemingly semantic issues are crucial to the game. A special map (Insurgency-the fourth entry on the Countries menu) presents the level of Insurgency for each country of the world. By consulting this map, you can identify those insurgencies that are in the crucial stage of civil war. These insurgencies are the ones most deserving of your attention. Guerrilla wars may also deserve some at- tentin, especially(%I if the country in question is strategically important. Helping Insurgents Once you have identified a likely candidate for subversion, you have two weapons: Aid to Insurgents and Intervene for Rebels. These can be found on the Make Policies menu. You can ship aid to insurgents only if there are insurgents to receive that aid: terrorists, guerrillas, or rebels. The amount of aid you can ship depends on the level of insurgency. Ter- rorists cante use much money-a few guns, a little dynamite is all they are in a position to use. Guerrillas need more elaborate accouterments-more guns, lots of ammunitions, rockets, mines, and so forth. Rebels are the most advanced insurgents and demand the most expensive equipment-the same tanks, artillery, and other weapons that the superpowers use. A second constraint is even more severe. A superpower can only ship weapons to a country through contiguous allnies in which it has stationed troops. For Example, you must have troops in Honduras or Panama to ship weapons to the contras in Nicaragua. The quantily of weapons that can be shipped is dependent on the number of troops so stationed. After all, why should a small country risk all the trouble associated with weapons ship- ments if it doesn't have guarantees of protection? However, a superpower can always leak a small amount of weaponry into any country in`Z the world; borders aren't airtight. The most sincere form of assistance is direct intervention. This means that you send part of your own army into that country to help the rebels overthrow the government. You are limited in much the same way as with millitary aid to insurgencies. A superpower must have troops in a con- tiguous country before it can send troops to intervene in a civil war; the number of troops that can intervene is always lessi than or equal to the number of troops stationed in the contiguous country. However, both the USA and the USSR have the equivalent of 5,000 marines that can be sent anywhere in the globe in violation of the contiguity requirement. When you do send troops, you must realize that your American soldiers will end up fighting anyboady else there. If there are Soviet troops fighting on the side of the government and American troops fighting on th esidve of the rebels, then you're going to get Americans shipped home with Russian bullets in them, and vice versa. Such a direct confrontation is not conducive to world peace. The world diplomatic climate will dis- integrate very quickly if this happens, so be careful about where you send in the Marines. Once you enter a policy, it remains in place until it is revoked. Thus, if you send milliary aid, it will be automatically renewed each year. Thusۦd=, if you choose to send $10 million in aid, and additional $10 million will be sent every year until you change the policy. Defensive Strategy The defensive side of your game requires you to protect your friends from insurgency. There are tow direct ways to do this: Aid to Government and Intervene for Government. These directly correspond to the options avail- able for insurgencies, except, of course, that the action is taken in favor of the g6overnment. The restrictions on this action are somewhat different. For example, insurgents are eager to take all the weaponry they can handle. Not so a government. Every government in the world knows that help from superpowers always seems to come with sticky strings at- tached. Most governments are understandable reluctant to accept an un- seemly amount of aid from a superpower. This reluctance is directly re- lated to the degree of enmity between the t3wo nations. Thus, Colonel Khaddafy of Libya would not accept your generous offer of millitary assistance-he would undoubtedly suspect some fiendish subterfuge. On the other hand, West Germany has already cast its lot with the United States and would have no resevations about accepting military aid from the USA. Nations are even more sensitive about allowing you to send troops onto their soil. This reluctance will express itself in the graying out of the  ./U more ambitious policy options in the policy window. When an item is grayed out, you cannot select it. Therefore, although you may want to give 400 million dollars to the government, if the option is grayed out, you can't do it. By the way, there is another restriction on your spending habits: lack of money. You do not have an infinite supply of troops or money to strew all over the world. As you start using us your resources, your options !z will progressively narrow. If you really want to send some troops to one country, you may be forced to pull some out of another. The total amount of money or troops remaining for your use is displayed at the bottom of the policy-making window. Defensive Crisis Another defensive strategy that can be used is a crisis that you initate. If, for example, the Soviet Union sends massive aid to support the Red Army terrorists in West Germany, you"mJo had better put a stop to it fast. You do this by starting a crisis and standing firm, demonstrating a will- ingness to escalate right up to (but not including!) DefCon 1-Nuclear war. The mechanics of all this are simple enough. The first thing you need to do at the beginning of each turn is consult the USSR actions item in the Events menu. This will give you a quick summary of all your adver- sary'y actions that demand your attention. #8 If you find any action unacceptable, simple select the Question button at the bottom of the window. This sends a polite diplomatic note to the Soviets, notifying them that you question the wisdom of their action. They will reconsider their action and respond, either by backing down or by challenging you. You may either back down or escalate to the next stage. If you proceed to the next stage, then a diplomatic crisis is initated; one side or the $g other will lose prestige by only two possible outcomes: Nuclear War at DefCon1 or a major diplomatic defeat (with consequent loss of prestige) for one side. A military crisis can start an accidental nuclear war. Dont start a crisis unless you are determined to stop the Soviets. Remember, backing down in a crisis will cost you prestige, and escalating can start a war. The Soviets are also free to start a crisis over any of your actions that %particularly displease them. If this happens, you must reconsider your policy. If you wish to keep the policy in force, you must stand up to the Soviets and escalate, even if this means risking a war. Of course, if the Soviets are angry enough about the matter, they will escalate right up to DefCon 1 and start a nuclear war, in which event you both lose. So choose your fights carefully. You aren't completely on your own during a crisis. Advisories fr&om th e State Department (or its Soviet counterpart, The institute of USA Studies) are displayed at the bottom of the Crisis Window once a crisis has been initiated. The experts will decide the level of importance of the issue in question and will advise you accordingly. If they decide that your legitmate interest in the question is greater than that of your opponent's then it is likely that the other side will eventually back down. If they are equa'arl, then it's anybody's guess. The catch is that the experts aren't always right. The estimates are close, but will always involve some uncertainty. The advice might be bad; sometimes you will want to overrule them. In fact, at the Expert and Nightmare levels of play, they are not much use at all. If you carefully study the world situation prior to entering a crisis, your estimate will probably be more accurate than theirs. Just how accurate are the (؟Zexperts? Well, in the Beginner Level game, they seldom make mistakes. In the Ex- pert Level game, they are very unreliable. In the Nightmare Level game, they are almost entirely useless. Of course, if you have absolutely no idea of what to do, you can use their advice as a basis for a decision. Remember, though, that history and the public have little sympathy for leaders who blame their mistakes on their advisors. Other Menu Options Ther)Fږe are a great many menu items available to you that have not been discussed. These provide supplemental information, not central to the play of the game, but very handy for assessing your situation. The coun- tries menu contains items that allow you to quickly determine trouble spots around the world. You cna find where revolutions have taken place with the Major Events item, and the state of insurgency for every country in the world with the I*/ׄnsurgency item. The Spheres of Influence chart will give you a brief idea of how the world is divided between the two superpowers. As a gener- al rule, don't mess with countries that are within the Soviet sphere of influence and don't let the Soviets mess with countries that are in your own sphere of influence. The USA and USSR menus contain items that show the global policies of both superpowers. Want to know where the Soviets are sending military +g, aid? How about the status of Soviet interventions? It's all there. The items in the Events menu present an organized view of events around the world. If you want to know what provocative actions the Soviets have taken, consult the USSR Actions item. Unprovocative items are presented in USSR Other. Events in minor countries are reported in the Minor Country news items. Lastly, you can see the policy actions of the previous year in the USSR ,[Last and USA Last items. The Briefing menu contains three items of intererest.: The Closeup option gives a detailed rundown on a selected country. It shows your and your opponent's toward the country, and also provides other useful information. Especially useful is the assessment of the strength of the insurgency and how quickly it is gaining or losing strength. The Background option is not necessary to the playing of the game. It is exactly wh-£gat you would expect: background information on the countries of the world. When you select Background, the menu bar will change to show a list of available information. These menu items are dis- cussed in detail in th eReference section. It is provided for your curiousity only. You are free to browse around in the background mode at any time without affecting the game; when your curioosity is satisfied, select Resume game to resume the play of the game. ._The History item dis- plays a chart showing the development of the situation within a selected country as a function of time. It is most interesting late in the game, after you have created a little history. An example history screen with analysis is presented in the appendix "Understanding the History Display" in the Reference Section. End Of Game The game ends if either side goes to DefCon 1 in a crisis (thus initating a nuclear exchang/>e). It can also end in a accidental nuclear war during a military crisis. If you manage to avoid both fates, then the game ends in the year 1994. Your score is your increase in prestige. If your prestige has increased and that of your opponent has decreased, you have done very well; indeed, you have won the game. If you want to monitor your progress during the course of the game, consult the Score item from the Game menu. Well guys this is the docs up 0Y)to page 21 of the manual..... It seems to be a very involved game. If you would like to continue where I left off please upload the rest of the manual to The Gallifrey Bbs. 319-326-4172. created a little history. An example history screen with analysis is presented in the appendix "Understanding the History Display" in the Reference Section. End Of Game The game ends if either side goes to DefCon 1 in a crisis (thus initating a nuclear exchang%up FAST BREAK - The Manual FAST BREAK Slammers vs. Jammers. Two of the fast-breakingest teams since the invention of Lycra gym shorts. A legendary basketball rivalry up there with L.A. and Boston. This is Real Hoops: my six against yours, three-on-three on court, 24 seconds, six fouls you're gone. It's a fast-release outlet after a major bound, two no-look passes, a quick pump fake, dribble drive, and downtown with the Slamma Jamma. You're going to love th_is game. Dr. James Naismith and his peach baskets would be proud. How to Load Your Game 1. Plug in your joystick (or joysticks), if you're using one. 2. Kickstart your computer with Kickstart 1.2 (if that is necessary for your model). 