DOSP̽PSZHNU/ Nz~A>0JgQ~0 6gQJgFCpN+@A,@+ndN:+@ @IT,m"LpN"LpN"Lpr$<vN"LpN"L0<7r N"Lp5AN"L0<ZrN"Lp.ANEGo~|("Lps"NpA1gpA8/"LN _0H@bC",x#vEaLFJfSNPQ9g<9 f,xA 0g"6g"ArBQB`KNp @NpN m,mN"N,xNbN < rN:+@"_3|#| $#@(#|,N83| #|$N8 m"H.<  PM31 QN"m < N.N]LCN @ hpNuH~NU. $BE &O,xN B"Gf  GN]L~Nu" AlRNu*."&j:2h Boot Menu v3.1 Peter Stuer 1990 [Left] Continue boot Reset vectors [Right]intuition.librarydos.libraryOKPlease check%-20s: $%08lx OK%-20s: $%08lx SuspiciousColdCaptureCoolCaptureKickMemPtrKickTagPtrOldOpenLibraryPutMsgDoIOSumKickDataxVf(gᩙhbНklÍ}]}{]}˖}}əkf(` nfˀhf;).fi(}h}˖Z ʞjKfcX#}*fk} Kfxm8bZixYii*92RZ˖J "r)yiiIi92RJi8͹; jxi8s Ji+ngBjZ[jjhJʎjPÍ|Yiұ)ʂy1 dᩙ8b`õ|YiifᩙofᩙmjÐhjgY!|BJ~gmjg᳈|߁i}3(j /b[#gy/gxBj+ؖgBRʂi|+g ifᩙmjkvZ fkfHd+fxd˃f8KfdKKeq{pf+gyڂ񋃉*j)>&r h7 fKfhlFhc]z␨-| bngiho/Yi %|KHP(f0}w8x8H([tS=l+0&h{ # 3 o0kw8= `8K53 sut"F &k [5`W(}Kfa0lې0;u|K"ss*Hkqƥik%+ꊂiiqiiiiii)iiiPiiiiiiiiiJ B rI抂i*irii(+j(Kk!B2l P*")":z )YZ "iUKók @hhhhhhhhiiiiiiihhhhhhhhhhiiiiiiiiii ӈBhhhhhhhhh#hhhhhhhhcûhhhhhhhhc k;Ck[۱hhhhc k;Ckۈhhhhhc k;CkÈH񘋃hhhhhc k;C k hhhhh3kk hhhhhhț2hhhhhhhh hhhhhhhhhCCkChhhhhhh# ˓hhhhhhhh[8련;+!hhhhh[8련;+hhhhhۈhhhhhhhh#k@(;hhhhhhC[hhhhhhC+#Yhhhhhhh@c+񘋃hhhhhhhXck3@#늃hhhhhhS 3S㈲hhhhhhhs;kӊhhhhhhh3;hhhhhhhh# +hhhhh# +[hhhhkۈIhhhhhhh@k;@hhhhhhhh#8 #)hhhhhhhC((@[hhhhC((@8hhhh(#Лk@ыhhhhhh#ț+@hhhhhh +3ȠC hhhhhhh X Chhhhhh8cKkhhhhhhh8뀨H +hhhhhhhhhhhhhhhh 0# s30hhhhhC3芃hhhhhhh[8련;hhhhhhhiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii  uQIparameters are [s] the destination address [b] the startblock possible numbers are from 0-1759 (n) the number of block possible are all numbers between 1 and 1760 >b [s][b](n) = as same as the last command but write sw [s][e][t] = swap the memory between s and e with the memory in t diski = shows you informations about the disk specifed by the cd command sleep = this command will leave the MegaMon and insert a small window by   fCactivate this and pressing the right mb the MegaMon will be restarted by pressing the closesymbol it will be deleted from memory (in both modes all allocated mem and others will be deallocated) and the processor will get more time and memory for other progs Updates von V2.4 zu V3.0: -------------------------- Nun koennen alle Funktionen mit CTRL abgebrochen werden und mit der Linken- Shift-Taste angehalten werden. Bei der Funktion k [s] - B  lockChecksum kann nun auch eine EndAdresse ange- geben werden und z.b. alle BlockChecksummen eines Tracks auf einmal ausge- rechnet werden. k [s][e] : BlockChecksum Die Funktion diski [p] - DiskInfo gibt es jetzt in einer neuen Form, sie heisst jezt DeviceInfo. dev [dev:] - DeviceInfo Hier koennen nur Hardware devices angegeben werden(z.b. Laufwerke,Harddisks). Es werden Daten zur Hardware und Status des devices angegeben. Die DosErrorCodes werden jetzt nicht mehr nur als Zahl s\ PPSSTT8THTXTTWXX^NZbnv"*6>JR^frz&.:BNVbjv~ *2>FRZfnz".6BJV^jr~] C4 &2:FNZbnv"*6>JR^frz&.:BNVbjv~ *2>FRZfnz".6B^ JV^jr~ &2:FNZbnv"*6>JR^frz&|0@FV ,28>FZ`>HZ&,4HT\_hn > $6Xft(."(,hz &*0>DRbr @DRp  . B V r . v  : B H `y,  'n'''''''((4(H(\(p((((((((((()*X*++,,*,H,b,,-"-@-----.H.n.|555555556666666677.767<7^7f77777;\;n;;<.<|<<<<== =&=P======>>z>>? ???8????@@@@@rCnCtCa9CCCCCCD DD&D,D:D@D`D~EEE*E4EDETEZEhEnEvEEEEEEEFF2FDFTFZFFFFFFFG,GPGtGGGGGH&H<HBHRHfHxHHHHHIIDIVIfIrIIJJJ,J>JHJTJZJ`JrJJJJJJJJJKK*KFKdKhKnKxK~KKKKKL8L>MM.MRMZMhMMMMMMNNN,N>NRNNNNbNOOO(OHOROrOPQ$QLQlQQR$R*R`RfRRSSSS S8S@SFS`SlSSSSSSSSSSTTT TBT^TvT~TTTTTTTTTU*U4U@UNUTU`UfUpUvUUUUUUVVVVVWWW W<WRWWWXXXXXXYYYY$YFYrYYZZZZZZZZ[[[[,[4[[[[[\\ \\ \(\4\<cD\H\P\\\]] ^ ^d^^_&_,_Hbc cfffggggg&g,g2g8g>gDgbgxggggggggggghhh&h0h<hJhhhiii"i*i8i<iiiijj:j@kkk0k>kBkJkPkXk\klkkkklllllllm mm"m*m:m>mHmPmXm\mtmmmmmmmmmmnnn2nDnLnZnhn~nnnnnnndnnnooo&oFo~oooooooop pp*p8pBpRpbplprpppppppppqq&q:qBqpqqqqqrrr0r<rJrRrbrnrrrrrrrrsssssst tt.t~tttttttttttu uu&u4uuuuuvvv"v,v8vDvPv^v|vvvww$wpw|wwwwwwxx&x>xFxNxXx`xjxrxezxxxxxxxxxyy.yFy`yfyy{6{>{J{R}\&.>@vgggggghhh&h0h<hJhhhiii"i*i8i<iiiijj:j@kkk0k>kBkJkPkXk\klkkkklllllllm mm"m*m:m>mHmPmXm\mtmmmmmmmmmmnnn2nDnLnZnhn~nnnnnnnU isassembler ist besser und schneller geworden. Neue Funktionen von V1.7: ------------------------- n [s] : Assemble (YEAH!) i [s] : Memory Info w [s] : Walk a Instruction g [s] : Jump in without Breakpoints j [s] : Jump in with Breakpoints bl : Breakpoints list bs [s] : Breakpoint set bc [s]/all : Breakpoint clear ) [s][l] : AlloQ10k|@.;@Nup..jB..;@Nu.SB9PNup. @cp@@;@Nup.$  ?bPNu.gB9Nua. g gv g g g gvNu.gp g g< gt g g g g g g@ gP g` gv g gNu.99Nu...Nu...Nu.@NuJ9f.g$J."gS."g!PNu@"`0:H@!NuRj...Nu/p.gXr:Mf2AfHr:=HAJAf:3*;n0<Q0.30<Q* +n"NuJ9fp.`xJ9fp.`p.:fB.;|Nup.9f0g/`VJ9fp.J9fRNuJ9fl...JgRH@p.gBAF0.#.#g.B.#B.# . r2.ЁЁ n$Re n -H$pLNu  +@1JaxŴxaJ1X(\:}hS@.SNR xqR"}Y7{eQ>, ~wqLxU3xcO<* }vpFtP/u`L:(}vo@oL+ r^J8&|un: kH'p[H5${tm4fD#mYE3"zsm.b?TG@KukVC1 yrlX(\:}hS@. xR"|Y7{eQ>, ~w~LxU3xcO<* }vwFtP/u`L:(}vq@oL+ r^J8&{uk: kH'p[H5${td4U"̷fD#mYE3"zs^.b?kVC1 yrV3 A zzlf8 0<<~~ ~<< 0<><|>lff8f<`fffcfffl``fff`wvfffffffccf0` 8`0``03>6><>ff0cf<|>|>~ffccf~l0f<<f~<~000fLlf<<<>>>fv<<<` o~|`f||n~x`knf|f|<ffk<0 ffff`0ffl0wvffff`ffk6f p3lx<f|~`t0p3Xx,0ffffff`````~fffff6~fffffl<<<0B<<f0f2?`~~~~~~f||||fnfffffvfff>>>f~fffffkfffff6ff|cf`f0f fff~`fffl``ffff`cff`nlffxwc`0 ffff`0>fl0knf|>lfx66>03 03fk3fffffff<````lffffff6ffff|f~~~~f~f0000fnfffffsffff><>fv 0<~< <<<0 0>f|`>fcf<`>0ffcf<`f|>>>xf<<<<<<<<000<p`<3~00``@<0< (08@HPX`hpx (08@HPX`hpxZ .c4 (08@HPX`hpx (08@HPX`hpx (08@HPX`hpx[ b) (08@HPX`hpxP\fpzZ, ~ `&N((($(((>(R(f55 5;f;x;> >>>*>2>:>H>P>X??0EE>EG4G<GBGFGXG`GfGjG|GGGGJJJJJJPPPPPPPPPPF"ޑ{sbcd.b l |:add.b m0@ |0add.w mЀ @|0add.l m!|adda.w n |adda.l n|addi.b nt@|addi.w nt@|addi.l ntP|addq.b o"Ah"A~"Nu   cccseqnegegthilelsltmiplvcvst f $xxxxxxxx: xxxx HA,x2(g)E #f afE a.fAX@3 N3 < `3< `3< J9 Ng*y < bf8<E B9 XafE ccrfN8<3 E afpE srf`N8<`8<>)E #fBa Jf8 n. m$ frYAE aDf AX@3 N8< X>)E afގAX@xE afYA3 N3 J9 fJ9 ftN8<`x`8<>)Jy fE afrAX@3 Nx>)J9 fTE afFA3<.< N8<>)J9 f*B9 XE aPf2 n A3 N8<3 J9 f XE afNx>)E afYA8<B9 XE af2 A3 N8<`8<:<>)E af$8E afYAX@3 NA TG0 G0fC` G f4CP`>)E df&xaFf YAx E a2f` x a$fE xafYA3 N8<>)E srf ` ccrfE afAX@3 N8<>) sr ft`Zx>) usp g usp=/݆y fPE `E apf6A3 N>)E dg* ag$ 8<TanfE avf3 `Dahf3 ,# 00E 8<a6f89 , fzv| g RQ83 $y 04tNaf X@tNutNuxz *-g */gDJ*g>`~za8fxHPa0L`Jfjff l^E DfXREQ */gJ*g@`BR *dg *af0af*vPADf"` afv`RJ*g Jg``ntNutNu>)xE af֎A8<E  Xaf3 N8<>)J9 fE af3 Nx>)E afp>0HE xaLJfRfA\D f*`$ f\D`YA fA`D3 tN:<>)E dfx`8<E  X ,B9 Xa  , XfYA8E afAX@3 N>) XE af# Daf~$y DSJfp3 tN$`*J&y HU, l n` n` m` m0tNutNura f0@ @o`draf XxE afA3 E af$`&y H*JUl n`m0tNraf8<E a?1fAX@J9 ft3 N3 ,t`"3 ,t`3 ,t` 3 ,t>)rE  lf2<` rfAE dgz #gBJ9 f @f8<E af:9 ,g>X`T/aR _Jf n m f|^Fx`xafYAE aftA3 tNtRg gg *fRIRH`g~Nu~Nu  g *g`a,anaC aaC aNuB9 ,p;RHt (g8 )g* ,g g  gRQpNuJ9 ,fpNuB9 ,` ,`C p .g  g@ g:@2GER` NT# I)a BaK M/ aF*_2a̢ BaK M/ a*_â Ba`ZJg*y~BQpr B]QPMQB`*Song name: Adress:$000000 There's no module present! All right! $0000 Errors,fix it better. Module at $ No. Pat:$00 Highest Pat:$00 Samples used:$00 a *fa `va" ag#jByn`ZJjgByn"9j,yNBjNuHJyng$Jjg$JfSH&"9j,yNLNuBya#J`Nx -fFDRH` +fRH $faj19.6"` %faV` "fa4`SHaSHJDgDNu -g +g *g /g &gB ^gP gNuJfNuan 9J#J`aZ 9J#J`aF 9J#J`a2 9J#J`a 9JЁ#J`a 9J#J`a 9Ja #J`nHxJjDFDJjDFD*HEHE,HFHF܅ІJDjDLpNua 9Ja #J` A/xJjDFDJjDFDa JDjD(NuHzx,e*Q F"LNu  gSHNuBJaa("9JK M$aL = /Jj-Daɺ" = 2:_T%aH = "~  g gJf<.Q" Ba`Not in MemList not allocated in hunk |x|aɰJkr*,xN|(nBJg,e"d$,g"Be )Ae $`(T`ЙNvK M"aD:: f AlaR`,g*chip,g*fastCTJg`XIfSM BSM/ 9xg,$@Ae, *Cd C%fSM"a\ B _a` R`A,"tv,yN"Jg yx,yN `PNewCLI "CON:0/0/640/128/Use EndCLI to close this window"x|aTJk(@*APnBy3;SH LIjaxaLJygA0na"TL 99g(f`,x <"<N:Jf <$@"JA&><QNg <N.`rH3 Ap#ACa:ACa.ACa"|v(K^9 :3I/gm```29 :IgXm`D`0 mgm`BmU`:Jmgm`;|T`"܃ e` e A1@H@1@HpCca|CXar0HC'ad0HCaXHFCaJCa@L9f ,yCNh"@#&NbLNu 3@4<> H@3@NuAtXIQNu0))   "$&(*,.02468:<>)@1)H1)P1|||||<||||||||~||||graphics.library,xKV MKk".*aÒK"..aÆK".2azKC".&anK~"adK"95=o6aVK"9aHKV"9a:/"<N(*"<N(, _K"aK* +| "aÒK"aK* +| "ap܅Kk"aKt* +| "aLK"9da¨K"9hašK"9laŒK0"9pa~K"9tapK"9xabK"9|aTan`Info Page: -------------------------------------------------------------------------------- ColdCapture: $xxxxxx ExeBase: $xxxxxx Chip Mem: $xxxxxx - xxxxxxxx CoolCapture: $xxxxxx DosBase: $xxxxxx Fast M6>&Uem: $xxxxxx - xxxxxxxx WarmCapture: $xxxxxx IntBase: $xxxxxx ----------------------------- KickTagPtr: $xxxxxx GfxBase: $xxxxxx Total Mem: $xxxxxx - xxxxxxxx Level1Irq ($64) : $xxxxxx Level5Irq ($74) : $xxxxxx Level2Irq ($68) : $xxxxxx Level6Irq ($78) : $xxxxxx Level3Irq ($6c) : $xxxxxx Level7Irq ($7c) : $xxxxxx Level4Irq ($70) : $xxxxxx -------------------------------------------------------------------------------- 1C gfNu012345678 90 A a B b C7?$| c D dEefF 9 # @C Jg Ae [d `# @ Ha # H @NuB9 NB9 TB9 RB9 `B9 \A aCI2 END g\HA praLJGfA TH*iNJBg `tNuC ԑ.S< y HQK H*tNu*y -*f|a` -af|i` -if|m`` >)E XE&G't xr6CgQt8@e!< QtNuYAtNuB9 Oaf f gtNu# D dg ag (g -g #g$y D X 0 X/aX,_ 0 XJfFSJg6 .g6`8a&J (f(adf g:$KR pf^ *cf *)fltNu (f pf cf )fJf&` HUk n`m0prtNu afafU 4 8` 4 8 *,f|| *dg *afdXaHfZYAr9 49 8 .f *wg* *lf,` )f"J*f4 0tNuT`rptNuR lg wfa9A=frptNuptNup`pRafJftNutNuR afaf )f Jg +g tNuptNuJfptNuR*Jaf fptNu OR D`tNuR -f  ORaRNu N X 0 X$y Da4 0 XJfStNu$y DtNu0k ntNutNu $fRaj` %fRa`apr9 XJfJ9 OgD n20 fJ9 OgDF n0 f J9 OgD tNutNuH|rzxta g XQL?NuH|t 0e 9b܆"܆܆܁0܂`LNuvH&J 0g 1g`RQ(J|v "0gƷ:,UgR`$LLNutN`>)E  XaYJf*EEfJ9 f0Nx`x>)E af ,JgAE af9 ,fYAM )E 9d g0 , xa`f@YA8E aNf.AX@`a@f AX@E xa,f YA3 N*y )E aflxE afVYA3 NE ccrgVE ccrgRE %Ch,yNFJg`C ~ fQ~ fQNuhsparwed ,t|- g{`$Q|- f{` QNudewrapsha:(Ia 9 X"<,xN:#Bg "<E$<,yN# ,g yx,yN " aD$9B&9 XaPa|*yB.9 XSG"9 ,$ RMv,yN 9?g 99gQ 99f"9 ,,yN yx,yN"yB 9 X,yN.`BCON:0/0/640/256/Output Windowa*x|a^Jk " az$9N&<adžaDzK M*Load: $"9Na* - $"9pҹNa&Dl Ba `ax|aJkߴo#t" a$9N&9ta$a8`za" ,yNJg``af" (I$<,yN"f " ,yN"g|,yN`$Aal`Directory already Exists! By>lGG#&dG`F3>wG G#&LG`"3>bGG#&@Gax|aJkޒo~" ag"yN$yRK* dc.:l ~$ y>g y>gN&d,lQa `aa`| BHK$ BJf& S"9x,yNL'E|Nu"<@Jga" ~t,yN.g"I $ ,yNJg0"I $ ,yNJga( 9?g 99g`"g ,yN`ZK MCrgRA Ae RA Ae Jk *(dir)`",|a fa |CJgQ B`6"<@Jga" t,yN"g,yN",yN`araf,xC3|axa`aJafvafn,xC3| aHB$3|N8a^`DaJx|a~Jk@Jg:a,#V/ av 9 X m "<,xN:#Bg(FK!2f"$<,yN#xg"$9B&9 X,yNavA 9F0@aGaafaf#B 9V##K#L 9 Xr2H@J@gRA##K#L#NL#RL,xC3|a< yB"HBQA>><"Q"yB$I0<rҚdRQF#A#BB#C3|aB$3|N8*yB##p#3|a fh#<ax MXH <S"<U$k 6KHB(00!0RQr0<Q*3|)Ga.B$3|N8a"yB 9 X,xN.`Insert Disk in Unit x and press a key! DOSpH3|#|(#|,#|$N8J)f3N3LCNJg @ hpNup`dos.libraryaa\f.,xC3|aDa.`aa6fa\f,xC3|aB$3|N8a`#y( 9#@, 9#@$N8a2af,xC3|aBa`a af~afv,xC3|aB$3|N8ah`P#y( 9,"9ЁJg*Hߑu#@,#|$N8#y( 9,#@, 9,#@$N8C3| B$N8C3|,xN8/) a g A.apNupNuC3|,xN8/) a g AapNupNux|aغJk|#Jgpab#Jg`aR#JgPaB#Nux|atJk6#Jg*a#Jga Jfr#Nux|a8Jk nFg#FaaXJgAa #Fa<`x<<aJk֨&@(Aoa TK 9?g 99gڹf`nAK0P Pg\Pf" aւ:"hJf *+I%#1,$ hg4 hg6 hg8 hgB f hgB hgDNu2+a`D"+a`: kf2+a`( kf"+a`2+a` "+a` BA`S8PSxPSPS9PSyPSP8QxQ9QyQQQsubq.bsubq.wsubq.lsubi.bsubi.wsubi.lJfa`I^ dgH ag> cfVHx|a*Jk3`P pfTHx|a Jk#`0 v(0 lCTHx|aJk)0`I^K M*D0: a*H*A0: a~*H2*CCR:ap*,J2_ X=0paZ* N=0paP* Z=0paF* V=0pa<* C=0pa2: *PC: "aR BaZI' y# a'`'g|1Nu~"a RQ B`CK M~ "g $a,Q Ba`x|aJkӘA~ g|JgQ`p!@`h (afpl(f(g*x|aԐJkRA~ gQ`0B`(A~ BQNuJygAC~ $Yg04JQNuJygAC~ $Yg4QNua3` azByx|aJkҸa>#S##Savy#L^DN-KkydH^@@3.ya\aa`@aByx|atJk#aa`a#T\3H,xN|/9$#T$##T|.z*LN@#~.y#$,xNvLBy`\/yL^yNs3H^#/|TVNs,x n#2!|T2Nu,x n!y2NuH^@23 lh g` mX/ y h!o.3 _ yfPOXOJyg#/ya"L^FNsL^/9FNuH yfJyg3 C<09.LSgJf`K MJf"9aА BaLNuAdress Error at $Illegal Instruction at $Division by Zero at $CHK Error at $TRAPV Error at $Privileg violation at $ Line-A Exception at $ Line-F Exception at $ Breakpoint - Stopped at $JgByza&:*y<2AHaL @fBXMSEJEf`:JgBya3p/NWL R@yfJyf A`J`K MRM29a a0`$yE<~?2Aa>a.2*Aa2a"2*Aa&a2* Aaa /7sFQNu @fRyNupJAgADXR@PgJXf0K M#|rd +a$"a%"aK M#|"a #|`ba& B`ҤDevice Infos: -------------------------------------------------------------------------------- Unit..............: Device driver.......: HighCyl...........: Volume Status.......: LowCyl............: Volume Size in KB...: HighTrack.........: Free Space in KB....: LowTS rack..........: Percent full........: HighBlock.........: Known Bad Blocks....: LowBlock..........: Filling System......: RootBlock.........: Sectors...........: Heads.............: Range of Tracks...: 0- Range of Sectors..: 0- Range of Blocks...: 0- -------------------------------------------------------------------------------- 555555     5Disk is WriteProtected! Disk will be v Tjalidated now!Disk is OK and WriteEnable!x|aFJk @"A$Bo 99g@f`a/ ,yN#;gD,yN#;g2"$<&<,yN"Jg yx,yN `xA a`lError can't find I/O Handler! x|aJkL @"A$Bo2 99gʈf`Mo*RHJg0 "fa`aK M"yN$yRSI 99gRRIafJVga.`/ G$  f,Q$"a,RV V fBV BaK"_Nux|aJk"# K Ma:: BaaTaAJg^ dc.bgr dc.wg. dc.lgBC p@Qa("y @#N" `32>32>32>XH`f3">3">3">XH`H3>3>3>XH P "f&TH$HpJg "gR@`"yNS@Q`va>"yNJgh $f RHa"` %f RHa `aSH ,"Vg`6  gSHNuRH"H~1 "gQ`NUH.,E$QNu'|E$"yNa 9ZgRFJf'Nu 9g8Aha2Y"@a4 9?g 99g(Jg )Y"@`Aa`æK M: $" Paґ* - $a": = a@ B`ʾJf0al" ,yNjJg#Kς M"Xaj`Aχa~`*a`$Jg"9,yNdBA*`A`H~JJg  fQ`SH"H "gSHJg  fSHBNu"H "fSHBNu,yN|"A&K ahaA' gfa`„DOSError#W.: xxx - gInsufficient free store hTask table full xArgument line invalid or too long yFile is not an object module zInvalid resident library during load Object in use Object already exists Directory not found Object not found Invalid window Packet requested type unkown Invalid stream component name Invalid object lock Object not of required type Disk not validated Disk write-protected Rename across devices attempted Directory not empty Device not moun$BgZ0ted Seek error Comment too big Disk full File is protected from deletion File is protected from writing File is protected from reading Not a DOS disk No disk in drive No more entries in directory By|By~aȌ`" t,yN.g"$< ,yN",yNNuaz/ at$ ",yNLJg`RaX(IaR*I"La 9 X"<,xN:#Bg$" aɌ$9B&9 Xaɘa" aV$9B&9 Xaɖaɪ"yB 9 X,xN.`a(Ia$ " ,yNJg`a" taYO list W [f][s][j][b] : Write File to Disk |\ : NewCLI O [f] : Redirect Output |* [f] : Execute File -------------------------------------------------------------------------------- rename [f][f] : rename file |type [f] : type file makedir [p] : makedir |delete [f] : delete file cd [p] : change current dir |dir [p] : directory comment [f][t] : set comment from file |protect [f][p] : prZbotect file copy [f][f] : copy file -------------------------------------------------------------------------------- TAB : Memory Commands |ESC : Ripper Commands -------------------------------------------------------------------------------- Memory Commands: -------------------------------------------------------------------------------- d [s][e] : Disassemble |[ [l] : AllocMem n [s] : Assemble & Edit |( [s][[JLl] : AllocAbs m [s][e] : MemoryDump |] [s]/all : Freemem a [s][e] : AsciiDump |& : ShowAlloc s [s][e] : CopperDump |r : Show Reg t [s][e][t] : Transfer |r(reg) (n) : Edit Reg c [s][e][t] : Compare |w [s] : Walk Instruction o [s][e][d] : Fill |g [s] : Go f [s][e][d] : Find |j [s] : Go with Breakp\u4;oints F [s][e][d] : Find Adr-Dis |bl : Breakpoint list b [s] : BootChecksum |bs [s] : Breakpoint set k [s][e] : BlockChecksum |bc [s]/all : Breakpoint clear T [s][e] : Trainer search |sw [s][e[][t] : Swap i [s] : Memory Info -------------------------------------------------------------------------------- ? [expr] : Calculator |I : Info Page setmap [d] : Setmap d ]O |sleep : Iconify cls : Clear Screen HELP : Disk Commands |ESC : Ripper Commands -------------------------------------------------------------------------------- Ripper Commands: -------------------------------------------------------------------------------- hunt - List modules in memory set [s] - Set module address play - Play current module stop - Stop playing module check - ^!T|Display the amount of illegal notes found in module fixit - Replace all invalid notes with --- 0000 info - Information about the current module norip - Make module noripable digi [s][l][p] - Play a Sample inst [n] - Play a Instrument insti - Instruments Information -------------------------------------------------------------------------------- HELP - Disk Commands |TAB - Memory Commands ---------------------------_!