3. Insert your Fast Break Game Disk, label side up, into the disk drive. 4. Turn on your computer and the game loads automatically. After the title and credits screens, a Game Selection screen automatically appears, on which yͺ7ou set up your game. (You can press Esc anytime to return to this screen, but when you do, you wipe out your current game.) Choose Your Controls 1. You can use either your joystick, numeric keypad, or mouse to play Fast Break. (But to make reading less cumbersome, this manual refers only to the joystick). No matter which weapon you use, you control only one player at a time - the one wearing the high- fashion black shoes. Here's how each control moves thew*g black-shod player. Keypad Mouse and Joystick 0 (zero key) = Fire Button \___ _|_ ___/ \ | / |_7_||_8_||_9_| \|/ ___ ___ ___ ___ --|_4_| |_6_|-- ___ ___ ___ /|\ |_1_||_2_||_3_| / | \ / | \ Important: The fire button equivalent for the mouse is the left mou4Dase button. (Page 1) 2. One-Player Game: o You can use the joystick, keyboard, or mouse. The joystick can be plugged into either Port 1 or Port 2, but the mouse can only be plugged into Port 1. o If you plug the joystick into Port 1, you must press the J key while on the Game Selection screen to make it work. o If you plug the mouse into Port 1 after you've used the joystick in Port 1, you must press M while on the Game Selection screen to ?6use the mouse. o If you play with the joystick in Port 2 while the mouse is plugged in Port 1 - and want to use the joystick - be sure to press F2 to disable the mouse. That way and accidental movement of the mouse won't interfere with your joystick play. 3. Two-Player Game: o There are three ways to play: joystick vs. joystick, mouse vs. joystick, and mouse vs. keyboard. o If you plug a joystick into Port 1, you must press J while on ʍthe Game Selection screen to use it. o If you plug a mouse into Port 1 - the only place it can go - press M while on the Game Selection screen to use it. o If you want to switch which controller controls which team, just press F3. Press again, and they switch back. 4. To change the player you control, press and release the fire button quickly; the shoes of another player will turn black, and now he's under your control. Press again: the thii rd player's shoes turn black. And so on. 5. If you touch the ball with your player, he automatically picks it up. Move, and he dribbles. 6. You can press F1 to toggle the sound on and off, and F4 to turn off the shoe squeak. How to Choose Time, Team and Type of Game 1. Move your joystick up or down to highlight (or select) each of the following bar menus on the Game Selection screen: TIME - Six Minute Quarters: Select the time for each q u4uarter by pressing the fire button until you find the duration of your choice: 3,6,9, or 12 minutes. (Page 2) TEAM - Jammers vs. Slammers: Pick your favorite team and opponent by pressing the fire button until you're satisfied with one of three options (-c- designates the computer team). o Jammers vs. Slammers (two players, no computer) o -c- Jammers vs. Slammers o Slammers vs. Jammers -c- (SPACE)  To Start Game: Select a game mode by pressing the fire button until you find the one you like. o (SPACE) To Start Game o (SPACE) For Playmaker (Slammers - white) o (SPACE) For Playmaker (Jammers - cyan, a bright green-blue) o (SPACE) For Practice (work on your moves without defensive pressure) Note: The Practice mode is only available when you select the "two player" option. 2. If you select Start Gam Xne or Practice, press the space bar to reveal the Players screen - the last screen (we promise) before action starts. (If you choose Playmaker turn to page 6 to see how to design your own play.) How to Choose Your Players The Players screen contains a 6-man roster and 15-play Playbook for each team. Every player is a first-rate hoopster, but only three per team can play at a time. So you have to choose your starting line-up: one Center (C), one Guard (G), and one F iorward (F). At each position, you have two players to choose from. To choose: 1. Move your joystick up or down to highlight one of your team's positions (C, G or F) 2. One player is already listed, press the fire button to list the second. 3. Make your choice and leave that player's name in the bar; then choose the other two spots. O Scouting Reports How do you choose between the two players at each position? An important question. You can't just put   hE[bodies out there. Basketball's a team game. You need players with complementary skills, players who work well together. (Page 3) To help you create the best player mix for your team and your playing style, we've compiled brief Scouting Reports for each player. Highlight any player, and a brief description of his strengths and weaknesses automatically appears at the bottom of the Roster. Study these well. The right team at the right time is a big advantage. O Statistics Fast BreakG automatically tracks each player's statistics for the current game, and records them at the end of the Scouting Report: 0/0 FG Field Goals made/Field Goals attempted (Field Goals = Shots) 0 PT Total Points Scored 0 PF Personal Fouls (Making contact in a non-contact sport) 0 ST Steals (Taking the ball away from the other team) 0 TO (vTurnovers (Giving the ball to the other team when you shouldn't) At the end of each game, you can check and compare the game stats for both teams. A screen will automatically appear which lists both starting squads. o Highlight a position (Guard, Forward or Center). You can see that player's game stats at the bottom of your half of the screen. Notice that you can also see the stats of the other team's player on the other.rL half of the screen. o To see how the substitutes fared in the game, just press the fire button. All sic subs for both teams show up on screen. Check their stats in the same way. o You can only check the other team's stats at the end of a game, obviously, when the info won't give you a competitive advantage. How to Select Pre-Set Plays O Offensive Plays Both the Slammers and Jammers keep 15 plays in their Playbooks, 14 pre-7s designed offensive plays (drawings of which you'll find by viewing the "PLAYBOOK.IFF" picture) and one that you can design yourself. You can select up to four plays at the beginning of each game, then change your selections during timeouts and between quarters. (Page 4) Of course you don't need plays: A couple of quick passes and a Tomahawk slam work just fine. And nothing says you have to run a play once you call it: If a lane to the basket is clear, go for it. But if you're the'+x kind of person who enjoys the raw beauty of a perfectly-executed Pick N Roll, put them in your repertoire: 1. Move your joystick down to highlight the word (Playbook) beneath your Roster. 2. Press the fire button; a playlist instantly replaces the Roster. Move the joystick up or down to scroll through the 15 plays. Four selected plays are marked with an asterisk (*). 3. To change a selection: Highlight the play and press the fire button; the asterCyhisk disappears. Highlight another play which has no asterisk, press the fire button, and the asterisk reappears. The play is yours. 4. To select less than four plays: Press the fire button to remove asterisks from unwanted plays. 5. Things to ponder while studying these diagrams on the back cover: o These only tell you where your players are going to move; theres's no guarantee that you can execute the play this way. That's up to yoUur skill. o The numbers (1, 2, etc.) indicate the succession of players with dark shoes - and hence you control - during the play. o Dotted lines - suggested passes (but all passes are optional). o Calling plays is one of the coolest things about this game: check out the Strategy section in the back for tips. O Defensive Plays Each team can choose from five pre-set defensive plays: Fast Break Your two computer-controlled men :C^break towards center court when the other team shoots, counting on you to grab the rebound and make the quick outlet pass. Man-2-Man (T) T = Tight. Your two computer-controlled players cover their assignments very closely. Man-2-Man (L) L = Loose. Your two computer-controlled players play off their man, giving them the shot, but  trying to prevent the drive. Trap Your two computer-controlled players always follow the ball handler. Dbl Team Double Team. One of your computer-controlled men always follows the ball handler, which allows you to join or "double team" him. (Page 5) Playmaker - How to Design Your Own Play 1. You're on the Game Selection screen. Move the joystick down.> to highlight (SPACE) to Start Game, then press the fire button until you find the Playmaker option for your team. 2. Press the space bar to reveal the Playmaker screen: your players trot onto the court and take their positions. You'll notice that one player has solid black shoes - that's important. 3. Read the Play Box: Move player to first of four locations. This means: you can design the black-shod player to make up to four moves during this parOticular play. How? 4. Move black foot to the desired location and press the fire button. Do this three more times until the second player's shoes turn black. Designate his moves the same way. 5. When the moves of all three players are set in this way, press the space bar to return to the Game Selection screen. Your play is automatically recorded as Number 15 in your Playbook. Note: a player doesn't have to make four moves in every play. If you wanut him to move just twice, for example, press the fire button three times after you make his second move. You don't want him to move at all? Press the button four times right where he stands. Gameplay After you choose your line-up and select plays, you're ready to play ball. Press the space bar, and the Game Screen appears. Six guys, a ball, and half of a basketball court. If the computer team has the ball, get ready to play defense. If it's your ball, the boys are st``anding around at the end of the court, waiting for you to make something happen. O The Game Screen 1. Watch the bottom of the screen to find out which team (and player) controls the ball. It also shows the quarter, the time remaining in the quarter, the time remaining on the 24-second clock, and the score. 2. Only half of the court appears on the screen: Dribble the ball over center line to make the second half of the court - and your basket - appear oԯn the screen. 3. Watch the two Play-by-Play Boxes at the bottom of the screen - Jammer box on the left, Slammer box on the right. They automatically show which man has the ball and which man guards him. For example: (Page 6) Jackson - G with the ball ("Flash" Jackson, the Slammer guard, has the ball) "Mercury" - G covering the play ("Mercury" Monroe, Jammer p guard, guards him) O Imbounding the Ball 1. Check your Play Box to see if your team has possession of the ball. 2. Move your black-footed player to pick up the loose ball, then take it over the end line beneath your basket. 3. Face your man in the general direction of one of your other players. 4. Press and release the fire button quickly, and he fires a perfect chest pass inbounds. You're off. O Dribbling 1. Touch the ball with your player and he automati©Z7cally picks it up. 2. Move in any direction, and he dribbles. And he won't stop dribbling until he passes, shoots or someone steals it. 3. When you move the mouse, the player will continue to dribble in that direction until you press the Right Mouse Button (that's the equivalent of centering the joystick) or move the mouse in a new direction. O Passing 1. Face your ball handler in the general direction of a teammate: press and release the fire buttomn quickly. 2. Beware of all opponents; they love to steal passes. But you can't deliberately pass it to them. O Shooting 1. Shoot anytime you have the ball on your end of the court. 2. Press the fire button and hold it down to make your shooter go up for a jump shot. 3. Release the fire button to release the shot; release it at the top of the jump to make your shots. 4. Beware blocked shots. Your opponents won't say: "In your face." But they think mit. Important note: if you're cool, do a full 360, turn-around, double- pump jumper, How? Hey - cool isn't taught: you just do it. (Page 7) O Scoring 1. Make a Field Goal from within the three-point line (the arc that extends beyond the top of the key) and you score two points. 2. Make a Field Goal from beyond the three-point line, and yes, you get three points. O Blocking Shots 1. When a shooter goes up for his shot, press the fire button and hold  Ŝ* it down to make your blinking defender go up with him. 2. Some players block shots better than others because they have greater jumping ability. O Free Throws 1. There are no Free Throws. 2. Free Throws are for wimps. O Calling Offensive Plays 1. Linger with the ball near the half-court line for a few seconds, or dribble the ball into the key then back toward the center line, and suddenly all action stops. An Offensive Play box appears at the top of !~ the screen that reads: CALL OFFENSIVE PLAY. 2. Press the fire button and keep it down. Now your Offensive Play Box lists four plays. For example: Screen Hi L /\ || Screen Hi R ==> . Pick N Roll <== Reverse Cut || \/ 3. Move the joystick "Ǭ2in the direction of the arrow beside the play you want; that play is now set. Release the fire button. (If you don't want to call a play, don't move the joystick, just release the button.) 4. Your players continue to run the selected pattern until you shoot, call another play, or lose possession. (Page 8) O Calling Defensive Plays 1. When the offensive team calls a play, play stops, and a Defensive Play box also appears. It reads CALL DEFENSIVE PLAY.#L> 2. After the offensive team calls its play, you can press the fire button. Keep it down. Now your Defensive Play box lists the five defensive formations available to you. Fast Break /\ || Man-2-Man (T) ==> Man-2-Man (L) . Trap <== Dbl Team || $ \/ 3. Move the joystick in the direction of the arrow beside the defense you want; that play is now set. Release the fire button and the defense is set. O Rebounding 1. Move your player - offensive or defensive - to the hoop as quickly as you can after a shot. 2. As the shot comes off the rim, press the fire button and keep it down to make your player jump for the ball. O Playing Defense 1. To steal, guard the dribbler closely. If he faces you wit%ʞh the ball, touch him and you strip away the ball safely. But be careful: You could foul him if he's not facing you. 2. To intercept passes, position your man between the passer and his target. O Personal Fouls 1. Two kinds of Personal Fouls are called in this game: Charging (when your ball handler runs over a defender) and Foul (when you hack a dribbler or shooter). 2. Each man is permitted six personals before he's forced to ride the pines. &f(Page 9) O Fouling Out 1. Guard closely, but cautiously - after a player's sixth personal foul, he's gone. To the locker room. Shower city. 2. When a player fouls out, the second man in his position automatically takes his place. O Violations 1. Violations are infractions of the rules, instead of a player's body. Thus they result in Turnovers (the other team gets the ball), instead of Personal Fouls. Violations include: 24 Second Rule - From'.\G$ the moment you gain possession of the ball, you have just 24 seconds to shoot the ball, or the other team gets it. If you shoot and miss, but grab the rebound, the 24 second clock (located at the bottom of the game screen) resets, and you have another 24 seconds to shoot. Half Court Violation - When you inbound the ball beneath the basket you're defending, you have just 10 seconds to dribble or pass the ball over the center line into your half of (͡#the court. The ten- second count begins the moment your player receives the inbound pass. Certain violations or turnovers don't exist in Fast Break. You can't dribble or pass the ball out of bounds; you can't dribble or pass the ball back across the center line once you've crossed it (Over and Back); and you can't double dribble. O Substitutions 1. Change players as often as you'd like, but only during a timeout (no matter who calls it) and between )Oݷ;quarters (when the game automatically stops). 2. From the Players screen, move the joystick up or down to highlight the player (or players) you want to remove; then press the fire button to replace him. O Timeouts 1. You get three per half, six for the game. 2. You can only call time after an opponent's Field Goal, when you have the ball out of bounds. 3. Press the space bar to call a timeout: the Timeout screen appears. 4. Press the fire button, t*ohe Players screen appears, and you are automatically assessed for the timeout. (Page 10) STRATEGY O Study your team's strength and weaknesses before picking a lineup. O You have a much better chance to win if you choose the "right" combination of players and skills. O Use slower players to imbound the ball so that you can pass it in to the faster ones. O If you have a fast break, go for it. But you'll find that your team's shooting percentages tends to go up when you+1 call set plays. O Confuse the defense. Call a set play, then drive the lane for a slam dunk. O Don't exhaust your favorite players by overplaying them. Substitute judiciously, or they'll be tired at the end of the game when you need them most. O Practice. Use the Practice Mode to work on your fundamentals, to find out how effective different players are in different situations, and to experiment with the Playmaker plays to see which create the best openings for good s,zhots. O Offense: follow your shot. Defense: crash the boards. O Study well the offensive diagrams, and think strategy. Fast Break can handle as much basketball strategy as you know or want to learn. To get you thinking like Pat Riley here's an example of player strategy for the Reverse Cut Play: 1. Your best ball handler - usually a guard - has the ball up top. 2. When the other two players make their cuts, pass it to the best three-point shooter (usually the fo-ʐxrward) for the shot, not the center who can't hit the side of a barn door. (Consult PLAYBOOK.IFF picture to view diagram) O "Keep cool, but care." Sage advice from McClintock Sphere, legendary street-ball player and jazz saxophonist. (Page 11) ========================================================================= Complete manual provided by The Hellion & The Corsair P A R A N O I M I A ===========================================.dwr============================== hot. Defense: crash the boards. O Study well the offensive diagrams, and think strategy. Fast Break can handle as much basketball strategy as you know or want to learn. 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Motion on the screen is always in the direction of the movement of the mouse, even when the eye looks at the scene from opposite directions. This operation performs differently in object based coordinate system ?&sand in world based coordinate system. most of the time world coordinates will be preferred. ROT Purpose: To rotate the object around arbitrary axis. Procedure: 1. Select the object. 2. Select Rot. 2. Select the axis for rotation, X, Y, or Z. 3. Highlight ObjAx (object based coordinate system) or unhighlight ObjAx (world based coordinate system). 3. Move the cursor into the world space to rotate the object. Options: x - move along x axis y - move along y axis z - mov@'{y0e along z axis Note: The object can rotate around only one axis at a time. The left button rotates at regular speed, the right button rotates slowly for fine adjustments. This operation performs differently in object based coordinate system and in world based coordinate system. most of the time object coordinate system will be preferred. SCALE Purpose: To change the size or shape of the object. Procedure: 1. Select the object. 2. Select Scale. 2. Select a combination ofA(} axes, X, Y, or Z. 3. Highlight ObjAx (object based coordinate system) or unhighlight ObjAx (world based coordinate system). 3. Move the cursor into the world space and press left mouse button to scale the object. Options: x - move along x axis y - move along y axis z - move along z axis Note: Scaling in the world space will shear the shape of an object (deform it) unless it is aligned with the world axes. Scaling in object space preserved the perpendicularity of local dimensB)0Дional axes. 4bc. VIEWS Caligari supports both Perspective and Orthogonal projections. In both cases it provides real time response and the interface is identical. PERSPECTIVE VIEW is most natural for the user because it closely resembles the world as we see it in everyday life. A characteristic property of perspective projection is that objects appear smaller as they get further from the viewpoint. ORTHOGONAL VIEW does not perform perspective division, consequently objects doC*noe not change size when they move further from the eyepoint. This view is good for very precise positioning of objects. There are three orthogonal views: Top, Left and Front. Caligari automatically disables operations which can not be perceived properly in a two dimensional orthogonal view. For example when looking from above at the scene (Top view) up and down motion of objects (z axis) is disabled. TOP Purpose: To display the world from above (in X-Y plane). Procedure: 1.D+im Make sure you are not in top view. 2. Select the top gadget from the navigational menu. 3. Immediately, the world will be shown from above. Note: In top view EnCir and P/T are disabled. Also Trans Z is disabled. Top view (together with other orthogonal views) is well suited for highly precise positioning of design elements. This can be accomplished by zooming close to the current object and doing fine adjustments for rotation and translation of the object. LEFT Purpose: E,4N? To display the world from the left side (in Z-Y plane) Procedure: 1. Make sure you are not if left side view. 2. Select the Left gadget from the navigational menu. 3. Immediately, the world will be shown from the left. Note: In Left view EnCir and P/T are disabled. Also Trans X is disabled. Left view (together with other orthogonal views) is well suited for highly precise positioning of design elements. This can be accomplished by zooming close to the current object and doingF-]w fine adjustments for roataion and translation of the object. FRONT Purpose: To display the world from front (in X-Z plane). Procedure: 1. Make sure you are not in front view. 2. Select the Front gadget from the navigational menu. 3. Immediately, the world will be shown from the front. Note: In front view EnCir and P/T are disabled. Also Trans Y is disabled. Front view (together with other orthogonal views) is well suited for highly precise positioning of design elemenG. ts. This can be accomplished by zooming close to the current object and doing fine adjustments for rotation and translation of the object. 4bd. ERASE Purpose: To erase the currently selected (highlighted) object. Procedure: 1. Select the object to be erased. 