ل----------------------------------------------------- Aa<`HpBB` HpHABB`HpBB`HpBBt  b0`WQLNupg1`0QNur~ "gQRHNuH@r"H 0g 1gUH  1fQ ILNuHp& g꺀`MDQB9ZL>NuQSHZL>Nu (dg#`# `3\#(`*3\#(`3\#@(`Pnx|aJk # Jga8 oڐ#R` 9 #RK M"y y\gH y\gr y\g B# a 9?g 99g݆Rm`" aB: '~? m n`.Q'`" a:~a Q'~ m n`.Q'`R" a:: $"a: )f(*move* #$2)a:,$r2a¬Ǘa`l)f*wait`*skip* ($2AAaP:,$)a8:,$2)AAa2:,$)a:,$:1))f|0XI`x|aJkK M* Old::$"@$I")Ba* New::$0<rҚdRQF#Aa Ba`~x|aJk~/x|aJk " oX` "HK M* Old::$"@$I")ah* New::$prЙQ"aH BaPLn`x|a,JkQ,*P"@ ,xN4Jgl `$x|aJk*P,x"<N:JgD @!E"9g `B#"P$ԨSKm MbaXM"aaް`\A<+ QC~"QNua ybPfAb`a ybPbmAb#b/a4 _C$I~BQJg`(IBa3f|an`C~G QB`H,x y hVNJg"@ f) `fPh afPh fByh fByhfNLNupB |Jyhg` `lNu`1234567890-=\0qwertyuiop[]123asdfghjkl;'456ZXCVBNM<>?.789 -[]/*+`1234567890\0qwertyuiop+123asdfghjkl#456ZXCVBNM;:_.789 -[]/*+H(HEFrp09|29~$&@ yxABBgt  fBy| y~fa`Ry~` fBy|By~a"`* J&j(43 J&j"G BCx0CP&QRHRIRy|`L`OH,yN8L@NuH,yN2LgΤ1V@NuA,yN:#x @"(p#xJNu z,yNNuA,yN4#JNu y,yNNu,xN#,CNC#| 9FrACNDNu,xCNCN>a K-f+|@+|DBmf+yxT;|<(X-f`aK -f-f+| @+|DBd 9x+@T+@P;|:(X-f;|@F+@T;|(X-f` yx09|29~F(F(PF(F(F(@F(F(F(0Nu yx09|29~B(B(PB(B(B(@B(B(B(0Nu. Jh#jfUL| yx29~B(B(PB(B(B(@B(B(B(0(GNu$<,yN#xg2Nu$<,yN#xg2Nu"9x,yN#pNu"9x,yN#tNu"9x,yNNu,yA$ A-HNu,y-z Nu n4N36`AYaB`Disk is Protected! No Disk in Drive! Mega-Mon V3.0 coded by GHOST of MASQUERADE (000000-000000)dos.libraryintuition.librarygrap iChics.librarytrackdisk.deviceLoad Segment first Segment unloaded Segment loaded at $000000 Unload old Segment first No Segment loaded Segment-List: ----------------------------- MON>Error....no parameters Trackdisk.device error Allocation failed Allocated from $000000 - $000000 Not allocated that No memory allocated Allocated memory Out of Memory For Contact us write to: KING DIAMOND PLK 116298 C 5160 DUEREN The Gree j3A&rtings going to: ABSENCE , AC! , ACTION , ACTIVE LINE , ALBION , ANARCHY , ARGON , ANIMATORS ANTHROSE , AWESOME , BETRAYL , BRAINSTORM , BYTE BUSTERS , BBC CLASH OF TITANS , COMA , COMPANY , CONTROL , CRACK U.K , CYBORG POWER SYSTEMS CYTAX , DECADE , DEFCONE ONE , DEVILS , DARK POWER INTERNATIONAL , DISKNET MDYNASE , ECSTASY , ELITE INC. , ELICMA , END OF CENTURY , ESA , ESPRIT EXORT , EXOTIC MEN , EXULT , FAIRLIGHT , FAXION , FLASHING BYTES , FRANTIC FREELANCE , FOCUS , GEMINI 2028  k, GIGANTS , HARDLINE , ICE , INTENSE INTUITION , INZESSET , JET Z , LCS , LEGEND , LIGHTSPEED , MAJIC 12 MAD FACTORY , MIRAGE , MINDKILLERS , MINDSTREAM , NEXT , ONTARION , PANIC PARALAX , PASSION , PLEASURE , POISON , POSSESSED , PRIME , PROFEX , PROTON PROLOGIC , PUSSY , QUESTOR , RAZOR 1911 , RAM JAM , REBELS , RECALL , RELAX RISK , ROYAL AMIGA FORCE , SANITY , SCRAPERS , SHARKS , SHINING 8 , SYNERTY SHOCKWAVE , SPEEDY GONZALES , SPREADPOINT , STARLIGHT , STARLINE , STATE STRANGER l*x>S , SYMBIOSIS , TAXON AND PULSAR , TARGETS , THE SPECIAL BROTHERS TIMEX , TRACKERS , TRAVELLERS , TREAD , TRISTAR AND RED SECTOR , TRYGON TRYLOGIC , UNITED FORCES , UNICORN , VALIDATION , VODKA , VOUGE , VOTEC VISION , SAVAGE , WHIPLASH , XEROX -------------------------------------------------------------------------------- ----- Mega Monitor V3.0 ----- Welcome to this new Mega Mon version coded by GHOST of MASQUERADE type 'mes m ҟsage' for contact or greetings Press HELP,TAB or ESC-Key for Commandlists or LEFT-SHIFT for Pause and CTRL for Break Function read the history.file for the new changes -------------------------------------------------------------------------------- Disk Commands: -------------------------------------------------------------------------------- D (n) : Drive No. |L [f][s] : Load File t [s][t](n) : Write Tracks |AL [f][s][e] : Save File as dc.l s [s][ths] : Write Sectors |AB [f][s][e] : Save File as dc.b b [s][b](n) : Write Blocks |u : Unload Segment dev [dev:] : Device Info |@ : Show Seg0orj6Ǐ' (3bhe8ܽ+]q1cLqBIH8vR!x7_2 Ͽuh+8ILuK8>Ml`d04dO !#Bߦ0(@);- `|dcEqC\#Ɠ5Y[AbzNǤO\DmBOWd@4e[/.oWE:+(`A`Fa-<'s, +/Fk:s*Ԑ4;D ͝)M{l=SܾrήFV7YtZ :KkU3aQC4̐Nz屐` sjfzFںbFQ="l<rTHI`l( ObG6| aIrE|j{ڨ{7p'k 27?1>4T&d_oM X6 !{~kw ah/A7#*A>/+u6'%Pg Q(7^d } Quu @b~iEwEK]Eg8LtuLCRjdRHø ^ch)FNf B8MX"f"˂2q-(l@RTMaTWmsQ/?|гKߤr$|_BGF.N5^}%rkG{7!o mP7mB?:EN2 '0|޸ ]&׵0op5OE%Ψ DPKg{el}p6S~A}r9hC*Z8m/xJ` .Nqv( t 8WA$ ^@BlQ>OI`dbr2ai#3Ot4<]k;{b[ AwJ0TA4ь0:"[ @RQu KJRT>0'}3N)o| ]JBj|67ӸduL$-I!{{ > zRp& O]jf[)9&@ǂ@^نiCW3r_ds-:N}7/Sj YcJ2%"/1~d_4ǨNu;kH䄈Z7%Z#C:z3i)C /!j('i1dxO#Ҵ"V::x9vϸrhYǢB ?+ǎYo 'i#aW0Nлø;  z~i.cOP/*#m p~{W#FƔBX2fP'V2ޗ4_R Ǘ wQ `Ud4\+-M~ X7қGǖw#Ku0D(oS@=β~k1 (;aLA_Iw$gHg#HqDxdhX蚄)M]8qQ[lϽ; PG{P."QpEo { j q3!$@ ''CSAН0{ߜ~hZ1,_qρFa3gH̀jUZ*lx'AtDS8<;9qI$]hz>ⅬMlg 'q$i%1Jx*6}p1d1͏N(B@(c14(UQKoT=< P#XPp!72t5S(3!mLLh:[.Ō<O`OH,8tc jhl] @fA@."qx&!) !%Kc'wK:*!$bjk &P ^*AU =f|0_('JK^Dz53UxRCF,L] T,L,]<Mh 8(G 6 o퓲1ABΦJbS#81bRN l>~hZ1,_qρFa3gH̀jUZ*lx'AtDS8<;9qI$]hz>ⅬMlg 'q$i%1Jx*6}p1d1͏N(B_w6ר9gv@aU a ʩ|v1ښY܏`f -Đ p*0[^Axb]6`|>Y϶`"A @XdWQTqiibW%ԞZJbKlY *l&l|PᎣi;sL)lje'iW0HR8 .yjf!60`A}t_5/`C;qf5r0<# (L':N k\mΏ>1C7"<'PSD:}PƮN5442 1*DcO2^(qvP *4xN1PK ut! `THSJLPmtYXJΗQiTEUINND 2*hfg^`LccaCf' 8yASM",:C 臮CO1%n&ws,L,;~AdJ#[ uqu#tx[CH) x 7Ȫ_ :.N K n '".+w ?80TeD«4򩤨nJ*J2?[ǡظBPXD%W S5K Zhlb2HG*nNdb`L/k`p4vdҒ"?˪ ܂%. dbgGPAV[e&!L<%lm~&`"ePMPǑt eL\){-,3;- 6-/C xfX9gC J,xNh#ga lgna gda A'a~N>a A alaaaJy6f 9xfBy6a BaVaXa*a=a a Ra &"y,xNb"y,xNb"y,xNbLNu,x .2gRA p8hh&hHhLyy y 6y  0E0ENu#\IFKAJg( g fSfB9:UNTMJf`Byn.y\Numessagecopyclsprotectcommentdeletemakedirrenametypedevsetmapsleepinstiinstdigiswmphunc+tsetplaystopcheckfixitinfonoripdircdblbsbcidmabk[]&tcoflu@LSALAWABtsbWDOrwTjg?(\FIs*n.CClDrCFFDPD4( "-- -X; _lXXpXXVVXYHPIBR^RR]x(D(0*H*+d+,F;< <1>QO `,_8\ԯ0wa].0.K`d\Wd8aF$h1ᒖ.Z&H"!y9` ^7CK+,pO4Fё! ֨ED+L/q4 + ;AWrijKA'u!P} #Gȣx7& C: fvtYр;(DѢka?yqzq3sb;8p_cqpP9,# v |AqB7f.&p9aUYQPYZF?VAFPETYWZ?r n@28DW/Ui;pBIa^?Q:O4 q!gc,2,ld'bN}t5Uz@ CwaB`W[G ݓݮ/8x]xj x@G464nL>> ހ`lPsBU;M:BaYL>z>-R5`uA,bjkeM?J}w[O 7;?wKv:v;Go~G`$ITPF\S@9NE$U$e %T9oۋJjl|Z|=_0^섘7-?ź g,h–` C|㧹Sw(%*DSdut:%1FkD83G\I{<}Ys S \0I@PK<^f,y?EǏ14X*cT t9 D24w6PG2JvVRCD>T;?$üK A>=a旅l*WG3Q@h>\ h%,srtAA2/lku@?*o? 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O`v yЀ`7,<85 0OP+I @&UxHs+`llm |x G/0NP*hq_*aQa-b%_,#BHIˈ̵w/h";zr:fBXYX ~hm, @ryܠ C?fIP>;wy0G25I>=vq rj׊ p'P*OOp.Ϝ$VXm<oT}oB2U{Ͻ8#OxP)Bo`x|U4C=?| M Op≑:w JCCWEr=50:~uM((I ]B@c^јV8`K ^^.w^?Z*Ye(p4Y \XESC*g:UQP' QLW"\ c 4KЊ@8!|Qr,:Zޕ i`J nh53waM!3$)|=]^#xGEK zhyUހ] !H)>jn8Uu;:Y"/X%[9B8c; ƮNN8.ȁbw7'GN:ΖP\ ]-43yJgW;WC;{w.wD le/z07=UN)OG>R{ ^ށ w)c۬eA7*>{~:W>^,dn/EY&¬?} pe뀐 APL &oz}jURQR]M+]ho vO'`Ih xtD"$!@Q wp Ap'5t13 +iiP!*" }&#@@q( )ɋs I6߆gKJ2yOJeK[3dN/0U0*D};7_ h7M; GL3C@W_31z%c0.9`,kV>R al  jV = Ӄ: ;<3f$5rƽ9U`RJ4M*iTK'bX㼲z.<^uw3`H^G@#a `T%; +dL6rP'UPֿsIS8)[,Qžs|Ca8VLî¼]0(y xp|z9 2E?pnC2O+L*Ý黢 k'C*::: €{/h$3-nsEN&VK;$M'߸G)07 R20 xNS' 36)!~'?v# jifyчc(U|P6Icm]-7c_Mz@ @@P<-nDl6D!=<[#Kjf|BᣉW/8CO!{Kʤi_?_=Xb'6Ʉ>:a8ˆ ;h#"vP- 7;g8ѵ0wyI;8_>_A4)ť.4-7SFX} x@Gxo^B;)ation - Die Quelltexte - Kapitel 13 Unter den Menpunkten C-/ASM-Quelltext besteht die Mglichkeit eine Quelltextdatei des Bildes bzw. eines Brushes zu erstellen. Es wird hier genauso verfahren, wie beim Speichern eines Bildes/Brushes bis auf den Unterschied, da auch hier nach einem Quelltextlabel gefragt wird, der den erzeugten Bild- und Farbstrukturen vorangestellt wird. Danach haben Sie auch die Mglichkeit, die zu erzeugende Datei * Deiner bestehenden anzuhngen, oder eine neue zu erzeugen. IFFCon PD - Dokumentation - Andere Quelltexte - Kapitel 14 Hier wird ihnen die Mglichkeit geboten, Sprite- oder Image- strukturen in Assembler oder C generieren zu lassen. Es wird ein Requester geffnet, in dem Sie die gewnschte Struktur und Sprache selektieren. Nun mssen Sie einen Brush definieren, der Ihr Image/Sprite werden soll. (Bei Sprites ist die Breite auf 16 Punkte besc+#hrnkt, bedingt durch die Amiga-Hardware) Der Rest vollzieht sich nun so wie bei der eben beschriebenen Quelltexterzeugung. IFFCon PD - Dokumentation - English - Kapitel 15 Hier kann auf englische Benutzerfhrung aumgeschaltet werden. Alle Men und Programmtexte werden nun in englischer Sprache dargestellt. IFFCon PD - Dokumentation - Die Copper-Listen - Kapitel 16 Hier knnen Copper-Farb-Listen in Assembler oder C ,& erstellt werden. Diese Copper-Listen haben folgenden Aufbau : Farbregister,Farbwert,FR,FW......... Dies ist gnstig bei der Erstellung eigener Copperlisten, die die Darstellung eines Bildes kontrollieren. IFFCon PD - Dokumentation - Technische Daten - Kapitel 17 - Das Programm wurde zu etwa 90% in C geschrieben. - Zeitintensive Routinen, wie z.B. das Entpacken des Bildes wurden in Assembler geschrieben. - Falls das Programm vom CL-+I aus gestartet wurde lst es sich automatisch aus der CLI-Umgebung, d.h. das CLI steht sofort wieder zur Verfgung. - System Requester, wie (Please insert Volume....) werden auf den IFFCon-Screen umgeleitet, um so strendes Hin und Her zu vermeiden. - Das Programm selbst ist nicht perfekt programmiert, da es nicht besonders das Multitasking unterstzt, aber ich hatte keine Lust mehr daran zu arbeiten, da ich im Moment an einer profes. SBsionellen Version arbeite, die vllig neu berarbeitet ist. - Das Programm passt den Arbeitsscreen automatisch an die maximale Gre des Workbenchscreens an (PAL oder NTSC). IFFCon PD - Dokumentation - Adresse - Kapitel 18 Falls jemand doch die Sharewaregebhr von 10DM zahlen will, obwohl das Programm nicht die Crme ist, so kann er mir diese ja schicken. Meine Adresse ist : KAI ISKE BRUCKNERSTRAE 18 / `* 6450 Hanau 1 DEUTSCHLAND Tel.: 06181/87911 Vielleicht werde ich noch die Zeit finden Fehler, ber die ich sicher informiert werde, zu beseitigen, aber wie gesagt, da ist auch eine professionelle Version in Aussicht............. Und die wird alle Mglichkeiten bieten, wie diese, aber sie wird zum einen besser programmiert sein und zum anderen einige neue Features bieten, wie : - 16 Farbige Sprites (Hatte keine Lust m0$8aehr fr diese Version) - Eigener Menstreifen, d.h. keine Intuitionmens mehr - Quelltexte in Modula und Pascal - Lesen und Schreiben von den PC's bekannten Formaten - Bessere Farbmanipulation - Eventuell eine Bildverarbeitung zum Einbringen von speziellen Effekten in das Bild wie, z.B. Weicher, Umrechnen auf andere Farbanzahl... - Brushes mssen nicht mehr Rechteckig sein. und dies sind nur einige Ideen fr dieses Projekt. Sie knnen im L1Fdaufe des Jahres 1991 mit dem Erscheinen der professionellen Version rechnen. Ich werden dann sofort registrierte Benutzer von IFFConPD informieren. Bis denne TSCHAU und VIEL SPASS................... da ist auch eine professionelle Version in Aussicht............. Und die wird alle Mglichkeiten bieten, wie diese, aber sie wird zum einen besser programmiert sein und zum anderen einige neue Features bieten, wie : - 16 Farbige Sprites (Hatte keine Lust mѮ@g[{.Q`!9~!UeD TyDUf1q=14<d)G"䝳66 vsN`t/~[=Ql6f#o`IB)lc_Q Vt pa), 0øWD'y7S'7KSw>Hrat #ߗc <;$]6d*PB2v!^6OBEvJIE!-Ϣ{vr BS[#&pDK["\lexE"? {3AGȻ^~ߑ{}dN,'ˮd8fꞄ{?/+XXc"𽽃3<Y/# m}] ߛ׆66Jc_}6"4ohd`F@A)nag܊[88!?ajE;cKw^_eL'R2,ci/0j ^ ~Ao+ ȽڟxKG|!oilk!"Qq*c`}Pl9OGcUserPort->mp_SigBit) offenbart ???) und dadurch ca. 47% Prozessorzeit in Anspru 2bch nimmt. Nun aber bin ich eigentlich ziemlich mit dem zufrieden, was das Programm an Mglichkeiten bietet und man kann es glaube ich noch ganz gut verschmerzen, da das Programm nicht ganz Multitaskingfhig ist, denn es verrichtet ja seine Arbeit eigentlich ganz gut, oder ? Danken mchte ich hier auch Thomas Schuchardt, der die einzelnen Versionen testete und mich auf Fehler und Verbesserungen aufmerksam gemacht hat. (THANX Magic) IFFCon  ˑnPD - Dokumentation - Die Mens - Kapitel 2 Die Mens sind im einzelnen folgendermaen aufgebaut : Projekt - Load Bild...........Laden von Bildern Save ILBM...........Speichern von Bildern Save ACBM...........Speichern von Bildern SPRITE..............Speichern und Laden von Spriteimages ber................ber das Programm  i ENDE................Ende der Vorstellung Extras - Dimensionen.........Dimensionen des Bildes Farben..............Farbrequester ASM-Quelltext.......Bild als ASM-Quelltext C-Quelltext.........Bild als C-Quelltext Andere Quelltexte...Andere Quelltexte English.............Englische Benutzerfhrung Special - ASM-Cop-Liste.......ASM-Copper-Liste  C-Cop-Liste.........C-Copper-Liste IFFCon PD - Dokumentation - Laden von Bildern - Kapitel 3 Whlen Sie den Menpunkt Load Bild an, um ein Bild zu laden. Nun ffnet sich der Filerequester und Sie haben die Mglichkeit die Datei zu bestimmen, die geladen werden soll. Auerdem knnen hier Angaben ber die zu ladende Datei gemacht werden (Nheres im Kapitel File-Requester). Haben Sie sich fr eine Bilddatei entschieden, so wird das Bildn, wenn mglich, geladen. Bei eventuellen Fehlern werden Sie darauf hingewiesen. Bei Bildern, die im RAW-Format vorliegen (wird spter erklrt) , werden ihnen einige zustzliche Fragen gestellt, wie vom Bild-Requester und Farben-Positionen-Requester. Wurde das Bild erfolgreich geladen, so knnen Sie, bei bergroen Bildern mit den Cursortasten ber das Bild "scrollen", um so die unsichtbaren Bereiche sichtbar zu machen. IFFCon PD - DokumentationT - Speichern von Bildern - Kapitel 4 Gespeichert wird entweder unter dem ILBM- oder ACBM-Format. Diese beiden Typen unterscheiden sich nur dahingehend, wie die Bitplanes angeordnet sind. Das ILBM-Format drfte so ziemlich jedem bekannt sein, der schon einmal mit Grafiken des Amigas zu tun hatte. Es ist Zeilenweise aufgebaut d.h.: 1.Zeile ... 1.Bitplane 1.Zeile ... 2.Bitplane 1.Zeile ... n.Bitplane 2.Zeile ... 1.Bitplane  2.Zeile ... 2.Bitplane 2.Zeile ... n.Bitplane usw. dagegen sieht das ACBM-Format so aus : 1.Zeile ... 1.Bitplane 2.Zeile ... 1.Bitplane n.Zeile ... 1.Bitplane 1.Zeile ... 2.Bitplane 2.Zeile ... 2.Bitplane n.Zeile ... 2.Bitplane usw. Es liegt also an ihnen, fr welche Methode Sie sich entscheiden. Beim Anwhlen einer der Speichermethoden wird ein weiteres Untermen sichtbar hier knnen Sie whlen, ob das gesamte Bild oder nur ein Ausschnitt (Brush) gespeichert werden soll. Bei Anwahl von Bild ffnet sich sofort der Filerequester und Sie knnen den Dateinamen angeben und weitere Mglichkeiten whlen, wie z.B. das Speichern im RAW-Format (ohne IFF-Header) Soll ein Brush gespeichert werden, so ffnet sich ein "Brush-Methoden-Requester". Hier knnen Sie Werte, die Sie schon ber den Brush wissen eingeben, wie z.B. die Breite des Brushes od(cJyfield. IFFCon PD - Users Manual - Technical information - Chapter 17 - This programm consists of about 90% C. - Timespending routines like depacking of the pictures were programmed in Assembler. - When launched from CLI the program automatically detaches from the CLI not blocking it from work, that means you still can work with the CLI. - System-Requester like (Please insert Volume....) are redirected on the IFFCon PD screen. )rq_ - The program itself isn't programmed perfectly, as explained at the beginning, but I didn't have any ambitions to continue the work anymore, since I'm working on a more powerfull professional version. - The workscreen is automatically adjusted to the size of the Workbenchscreen (PAL / NTSC). IFFCon PD - Users Manual - Address - Chapter 18 This is only if somebody really wants to pay the shareware or if he wants to ge*Y2qet the professional version. My address is : KAI ISKE BRUCKNERSTRASSE 18 6450 HANAU 1 GERMANY Tel.: Germany / 06181 / 87911 Maybe I'll find the time to correct some bugs, and I think that there might be plenty of 'em but I don't know yet, since there will be IFFCon PRO.......... Which will have some enhancements like one of these below and maybe some more : - 16 colored sprites (Didn't have +Jthe nerv to fix this version) - Own menubar, that means no intuitionmenus anymore - Modula and Pascal sourcecodes - Read and Write of PC's favorite formats - Enhanced color-manipulation, like Smoothener, Change depth - Brushes don't have to be rectengular anymore and these are only some of the ideas I have in mind. You can bet that IFFCon PRO will be released in 1991, but only registred persons will be informed about this one,3. Ok guyz so long, take care, and lots o'fun.................... PS: Excuse the mistakes, had to write it in a hurry........... Y Tel.: Germany / 06181 / 87911 Maybe I'll find the time to correct some bugs, and I think that there might be plenty of 'em but I don't know yet, since there will be IFFCon PRO.......... Which will have some enhancements like one of these below and maybe some more : - 16 colored sprites (Didn't have $9en Dokumentationen mitkopiert werden, da dies sonst gegen das von mir auferlegte Copyright verstoen wrde. KAI ISKE IFFCon PD - Dokumentation - INHALT - Der Inhalt: Kapitel Einleitung...................................................1 Die Mens....................................................2 Das Laden von Bildern........................................3 Das Speichern von Bildern........