2. Select the erase function. The object is erased. Note: Erase removes an object without prompting for confirmation and the erased object can not be retrieved. Erase only works on complete objects, i.e. a subobject cH/e:wan not be erased. Erase only removes objects from the workspace. Previously saved objects on the disk are still available. UNDO Purpose: To undo the previously executed function. Procedure: 1. After incorrectly editing or altering the dimensions of an object, select the Undo function. 2. Immediately the last change to the world will be undone. Note: The undoable operations are Pick, Trans, Rot, Scale, Move, EnCir, P/T and Zoom Only the last performed action can be undonI0unxBe. The last undo can also be undone. 4c. STATUS When Status is selected from the Base menu a new menu strip will place itself just above the existing menu bars and will display and dynamically update the following information: Current obj - The name of the currently selected object will be displayed in this field. If a subobject is selected, the name of the subobject will be properly displayed. RTime - Time necessary to render current object. Time is displayed in the sixtiethJ1cKs of a second. X, Y, Z - Coordinates of current object in the worldspace. When object is moved, the coordinates are dynamically updated. Mem - Amount of available memory. Eye X, Y, X - Coordinates of the current viewpoint position. Bank - Rotation of the eye in the screen space. (0 = horizontal) Status menu is particularly useful for animation purposes because it gives an exact numerical location of both objects and the viewpoint. 4d. TOOLS In the navigation menu the objecK2]dts can be positioned and shaped using Trans, Rot and Scale. Tool menu on the other hand offers a selection of tools to create complex objects out of simpler ones. The Tool menu works in conjunction with the navigational menu. It simply stacks itself above any existing menus. Glue/Unglue is a basic tool for combining simpler objects together. For example several polyhedra can be combined together to form an arm. Two arms can then be consequently glued to the torso of the robot. CaliL3"wgari remembers exactly how the structure of a complex object (such as a robot) was created. This provides the basis for hierarchical manipulation of complex objects. The Extruder is actually a collection of very powerful tools. With it, the user can draw any 2D shape by hand and sweep it through 3D space to create a 3D object. Copy replicates objects. Note that the new copy of the object is in the same location as the old copy of the object. The user must translate, scale or rotateM4Ķ the new copy of the object, before the new and old copies of the object will appear distinct. 4da. Glue Purpose: To glue one object to another object. Any number of objects may be glued together but they must be glued together one at a time. Procedure: 1. Use the pick function to select one of the objects to be glued together. The object appears highlighted. 2. If the glue option does not appear on the menu, select the Tools function and it appears. 3. Select Glue from tN5`5ter of the shape. 5. Select Cone. Program will return to the navigation menu with the newly created 3D object highlighted. Note: The relevant settings are Orientation, Depth and Poly Center. There are no restrictions on number of lines in the shape or number of holes inside the shape. Selecting the "Close Poly" gadget will return a "Polygon invalid" message if the first and last points can not be connected without intersecting some other polygon edge. Use Undo to modify the polygX?ordinates. Find: This gadget will position the eye so that the current object will appear in the center of the screen (handy for lost objects). Level: This gadget will align the eye horizontally. 5. SCENE COMPOSITION The Scene Composition module enables the user to build a complex scene out of the objects created (and saved) in Object Design module. It also provides for assigning the surface properties to the objects and lighting the scene with multiple light sources. Caligk ari enters the Scene Composition module with the Base menu and Navigation menu present. The workspace is viewed in perspective with the Encircle (EnCir) function active and the X-Y coordinate axes selected, much like Object Design, unless a different configuration of the scene had been explicitly set. The selection of a function is indicated by an amber highlight of that function. In the Scene Composition module the objects can not be modified but they may be moved, rotated and scall%/ed. Hierarchical access is disabled in this module. If the user wants to edit an object, he must return to the object module to do so. In order to fully utilize the Scene module it is important to realize that when an object is loaded, unlike in object design it does not explicitly load its geometrical data, instead it only has a pointer to it. Also each object has data for appearance attributes and matrix for placement in the world, rotation and scale. Thus, if several copies of tmshe same car are loaded into the scene, each can have its own color, placement (translation), rotation and scale, but they all share the same set of vertices and polyhedra hierarchy. This has two advantages: memory is preserved, so a very complex scene (using many instances of the same object with different scale and rotation factors) can be built, and secondly time is saved since the compilation process performed on geometrical data for first time solid view rendering is performed onnkr.ly once for all instances of the object. On the other hand if several instances of the same object are loaded in the scene and original object is modified, then upon entering the scene all the instances will be modified too. If the user wants two robots in the scene and one has arm pointing up while the other has arm pointing down, two copies of the robot must be created in the object design and named differently. What all of this means for a design process is following: If you cano- =%, use the same object many times in the scene (a building colored, scaled and rotated to appear as several different buildings). Also it makes sense to use smaller objects since the compilation time is much shorter for smaller objects. 5a. BASE MENU The Base menu is always present on the bottom of the screen both in Object Design and Scene Composition. It can be made invisible (along with other menus) by selecting its close gadget. It can be made visible again by clicking the p mouse with the cursor positioned all the way at the top of the screen. The arrangement of gadgets in the base menu is slightly different from the Object Design: NAV STATUS TOOLS LOAD SAVE RENDER OBJDES MAIN These are the major functional blocks in Caligari. When selected, some of them activate additional menu strips, some replace existing menus, and some open completely new screend. NAV - Navigation is central part of Caligari's interface. it enables the user move in 3D enqvironment and manipulate objects in it. STATUS - Displays numerical data about current scene. TOOLS - Contains SCRIPT, LIGHTS and COPY functions. LOAD - Displays a menu for loading objects into the current scene. SAVE - Permits saving the current scene under a user selected name. RENDER - Displays the current scene in solid view (in color). OBJDES - Exits the Scene Composition module and enters Objecet Design. MAIN - Exits Scene Composition into the Main menu. Both Navigationrc and Status menus are identical to Object Design. The Tools menu, however, is different. 5b. TOOLS The Tools menu works in conjunction with the Navigation menu. It simply stacks itself above existing menus. There are three tools available: Script, Lights and Copy. Script will be explained thoroughly in the next chapter. Let us look now at the other two. Copy Purpose: To create a replica of an object. Procedure: 1. Select an object. 2. Select Copy from tools menu. 3sR. The newly created object occupies the same space as original. Note: Since copy of the object occupies the same space as original it is good idea to move it a bit to see that there are actually two objects. Copy operation in Scene is actually slightly different from that in Object Design. It does not create separate data for each new object, rather it points to original object stored in the database and it creates only visual instance of new object (new translation, rotation, scat.\jle, color, etc.). This saves a lot of memory, particularly if you create a large scene with many objects. 5ba. Lights The purpose of this tool is to enable the user to place several light sources in the designated scene to create desired lighting for solid view of the scene. Caligari allows for unlimited number of light sources, however since it produces flat (faceted) shading, actual number of lights should not be too high since too many lights would simply cancel each other. uT{ Another thing to remember is that even the smallest and most ambient light will produce specular highlight on a specular object. Too many highlights will not look realistic on a flat shaded object. On the other hand, clever use of lights together with specular objects can produce very attractive looking scenes, particularly in motion. Procedure: 1. Select Lights from tools menu. 2. Set x, y, z intensity. SoftSize of the current light. 3. Press ">" to change settings for other livHś?ghts. Use "Add Light" or "Delete" to change number of lights. 4. Select "Load Settings", "Exit Lights" and "Render" to see how the current light setting illuminates the scene. Note: Caligari provides for an unlimited number of lights in the scene. Each light can be assigned several attributes: Number - This simply numbers the lights for easy access. Position - This is a set of X, Y, and Z coordinates with full floating point precision. Intensity - This can be any number. Only rwelative intensities are meaningful since Caligari automatically compresses specified intensities into the available contrast of Amiga color space. Thus if there are two lights, relative intensities (1, 10) and (0.1,1) would produce the same lighting of the scene. SoftSize - 0 = point light source, all polygons not facing the light are completely dark. 1 = planar light source, only polygons facing exactly opposite direction from the light are completely dark. x{e 1000 = ambient light, polygons in any direction are illuminated with the same intensity. 5c. Load Purpose: To load new objects into the current scene. Procedure: 1. Select Load from the Base menu. 2. Select an object, use "AS" option to rename it (optional), then select Load. 4. The newly loaded object appears in the scene. 5. Select Quit to get back to the Navigation menu. Note: The Load menu is similar to that of the one in Object Design. The y/Suser, however can not change the name of the scene or the path from this menu. To do this, the user must exit the scene and enter Main menu. From there a new scene can be loaded into the program. In Caligari each scene file contains all the objects saved in the scene environment. Save Purpose: To save the current scene. Procedure: 1. Select Save from the Base menu. 2. Set the path and the file in which the current scene should be saved. 3. Select Save. Caligari will savezn the scene and return to the Navigation menu. Note: Caligari prompts the user to save current scene every time the user wants to exit Scene Composition and the scene has been changed. In Caligari each scene file contains all the objects saved in the scene environment. 