_............................4 Die Sprites..................................................5 Das ber Feld................................................6 Das RAW-Format...............................................7 Der Bild-Requester...........................................8 Der Farben-Positionen-Requester..............................9 Der File-Requester..........................................10 Die Dimensionen.....................................J........11 Der Farben-Requester........................................12 Die Quelltexte..............................................13 Andere Quelltexte...........................................14 English.....................................................15 Die Copper-Listen...........................................16 Technische Daten............................................17 Adresse.....................................................18  o^ IFFCon PD - Dokumentation - EINLEITUNG - Kapitel 1 Dieses Programm wurde, wie Sie vielleicht schon am Kopf dieses Textes gesehen haben, in einem Zeitraum von fast 2 Jahren geschrieben. Falls Sie das Programm selbst schon einmal gestartet haben, werden Sie sich aber sicherlich fragen, warum gerade zwei Jahre ? Nun es ist folgendermaen : Begonnen habe ich mit diesem Programm 1988 aus dem einfachen Grund, weil ich ein Programm brauchtɠ Aer Sourcecode des Programmes nicht auf der Diskette mitgeliefert. Interressenten knnen aber, nach bezahlter Sharewaregebhr, den Sourcecode von mir erhalten (Falls diesen berhaupt jemand sehen will...aber mehr spter). Personen, die die Sharewaregebhr entrichtet haben, werden auch mit den neusten Versionen von IFFConPD bedient und erhalten dann auch eine Ermigung auf die professionelle Version des Programmes, das zu einem spteren Zeitpunkt von a- einem Hndler zu beziehen ist. ber Preis und Bestellmglichkeiten werden dann auch dementsprechend nur registrierte Kunden informiert, da ich wohl annehmen mu, da Leute, die die Sharewaregebhr nicht bezahlt haben, das Programm auch uninterressant finden. Das Programm kann natrlich frei kopiert werden, auer, wenn es zu kommerziellen Zwecken mibraucht werden sollte. Dabei sollte allerdings darauf geachtet werden, da das Programm und die beid,KRESS Select normal or packed-files SHOW Show all files for pattern HIDE Hide all files .... OFFSET Offset to a picture DRIVE List of all logical and physical drives known to the Amiga. OK Give an OK STOP Stop selection an menuchoice Using PARENT you return to the previous directory. If you allready are in tho]:Be root-directory this gadget has now effect. Left of it there is a gadget for selecting the type of picture you want to load NORMAL or RAW-Format. One further left there is the DRIVE gadget. Selecting this one brings up a list of all directories known to the Amiga. You can also use the arrow and proportional gadgets to move around the list. STOP aborts. Between the OK and STOP gadgets there is a gadget for selecting wether the file is packed or not.- The normal position is NORMAL. The two stringgadgets SHOW and HIDE are used to display/hide only files which match to the give pattern (.info files are left out by a third filter). So you can select a pattern using the Amiga-wildcards like ? and #?. Example : You wish to see only files which end with .IFF so you write into the SHOW-Field : #?.IFF, #?.iff or #?.IfF .... It doesn't matter if you use capitol or small letters since  נthe patterns are always checked caseinsensitive. The field OFFSET is used tell the program at which position a picture starts within a large file. Large files are image-files, which keep a number of pictures stored one after the other. These files can be created using the APPEND option in the Save-Method-Requester, which will open up every time you try to save something. To learn about an offset simply save the picture as a normal, single file a chec!ctk the size of it with the CLI-command LIST. Example : A file consists of two pictures. One of them is 10240 bytes long the other one 20480 bytes. So picture 1 starts at offset 0 and picture 2 at offset 10240. You see it isn't that difficult as it may seem. Have all selections have been made klick on the OK-gadget to continue or select the STOP-gadget to abort the function and the menuitem you've selected. IFFCon PD - Users Manual - The Dime"~bnsions - Chapter 12 Selecting this item the Dimension-Requester pops up giving you some information about the picture, like resolution, depth, size of the picture itself and the last used brush. This may be important for RAW-formatted files since you have to know what size the picture .... has. IFFCon PD - Users Manual - The Color-Requester - Chapter 13 This is a requester, which displays all the colors used by a picture. You#  can select a color by simply klicking on it. You can then change the color bei either moving on of the three proportional gadgets (RGB). If you don't like your new creation klick on Old Color, to restore the changed color, or Old Colors, to restore all colors. Using C-/ASM-Sourcecode you are able to save a colorlist in the specified sourcecode-type. The File-Requester will open up and after that one the Source-Label-Requester is opene$cld. Now you can define a sourcelabel for the structue which is about to be saved. Using the gadgets Save/Load Colors the program offers you the chance to load/save a binary colorlist. The gadget Load Cols of IFF-Pic is used to load the colors of an IFF-File. The STOP gadget and the 5 gadgets just explaind, end the Color-Requester and take over the color-definitions. IFFCon PD - Users Manual - The Sourcecodes - Chapter 14 The %(S&menuitems C-/ASM-Sourcecode offer the possibility to create sourcecodes in either language of a picture or a brush. Just do it as if you want to save a normal binary imagedata-file. The only difference between those two methods is that the Source-Lable-Requester is openend asking for a label for the structures. You also have the opportunity to append the file or to create a new one. IFFCon PD - Users Manual - Other Sourcecodes - Chapter 15 &' Selecting this menuitem makes the program open up a requester asking you for a language (C/ASM) and a structure (SPRITE/IMAGE) to be specified. Now you have to select the brush, just the way as explained above. For sprites there are the same restrictions and conventions as explained above. The rest of the procedure is the same as demonstrated in the previous chapter. IFFCon PD - Users Manual - Deutsch - Chapter 16 This menu'{2item activates the german programinterface. All texts displayed by the program are now displayed in german language. IFFCon PD - Users Manual - The Copper-Lists - Chapter 16 This menuitem gives you the chance to create copper-color-lists in either C or Assembler. The copper-lists are built as follows : Colorregister,Colorvalue,CR,CV......... This may be useful for customized copper-lists, which are responsible for the display of a pla$6 down. Now move the mouse till the rectangle encloses the object you wish to save. This "size-definition" only affects values that weren't set to constant. Every 16 points to the left or right the program draws lines for helping you cutting out "blitter-made" objects. Having selected the object the File-Requester opens up and you proceed as explained above. IFFCon PD - Users Manual - Saving Pictures - Chapter 5 Selecting either one_% of the saving-methods you are additionally asked whether you want to create a new file or you want to append the picture/brush to an already existing file. (This may be of best use for RAW-Files). Saving RAW formatted files the Colors-Position-Requester opens up asking you at which position you want the binary colorlist to go. IFFCon PD - Users Manual - Sprites - Chapter 6 This item offers you the possibility to save/load spr /ites, but sprites are limited to a maximum width of 16 points and 2 bitplanes. When you want to save a sprite the program does the following: It only uses the lower 2 bitplanes of a pic and it makes it impossible for you to oversize the "brush". IFFCon PD - Users Manual - About - Chapter 7 Selecting this item you are given a short description of the program. IFFCon PD - Users Manual - The RAW-Format - Chap*!ter 8 This one's quite easy. Saving a picture in RAW-Format means, that it isn't saved with the typical IFF-Header tacked on it. So the file only consists of the imagedata, but IFFCon PD also offers the possibility to put a colorlist in front or behind these imagedatas (More see chapter Colors-Position-Requester). IFFCon PD - Users Manual - The Picture-Requester - Chapter 9 Attempting to load a RAW-File the Picture-Requester opens up. *Š You are now asked some specific questions about the picture to be loaded. Underneath the headline Screensize there are four gadgets, telling the program about the dimensions of the screen the picture may be kept on. In other words they tell the program about the dimensions of the screen. Friend of DPaint III probably remember : Definition Resolution Lo-Res (320 * 256) Med-Res |'փ (640 * 256) Interlace (320 * 512) Hi-Res (640 * 512) Depending on your Amiga (PAL / NTSC) there will be 256/512 or 200/400 pixels in height. After defining the resolution you have to select the number of colors displayed by the picture. Just choose one of the values given by the program : 2, 4, 8, 16, 32, 64, 4096 64 colors mean Extra-Halfbirte-Mode and 4096 colors stand for HAM-Mode. ]Z Now you have to define the size of the picture to be loaded. Selecting one of the resolution-gadgets these two fields will be automatically updated, but if you attempt to load an over-/undersized picture you have to correct the values with the ones desired. It is also important to tell the program which format the imagedatas are saved in. Just klick on ILBM or ACBM to define your choice. Finally you have to tell the program wether the data is packed or not. You can do this by simply selecting the lower right gadget which will change it's title to NORMAL or COMPRESS where COMPRESS stands for packed files. When you are finished with all the input just klick on the OK-gadget to continue. IFFCon PD - Users Manual The Colors-Position-Requester Chapter 10 Having finished with the Picture-Requester the Colors-Position-Requester is opened. This Requester wants to know at which location the coehlorlist is stored within the RAW-formatted file. Just select the gadget desired to tell the program where to find the colorlist, either in front or behind the file, or just tell it that there don't exist any colors. This requester is also opened up, if you try to save a RAW-formatted picture to learn from you where to put the colorlist. Loading a picture that doesn't have a colorlist attached to it the program automatically usues the 32 standard-co\Elors used by DPaint III. IFFCon PD - Users Manual - The File-Requester - Chapter 11 Now we get to know the File-Requester the interface between programm and pictures. On any loading/saving actions the File-Requester is opened, and all files within the current directory are read and dynamically stored, that means the amount of directory-entries is only bound to the amount of memory. Selection any of the gadgets the file-namelist will b,e sorted. The directory-read is asychronously, that means you can select anything while the directory is loaded. Using the arrow Up/Down gadgets you are able to move around the filenames, just like using the proportional gadget between those two. There are several other gadgets in the File-Requester which are named as follows: PARENT Return to the previous dir NORMAL/RAW FORMAT Select Normal or RAW-Format NORMAL/COMP^fully great to take him 2 years of coding. Well I'll tell you why : I started working on that converter in 1988 because I needed an IFF-Converter that could convert normal IFF-Brushes into RAW-Format, because I had to blit 'em. But you might say why did he start to code a whole new program since there were enough. Well it's so that I wanted to learn C, so I said Kai you need a converter and you want to learn programming C so sit down and make it ju~&st like you want it to be. At first there was chaos. I finally had some screen-, window- window- and gadgetstructures and the beginning of the mainpart (the loadingroutine had been already finished, since I had done it in Assembler some time ago), when I recognized some major bugs. So ok let's do it again SAM.... After some months I got PowerWindows 2.5 and the idea to make the whole thing somewhat looking better so here it comes : third try. And s o it was, the program enlarged and with a better knowledge of C, there were still some new functions to come, and that's probably why the converter isn't that what you call Multitaskingcapable in all means (Who told me about the trick with Wait(1L << Window->UserPort->mp_SigBit) ????) and uses up to 47% of CPU-Time. Well but I'm sort of statisfied with the functions the program offers, even though it isn't that good at multitasking. Thanx must go to T MThomas Schuchard, who did the testing on each new version I brought up and who enspired me on some new enhancements. (THANX Magic) IFFCon PD - Users Manual - The menus - Chapter 2 The menues are build as follows : Project - Load Pic............Loading pictures Save ILBM...........Saving pictures Save ACBM...........Saving pictures SPRITE..............Loading and saving  t: of sprites About...............About the program QUIT................End of show Extras - Dimensions..........Dimensions of picture Colors..............Color-Requester ASM-Sourcecode......Pic as ASM-Source C-Sources...........Pic as C-Source Other Sourcecodes...Other Sourcecodes Deutsch............ ^G.Switch to german language Special - ASM-Cop-Liste.......ASM-Copper-List C-Cop-Liste.........C-Copper-List IFFCon PD - Users Manual - Loading pictures - Chapter 3 Select the menuitem Load Pic for loading a picture. Now the File-Requester opens up giving you the possibility to select the desired file to load. (More about the FileRequester see the chapter The File-Requester). D  id do chose a file it is, if possible, loaded. Any errors that may have occured during the loading procedure are displayed by the program. Pictures which are saved in RAW-Format (explained later) require some more questions to be answerd to be loaded correctly (like the Picture-Requester). If no errors have occured and the picture has been loaded, the program offers you the possibility to move around oversized pictures by using the cursor-keys making visibU:le the unvisible areas. IFFCon PD - Users Manual - Saving pictures - Chapter 4 IFFCon PD offers you the possibility to save your pictures in two different formats, either the ILBM-Format, which may be known to almost anybody using programs like DPaint, or the ACBM-Format which isn't that common under commercial programs. The ILBM-Format writes the bitplanes in the following scheme : 1.Row ... 1.Bitplane 1.Row ... 2.BitplanC!ie 1.Row ... n.Bitplane 2.Row ... 1.Bitplane 2.Row ... 2.Bitplane 2.Row ... n.Bitplane and so forth in opposition the ACBM-Bitplanes look like this : 1.Row ... 1.Bitplane 2.Row ... 1.Bitplane n.Row ... 1.Bitplane 1.Row ... 2.Bitplane 2.Row ... 2.Bitplane n.Row ... 2.Bitplane and so forth So it's up to you which one of the two formats you choose. Selecting one of the two itemsӔ^h another submenu becomes visible. This submenu offers the choice for saving, either the whole picture or just part of it (Brush) Selecting picturesave the File-Requester will open up giving you the opportunities for other saving-methods, like RAW-Format (without the typical IFF-Header). If you wish to save a Brush the Brush-Method-Requester opens up first asking you about some constants of the brush itself, like width and height. That's good for brushbn# es you already know about something like a constant left- or top-edge. Selecting a constant left- or top-edge you have to add 1 to the actual left-/top-edge. (Example for 150/100 : 151/101). Having made all selections yous now klick on OK to snip out the Brush from your picture. To do that you simply move the X-Hair on one of the edges of the desired object (if you didn't select any constant left-/top-edges) and press the left mousebutton, but hold it c=>>> >>>>>>">&>*>.>2>6>:>>>B>F>J>N>R>V>Z>^>b>f>j>n>r>v>z>~>> &,28>DJP%6%:%>%B%F%J%N%R%V%Z%^%b%f%j%n%r%v%z%~%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%&&& &&&&&&"&&&*&.&2&6&:&>& , just because I have to think that others who didn't pay don't use the program. Surely you are allowed to spread the copy of IFFConPD, but not for any commercial purpose. But you should make sure that copies of both, the english and german, documents are included. KAI ISKE IFFCon PD - Users Manual - CONTENTS - Page 0 Contents: Chapter Introduction..........................o.......................1 The menus....................................................2 Loading pictures.............................................3 Saving pictures..............................................4 Sprites......................................................5 About........................................................6 The RAW-Format...............................................7 The Picture-Requester.................................... 8HQ....8 The Colors-Position-Requester................................9 The File-Requester..........................................10 The Dimensions..............................................11 The Color-Requester.........................................12 The sourcecodes.............................................13 Other sourcecodes...........................................14 Deutsch.....................................................15 The Coppe r-Lists............................................16 Technical information.......................................17 Address.....................................................18 IFFCon PD - Users Manual - Introduction - Chapter 1 This program was written, as you may have seen in the header of this manual, in a period of time of about 2 years. You might say gosh, what did that guy code within 2 years, the program doesn't look that aw      8qx!??33'???33?333???33?3??333?'??3?$h AAcAAA A@AAA  AOOA9A@O_AAϖ@A  M<?8>D_@foS'P_/@ PT$@.N @$`_[ fp@.~YgD_io@fY~De_@0i 0_]]_>A@AAA  AOOA9A@O_AAϖ@A  icecode is not distributed with this disk. If someone may have interrest in the sourcecode he will recieve it, but only if the shareware is paid (just to say it ,but i don't think that anybody wants to anyway). People who paid the shareware will automatically receive the latest versions of IFFConPD and will also get a better price for the upcoming professional version. 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%sSpriteData: dc.w 0,0USHORT %sSpADL riteData[] = { 0,0, dc.w 0,0 %sSprite: dc.l %sSpriteData dc.w %d,0,0,2 , 0,0 }; struct SimpleSprite %sSprite = { (SHORT *)%sSpriteData,%d,0,0,2 }; Sprite%sImageData:USHORT %sImageData[] = { %sImage: dc.w 0,0,%d,%d,%d dc.l %sImageData dc.w %d,0 dc.l 0 }; struct Image %sImage = { 0,0,%d,%d,%d,(USHORT *)%sImageData,%d,0,NULL }; Image; Picture (%d,%d,%d) %sPicData:/* Picture (%d,%d,%d) */ USHORT %sPicData[] = {CopNUHA(+HxJ,Ef 0-02HЁAl"m#pBE `0-02HЁA"m#p m+hRD D m+N,l\rpA("H lRN(,mLN]NuNUHxN0,Bl@H9@<0,@lBH9@>)lVZBN+N,l\Ar h;@0,r h;@0-mf0-mf 0-mg,;m;m;mBlB?-?-?-?-bN POJlBg8+N\,l\ l8N,m\ m l!Bf?<N TO`T l"Bf?<N ~TO`> l#Bfv?<N8TOf`?<N 8TOg ?NTO`Hx@HlĔN8POg ?NTO`+N\,lXp,IAĔ"H lLN@,m\BgNTO` l$BfP?<Nb8TOf`\?<N"8 @TOf`FJDfp,I@H/HlĔN8PO?NTO`h l%Bf^?<N8TOf`?<;T/7N8TOg ?NTO`Hx/,\N88POfHx HlN8POfB FORMf CMAPg4HxHlN8POf CMAPg/,HldN8POf` ,rN';@`/,Hl,Nr8POfzx`^0REA,r0AA;Ad0REA,r0Amd0REA,r0AImdmd0HЀAĔ1dRDm`m+N\,lXp,IAĔ"H lLN@,m\x`x?N,TOzx`4?Nj0REA,30REA,50REA,7TORDp,IDn`pAlte FarbenAlter FarbwertPOTSFarben von IFF-Bild ladenFarben speichernFarben lad<?e2enASM-QuelltextC-QuelltextBGRBlauGrnRotFarb-RequesterRot $Grn $Blau $Red $Green $Blue $NUH0 m g m f ?<N|TO`F mg m g m g m f ?<NPTO` mg mf ?<N4TO?-N8J@TOf pL N]NuNʐJ@fp` m g mg m g m f*N˪J@f9l(@p,J9@B`p,J9@@9l(BAd$H?<./ NL$@J\OgR&J` mg( m g m g mg mg mf(ADCjf Ag SgHzXHldN&PO` ADCIf CgHz>HldN&PO mg m'VN:,m)@f pLN]Nu`p`p`NUH ,Hf/-Nv;@XOg pL0N]Nu/-/,N;@POg N0-`$l - `x`Lz`&04r2p0AdҰ// N$@POREp,JEb , fHm/ N$@PORDl CMAPg4 CAMGg* BODYg ABITg/-HldN ;@POf -` g ;|`~/-HlݾN;@POfh9lݾ>9l<9lB9l@lJlH;|l `/-Hl,N;@POfp-H@D -rNJ;@`f/-HlݺNn;@)X POfݺ9lݼ`@+m;|;|`,ABITg g"gg gfJmgJmgJmf ;|`z` mf?- NH+@N;@JmTOf&x0HЀA02HҁCĔ3RD D m` mf N;@f ,bf4BHxBN;@POfHxBN;@POf0l`+HlbH9lB9l@Nr,Jp0,@/r2,BN2"N2+@p0,N2r,JN2ѭ ,Hf -ѭ+N,lԆrN(,m+@r,$p0,"/r2, N2"N2+@p0,r2,*YʰhqN2r,$N2ѭ -ѭ -భo - n ;|` mfjzx`^0REA,r0AA;A0REA,r0Am0REA,r0AImm0HЀAĔ1RDmmNNx;@g;|`./-/-N;@POfNJmf mfN;@JmgN0-L0N]NuNUH?-N:;@TOfLN]Nu?<N;@TOg ?-N:TO`Hx/,\Nb;@JmPOf?-?-N;@XO?-NRTO`NUHLN]NuNUH"o / Htv Cjg, @>QCRB`x><C @QB+ZCl4k rLLN]NuNUH/r$B l(6f 0Ԁ`0Ԁ64p(؄؄A|Cd p@"q@8,2SDQR,JkRAl0k(LN]NuNUH)m )m H<,lX"lP , ",tv 8,BSD:,@SENt g^k6,6SC`v<,0SF~,JSA|Cd8؄؄ p@"q@8D 68جT4(,XQQ gk"6,@C 64,0ԬT4`v$,T4D,,S~,JSA|Cd8؄؄ p@"q@8D 684(,X:,2SEQQQL9l< mf|J` -R@J mg mf9|`Bl mm mf mf ,Jdp,JA`pI`| I0-HЀA&00LN]Nu ACBM ILBM COMPRESSOK4096643216 8 4 2 Hi-Res (640*512) Interlace (320*512) 0_>Med-Res (640*256) Lo-Res (320*256) 320640256512200400NUH 0-`z`@H@9@4LN]NuNUH0,@` ,X`g$ ,XP`e)l`X`PXBHxN*PO`JXg ,XQnBX`QXBHxNPO` ,T\g< ,TP\e ,\T+@)l\T/-BNPO`PTHxBNPO`XJTg4 ,TQn ,TD+@BT/-BNPO`QTHxBN|PO`b:@L @d @0;NLN]NuNUH0+N,lXpA0b; "H lLN@,m+N,lXvtrp lLN,m+N,lXvtr p lLN,m+N,lXv t rp lLN,mL N]NuNUH9l>9l<9lB 9l@"lJ$lH%9l&9l6(9l4*x`A,C@@RDp,IDnLN]NuNUH9l B9l"@l$J9l>9l<9l&9l(69l(4x`AC,@@RDp,JDnLN]NuNUH 0- l"4r20,&HҀp0-Ad$Az`\p0ALB0p<Jl,gFp@0,,fN0,.@Ef,G0,.@Ef,Fp0AdREl.e ,bfN ,PѬL`4z`p0cF?"Adr2CLREl.ep0,.)@P ,PѬLLpN]NuNUH mfBl"Bl&9l>*9l<(`4 mf"0,>lBc ?,>N*TO` ?,BN)TO` ?<N)TOBl,|G|FBL mf9|.`0,*@H@9@. mg mf0,&H@2,&@9A,0,.@;@0,&H@l$ml,@;@JmgH;|x` 0-@;@RDme0-@2<@;A0-H@@G0-@@FLN]NurwaNUH0,BlH9@0,@lH9@ mdlSm0-HЀA^ pf Ax)H`A)HAX+HxJ,Ef 0-2HЁAL"mdQ#p `0-2HЁA"m#p m+hRD Dm`BNxHlR eFHmjN&?,>> ACHTUNG <<<Zu wenig Speicher !Aktion konnte nichtaus#hjE{hgefhrt werden.Datei besteht schon !Soll trotzdem gespeichertwerden ? (DATENVERLUST)Datei nicht vollstndigGesuchte Bytes fehlen.Datei ist keineIFF-Grafik-Datei !!!Datei ist keine IFF-Datei !Fehler beim Lesen derWichtige Chunks fehlen !ANIM-Datei kaputt !!!Chunks fr erstes BildDas File ist zu langKonnte die Quelltext-datei nicht ffnen !!! Do you really want to quit IFFCon ?Important data may get lost !>>> ATTENTION <<<Low on Memory !Couldn`t execute fu$iʫnction.File already exists !Do you want to save anyway ?Loss of data !!!File destroyed !Needed bytes missingFile isn't of requiredIFF-Graphic-Format !!!File is no IFF-File !!!Important Chunks missing !Incomplete ANIM-FileChunks missing for firstPicture.File too long !Could not open Sourcecodefile !!!Objekt aktiviert (202)Directory nicht gefunden (204)Datei nicht gefunden (205)Disk nicht gltig (213)Disk schreibgeschtzt (214)Laufwerk nicht bekannt (218)Fehler be%j*i SEEK (219)Disk ist voll (221)Datei lschgeschtzt (222)Datei schreibgeschtzt (223)Datei lesegeschtzt (224)Keine DOS-Disk (225)Keine Disk eingelegt (226)Object in use (202)Directory not found (204)File not found (205)Disk not validated (213)Disk writeprotected (214)Device not mounted (218)Seek error (219)Disk full (221)File delete protected (222)File write protected (223)File read protected (224)Not a DOS-Disk (225)No Disk inserted (226)Screenbreite : Screenh&U?D`hhe : Bildbreite : Bildhhe : Screentiefe : Brushbreite : Brushhhe : Screenwidth : Screenheight : Picwidth : Picheight : Screendepth : Brushwidth : Brushheight : Allgemeiner Fehler (Other error (SpeicherartAnhngenNeu Savemode Append New BitMapTyp Normal IFFBitMapType NUHp,I@H/HlĔNPOLN]NuNUHJg+N,lԆ ,"lN.,mBLN]NuNUH)m+N,lԆrN(,m+@ -o< - o,+N,lԆ"< ,l lLN,m+N,lXvtr p lLN,m+N,lXv t rp lLN,mx` 0H lV2HC|#RDp,JDn l~!lZp`NUHx0HЀA02HҁCĔ3RD Dm9|@>9|@B9l<9l@|J|IBl8Bl:N>LN]NuNUHN*;@g pLN]NuJmf0,N2)@+N,lԆrN(,m+@p,J",N2ldp,J",N2"- oHxJmf>,Jg8+N,lԆ"< ,N:,mRAd!f;|``;|JmgN0-`$NUH0NJ,Emf0-HA엜)p`0-HA염)pJmg:SmHL,l\vP$<,rpA었&HA었$HAt"H lԂNLLJrg+N,lj",rN,mJԊg+N,lԆ <D"lԊN.,mJvg+N,lԆ <"lvN.,mJ`g+N,lԆ"l`Nb,mJ\g+N,lԆ"l\Nb,mJXg+N,lԆ"lXNb,mJTg+N,lԆ"lTNb,mBgNPTOL N]NuNUH2+N,lԆpCSN,m)@`f ?<NTO+N,lԆpC:N,m)@\f ?<NfTO+N,lԆpC&N,m)@Xf ?<N@TO+N,lԆpCN,m)@Tf ?<NTO+N,lԆ"<nF* d <DN:,m)@Ԋf ?<NTO+N,lԆr <N:,m)@vf ?<NTO+N,lԆN,m)@~ l~)hԂB,E l` (2f9|`&9|Ao)HA})HA)H>A)Hx0HAdBRD Dm,lԊ)N)N>>x0HЀA센<0HЀA=pTRD DmM)N)N66|:x0HЀAl<0HЀA쳪=pTRD DAmM)NAԎ)H@9|fz*|x Dl0R@,AԎЈ2,AԎ!`A~0,CԎ#0,AԎ10,AԎ10,AԎ1  0,AԎ1 0,AԎ1 0,AԎ1o"%0,AԎ10AٶЈ2,AԎ!0,AԎB0,AԎB0,AԎB0,AԎB"0V@2,AԎ1&0,AԎB(0Aٶ10Aٶ10Aٶ1 0Aٶ1 0Aٶ1A~0Cٶ# 0T@2Aٶ0AٶB00AٶBE D fFz RD DmDA$Hx&j0HAЈ'@ $RRD D mx0HABRD DmNZ;@g ?-NTOLLpN]Nutopaz.fontIFFCon K. Iske 88/90C-Cop-ListeASM-Cop-ListeSpecialEnglishAndere QuelltextepBrush (^A)Bild (A)ASM-QuelltextBrush (^C)Bild (C)C-QuelltextFarbenDimensionen (d)ExtrasEndeber.. Save (^S)Load (S)SPRITEBrush (^F)Bild (F)Save ACBMBrush (^B)Bild (B)Save ILBMLoad Bild (I)ProjektC-Cop-ListASM-Cop-ListDeutschOther SourcecodesPic (A)ASM-SourcecodePic (C)C-SourcecodeColorsDimensions (d)QuitAbout.. Pic (F)Pic (B)Load Pic (I)ProjectOKKeine Intuition-LibraryKeine Graphics-Library Keine Dos-Library q0mKein Start-Screen Kein Start-Window Kein Image-Speicher Kein FIB-Speicher Keine Exec-Library No Intuition-Library No Graphics-Library No Dos-Library No Start-Screen No Start-Window No Image-Area No FIB-Area No Exec-Libraryexec.libraryintuition.librarygraphics.librarydos.library Lo-Res (320*200) Med-Res (640*200) Interlace (320*400) Hi-Res (640*400) NUH;|BmBm m JfSS;H0- m J0g20- m 0#f0- mr+# 0?f|0- mJ0f pLN]Nu0- m J0fp`Tm0- m0H2- m 0HAg0- mJ0gRm`0- mJ0fp`0- m 0#g`0- m 0?gP0- m 0#g@0- m 0?g00- m0H2- m 0HAgRm`D0- m J0gT0- m 0#gD0- m 0?g40- m0H2- m 0HAfRmRm`0- m J0f0- mJ0f;|`Bm`0- m 0?f"RmRm0- mJ0fp`lBm`\0- m 0H2- m0HAgp`80-sO mJ0f0- m J0fp`BmRmRm`0-`NUH+m m x`" mg m P m+PRDmmHD,l\0m $m"m m NPLDLN]NuNUH09|>9|@BltTf`" g g6gg+N,lԆ"lHN,mL N]NuNUH BmxJl D;| -r Nh@02RDA -r Ng+@f mf0RDA-SDz`ACR@PSDREJDlARB0PL0N]NuNUH0m/NfXOLN]NuNUH B,Vz0-@0 9o^ARP0-@;@SEJElL0N]NuNUH0+N,lj&- $-",,N,m;@ @f+N,ljN|,mL N]Nu9m`p`NUH0+N,lj&- $-",,N,m;@l+N,ljN|,mL N]Nup`NUH)m)m HxHlaPOLN]Nuu}NUH0+N,lj&- $-",,N,m+@ - g pL N]NuJl+N,ljN|,m`p`NUHJ,g6+N,lj",,N,mB, mf+N,ljAd"N,mJmo ?-NbTOLN]NuNUH Ad+H mf|_9|f+N,lj$<"-N,m)@,g2+N,lj",,N,mB,?<N;@TOf pLN]Nu+N,lj$<"-N,m)@,f+N,ljN|,m``d mg mfT+N,lj$<"-N,m)@,f+N,ljN|,m` mfHxBN;@POg0-`bp`\NUHJ0g@Jmf/,0?< N`V\O/,0NgB0 mXOf+N,ljAd"N,mJmo ?-NTOLN]NuNUHAd+H mfb|_9|fHz/-N\)@0POg&/,0NfB0?<N;@\Of pLN]NuHzv/-N[)@0POf0,``< mf4HzP/-N[)@0POf0,`Hz:/-N[)@0POf0,`p`NUH ,Jdp,JA`pI`0 ,@Df | I0,@ @f|I`| I0,4l6e9l62`9l420,@@llBc0,>lBr2)A``B`0,@@l0HApBXORE E2mBlB0LXOHx ND2,fHA!XOf?<N)B,_TO`Z0,fHA p"lvPf lvJo0,fA`0,fAHz 0,fHA/0N @POf60,fHA/0N>0,fHAB0,fAB0XO`A JfS cTHl0,fHA/0N$ @POf20,fHA/0N>0,fHAB0,fAB0XO`RHl0,fHA/0N @POg20,fHA/0N>0,fHAB0,fAB0XO`B,_0,fAJ0g~Rlf|e {H=f l fm0 Martyrium BBS 713-666-4093 Classic WHQ. 0-0 Days. Elites. <--- DATE UPLOADED- - - - - - - ->>Sunday 01-Sep-91 21:29:47 1) HELP and WANT are a good place to start when you are talking to a character. 2) Watch the sides L  ³KLrp>;sgwp>U(ueՐ+HGv漼/+hme< CFlO#N1 EF@"ϓM/K>}0 9 Nh mql`*9cbycz$`0,@`.BgNKTO`:?<NZTO`.?<NZTO`"?<NKTO`@g@ gU@g@g`j0,@`$?<QNZTTO`(?<NZHTO`?<NZ CONTROLS <- -------- The is a one player game controlled by joystick only. *Keys while waiting to play: Fire button - Start game F1-F7 - Load saved game from disk 1 F9 - Toggle music/fx F10 2 - Death sequence on/off *In Game: Joystick up - Jump - Climb ladder - Fly up - Grab ladder while falling - Enter shop when `in' is flashing - Enter interaction when query prompt is flashing. Joystick down - Duck M - Down ladder - Grab ladder while falling Joystick left - Walk left - Fly left Joystick right - Walk right - Fly right Space bar - Enter interactive panel (when no `query' prompt is flashing) F - Fo X rce field on/off P - Pause on/off Escape - Exit game F1-F7 - Save position on disk 1 when a level is completed -> SHOP CONTROLS <- -------------  49'l Whilst in the shop push the joystick in the appropriate direction to move around. Press FIRE once to get information on selected item (see reference card for details.. so buy the original.. haha). Press FIRE again to purchase the time. -> INTERACTIVE PANEL CONTROLS <- --------------------------   l Push joystick UP and DOWN to select an action. Push joystick LEFT or RIGHT to select an object. Press fire to perform an action. When talking type in a keyword followed by RETURN. -> STATUS AND SCORING <- ------------------ The status pa +nel displays from left to right: Health, Pets, Live and Score. The collected Herb Count be found in the interaction Panel. -> HIGH SCORE TABLE <- ---------------- The high score table displays your name, score  9and a cuteness rating based upon the percentage of cute characters shot. The high score table is automatically saved to disk 1 if this disk is write enabled. A bonus will be awarded at the end of each level calculated on the number of bonus collected. Bonus objects are small tokens dropped when monsters are shot. Handy health top-ups can also be left behind. An extra life is awarded every 100 000 points. ?" *Level 1: Battle your way trough the enchanted forest and work out how to open the doors that let ya you into the next section. You must destroy the end of level baddie that lurks at the edge of the wood. *Level 2: The-Men-At-Arms are now tryin5ug to stop you in your quest. Can you avoid the various weapons or would a quick trip to the underground tunnels be of help? Watch out for the mummies and deadly rats. *Level 3: A serie of rickety walkways leads over a vast lake to a swamp jungle on the other side. Aquatic monsters of every description are out to get you. You will need to work out chow to control the many flying platforms to continue. *Level 4: Jungle indians threaten your progress. Slime and water monsters attack when least suspected. Find the lost statue to complete the puzzle. *Level 5: bMut side away; 5 = rotate right forward; +---+ +---+ +---+ 6 = zero Y axis +---+ +---+ +---+ Z AXIS Controls: | 1 | | 2 | | 3 | 1 = rotate clockwise; 2 = rotate counterclockwise; +---+ +---+ +---+ 3 = zero Z axis +---------+ +---+ | 0 | | . | 0 = zero x, y, & z, keep current perspective center. +---------+ +---+ [SHIFT] & [0] = zero x, y, z, & center. +---+ +---------+ | - | | ENTER | - = fill screen with perspective bcRrush +---+ +---------+ [ENTER] = Enter perspective mode. [;] & ['] keys move brush along fixed axis. SHIFTED GIVES LARGER INCR. [<] & [>] keys change apparent distance of brush. [SHIFT] & [9]=FIX X AXIS [SHIFT] & [6]=FIX Y AXIS [SHIFT] & [3]=FIX Z AXIS === BRUSH KEYBOARD COMMANDS =========================================== F1 = MATTE F6 = BLEND h = halve F2 = COLOR F7 = CYCLE H = DOUBLE F3 = REPLC - = brdB ^ush smaller x = flip horizontal F4 = SMEAR [=] = brush larger y = flip vertical F5 = BLEND Z = STRETCH z = 90 degree rotation === TOOLBOX COMMANDS ================================================= b = brush selector B = RESTORE LAST CUSTOM BRUSH c = unfilled circle tool C = FILLED CIRCLE TOOL d = continuous freehand tool D = CONTINUOUS FREEHAND TOOL 1 PIXEL e = unfilled ellipsee~"g tool E = FILLED ELLIPSE TOOL f = fill tool F = BRING UP FILL REQUESTER g = grid G = GRID TO CURRENT BRUSH POSITION j = spare page K = CLEAR SCREEN m = magnify tool q = curve tool r = unfilled rectangle tool R = FILLED RECTANGLE TOOL s = dotted freehand tool t = text [ESC] = escape text mode u = undo v = straight-line tool fZ > = zoom in < = zoom out ' = pick tool / = toggle symmetry on/off . one pixel brush, dotted line tool , = cycle thru color range === SPECIAL KEYS ===================================================== F8 = TOGGLE CURSOR ARROW ON/OFF F9 = TOGGLE MENU BAR ON/OFF F10 = TOGGLE CONTROL PANEL ON/OFF ALT-OPEN AMIGA (RIGHT SIDE) = RIGHT MOUSE BUTTON ALT-CLOSED AMIGA (LEFT SIDE) = LEFT MOUSE BUTTON CURg]|vSOR KEYS = SCROLL PAGE (EXCEPT IN TEXT MODE) n = centers area under cursor a = again-repeat last command S = SHOW PAGE ~ [tilde] = toggle stencil [SHIFT] = constrain with line or shape tools [CTRL] = leaves traces with line or shape tools [CTRL] & [a] = memory check [TAB] = toggle color cycle on/off [SPACE] = aborts current command ********************************* * FROM THE LOST Dh 'UTCHMAN MINE * * COURTESY OF THE DUTCHMAN * ********************************* e pixel brush, dotted line tool , = cycle thru color range === SPECIAL KEYS ===================================================== F8 = TOGGLE CURSOR ARROW ON/OFF F9 = TOGGLE MENU BAR ON/OFF F10 = TOGGLE CONTROL PANEL ON/OFF ALT-OPEN AMIGA (RIGHT SIDE) = RIGHT MOUSE BUTTON ALT-CLOSED AMIGA (LEFT SIDE) = LEFT MOUSE BUTTON CURV[ --- You, the brave Cornelius, must rescue your girlfriend Elisa who has been abducted by `Necrilous the Not Very Nice'. To do this you must travel trough eight levels of Forest, Ruins, Lake, Swamp, Caves, Mountains, and two halves of Castle. You must finally locate and destroy the winching mechanism that are lowering your loved one into a large bubbling vat and then do battle with Necrilous himself. SB On your journey you will find many useful objects scattered about the landscape. Use these to the best of your abilities. Herbs and Pets, when collected, will allow you to purchase pieces of equipment from the numerous shops. Slaying an end of level guardian will give you a green crystal - use these to gain Necrilous' chamber. Good luck Cornelius - you''re gonna need it! Cx Doc typed in by Foxy! Some personal hellos to: All my friends in the Foxy's Fortress like.. The Omen, Bob Duncan, Metallikat, Technique, Mighty Quinn, Caddy, Rolling Stone, The Skeleton, Cyberbit, King Cobra, Alis, Zebra, Zodact, Eddie&Ice and the other cool guys  6there I forgot.... Some other hellos to Olivier, Waremonger, Bigfoot & Jester/Quartex, Reeet-Mon, Corporal, Andeveron, Garp & Stalker/Classic, Xenomorph, Phil Douglas/Crystal, Hawkmoon (thanks for your BIG support!). Ofcourse special BOOMBA BOOMBA to: Mister Video-Juergen-Nosferatu! And all other Company members and those who keep it Cooooool! -> ELF <- WH3draw the pointer. If you use SPREAD to create closely related colors in these positions and then use the pointer over a similarly colored background, you may have trouble seeing it. You can use the Undo command in the Palette (or press U) to undo the effects of a SPREAD command provided that you use Undo before selecting another color or choosing a different command. To return to the Palette color set in effect when you start the program, choose Default Palette under Color ComtrolXP in the Picture menu. A. KEYBOARD COMMAND SUMMARY______________________________________ If a keystroke equivalent is available for a menu command, it will be listed to the right of the command in the menu. Special Keys F10 Turn the Control Panel on/off F9 Turn the Title Strip on/off F8 Turn the brush crosshairs on/off Alt-Open Amiga Right mouse button Alt-Closed Amiga Left mouse button Cursor Keys Scroll in mYagnigy Recenter the picture after magnify. NOTE: All keyboard commands work only when the pointer is NOT in the Control Panel or Title Strip. Shift Constrain. Hold down while using the Stretch command in the Brush menu to keep a brush'sF Hold down while using the rectangle tool to produce a square. Ctrl Hold down while using the line or hollow shape tools to leave Zctraces as you draw. Other Keystrokes [and] Select the next higher/lower color in the paint set as the current foreground color. - and = Make the selected pre-built brush larger/smaller. Control Panel Keystroke Equivalents s Left button on dotted freehand drawing tool d Left button on continuous draw D Left button on continuous draw plus automatic selection of one-pixel brush v (For ve[5ctor) left button on straight line tool q Left button on curve tool f Left button on fill icon a Left button on the airbrush icon r Left button on hollow rectangle tool R Left button on filled rectangle tool c Left button on hollow circle tool C Left button on filled circle tool e Left button on hollow elipse tool E Left button on filled elipse tool b Left button on brush selection too\Anl B Right button on brush selection tool t Left button on text icon g Left button on grid icon / Left button on symmetry icon m Left button on magnify n Recender picture > Left button on zoom < Right button on zoom u Undo K Clear , Left button on foreground color indicator P Right button on foreground color indicator (i.e., bring up Palette). B. TROUBLE ]SHOOTING GUIDE________________________________________ 1. I'm holding down the button and dragging but no paint is appearing. First check to make sure you have a brush selected, either one of the pre-built ones, or one you created yourself. And make sure you have a drawing tool selected (freehand, line or shape). Next, check your brush mode (listed in the title strip). The Smear, Blend or Shade modes don't work unless there's paint already on the screen. And remember, Shade ^and Blend only affect paint colors within the range set for SH in the Palette. If you want to paint with the Cycle brush mode, the current foreground color must be one of the colors in the cycle set currently selected in the Palette. 2. Why does the color of the picture change when I use the Menus? The operating system uses colors 1 and 2 to make the menus and colors 31 and 32 to create menu highlights. When you use the menu bar, the program temporarily takes control of thos_u+ie colors to guarantee clear, readable menus and highlights. 3. How can I say "Forget it! Stop!" in the middle of an action? Press the Space Bar. This stops most actions in progress, returning matters to the way they were before you started the action. 4. I saved a picture but now can't find its name. Did you save it in a different drawer from the one currently showing in the Load window? To change drawers, click into the drawer name line and erase the exixting drawer name`S, then type the one you want and press Return. To look at the top level of a disk's directory, just erase the current drawer name and press Return. 5. I'm having a hard time seeing the pointer. Look at the settings you are using for colors 17 through 20 (especially for color 18) in the jPalette. These are the colors used to draw the pointer. Adjust them to get what you want. 6. Why don't the keystroke commands work when I try them? If you're pressing the key indicated in a a menu or in Appendix ! of this manual and nothing is happening, check the location of your pointer. None of the keystroke commands will work while the pointer is in either the Title Strip or the Control Panel. ==== KEYPAD CONTROLS FOR PERSPECTIVE MODE =============================== +---+ +---+ +---+ X AXIS controls: | 7 | | 8 | | 9 | 7 = rotate top away; 8 = rotate top toward; 9 = zero X +---+ +---+ +---+ +---+ +---+ +---+ Y AXIS Controls: | 4 | | 5 | | 6 | 4 = rotate righL1. Paint whatever you want on your "graph paper," then click on the foreground color indicator with the right button to bring up the Palette. In the Palette , click on the color you are using for the background in your picture; then click on Copy. Finally, click on the color you used to draw the grid. This will copy the background color to the color used to draw the grid, causing the remaining grid lines to disappear into the background. Painting Patterns with the Grid The gridM{ is also useful for drawing patterns. To see why, load the picture called "Patterns" and turn the grid on. Select the dotted line freehand tool; then use the brush selection tool to take a brush from one of the patterns on the screen. With the grid still on, paint with the pattern brush. Experiment with different grid settings and notice their effect on the painting action of the pattern brush. If you have 512K of menory in your computer, you can use the spare screen to fill anNpI area with a parrern. See "Using a Scratchpad with 512K of Memory" in the Getting Started section for more information. Using the Prefs Menu Choose Brush Handle before using the brush selection tool to switch between holding the brush in the center and holding it by the lower right-hand corner. Choose it again before selecting another brush to turn this feature off. Choose Coordinates to turn on visible coordinate readings on the right side of the title strip. When you move tOhe mouse without pressing a button, the numbers show your position in pixels (the smallest visible dot in the resolution you are using) relative to the top left of the screen. Dragging sets the numbers to 0,0 at the button press and displays numbers relative to that position until the button is released. Choose Fast Feedback in the Prefs menu to couse the line and hollow shape tools to draw with the smallest available brush while you hold the button down. Releasing the buttoPn redraws the line or shape with the current brush. 4. COLOR CONTROL_________________________________________________ Changing Colors in the Paint Set Bring up the Palette by clicking with the right button on lthe foreground color indicator (or by choosing Color Control and then Palette in the Picture menu). To move the Palette, point)t its title bar and move the mouse while pressing the left button. Within the Palette, point at a color you want to change and click with the leQtft button. You nay select the color from the drawing area, from the paint set, or from the Palette's color set. The 3 sliders on the left labeled R, G and B control the amount of red, green and blue in the selected color. The 3 sliders on the right labeled H, S and V control the hue, saturation and value of the color (comparable to the tint, color and contrast controls on a color tv). Move the sliders either by clicking above or below then, or by dragging them. When you release aR*} slider in a new position, the other sliders will adjust as necessary to reflect the effect of your change. Click UNDO in the Palette to undo changes you've made since selecting the currently selected color. Click CANCEL to put the Palette away, undoing everything done since you got it out. Click OK to say, "Yes, that's what I want." Think of the colors in the paint set as numbered from 1 in the upper left-hand corner to 32 (in lo-res mode, 512K of memory) in the lower rightSOg-hand corner. The program uses colors 1 and 2 to draw the menus, the Control Panel and the Palette itself. The Palette will prevent you from setting these colors so that there is too little contrast between them. Otherwise you might accicentally find a way to make the Palette invisible. The program uses colors 17 through 20 to draw the pointer and the brush cross hairs. Be careful when using those colors as part of a set of closely related shades. If you reduce the contrast amoT:Sng the colors used to draw the pointer and then place it against a closely related background color, you may find it difficult to see. To return to the Palette color set available when you start the program, choose Color Control and then Default Palette in the Picture menu. Changing One Color to Another To copy a color from one position in the Palette to another, click the color to be copied; then click COPY; then click the color to be replaced. To swap two colors, click the fUPirst, then EX, then the second. You can also do this directly on the picture in the drawing area click a color, click EX, click the other color, and the two colors will swap with each other. Automatic Color Creation Use the SPREAD command to generate a smooth set of shades between any two colors in the Palette. First click one of the colors; then click SPREAD; then click the other color. For some practice with color creation, load StarFlight, then bring up the Palette. Colors Vv%vG29, 30 and 31 are the ones used to draw the alien, so keep your eye on him (her, it) as you work. Select color 31 in the Palette and change its Hue. Copy it to color 29; then change either the Saturation or Value of that color. Click Spread, click color 31, and presto, an allen of a different color. Remember as you use SPREAD that the program will prevent you from creating colors 1 and 2 with too little contrast between them. And remember that colors 17 through 20 are used to A^ ce sane, filling with color when you complete the series. If you want to quit in the middle of drawing a hollow or filled polygon, press the space bar. Pressing the space bar after drawing more thatn one side of a filled polygon completes the polygon and fills it in. Undo had no effect until you finish a filled polygon, then it removes the entire polygon. Undo removes the last line you drew while drawing a hollow polygon. Hollow shape tools use the current brush. If that brush iBUas large, you may find the display disconcertingly jumpy when using those tools. Turning on Fast Feedback in the Prefs menu solves the difficutly by cousing those tools to draw with the amallest available brush while you hold the button down. Releasing the button redraws the line or shape with the current brush. Turn on Coords in that same menu for help with precise positioning. Holding down the Ctrl key while drawing causes the hollow shape tools to leave traces as you draw. HC^olding down the Shift key while drawing with the Rectangle tool produces squares. Filling Areas with Color Select the Fill tol with the left button. Position the paint bucket with the spilling paint in the area you want to fil and click with the left button to fill with the current foreground color. Clicking with the right button fills with the current background color. To select Fill from the keyboard, press f; then click as you would if you had selected the tool from the ConD|trol Panel. If you have 512K of memory and want to fill an area with a pattern, see "Using a Scratchpad with 512K of Memory," in the Getting Started section. Using Text and Fonts Select the Text tool with the left button, then click with the left button in the drawing area to position the text insertion box. Typing enters text where the insertion box appears. Backspace erases the character to the left of the insertion box. Return begins a new line. You may point to a different E'location on the screen and click to move the insertion box there. (You cannot set the insertion box to the right of existing text and then backspace over the text. When you move the insertion box to a new location, the program treats text left behind just like any other picture part.) From the keyboard, type f to select the Text tool, and type Esc to leave it. To load fonts from a disk choose Load Fonts in the Fonts menu. A list of available fonts will appear in the Font menu.Fr (There are 7 fonts, 4 of which come in two sizes, on the program disk. To see what each looks like in comparison to the others, load the picture named "All fonts." Print the picture if you'd like an on-paper reference.) To enter text in a particular font, choose that font from the Font menu, then choose the text tool. A mark will appear next to the current font in the Fonts menu. Using Symmetry Turn on the Symmetry tool with the left button. It will stay on until you turn iG TUt off by clicking it again. Click with the right button to bring up a window in which you can change the symmetry settings. The program will accept any whole number up to 40 for Order (which determines the number of symmetry points). Use the Backspace or the Del key to erase any number already entered there before entering a new one. You nay turn on either mirror symmetry (each stroke produces lines in opposite directions around each symmetry point) or cyclic symmetry (each strokHe produces a line at each symmetry point; all lines go in the same direction). To change the center around which symmetry operates, choose Symmetry Center in the Picture menu. Set the crosshairs where you want the center to be and click with the left button. The symmetry center will remain there untill you move it, even if you turn the symmetry icon off. From the keyboard, type / to turn symmetry on and off. All the other tools work while symmetry is on, including Fill. UsingIt3 the Grid Turn on the Grid tool with the left button. It will remain on until you click it again to turn it off. When the Grid is on, it affects all the other tools except for the continuous freehand line tool. Use it when precise spacing is important. When the grid is on, lines drawn with the straight line and curve tools must start and end at grid intersections. And drawing with the dotted freehand and airbrush tools produces paint splats centered around those same intersectiJFy6ons. The grid similarly constrains actions with the shape and text tools. To change the grid spacing, click the grid tool with the right button and move back into the drawing area. When you press the left button, the grid coordinates will appear in the Tjitle strip. Hold the button down and drag to resize the gtrid to fit your purposes. The numbers will change as you move. Release the button when you have the setting you want. Experiment with different grid settings to get a fK<2eel for what kind of help the grid can provide. The smallest setting you can have in either direction is 1. Making the Grid Visible If you'd like to make the grid visible while you work then invisible when you finish, begin by selecting a color in the paint set to use in drawing the grid. Turn on the grid tool, select the straight line tool and draw in a section of the gridding. Pick up that sectionas a brush and continue painting until the grid lines are conpletely painted in6I. A brush in Shade mode changes each color it passes over to the next highest color in the paint set if you're painting with the left button and the next lowest color if you're painting with the righr button. A brush in Blend mode looks at the paint as it passes over it and puts down an average of what it finds. The result is a smoothing of whatever contrasts are there (so long as those contrasts are within the current shade/blend range). Experiment with brushes of different s7_#izes and shapes to get a feeling for the possible effects. For one look at how the commands work, load the picture named "patterns" and try shading and blending over the pattern swatches you'll find there. Get out the Palette and click on SH so you can see how the range is set. Notice that brushes in Shade and Blend modes have no effect on paint outside the current SH range. Animating with Cycle Paint Cycle in the Modes menu and Cycle under Color Control in the Picture menu wor8@ak thgether to produce animated effects. Picture parts painted with the Cycle mode seem to move when Cycle is turned on in the Picture menu. (To see an example, load Waterfall and turn cycling on by pressing the TAB key or by choosing Cycle in the Picture menu.) You can have up to three different Cycle ranges for each picture. To pick these ranges, first click with the right button on the foreground color indicator (or choose Palette in the Picture menu) to bring up the Palette. 