5d. RENDER At any time in Scene Composition a solid view of the scene can be obtained by selecting Render from the Base menu. Rendering capabilities in Scene Composition are more extensive than in the Object De{)sign module. The key to impressive looking images is clever use of multiple lights, available palettes and diffuse and specular coefficients assigned to various objects. For example a sphere which has assigned red palette will look quite different rendered with low diffuse coefficient and specular highlight, then the same sphere rendered with high diffuse coefficient and without the specular highlight. When a scene is rendered first time, Caligari needs to do extra computations to |߆Pcreate the data necessary for solid rendering of a scene. After that the user can switch between solid view and wireframe representation quite quickly. After the Render gadget is selected, the screen changes to solid view. All menus are eliminated to provide an unimpeded view of the object. You can exit this view by double clicking the right button on the mouse. This will bring up five gadgets on the bottom of the solid view: Print Image, Save Image, Color, Setup and Exit Render. T}he user can not print the image on the printer, save it as an IFF file, change the color of objects, change the resolution or exit back to wireframe view. Print Image Purpose: To obtain hard copy of the current image. Procedure: 1. Select Render from the Navigation menu. 2. Double click the right mouse button after the image is rendered. 3. Select Print image and your image will be printed on the printer currently selected in Preferences. Note: Works identically in the s~'#cene and object design. Save Image Purpose: To save an image in IFF format. Procedure: 1. Select Render from the Navigation menu. 2. Double click the right mouse button after the image is rendered. 3. Select Save Image. 4. Select Name and Drawer for the image to be saved in. Select "Save as IFF File" gadget. Note: Caligari can save images in low or high resolution including overscan options. An IFF image can be manipulated in variety of programs such as Deluxe Paint IID etx. Works identically in the scene and object design. 5da. COLOR Color attributes are assigned to each object in Object Design module. In Scene Composition, the color attributes can not be changed. Their appearance however, is fully controllable from the scene. For example a car will have assigned color attribute one for the wheels and color attribute two for the body in the Object Design. In Scene module the user can load the same car under three different names. Then he cMan set the appearance of color attribute one to gray and color attribute two to light blue for car. After that he can set the color attribute two to dark red for car2 and shiny blue for car3. Thus, all the cars will have grey wheels but one will have light blue body, the second will have dark red body and the third car's body will be blue and shiny. There are three appearance attributes that can be assigned to each color attribute for selected object: hue (Color), intensity (Diffuseness) and shininess (Specularity). Hue can be assigned to the object simply by selecting one of the color bands (palettes). For selected hue, intensity and shininess can be specified with horizontal sliders for diffuseness and Specularity. Just like in Object Design the number of palettes as well as distribution of number of shades for each can be easily changed. In addition hue, saturation and value sliders allow the user to achieve harmonious color scheme for the scene. All of thŧese settings are part of the scene and are saved together with it. Color Purpose: To set hue, intensity and shininess to a color attribute of an object. Procedure: 1. Select Color after double clicking in solid view. 2. Select an object from the scene. The rest of the scene is shaded out. 3. Select material # (color attribute) of current object to be changed by typing from the keyboard. 4. Set Diffuse and specular coefficients. Select active hue fromth-e palettes above the menu. 5. Depress the "Set Material" gadget to assign new values to the attribute. If you double click on the gadget, the object will also be rerendered. Note: Alll the palette functions are also available. You can increase the number of colors, and change the hue, saturation, and value of any color (palette) interactively. It is important to remember how many color attributes were assigned to an object in Object Design. Only these attributes can be manipulatewxd in the scene module. Setup Purpose: To change the resolution of the solid view display. Procedure: 1. Select Setup after double clicking in solid view. 2. Select Hires/Lores and/or UnderScan/OverScan options. 3. Select Render to see the scene rerendered with new resolution values. Options: Hires/Lores switches between high and low resolution. In the lower resolution more colors are available. UnderScan/OverScan switches between 736x482 (Overscan) and 600x400 (UnderScaQ}n) in high resolution and 362x482 (Overscan) and 320x400 (UnderScan) in low resolution. Rendering process is somewhat faster in Underscan. 6. SCRIPT After the user builds the scene and assigns lights and colors to it, he or she can write a script to animate the scene. While the script itself has to be written outside of Caligari in a word processor, it can be compiled, debugged, previewed in real time and finally output to videotape, all interactively, from inside Caligari. Th>jƦe script can be written on any Amiga text editor. each line of the script contains one animation command. Typically, the script will consist of a few "paragraphs" - blocks of commands, each starting with a GO command followed by set of commands to be executed in particular frame range (as defined by the previous GO). After the script is written, named and saved, it can be loaded into Caligari. Following simple script will create two seconds of animation. In this script car will be tPranslated relatively from its current position 50 units along the Y axis (perhaps along the street) and base will be rotated 360 degrees. While this is happening camera closes up on the scene. GO 60 MOVE car 0 50 0 ROTATE base 0 0 360 MOVE EYE 0 0 100 Typically, the user will first write the sdript, then he will compile it and preview it. Visual feedback will enable the user to edit the script again, compile it and preview it again. After few Edit, Compile and Preview cycles theYv script will be ready for final full color rendering onto videotape. The Caligari script animation is case insensitive to commands and to the EYE, but it is case sensitive to the names of objects. The semi-color ";" may be used anywhere on a script line to indicate that the remainder of the line is a comment or is to be ignored. Blank lines are also ignored. Caligari executes a "GO 1" command automatically at the beginning of each script. At the end of each script a "PURGE" comman+Okd is also automatically executed. Compile Purpose: To prepare the script for real time preview. Procedure: 1. Select Script from the Tools menu in the scene. 2. Enter the name of your script (using the keyboard) on the bottom line in script menu. 3. Enter a path (if script is not in the current directory). 4. Select Compile. 5. The script will be rendered in wireframe on a frame by frame basis. After the last frame is drawn, the script is ready for real time preview. No&{te: Acutal rendering of the script during the compilation process is substantially slower than in preview (non-real time). Preview Purpose: To see the script choreography in real time. Procedure: 1. Select Script from the Tools menu in the scene and compile it. 2. Select Preview. 3. Script will be rendered in wireframe in real time to enable the user see the actual motion of animated objects. Note: Real time in video means 30 frames/sec. Caligari's preview will typically be less than that, particularly on large scenes. It is advisable to use the "Rate" command in a script to render only every fifth (or tenth) frame of the script for preview. Also for preview very complex objects can be temporarily replaced with a simpler representation of the same object. Debug Purpose: To find syntactic errors in the script. Procedure: 1. Select Script from the Tools menu in the scene. 2. Enter the name of your script (using the keyboard) on the bottom linGO>)e in script menu. 3. Enter a path (if script is not in the current directory). 4. Select Debug. 5. Caligari will display each command as it parses it. If an error is found, the user is notified with an error message. Render Purpose: To render the frames of the script in full color and save them onto videotape. Procedure: 1. Select Script from the Tools menu in the scene. 2. Enter the name of your script (using the keyboard) on the bottom line in script menu. 3. Enter a path (if script is not in the current directory). 4. Turn on and activate the VTR and the Single Frame Controller. Make sure all calbes are properly connected. 4. Select Render. 5. Script will be rendered in full color and recorded to the VTR using SMPTE or Microlock time code. Note: Cabling may differ for different VTR's and Single Frame Controllers. See instructions for your controller for details. 6a. SCRIPT SYNTAX Move Purpose: To move an object or eye relativeq to its current position. Syntax: MOVE {object | EYE } x y z [t] Options: Object - name of the object to be translated EYE - eye will be translated x, y, z - spatial increments to be added to current position. t - number of frames (optional) Example: MOVE car 0 100 0 20 MOVE EYE 20 30 10 Description: The Move command will translate the specified object or the eye relative to its current position over the number of frames specified in the "t" parameter. If the frame count dIis not specified, then the MOVE will e executed over number of frames specified in the preceding GO command. Amove Purpose: To move an object or the eye absolutely to a given point in space. Syntax: AMOVE {object | EYE } x y z [t] Options: Object - name of the object to be translated EYE - eye will be translated x, y, z - world coordinates where the object or eye will be moved. t - number of frames (optional) Example: AMOVE car 110 100 0 AMOVE EYE 0 0 200 10 Descriptoion: Absolute move will translate the specified object or eye from its current position over the number of frames specified in the "t" parameter to the world coordinates specified. If the frame count is not specified, then AMOVE will be executed over the number of frames specified in the precediang GO command. Scale Purpose: To change the size of an object. Syntax: SCALE object x y z [t] Options: Object - name of the object to be translated x, y, z - size increments. t -ĩ number of frames (optional) Example: SCALE car 1 1 10 20 Description: Scale command will scale an object over a number of frames. If the frame count is not specified, then SCALE will be executed over the number of frames specified in the preceding GO command. Rotate Purpose: To rotate an object or eye relatively. Syntax: ROTATE {object | EYE } x y z [t] Options: Object - name of the object to be translated EYE - eye will be rotated x, y, z - angular increments for ro tation. t - number of frames (optional) Example: ROTATE car 0 90 0 20 ROTATE EYE 720 0 0 Description: If more than 360 degree increment is specified, object will rotate around the specified axis maore than one time. If the frame count is not specified, then ROTATE will be executed over number of frames specified in the preceding GO command. Arotate Purpose: To rotate an object or eye around a specified axis. Syntax: AROTATE {ojbect | EYE } angle x1 y1 z2 y2 z2 [t] Opt++ions: object - name of the object to be rotated EYE - eye will be rotated x1, y1, z1 - first point defining the rotational axis t - number of frames (optional) Example: AROTATE car 360 0 90 0 20 Description: This command enables objects to orbit on arc in 3D space. If the frame count is not specified, then AROTATE will be executed over number of frames specified in the preceding GO command. Lookat Purpose: To enable the eye to follow an object. Syntax: LOOTAT 4Ķobject [t] Options: object - name of the object for eye to follow t - number of frames (optional) Example: LOOKAT car 20 Note: This command enables to steer the eye to follow an object. It is particularly useful with invisible objects. Visible Purpose: To make an object appear again. Syntax: VISIBLE object Options: object - name of the object to be made visible Example: VISIBLE car Description: Objects are visible as a default. VISIBLE command is useful for spec٩%ial effects. (See INVISIBLE). Invisible Purpose: To make an object disappear for part of the animation. Syntax: INVISIBLE object Options: Object - name of the object to be made visible Example: INVISIBLE car Description: A small tetrahydron can be made invisible and then LOOKAT command can guide the motion of an eye. Alternating visibility of objects under the script control can create interesting animation effects. (See VISIBLE). Pause Purpose: To do nothing fo/Mr a few frames. Syntax: PAUSE t Options: t - number of frames Example: PAUSE 20 Description: Scene will stay unchanged for a number of frames. Skip Purpose: To speed up editing process by not previewing already finished parts of script. Syntax: SKIP t Options: t - number of frames Example: SKIP 45 Note: Program will execute all commands specified in the script but will not render frames affected by Skip command. GO Purpose: To execute next few frames of 8Eja script. Syntax: GO t Options: t - number of frames Example: GO 60 Note: GO works in prefix notation, i.e. It effects commands after its occurrence. Also, GO specifies the default number of frames for all subsequent commands with optional "t" parameters. Rate Purpose: To change overall speed of script execution. Syntax: RATE F Options: F - a floating point factor by which to scale time Example: RATE 2 Will create half as many frames for coarser but faster motiorqn. RATE .5 Will create twice as many frames for finer and slower motion. Purge Purpose: To clear all ongoing actions in the script. Syntax: PURGE Description: This command will prevent all unexpired commands from executing. ; Purpose: To insert comments into the script. Example: MOVE EYE 0 0 10 ;end of first section ; Car starts to accelerate MOVE car 0 20 0 10 Note: Comments can be placed anywhere after the ";" symbol. Installation and backup of your Ca?ligari distribution disk: You should make a backup of your distribution disk before doing anything else. Write-protect your disk, if it is not already write-protected, by moving the plastic slider near the disk label so that the little square hole is open. Turn on your Amiga, and insert your Caligari disk into the Amiga when it prompts you for a Workbench disk. When the Workbench is loaded, click once on the Caligari disk icon with the left mouse button. Now hold down the right mouse button, slide up to the "Workbench" menu title at the top left corner of the screen, and pull the menu down, releasing the right mouse button over the "Duplicate" menu item. Have ready a blank 3.5" disk which is not write-protected, and follow the system requests to insert the "To" and "From" disks. Place the Caligari distribution disk in a safe place away from heat, light and magnetic fields. You will need this disk for making new Caligari working disks in case errors develop on Lyour working disks. You will also need to return this disk when requesting upgrades to new versions of Caligari. You should also backup your working disks frequently to prevent data loss due to deteriorating media, system crash, operator error, or software malfunction. The importance of backups cannot be overstressed. Do them regularly, whenever you have done more work than you would care to redo. Running Caligari on an Amiga 1000: Caligari is ready to run on the Amiga 1000 as disQitributed. You must have at least 1Mb of memory to run Caligari. Note, that Caligari runs quite well on a one drive system. if you wish to have the date and time of your files recorded correctly, use the Set-Date project in the System drawer to set the date. Make sure you are working with a copy of your Caligari disk, not the original disk. Running Caligari on an Amiga 500 or an Amiga 2000: The Caligari disk can easily be customized for better performance on a 500 or 2000. Make sure you are working with a copy of your Caligari distribution disk. Simply open the System drawer and double-click on the Boot-2000/500 project. This will change the Startup-Sequence file in the S directory (not visible from the Workbench), so that the date is set correctly, and so that Caligari uses the fastest memory in the system whenever possible. Note that you can revert to a 1000 boot sequence by double-clicking the Boot-1000 project. Amiga 500 owners should note that they will nu}eed at least 1 Mb of memory to run Caligari, but that Caligari will run quite nicely on a one drive system. Installing Caligari on a hard drive: Because of the large number of possible configurations, and because installation is largely a matter of personal preference, we have not yet attempted to provide a hard disk installation program for Caligari. It should be sufficient to copy Caligari and the Caldata drawer onto your hard drive, and add a line to your Startup-Sequence which such as: Assign CalDate: dh0:CalData If you experience any problems, use a text editor to examine the various versions of Startup-Sequence in the Caligari:S directory, and compare them with your Startup-Sequence. Also make sure that all the library files Caligari needs are in the logical directory LIBS: Because Caligari is still in the pre-release stage in its development, it is recommended that you save your scenes to RAM:, to floppy, or to a scratch partition on your hard drive. While we are making every effort to make Caligari reliable and stable, we recognize that bugs inevitably exist in early versions of software. Should an error occur while Caligari is writing a file, you mave have to reformat the medium before AmigaDos will recognize it. For this reason we do not recommend saving to heavily used hard disk partitions. Optimum performance can be achieved by saving the scenes to RAM:, and then copying the files to hard disk or floppy for archiving and VëGbackup. ============================================================================ m drawer and double-click on the Boot-2000/500 project. This will change the Startup-Sequence file in the S directory (not visible from the Workbench), so that the date is set correctly, and so that Caligari uses the fastest memory in the system whenever possible. Note that you can revert to a 1000 boot sequence by double-clicking the Boot-1000 project. Amiga 500 owners should note that they will nu TURBO MANUAL TURBO... To be faster, to accelerate, to increase performance. INDEED, Turbo Silver is, to say the least, going to do it's best to uphold this title. Your new Silver is faster, and easier to use than the previous version. One word of caution. If for some reason you have still not been able to understand all of the operations of Silver, please make sure that you refresh yourself on the basics. This new manual does not attempt  Ʃto cover all of the software, just the changes and additions. For those of you who are getting ready to use Silver for the first time please be aware that the Turbo version is based upon the original Silver, it is to your best advantage to move back to the beginning of the manual, and start from scratch. Now a few words about speed. ie TURBO... Speed. Silver is fast, Now it is even faster. WHY? The answer is not that simple. However, it won't make you feel any better, Lgsjif we waste lots of paper in the explanation. Simply put, we have decided to use a technique called Octree. What's an Octree? Once again simply put, and Octree is the division of the screen, or 3D world, into a series of small squares or quadrants. By dividing the 3D world into these smaller areas, the tracer must only trace where there is information to trace. Also, when it does "hit" something to trace it has much less to trace. How much speed increase can I expect ?.. :p What would have taken 6 hours in Silver, will now take less than 40 minutes in Turbo Silver. This is only an average. For some scenes that are very complex, ie they have many glass objects, all reflective with dithered sky the trace times could be 3 to 4 hours. The reality is, that if you tried to trace this scene in Silver, it could have taken 12 to 15 hours or more. Will my accelerator 68881 and 68020 board make it any faster? NO. We have jumped this hurdle. Turbo SiClver will get some small advantage of having these boards and faster processors, but the yield is possibly only 4 to 10 percent decrease in trace time. Consider that these boards are rather costly, we think that the increase in speed is not worth the dollars spent. As these boards become more productive, we will implement Silver to these boards and you will get trace times that will Knock your socks off. Until then we are sure that Turbo Silver will make you very happy. WgW/HAT HAS CHANGED. In an attempt to keep things organized, each new change will be explained from left to right on the menu bar. The major change, however, does not really show up on the menu bar. ALL THE WORLD IS A TRIANGLE AND WE ARE BUT IT'S OBJECTS. In Silver you were given Primitives, ie the sphere , ring, disc, tube, rectangle and square. The objects,although adequate to build many new objects, were limiting. The ability to manipulate these objects, was at times very dl8ifficult. Herein lies the major change to TURBO SILVER. With the exception of the perfect sphere, all other objects are made of triangles. This feature will give you the ability to build "any" object that you want. There is still a set of triangular primitives, they are Cone, Sphere, Tube, Disk, Torus (or those of us who don't know "doughnut") and Ring. This list of objects has been placed into TURBO SILVER for your convenience. You could, in truth make any of these shapes w)in TURBO SILVER with the new Spin and Extrude commands. To find these new shapes, pull down the leftmost menu called EDIT. Under this menu is the CUSTOM object. By accessing this menu item you will find a requestor that has several options. Each of the shapes mentioned are listed in the top of the requester. Click on any one of these objects, and the object word will be moved down to the middle of the requester. This action, of course, means that you want this object to be  eadded to the Editor work-surface. The other options that must be attended to are the Major size, and the minor size as well as the divisions. The Major size is the outer dimensions of the object. If you make a Torus 200 in Major size, it's diameter will be 200 hundred units large. The minor size is the inside of the Torus, by making this 20 units you would have made a bicycle tire. Go ahead and try it, you will be able to see for yourself. The last factor in the custom it  MPem is the divisions. With the Torus and the sphere you are limited to 36 divisions. With all other objects, you are limited to 100 divisions. A division is the amount of sides that an object will have. A sphere with 4 divisions is not going to be real smooth and round, however with 18 and up it will be very smooth. This applies to all objects. The more divisions the more triangles, the more triangles the smoother the object. The smoother the object becomes the slower th ҟf7e trace time. Not to worry, slower does not mean from fast to snails pace, each division adds about 1 or 2 percent of increase on trace time. Consider that in Silver you would have had a heck of a time making a torus and after having done so you would have had to bound it to death. The trace time would still have been rather slow as compared to the times you will achieve using TURBO SILVER. After you have given the custom shape it's major, minor and division information you on lOly have to click in the upper left hand close box of the requester and like some kind of magic the object will make itself known to you on the editor work-surface. In many respects, the same concept is still resident with TURBO SILVER. From this point on, the differences of Silver, and TURBO SILVER start to diminish as it relates to objects and their creation. As long as we are on objects, lets take a look at a special object called AXIS. It is also found under the EDIT menu. ÁW Why is it so special? It is from this object that we can spin and extrude objects. With these features you can make letters, wine glasses, tea pots or whatever you desire. Instead of just telling you about them, let's make a couple of objects. FIRST The WINE GLASS. By