9ǒeg Then click C1, C2 or C3 to select the range you want to change. The bracket to the left of the colors shows which colors are currently inclided in the selected range. Click on a color, then on RANGE, and then on another color to establish a range between (and incliding) those colors. To turn a range off, select it, click on a color, then on RANGE, and then on the same color. To set the cycle speed for the selected range, move the speed control slider right (for faster) or lef:ȳQvt (slower). To draw a line which will appear to move, pick any of the three freehand tools; pick a foreground color in one of the cycle ranges; then choose Cycle mode and begin painting. To see the animation happening as you paint, turn on Cycle Colors, then continue painting. (Remember, when you paint with Cycle moce, you must pick a foreground color which belongs to the cycle range currently selected in the Palette. 3. DRAWING/PAINTING TOOLS__________________________________;bȁ______ Magnification and Zooming Turn on the Magnify tool with the left button; then move the selector over the part of the picture you want magnified and press the button again. When magnify is turned on, clicking on the Zoom icon with the left button zooms you closer (into the foreground, as it were) and clicking with the right button zooms out. Mahnify will stay on until you click it off. Use the cursor keys on the keyboard to scroll around in the magnified image. Also typ<S2ing n while magnification is turnedon moves the center of magnification to the current location of the pointer. Pointing anywhere in the image and typing m on the keyboard brings up magnification at that point. Typing m again turns magnification off. All tools work in both the magnified wondow on the right side of the screen and the normal view window on the left. If the picture is "off-center" when you turn magnify aff, use the cursor keys to adjust it. Freehand, Airbrush and =X Line Tools Select the line tool you want with the left button. Use the continuous freehand line tool to produce an unbroken line. Use the dotted freehand line tool to make the space between brush splats depend on the speed you move the mouse. Use the airbrush tool to spray the paint as you go. Select the tool with the right button to change the width of the nozzle. This tool works best with the one-pixel (smallest) brush and the dotted brushes, and is especially effective with Ble> Kdnd and Shade modes.F Select the straight line tool; then drag and release to draw a straight line. With the curve tool, drag and release to set the two and paint for the curve; then move the mouse to establish the curvature and press the button to draw the curve. To stop drawing a curve in the middle of the process, press the space bar. All the line tools use the current brush. If that brush is large, you may find the display disconcertingly jumpy when using those tools. Tur??ning on Fast Feedback in the Prefs menu causes those tools to draw with the snallest available brush while you hold the button down. Releasing the button redraws the line or shape with the current brush. Hold down the Ctrl key while drawing to cause the straight line and curve tools to leave traces as you draw. From the keyboard, type a for airbrush, s for the dotted freehand line and d for the smooth one. Type v (for "vector") for the straight line tool and q for the curve. @ - Shape Tools Select the shape tool you want with the left button. Click on the upper left half of the tool's icon to select the hollow version of the shape. Click on the lower right half to select the filled version. The rectangle tool draws out from a couner as you drag; the circle and ellipse tools draw out from the center. Polygon draws a series of connected lines, ending the series when you click on the starting point or when you press the space bar. Filled Polygon does th+ menu. Choosing Size produces a sub-menu of Stretch, Halve, Double, Double Horiz (for double horizontally) and Double Vert (for double vertically). Choose Stretch; then drag with either button to grow or shrink the size of the brush. Hold down the Shift key while stretching to preserve the brush's horizontal to vertical proportions. Halve, Double, Double Horiz and Double Vert do just what they say. Choosing Flip produces a sub-menu of Horiz (for horizontal) and Vert (for ver,ƞmtical). Choosing either flips the brush in the named direction. (A horizontal flip turns a word backwards, a vertical flip turns it upside down.) Choosing Rotate produces a sub-menu of 90 Degrees (one quarter-turn clockwise). Any Angle (you drag with either button to retate the anchored box which appears, releasing at the position you want) and Shear (the top is anchored, the bottom slides left and right). When you use the Any Angle command with a complicated brush, the operat-1ion can take several seconds to complete. For quick manipulations from the keyboard, press x for Flip Horizontal, y for Flip Vertical and z for Rotate 90 Degrees. Changing Brush Colors If you're using a pre-built brush or if you're using the Color mode with a brush you created, you can change the brush color by clicking with the left (foreground) button in the paint set. The color of the brush is the color it will paint with when you use the left button in the drawing area. .@You can also pick the brush color directly from the drawing area. First click with the left button button on the foreground color in the color indicator at the top of the paint set; then point at a color in the drawing area and click just as you would if you were picking the colors from the paint set. Picking colors directlyfrom the drawing area is ispecially useful for touch-up work when closely related shades are involved. The keyboard equivalent for clicking with the left but/X`Dmton on the color indicator is the comma (,). You will most likely find that keyboard command especially useful for touch up work when using the magnify tool. If you're using a brush you created with the brush selection tool, use Change Colors in the Brush menu to bring up a sub-menu which offers two additional kinds of changes you can make in the color of the current brush. Bg --> Fg provides a way of changing one color in a multi-colored brush. Being by clicking the color you 0want to change in the paint set with the right (background) button. Then click the color you want to change to with the left (foreground) button. Finally, choose Bg --> Fg, and the color in the brush which matches the current background color will change to the current foreground color. Use Remap Colors when you want to move a brush into a picture painted with a different paint set. See "Copying from One Picture to Another" above for more information. The Difference Between Ob1ږ46ject, Color and Replace Choose the brush modes, available in the Modes menu to change the painting effect of the current brush. It is easiest to grasp the meaning of the first three of those modes in relation to each other. Object means "the brush as it was when it was selected." Color means "make all but the transparent paint the color of the current foreground color." Replace means "the bursh as it was when it was selected, except make the transparent paint visible." Switch2sing between modes with the same brush shape often provides a quick route to special graphic effects. You can, for instance, use Object and Color to create a quick drop shadow to give a shape the illision of depth and substance. To create a drop shadow for an object you've selected as a brush, choose Color mode, then select a dark color and click down a copy of the shape. Next, choose Object mode and superimpose a copy of the original just a little up and to the left on the dar3[(k copy. Presto, an image with a drop shadow, selectable now itself as a brush, of course. Painting with a brush with its own built-in drop shadow is a great way to create text and objects which seem to have depth. Painting with Smear, Blend, Shade These three commands, available in the Modes menu, permit special painting effects. The color each mode produces depends on the colors the brush passes oves as it is used. Smear does just what its name suggests. It smears the paint 4hGaround on the screen as if you were smudging it with your finger. Blend and Shade operate within a range which you establish using the Palette. A brush in either of these modes has no effect on colors not in that range. To pick the range, click with the right button on the color indicator (or choose Palette in the Picture menu) to bring up the Palette. Click SH to select the Shade/Blend range. Finally, click the color you want at one end of the range; then click the Range comm5øЏand; then click the color you want at the other end. The selected range will extend up and down through the Palette from one color to the other and will be marked by a bracket to the left of the selected colors. The current shade/blend range marker will appear whenever Sh is selected in the Palette. Both Blend and Shade work best when their range consists of a set of closely related shades, like the grays in the default palette (the one which appears when you start the program) ahoight picture. 6. Click Venus onto the view screen, then use Swap again to get the alien's head and one last time to return to Starflight so you can click the head back in place, overlapping the picture of Venus now on the screen. The other command in the Spare menu work as follows: Picture to Spare copies the picture in the display to the other screen; the two Merge commands do just what they say. To see them in action, load Starflight, swap it to the spare screen and load Ki!ہng Tut. Then choose Merge in Front. When you prefer the Palette you had to the one you just loaded, choose Color Control and then Restore Palette in the Picture menu. The spare screen is especially handy for constructing the Xmas and Fantasy scenes discussed in the previous section. Just load each brush in a set in turn and stamp down a copy. Swap to the spare screen and load the scene. Then swap back and forth getting the objects as you need them. (You might want to save the"(x screen containing the brush collection as a picture for future use.) The spare screen is also handy for filling areas with patterns. Just paint the pattern onto the spare screen, then swap to the other screen to paint your picture. Use the background color to paint the area you want to fill with the pattern. Then choose Merge in back. 2.______________________________________________________________ The Built-in Brushes Left button selects a brush from the Control Panel. Righ#Ht button selects a brush ready for resizing. Drag that brush with either button to stretch and shrink it. Release to set the size. In the Drawing Area, Left button uses the selected brush to draw with the current foreground color. Right button does the same with the background color. For help with precise positioning, choose Coordinates in the Prefs menu (described under "Using the Prefs Menu" in the Drawing/Painting Tools section). All the line and hollow shape tools use the$k0k current brush. If that brush is large, you may find the display disconcertingly jumpy when using those tools. Turning on Fast Feedback in the Prefs menu solves the difficulty by causing those tools to draw with the smallest available busuh while you determine where you want the line or shape to be. The program then redraws the line or shape with the current brush when you release the button. Advanced Keyboard Controls All commands work whenever the pointer is in the drawing a%߆rea, even if a mouse button is down. = makes the brush larger.F - makes it smaller.F h halves its size.F H doubles its size.F . selects the one-pixel (i.e., smallest) brush.F [and] selects the next color up/down in the paint set.F Making Your Own Brush Click the Brush Selection tool with the left button or press b on the keyboard. Drag a selection box around a picture or picture part and release the button. Use the le&h76ft button to copy the selected paint and the right button to pick up the paint, removing it from the screen. Any paint in the brush which matches the current background color will be transparent. (The current background color is shown in the color indicator at the top of the paint set. Click in the paint set with the right button to change it.) When you use the right button to cut paint from the picture, the rectangle left behind will be filled with the current background color''E o. Click on the brush selection tool with the right button (or type B) to retrieve the brush most recently selected with the Sedection tool. This is useful if in the meantime you've used a pre-built brush or if you've transformed the brush you selected with the Stretch, Rotate Any Angle or Shear commands under Size and Rotate in the Brush menu. In the drawing area, all the line and hollow shape tools use the current brush. If that brush is large, you may find the display discon(Rcertingly jumpy when using those tools. Turning on Fast Feedback in the Prefs menu solves the difficulty by causing those tools to draw with the smallest available brush while you hold the button down. Releasing the button redraws the line or shape with the current brush. Brushes can be selected from one picture and used in another (described in the next section). They also can be manipulated with the commands in the Brush menu (described in the section following that). )\uCopying from One Picture to Another Copying from one picture to another is simple and straightforward pick up the material as a brush; then load the picture you want to copy it into and paint it there. If the paint set in the new picture differs from the one in the picture the brush came from, choose Shange Colors and the Remap in the Brush menu. The computer will automatically find and use the coosest match in the new set for each color in the old set. (For a nice illustration *H0of the effectiveness of this feature, load the King Tut picture and pick it up as a brush; then load Venus and use the remap command.) If you want to use the paint set in effect when the brush was created, choose Use Brush Palette under Color Control in the Picture menu. To undo this action, choose Restore Palette in that same menu. Flipping, Rotating, Stretching a Brush Brushes created with the Brush Selection tool can be flipped, rotated and sized using commands in the Brushr%oh other. All of the keystrokes which can be used as substitutes for the menu commands are listed down the right-hand side of the menus. There's a complete listing of all other keystroke commands in Appendix A at the back of this menual. Don't let the number of keystroke possibilities intimidate you. If you're a mouse-plus-keyboard fan, you'll quickly learn the ones that matter most to you, and you need not worry about the rest. PRINTING PICTURES This manual assumes you have followed the printer setup instructions that came with your computer and your printer. See the reference card that came with your disk for additional information. To print a picture in the display, simply choose Print in the Picture menu. One caution: what you see on the screen is exactly what will print--which means that black background will print as black. If you're using a color printer and want to print a picture with a transparent background, fill the background with white before you print. If you are using a black and white printer, you will probably want to use the gray scale setting for printing art. By all means though, experiment with the black and white mode. There may be times when you want the special effects you can acheive withe it. If you can't remember the name of the drawer you want, erase the current drawer name and press Return. Then select the Brush drawer from the general disk directory which will appear. To save a picture or b+rush with SaveAs...: IMPORTANT. Please read and follow the reference card instructions for data disk preparation before using the steps below. 