selecting the axis from the edit menu, you will be given a cross hair on the editor work surface, with all three axis marked with either a X, Y or Z. If all has gone well the axis should look like the diagraE?m below. Notice that the Z axis goes up and down, and the X goes to the right and left, while the Y, (which at this point, is only viewable from the TOP view.) goes into the screen and to represent depth. All spins are done around the Z axis. This is important to remember. You can't spin around the other axis. Some people feel more comfortable calling a Spin by its other name, lathe. It makes no difference what you call it, it's only important to know that the little4 bugger works around the Z axis. Now to the glass. Notice, that at the top of the screen in the menu bar, the view that you are presently working,on is show, ie Top, Front and Right. Check to make sure that we are in the Front view. A new feature is now going to be added to your arsenal before we make the Wine glass. By using the Right Amiga key, and depressing the 5 key on the Amiga's numeric keypad, you will see that there are now the words "add points" shown. This mefans that where ever you place the cursor with the mouse, you will get a point, of course you have to depress the left mouse button first. The wine glass can now be simply made by adding a few points and spinning them around the Z axis. For this exercise we are going to make a wine glass that has a lid or top to it. After all, what difference does it make you aren't going to be able to drink from it anyway. (Next program, one that makes objects come to life, boy are we stretQSWching it there). View the diagram below. See where all of the points are? They have the appearance of a wine glass. There is however, a very important point to make here. The first and the last points that you add to the screen, are the points that are used to do the spin with,. The are to the object its spine points. So, when you duplicate the wine glass on your editor worksurface, make sure that you follow the point list as shown. The last important point about spin iDUs this. Make sure that the first and last point share the same X co-ordinate, that is if you wish the object to have symmetry and appear like the wine glass. If you have the points at different X co-ordinates, the object will be off kilter. It wont hurt TURBO SILVER, it will just make your wine glass look like something a bit warped. If you like warped things, go for it. You may ask, how am I going to know if the points are on the same X co-ordinate? Simple, go over to th=e View menu and pull it down. Down there towards the bottom of the menu is the option named, COORDS ON. Select this option and the co-ordinates will be shown in a nifty little box that comes up. This information is directly related to the position of the cursor. By using this feature, you can be very precise as to where you place your points. If you are done using the Co-ords box, you can make it go away by using the pull down menu and select Co-ords off or simply hit the gov{ behind box in the upper tight hand corder of the box. This little feature will make you life very easy when you attempt to make very complex objects. Use the Right Amiga in conjunction with the numeral 2 key, and change from point mode to object mode. Now that we are in object mode, choose spin from the object menu. There will be a small requester that comes up and asks how many divisions. The max amount of divisions that you can have on spins, is 36. By using 36 divisions, qLLyou will have a very smooth and highly complex set of triangles. For this exersize, try using 10 as the division number. Close the box by clicking in the upper left hand close box, wait about 1/2 second, and if all has gone well, you should have a wine glass that looks similar to the one shown in the above diagram. If for some reason you don't have a wine glass, or something looking close to a wine glass, restart. Use the Amiga E command for erase, and start over. Pay clos=e attention to the starting and ending points and the proper placement of the points. Also, make sure that you were in object mode, when you told TURBO SILVER to do the Spin. Before you forge on, try some other type of Spun objects, a cup, a table leg, a chess piece, a pencil, or a rocket ship body. You see, the sky is the limit, when you know how to use Spin. Now would be a good time to tell you what each of the Right Amiga and numeric keys can and will do. Right Amiga 1 Group Mode Right Amiga 2 Object Mode Right Amiga 3 Point Mode Right Amiga 4 Face Mode Right Amiga 5 Add Point Mode Right Amiga 6 Add Face Mode Right Amiga 7,8,9 & 0 are reserved for future use. By using these different keys, you can move between the modes of operation. These modes of operation are independent of each other. This is to say, that if you are in point mode, you can not get at the face of an object and the converse is true as well. In face mode you can only getX at faces, not points. The only exception is that while in group mode you can get at objects if they are not tied to other objects in a group. Try the following, Place a custom cone on the editor work-surface. You decide the size and divisions of the object. Having done this try each of the modes. You already know that the center point of the object where the axis is is the place where you can select the entire object. Notice, that when you are in object mode and you select theG object, it now turns blue instead of orange. We found that this is more pleasing to the eye, and it is easier to see. When you have first added an object to the worksurface, you will see that the object is a light orange. This is a special color, that let you knows the object is ready to be selected. You can do this by depressing the F1 key . The object should now turn blue. If you would now like to move this object by using the mouse, use the Amiga M command to MARK theS!Y object. The object will now turn green. This as in Silver means that the next mouse click on the work-surface will move the entire object to this point. To deselect this object depress the Amiga M key and the object will once again turn Blue. If you wish to totally deselect the object and turn it WHITE simply click anywhere on the screen other than the object and the object will turn white or de-selected. This preceding procedure, is one that you must make yourself famili5w[ar with, or the true power of the triangle editor will be of no value at all. The next process that we need to deal with, is how to get at points and faces. If you don't have an object on the screen add one of some type, other than the perfect sphere. Now, move into object mode, and select the object that you are working with. (it should be blue now). Use the Amiga 4 key, this will place you in Face mode. You should see the word face in the upper menu bar. If you don't, check2 to make sure that the proper key stroke was used.. You are now in Face mode. By using the Amiga N, B or H key we can travel through the faces of the object. Try first the amiga N. One of the faces of the object should now be green. In some cases you may have a very small face picked, if so go to the next by using the Amiga N. Do this, until you have a face picked that is large enough to see. The next item to try, is to select this face by depressing the F1 key. The green& face or triangle will now turn RED. This means that it is now selected. So far so good.. Let's throw some more goodies in here. Hold down the Left Shift Key. Look up at the top of the menu bar. Notice, that the word Multi and a number 1 appears. When you release the LEFT SHIFT key the Multi marker will go away and the number next to it will be dropped. You have just entered the Multi Zone. Let's digress for a minute or two. Remember in Silver 1.1 and greater, that whe>:rn you wanted to select several objects, there was no real way to do so, other than using the group command. Well, if this activity would have prevailed in TURBO SILVER ,you would never have been able to change faces of object to other colors, or perform massive maneuvers on more than one face at a time. If you imagine that it is possible to build an object with in excess of 1000 triangles (even bigger than that) you would have gone bananas trying to get at all the faces to use them properly. This is the reason for Multi Mode. Back to the Multi Zone. Use the Amiga N command, to pick the next triangle in the list.. Now, hold down the LEFT SHIFT KEY, and depress the F1 key at the same time. You should now have another RED triangle on the screen. You have Multi Picked two Triangular faces of the object that you have placed on the worksurface. SO WHAT? As we said before, this gives you the ability to color several triangles with one command, or in  all cases, perform some rather bizarre effects on these triangles. While you have the Triangles in red, change the color of these triangles by using the Amiga ";" key, to bring up the color requester. The default color of faces is white. Make a simple color change, by sliding the Blue slider all the way to ZERO. Either close the color box with the mouse, or hit the return key. Those faces that are selected in Red, are now Red in color. This is the color that the tracer wil!tU`l give to this triangle, when it does its tracing. By using this mode in either point, or object, group and face you can alter almost every aspect of the objects or faces and points that you are dealing with. In the Face mode, you can increase the size of the triangles, by using the Scale option. You can rotate them by using the Rotate option. And you can position or translate them. There is a major difference in the Position mode and the transition mode. By using the pos"ZLition mode, all of the Faces, Objects or Points, would all move to the point in space, that you have selected, for the Position move. Imagine, if you will, that you have all of the points of one side of a box selected. If you were to move all of them to the same point they would in essence, be making a cone out of that one face. On the other hand, if you translate each of these points in 3D space, they would all stay relative to the last position to each other. So in this c#case if the points of one side of a box were selected and piked (RED), and you translated them along one axis, you would probably just be stretching the box out. Try doing some of this, select a few points, turn them the RED using Multi Mode and position them to one point. See what a mess that makes? OK Use the Amiga U key for UNDO. Ah that's better, Use Multi Mode once again. Select and pick several faces. Rotate them on the Z axis 45 degrees. Depress the return key, and $Ŏe+now take a look at what you have. Is that bizarre or what ? Imagine that you have a column made up of a couple of hundred faces. Color the faces so that they are alternating red and white, use multi pick for this operation. Now rotate the points, 90 degrees VIOLA you now have a candy cane. While we have told you to do all of these things you have probably noticed that ROTATE, SCALE and TRANSLATE all have two options. One is world space, and the other is Local Space. The d%Ƅ#ifference between the two is simple. The TURBO SILVER 3D world has a set of fixed axis, Z is always Up and Down , X is always left and right, and Y is always in and out. These functions are fixed. However, when you have an object that is in this world and you rotate that object on it's own axis ,then you are rotating in local space. In this manner, you have full flexibility to manipulate any object in any way that you wish. If you are so inclined try rotating an object in Z&Ǣ@L) axis, about 45 degrees in the world space option. View this manipulation, then rotate the same object 45 degrees in X in world space. Now rotate the object 45 degrees in X in local space. You can see the difference. Although we have not suggested the type of object that you should use, any object that you add will be evident in it's movement. EXTRUSION The ability to extrude