1. Make sure you have ejected the DeluxePaint disk and inserted a data disk in the drive. (External drive users, see the reference card for instructions.) Then choose Save As... from either the Picture or the Brush menu. (Using the DeluxePaint disk for storage is NOT recommended.) 2. Point at the file name slot and click with the lef (t button; then type in the name you want for your pecture. (Use the Backspace and Delete keys to erase what's there if necessary.) Follow the same procedure to enter a drawer name if you want to use one. Then click Save. If you enter the name of a drawer which does not exist on your data disk, the program will save the brush or picture at the top-most level of the drawers-within-drawers within-drawerw scheme. Erasing the current drawer name from the Save As... window and pressi?ng return brings that top-most level's listing into the window. For information about ctreating drawers on your data disks, see the reference card. Using Save (Name) in the Picture menu: This command saves the picture currently in memory using the same name you used the last time you saved it. It shows as much of that name as it can in the menu. When you use this command, the program first renames the existing version as backup.pic, then it saves the version in memort, puttijyng it in whatever drawer is open when you dave. Think of this as a safety feature. If you should accidentally use Save to replace a version you really wanted, just load backup.pic and give it its old name back with Save As.. BUILDING PICTURES WITH BRUSH AND BACKGROUND LIBRARIES Load the picture named Xmas, then open the Xmas Brush drawer and load the brush named The Tree. Click it into the picture where you think the Christmas tree should go. Click Undo if it doesn't look as gQood there as you expected, and click it somewhere else. Now load an ornament and begin decorating your tree. Continue loading brushes and adding them to your picture. And remember, you can use the commands n the Brush menu to change the size, shape and direction of all the brushes, so you can make the tree larger or smaller, etc. When you finish, turn on color cycling to watch the lights blink, the snow fall, and the fire roar. The Fantasy set was designed to work with the Fa_^ntasy Scene in the same manner. The Special set contains bruxhes that are fun to draw with. (Try "gray ball" with the airbrush, for instance. Use a wide nozzle setting.) USING A SCRATCHPAD WITH 512K If you have 512K of memory in your computer, you can use another full screen to store brushes, patterns and picture parts and to create new objects as you work. Choosing Spare and then Swap in the Picture menu (or pressing j--for "jump"--on the keyboard) takes you there. Choose Swaՠnp again (or press J again) to go back to your picture. To see this feature in action, follow the steps below to put the face of Venus on the alien's view screen in the Starflight picture on your program disk. 1. Begin by loading Venus. Copy her face as a brush. 2. Load Starflight. Choose Change Color and then Remap in the Brush menu to match the Venus brush to the paint set Starflight was painted with. 3. Choose Size and then Stretch in the Picture menu and re-size Venu]*s's face so it will fit on the view screen. Notice that it overlaps the left side of the alien's head, which is between you and the view screen. 4. Choose Spare and then Swap (or type J) to swap the spare screen into view. Click down a copy of the Venus face to one side. 5. Use Swap again and copy the alien's head where it overlaps the view screen. Swap back to the spare and put down a copy of the alien's head, Pick up a copy of the Venus face, then Swap back to the Starfl ds in the Brush menu (see the next "principle"). As a result, you can change the size, shape and orientation of abjects even after you've drawn them. There are both brushes and pictures stored on your program disk. See "Loading and Saving Pictures and Brushes" and "Building Pictures with Brush and Background Libraries" for more information. 3. Point at the Title Strip and press the right button to produce and use the menus. Click with the right button in the Control Pane. to  GX(bring up the additional options available for some of the tools Pointing at the Title Strip and pressing the right button produces the menu bar. Sliding right and left while holding down the button causes menus to pop down from the headings in the bar. Sliding the highlight over a command and releasing the button selects the command. Some menu items (Size, for instance, in the Brush menu) produce sub-menus when you highlight them. When that happens, slide the pointer over unti i0ʠl it is in the subj-menu, then move up and down as you do in all othe menus, releasing the button over a command to select it. To leave a menu or sub-menu without choosing a command, slide all the way out of the menu before releasing the button. Use principle 2 to select a brush, then use this principle to experiment with the commands in the Brush and Mode menus. Brush menu commands affect the size, shape and orientation of the brush. Mode menu commands determine how the brush  6Z"paints. To see what the right button can do in the Control Panel, click with it on one of the built-in brushes, then meve into the drawing area. The brush will appear with the word "size" attached to it. Drag with either button to grow and shrink the brush size, releasing the button at the size you want. Right buttjon on the airbrush lets you adjust the size of the airbrush nozzle, and on Grid and Symmetry it lets you adjust settings for those controls. On the Selection tool, i^'t brings back the last brush you selected when you've used a built-in brush or a Brush command like Stretch in the meantime. And clicking with the right button on the foreground color indicator at the top of the paint set brings up the Palette described in the next "principle." (By the way, if you're ever unsure whether an item in the Comtrol Panel has right-button options, just try it, if nothing extra is avaliable, clicking with the right button has the same effect as the leЂ4ft one.) 4. To create new colors for the paint set and explore other color controls, click with the right button on the foreground color indicator (or choose Color Control and then Palette in the Picture menu) to bring up the Palette. Make a quick picture on the right hand side of the screen, using a few paint blobs of different colors, then select the Palette. Now click on the colors in your picture with the left button and watch the Palette. Notice that the color you click Bz)is selected in the Palette's color set, and that the sliders move each time a new color is selected. To change one of the colors, drag the sliders up and down, or click above and below them to move them a notch at a time. Notice the change in the color in your picture as well as in the paint set. The R, G and B sliders control the amount of red, green and blue in the selected color. The H,S and V sliders control hue (like the "color" knob) and value (the amount of light, like th[Ɯe "contrast" knob). To undo the work you've done since you last selected a color in the Palette, click the Palette's Undo command. To cancel all the work you've done since you got the Palette out, click Cancel, Click OK to say, "yes, that's what I want." Think of the colors as numbered from 1 in the upper left-hand corner of the paint set to 32 (in low-res mode with 512K memory) in the lower right-hand corner. To change several colors at once, click on a color in the Palette,a then click Spread and click on anothe color above or below the first one you selected. The program will automatically generate a smooth set of colors between the two. You can grab the patette and move it around by pointing at its top and holding down the left button while you move the nouse. After you've moved the patette, it will return where you last left it the next time you get it out. The Pallette also contains the controls you need for color cycle animation effects and for setting the limits of the Shade and Blend brush modes. For a taste of what's possible with color cycling, follow the instructions in the next section ("Loading and Saving Pictures and Brushes") to load the Waterfall picture from your program disk, then press the Tab key. Press it again to stop the cycling. For more information about color cycling, see "Animating with Cycle" in the "Brushes" section. 5. As these rules become second nature, begin experimenting with the kEӲeystrokes shown in the menus and lested in Appendix A of the manual. There are a number of special keyboard controls and shortcuts in DeluxePaint. The Tab key, for instance, turns color cycling on and off. Typing b brings up the selection tool wherever the cursor is pointing. And holding down the SHIFT key while stretching a brush (with the Stretch command in the Brush menu) constrains the action so that the brush height and width retain the same proportional relationship to eac$_. Move the mouse over the name of the game to be loaded and validate. NOTE: You can save a game as long as your hero is alive. We recommend that you use this option regulary and everytime the situation is dangerous. During some animation sequences, where you not have to guide your character, you will not be able to save the game. Don't worry, nothing very dangerous can happen to you during these sequences or it's too late to take %UXaction! HINTS AND TIPS FOR BEGINNERS If this is the first time you have played an adventure game, here are some tips : -Examine all the objects in your location -Read carefully all the comments displayed as they may hold important clues for the rest of your adventure. -Pick up as many objects as possible. -Consider the various possible uses of the objects you have. -Activate everything you can. -Talk to as many people as possible, they may put you onto a lead. -Sav&yUe as soon as you feel some danger. -However, if you are stuck at somestage of the game, try and check whether you have forgotten an object or whether you have failed to do something earlier. -Every problem has a solution - ALWAYS. angerous. During some animation sequences, where you not have to guide your character, you will not be able to save the game. Don't worry, nothing very dangerous can happen to you during these sequences or it's too late to take /0ick Undo. When you want to stop in the middle of an action, press the Space bar. And if you ever feel completely lost, press Help to return the controls in the Control Panel to the settings they had when you started the program. 2. Any picture or part of a picture can itself be copied or picked up and used as a brush. After some experimentation with the built-in brushes and tools, it's time to add this simple but extremely powerful concept to your Deluxe Painting repertoire.,4 If you click on the Brush selection tool with the left button, then drag a selection box around a picture or part of a picture and release the button, you'll capture whatever you surrounded for use as a brush. Drag and release with the left button to copy the selected paint, drag and release with the right one to pick up the paint, removing it from the pictures. Paint which matches the current background color will be transparent in the brush. When you use the right button to  e Tcut paint from the picture, the rectangle left behind (the "hole" in the picture) will be filled with the current background color. It would be hard to overstate the power and flexibility contained in this "make your own brush" notion. In addition to letting you paint with multicolored brushes, it also lets you pick up parts of a picture and move or copy them to other locations, even to other pictures. The brushes you create can be flipped, stretched and rotated using the commanH{back to the last version you saved. So look any drawing or painting inhibitions you may have squarely in the eye and get rid of them. The fastest route to DeluxePaint mastery is fearless playfulness while you work. The 5 basic "principles" described on the next page offer a guide to a hands-on exploration of the program's powers. These principles aren't meant to be read and memorized, as if for a test. For best results, read and explore each of them before going to the next. And if your exploration makes you curious, by all means use the table of contents and index to track down more information elsewhere in this manual. You can always come back to dive into the next principle hater on. LEARNING DELUXEPAINT: A QUICK-START GUIDE 1. In the paint set and the drawing area, left button means foreground color, right button means background color. In the Control Panel, left button selects tools. The color indicators at the top of the paint set show the currently selected foreground and background colors. Point at a color in the paint set and click with the left button to select a new foreground color and with the right button to select a new background color. In the drawing area, drag with the left button (that is, hold down the left button while moving the mouse) to draw with the current foreground color, and drag with the right button to draw with the current background color. To change grushes, point at the one you want (in> the set of possiblities at the top of the Control Panel) and click with the left button. Try out different brushes and colors. Notice the convenience of erasing with the right button whenever the background color on the screen matches the one currently selected in the paint set. And remember, you can always erase your last completed drawing action by clicking Undo. Experiment with the different tools. Notice that the foreground background color rule applies no matter which draɬwing tool you're using, so erasing large areas is as easy as drawing with one of the filled shape tools with the right button. Notice also that there are actually 8 shape tools: clicking the upper left part of a shape icon selects the hollow tool for that shape; clicking the lower right selects the filled one. When you want to clear the screen completely, painting it with the current background