an object will make the process of creating letters and numbers, as well as many other objects ver'Qmy simple. Let's create the letter M and extrude it . You must first clear your work-surface of other objects, and add a new axis. Notice that once the axis has been placed on the work-surface, that the axis has rather small markers. These markers are only 32 units in length. You can increase the size of the axis, by using the size command in the object menu. Do so now, increase the size of the Z axis to 200 and the X axis to a size of 150. These axis lines are a very good (]creference point for making objects. They do not affect the object in other way, besides giving you an orientation to where they live in the 3D world. Use them as you will. However we have a tendency to make them bigger than we think we will need, so that we have a very good reference to where our points and faces are. View the diagram of the letter M, shown below. Notice that we had to enter Add Point mode, Amiga 5. The order that you place points is of no major concern)ʸ! in the extrude mode. It just makes sense to try and follow some sort of logic. Therefore, we have listed the order that we have placed these points on the screen. Please attempt to the same. Make the size of the letter rather large. At least 30% of the screen. Now move to the Point mode Amiga 3. In this mode you can now move and manipulate the points. If for some reason they are not in perfect order or at right angles to each as they should be, simply click on the point*R@ and then click again (double click). The entire object will turn green. Not to worry. The whole object will not move when you click in a different place, just the point that you are working on will be moved. Of course you don't have to use the mouse, you can use the position choice under the object menu. Do the best that you can, after you have completed the sequence of creating the border of the letter M. Use first the Amiga 2 key to move to object mode, the entire set of+Ѣ points should still be selected. Now use the Amiga C [or copy command] to throw these points into a special copy buffer. The reason for this, is that we at a later time, will want to put a face on the letter that we are creating. In some cases you will want to extrude something that has no front or back face. In this case you will not have to copy this object into the copy buffer. Make sure that the object is blue or selected, then under the object menu, select the EXTRUDE,m݄ option. Having done so, the extrude requester will appear asking you for the distance to extruded. Type in 100. This means that we are going to make the letter M 100 units deep on the Y axis. Extrude always works on the Y axis. It makes no difference where the axis is relative to the object or world space. What ever the orientation the extrude will follow the Y axis. After completing the input of the number 100, close the extrude requester by clicking in the upper left ha-W)nd close box of the requester. In what will seem like a blink of the eye, the letter M will do a re-draw. It's done. You say you don't believe it? Choose the view Top option in the View mode. See, we told you so, there should be, if all is correct a series of triangles moving in on the Y axis. Of course if you view the letter M from the right view you will see that the triangles move out on the Y axis. You have done your first extrude with TURBO SILVER !..The only problem t.Ϣ6hat we have now, is that the Face of the M is not there. We have the solid outline of the letter M. This makes for some interesting effects. For this exersize however, we intend to make sure that this M has a front and a back. Remember when we copied the front of the M and then extruded the other?. Well now is the time to use the Amiga P for paste to throw that M face back on the screen. It will place itself directly on the front of the extruded shell. Before you click /"źthe mouse anywhere, use the Amiga M to mark this object. Move your cursor well to the left of the position that it now holds, and depress the left mouse button. The pasted, non extruded M will now move to this location. You must now make this M shell have a set of faces associated to it. The process of making faces is very much like the game of connect the dots. We must create triangles out of all of these points. This process adds the surface to the object. View the dia0( Rgram below. ADDING TRIANGLES TO THE M SHELL To add triangles or faces, we must be in the Add Face mode. Use the Amiga 6 key to enter this mode. You will see that at the top of the menu bar are the words Add Face. To add the faces click on the point that is marked 1 on the above diagram. Note, that after having done this, the Add Face menu header will have the number 1 after it. Move to point 2 and click here with the mouse. The number 2 will now be shown after add face 1}>in the header. Click on the third point marked 3. You have now added a face to the letter M. Proceed with this process, following a logical process to in essence, fill the face of the M with triangles or FACES. Admittedly the process of adding these faces can be a bit tricky, we have opted for complete flexibility to the addition of faces. WE could have limited the use and done this automatically, this would have limited your creative Impulses and allowed you a very stuffy w2Ӈf.ay to make objects. Last but not least ,we must make yet another copy of this object and keep it in the paste buffer for a moment. Enter Object Mode, Amiga 2, using the Amiga C for copy. Copy this object. Use the Amiga M for mark, the object should turn green. Align your cursor in such a way that the letter face will fit directly in-front of, and perfectly over the extruded object. This is best accomplished by placing the cursor directly in the center of the extruded axis3ԑC$, and clicking with the mouse button. Minor adjustment may be needed. Use the translate option in the object menu to make ever so small movements along the X or Z axis.. Now we must get the back face on the M. Move to the Top View. Use the Amiga P or paste command to place the copied face back on the editor work surface. Mark it or turn it green using the Amiga M command. Place the cursor at the back of the extruded M and click in the appropriate place. You should now ha4Cdve a Front and back as well as an extruded middle to the Letter M. View it from all angles to make sure that all objects align themselves properly. The final command is to now resolve the objects, into one object. Use the Join command found in the Edit Menu. Before we can join these objects, we must enter the Multi Mode and select these three objects. They will all or should be blue in color. While they are still blue execute the Amiga J command. This will join these thr5̑%ee objects into one perfect object, as well as eliminate unneeded points that share the same space. Caution, if for some reason you want to be able to treat these three objects as individuals, you could have used the Group command instead of Join. The processes would have been the same with this exception . Instead of the Amiga J command you would have used the Amiga G command. This action will not resolve the points that share the same space. However these objects can not6a[ be returned to its normal state of three objects, once you have used the join command there is now way to UN-JOIN these objects. Group is a undo-able function. Join is forever. This ends the first chapter of TURBO SILVER, if you have not understood any functions that have been explained here, don't go to the next chapter until this all makes sense. Of course you can always call us if you are having a problem with any of these concepts at 612-566-0221. To Light is human To 7Mx:Refract is Incredible The next issue at hand, is the new lighting module. Under the attributes menu, you will find a few new options. The first that we should take a look at is Material. Under the Material menu are the sub menu items. They are: Air Glass Water Crystal Custom. When you make a new object and add it to the editor worksurface, you will see that it always defaults to air. Air has the lowest level of refraction, in reality while using Turbo Silver Air has 8no refraction associated with it. The other materials however, have very definate values associated to them. Glass has an refraction index of 1.66 Crystal has a refraction index of 2.00 Water has a frefraction index of 1.33 Custom can have a range of 1.00 to 3.55 This index system will give you the most used properties for Ray Tracing. However, the use of the custom index will give you the complete span of indexs for all know substances. We have listed a few others for you9&Ar reference. Emarald 1.57 Quartz 1.55 Diamond 2.42 Topaz 1.61 Ruby 1.77 Sapphire 1.77 Salt 1.54 Lapus Lazuli 1.61 You are not limited to any of these numbers. It is best that you experiment with the custom menu item of Refraction to acheive the results that most please your eyes. A rule of thumb however, the higher the refraction index, the slower the tracer will be. (If you would like a list of refractive indexes for many different materials pick up a copy of CR:C Handbook of Chemistry and Physics 63rd Edition Published by CRC Press, Inc of Boca Raton, Florida. This book is about a foot thick,.Refer to pages E-375 through E-382 This amazing book also has reflective indexs, giving indexs for such things as Pears, Apples and Cotton, a virtual plethora of information. (now that we think about it,we are not sure that you can do with out this book. The problem is that we have no idea what is costs, probably more than the price of Turbo S;Syilver.) OH, Don, the programmer GURU just walked by and said you can probably pick up a used copy for $25.00, now the question is where do you find a used copy of this book, whew this is getting crazy ) The obvious reason for this, is that the amount of rays that must be bent and twisted in the Silver world become very time consuming when the index is high. Never-the-less, it's up to you to decide where the trade off is between trace time and final output. Every face and object<ݷ2 can be refractive. By default, all faces are white, this means that the object that is glass, will have a White tinge to the edges. If you would like the edges to be other colors, simply change the color of the object. As a possible exersize try the following. Place a perfect sphere on the worksurface. Make the size of the Sphere 100 units in X. Place a cone from the custom menu behind the sphere, [about 20 units behind.] Color this cone red. Select the Sphere and make it =\Glass, by selecting this option in the Attributes menu. Leave the color of this object alone for this trace. Set your camera and light source so that the objects are lighted properly, and you have a good view of the objects. Of course the view that we want to have, is a view where we look through the sphere and see the cone behind it. Set your horizon and zenith colors to the same color, your choice. Trace it. The trace time should be under 50 minutes. When done, you should now >Dz_see that TURBO SILVER does refraction. The cone behind the sphere will be abarated or twisted, just like it would be if you looked through a glass ball. With refraction, you can let your imagination run wild. For the last time, let us warn you. Glass takes time to trace, and the more glass items that you use the more time it takes . Included on your Turbo Silver disk is a picture called Chessboard. This took 8 hours to trace. Notice that the chess pieces are all lead cryst?oje al and the board itself is reflective. We hope that you agree that the time was worth the wait. The picture is real neat. The other attributes in this menu are much the same as they were in Silver. The only area that needs a little discussion is reflection. The mirror of the 3D world. Reflection, we have found after hours of use that there are some pecularities to Reflection. If you move the sliders ,RGB, all to have a value of 255 you have a perfect mirror. The object