color, click the CLR icon. When you just want to undo your last drawing action, cl4qAties. Use your powers of deduction, flair and intuition to try and guess the link between particular objects. Although these relationships are, on the whole, easy to establish (a key goes into a lock to unlock a door, a pickaxe digs an opening into a rock), sometimes it will take more time. Don't lose heart immediately because there is ALWAYS a solution. When you think you have guessed the link between two objects, try it out to check your deduction. Here are Mwsome examples which illustrate the way to establish a relationship between one object and another... A: You have a key... In front of you, a locked door just asking to be opened. -Press the RIGHT button to call the inventory. -Choose the "key" from the inventory. -In the new list of verbs, select the verb "put in"...A control phrase will be displayed "key:put in..." to remind you that you must now select the object in which you wiڜRsh to put the key... -Move the cursor over the lock and press the LEFT mouse button... Raoul will execute the action. B: You still have the key and you have just found a small box. The key and the box are both in the inventory and you will try to open the box with the key... -Press the RIGHT button to call the inventory. -Select the "key" from the inventory. -Select "Open.." on the list of verbs relating to the key. -Pre ss the RIGHT button again to recall the inventory. -Now, move the mouse cursor over the word "box" and validate with the LEFT button to execute the opening of the box with the key... C: A pile of records on a table and, nearby, a record player. You want to listen to a record... -Move the cursor over the pile of records and press the LEFT mouse button -The list of verbs associated with the pile of records is now displayed. Ch _oose "Put on...". The following control phrase is displayed "record: put on..." reminding you that you need to decide where Raoul must put the record -Move the cursor over the record player and press the LEFT button to validate the action of "putting the record on the record player" and listen away. E. DIALOGUE An investigation conducted according to the rules must begin by a close interrogation of the suspects. When a character  6is in the room, move the mouse cursor over him/her and press the LEFT button to display the list of actions. Select the verb "speak" to start the conversation... A list of topics of conversation classified by heading will be displayed. Each heading includes all the topics of conversation relating to a character (except the heading "objects found" which allows you to question the suspects on the objects you discovered during your investigation). EXAMPLE You want  fGto question Father Fabiani about Julio's taste for computer games. When you go into dialogue mode, the following menu will be displayed: TOM FABIANI SUZANNE JULIO HECTOR OBJECTS FOUND THANX FOR YOUR HELP Place the mouse cursor on "Julio" and press the LEFT button. A sub-menu with all the topics of conversation having a link with Julio will be displayed: JULIO HIS PASSION FOR GAMES HIS  c LOVE OF PLANTS HIS RELATIONSHIP WITH SUZANNE OTHER TOPICS... Move the cursor over "his passion for games" and press the LEFT button to receive Father Fabiani's answer. According to the answer, one or more topics will be added to the list. Some minor topics will merely pad out the conversation and allow you to obtain more detail on a particular theme. These temporary topics are easily recognizable as they are displayed dark in the menu. EXAMPLE Let's suppose t!hat the priest's answer to the previous question is : "Julio has a passion for adventure games, especially DELPHINE's... "There would be two new temporary themes in the menu "Adventure Games" and "Delphine"... These themes may bring up others. In some instances, the new topic is vital to the progress of your investigation. It will then be displayed permanently on the list (in white) and you will be able to question someone else on the same topic. To exit the conversation, choose the "p7heading "thank you for your help" on the list. When you are in a heading sub-menu, select "other topics" to go back to the main headings menu. THE USER MENU This menu offers functions which are not part of the actual game but which will allow you, for example, to save or reload a game... You access this menu by pressing both mouse buttons simultancously. RESTART: to restart a game from the beginning. SAVE DRIVE: to tell the program on which disk you wish to save. SAVE GAME: to #S>save the current game onto a disk. At the prompt, insert the save disk. A directory of games already on the disk will be displayed. Choose a slot and validate. If there is not slot available in the directory, use a new save disk or save over an existing game. LOAD GAME: to continue a previously saved game. At the prompt, insert the save disk. The list of saved games on the save disk will be displayed@r family for six generations." We asked Mr Fabre to reveal the name of the purchaser. But it seems that the purchaser has given Mr Fabre instructions to keep this a secret. Mr Fabre did however tell us, "The only thing I can say is that the purchaser has paid a ridiculously low sum in relation to the value of the hotel. However, I had no choice as I was being cornered by my creditors. 5th December 1926: AUCTION SALES IN FRONT OF NOTRE DAME CATHEDRAL IN PARIS ------------------------^z-------------------------------------------------- Father Fabiani is today organising an auction sale to finance the renovation work of the cathedral's windows. Amongst the objects to be sold are religious frescoes and books dating from the middle ages. Father Fabiani calls on your generosity and hopes that many of you will come... 12th January 1927: FIRST PERFORMANCE OF THE TENOR PAZAGLI AT THE OPERA DE PARIS ------------------------------------------------------gP---------------- Last night the Paris smart set were jostling one another at the opera to applaud the first performance of Marce Pazagli, the tenor. Pazagli is one of Italy's most celebrated tenors. His last performance at La Scala, Milan, once again had the audience in raptures. His forst performance in France was a triumph and received a standing ovation. In the boxes, the presence of numerous celebrites was noted, amongst them the enticing Mrs Karaboudjan. To everyone's surprise, E@+[she was not accompanied by her charismatic husband, but by two charming bodyguards. ************************************************************************** REFERENCE MANUAL FOR THE CINEMATIQUE SYSTEM ------------------------------------------- CONTROLLING THE HERO ---------------------- A. MOVING To move Raoul within a room, point the mouse cursor at the required destination and press the LEFT mouse button. Raoul will then move to thatp location, avoiding any obstacle in his way. To go to a different room, place the cursor over the door or the exit displayed on the screen and press the LEFT mouse button. B. MANIPULATING YOUR ENVIRONMENT Each room contains a large number of objects, any of which could be clues, vital to the progress of your investigation. To find out about the actions you can use on an object, place the mouse cursor over it and press the LEFT mouse button. A list of verbs relat]ing to the selected object will be displayed. Place the mouse cursor over the relevant action verb (the highlighted verb will then change colour) and press the LEFT button. Raoul will then carry out the order you have given him. If you choose not to use any of the proposed actions, move the cursor within the menu (all the verbs will then be the same colour meaning that none has been selected), then press the LEFT button to exit the list. It is important to know that only actions which can be executed on the objects immediately are displayed on the list. EXAMPLE: Raoul is in a room containing a chest of drawers. Let's suppose you wish to examine the contents of one of the drawers and that the drawer is closed. Move the mouse cursor over the drawer and press the LEFT mouse button. A single verb will appear on the list: OPEN... Nothing yet will allow you to search the inside of the drawer. Select the verb OPEN ordering R%aoul to open the drawer. Then press again on the drawer and the following verbs will be displayed: SEARCH , CLOSE Now, all you have to do is select the verb SEARCH on the list and reap the fruit of your efforts. C. USING FOUND OBJECTS Some actions are likely to be possible only when the object is in your possession... For example, you will need to take a letter before you can read it, a jacket before you can wear it..etc... To display the inventory of objects} carried by Raoul, simply press the RIGHT mouse button. If you want to affect one of the objects displayed in the inventory, move the mouse cursor over the name of the object (it will then change colour) and press the LEFT mouse button. The list of actions associated with that object will be displayed instead of the inventory. Point the mouse cursor to a verb (which will then change colour) and press the LEFT mouse button. Remember, only actions possible immediately will be displayed on the list. EXAMPLE: Raoul has just picked up a small ball of paper and you want to READ what it says... Press the RIGHT mouse button and display the list of objects carried by Raoul. Then, point the mouse cursor to "piece of paper" and press the LEFT mouse button to call the following list: EXAMINE, THROW, SHOW, SMOOTH OUT. Select the verb SMOOTH OUT on the list. Raoul will then smooth out the piece of paper. Now recall the invent,l|ory and select the "piece of paper"... The list of verbs associated with it is now as follows: EXAMINE, THROW, SHOW, READ. All you need to do is move the mouse cursor over the verb READ and press the LEFT mouse button. D. ESTABLISHING LINKS BETWEEN OBJECTS It is very likely that the objects you will find at various locations have not been placed there by chance and the odds are that at some stage in your quest, you will have to make the most of your opportunihis boat belonged to a pirate called one-eyed Jack. One-eyed Jack and his band terrorised the seas of Europe. They attacked trading ships and such like. Jack, with his pirates plundered anything which could be later sold on the black market: cargos of spices, silks, whisky... All the stolen goods were stored on the little island of Ligorni, situated along the coast Sicily, to be sold or exchanged later. One-eyed Jack was a pirate feared and sought by the entire world's maritime polic2' e. Jack had one big vice: alcohol. So it was that one October evening in 1820, Niklos Karaboudjan's great grandfather, Anastopoulos Karaboudjan, found himself involved in a bet with Jack. Anastopoulos was on a business trip to the isle of Ligorni. 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Anastopoulos was not too pleased with his 7<aҤ څqqr_#22r2GueIy%YA8W"_(Y,yK8?i)bϝz<x(y2k{\\9;ɢҺ7 &*@9~c5[KHgskPޗ[ke7 sԽ0K8>ƺ};>!D>0l/A([g&ZêI%h=5>? .DKs;:OG/Q ]>B+3]s$VL>q>yATW׶H{y`5(솪f\{ ?C\VNa\vWkArqW^MRy`:X?"]94cN"#9jsȕUĭ=`N2!.^D(<tCSCI$<2E">|@}#y|s^%­) J pHůX0ېh 4a1P^xKiW%Kzqf!2.˰ W[!iKL1q߳iTT݅TSry‡y4z쇳W;AUo־Av%%yAY@A*+'Y}5=a!+8> S*f;P(ĝ*H O=zxZl68e+E!򋥱IQ`*1PqXHt$ q>mh>]#Q m1G.CUJ'T/#PBzNPa 2D>O> |CP' \ġ_?>t$ 脾 KCE_KծrC?mt:(\wؾw)շM @c@?ޜaQ+A 02k4),#BJ *Br*r}0I&% IB0A%C^Uڂ/rr"X$Ur!EI e5FS3ՑYGRA7 qt! :A!M#R?}GK }\rdyc<)L׏JgxiH$_-.,sw=PtP  y 4iC8=~z(] JQ\[xJ(*釢 /nV|`t;|ո72rJ6BPy *)X|]t^DԢ5ߐقzDl>)F óaB>M7?Z\cE346'D^OE`o$9pz80LHy8e $ӒUURSz؇c;7D]x(q ?"|ɳW {f!+SP8M R÷/"# 6Cc;xNPw/X G+q`!1P<4OHa|e2AХ:1dT0``:դ짰$}B3r_)*P'd\-}|jx:x#d9UӊpGTo*8^QФ|K//q \ ;AN`Ah2#߳ao\B19Bn3M0jAl@1/ $hq6P•>ik",˩``PLqx` {ϩpýP&O(-<(f;Q\=B`.ƌ<@o+, xl-O &ڨ1VD`CaE>~(t _{m1I9ObaE)"'[I5B>=isP"J00OX`e(=,Y `Q) haW`#;# ]euy#- ^X{L3qP5hanT&% F^`i=jSLx1gvB&%L!ffóhp Qe @)R'J@3xZf :D%2|Z~0 fA$/kİ@:$x̉ԸOn6K}L=5DM,̊&0ަ,G0c슗50\ C`]|3K0 -7.d*xVW'"KFG00,{zLx`0ꗞ9·$)$Zְ4 )tH)AY c8]R03 9yi.ii: PPOR4ưIq0lH/5Pȫeà @ALtC EneO'j(3}qBC\0Ξ @*>a$.L$KuAi8~ř0#50Tei|UAhDa15L|7]aҎ]z O,xdO<Tc1!AaqwX>{xblCh j͊z_[L* f!HG LOr+AL<'/p:`(o4XP'{jiRx@r%ȐfeXzCp\<D`{8x wR]6-`6E0LoF|~~ =F HÈpLixPB!l@3uɿ&l$QsZ:uN$!vpdprQ ;<'X8C%#ٹœ-p0kχԴ RzB. /C0.qaw٠ PVJ%/ܹʉ!᫠E: 9 )pqRx'wT5ڢpEGTHSEIPXZW0V^*A ZcRڹDR #-L ZbTȸMx6SC kh5CBx 7B {pLh' T /  >DE:N `" B"<M a'Ж榙)J2w2 Id+|`("Dc8rL f!džl[{WgS::(O࿖}A `!p ܐ0gFЍ [zɅ?A`3 \],~JDPbC9fbjcAz(9@ό! #*m]P( C{w8P{3Nl$dg"KSgYt [&`ɗX )h-02@ *267:f&zF:k e(_l`ee` 2323ұ00c1!AaqwX>{xblCh j͊z_[L* f!HG LOr+AL<'/p:`(o4XP'{jiRx@r%ȐfeXzCp\<D`{8x wR]6-`6E0LoF|~~ =F HÈpLixPB!l@3uɿ&l$QsZ:uN$!vpdprQ ;<'X8C%#ٹœ-p0kχԴ RzB. /C0.qaw٠ PVJis a superb 19th century sailing ship which has been renovated and modernised in the shipyards of the old port. 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Flying High: To control your "firestar" craft you can select (i.e. fire at) the left and right sides of the control console. To turn the ship over, fire at the console scanner, to shoot at spacecraft on the screen simply fire straight at them. The scanner at the control console indicates your schip position and direction, and shows other craft as white, red, and green dots. The scanner represnts an overhead view of your ship and the other crafts horizontal distance from you. The message screen above the scanner gives periodic game information to help you. Who's Who: Travelling on the space highway are numerous crafts ranging from harmless to extremely deadly, here is a rundown of the types. Innocents: Shown as white dots on the scanner these should be left alone as shooting them will lose you points. If these ships travl safely through your sector you will gain 250 poi]nts. Dngerous: Shown as red dots, these should be shot as early as possible or they will shoot you and deplete your shield. Occasionally when shot one of these will drop it's jewelled cargo, shoot this to pick up and gain five credits of cargo. Many ships are rugged and require multiple hits to kill, WIth the standard laser. if any dangerous ships sneak through the sector you will los 150 ponts and your shield will be depleted. Very Dangerous: Shown as green dots, if shot will alwyays leave a cargo jewel, shown as a blue dot. There are 5 types of very dangerous craft which are: CRAWLER - Very slow and hold up traffic. So blow them up. SPEEDER - Very fast and difficult to catch. PIRATE - Shoot early or it will destroy other crafts ans lose points and deplete your shield. CONFUSER - It's special equipment will flip the red and white dots on the scanner. JAMMER - Will totallt blank the scannerrr, until it's destroyed. Upgrade: At the end of each level you can trade the credits you have collected for ship upgrades or repairs to your shield in the workshop, shoot the area whch contains what you want, if you do not have enough credits then it will not be selected. Extra Lazers mean that alien craft will need less hits to destroy. Extra thrusters wil give you the speed to ctch faster craft. Repairs ro your shield are essential to survive many later levels. Stages: As you are a rookie, you wȖill be introduced to each alien type in turn, but after this on regular highways service you will be exposed to all aliens sinuktaneously. Failure: If your shield reaches zero then your patrol is over and you will return to base, but if you have accumulated enough points you will be asked to record your initials for for posterity. Notes: During the game press F1 to pause it and F2 ro carry on, F10 will exit from the game. Amiga workbench 1.2 owners with a second drive and no memoryG 3 expansion will have to disable the second drive before loading the game. Returns: If you find a fault within 28 days of purchase, please return it for a free replaacement, Proff of purchase should be sent with any returns. ALL RETURN TO : FIRESTAR RETURNS TROJAN PRODUCTS UNIT 7 DAFEN PARK LLANELLI DYFED SA14 8LX UNITED KINGDOM  3EM_ Brought To You By LEGEND! fter this on regular highways service you will be exposed to all aliens sinuktaneously. Failure: If your shield reaches zero then your patrol is over and you will return to base, but if you have accumulated enough points you will be asked to record your initials for for posterity. Notes: During the game press F1 to pause it and F2 ro carry on, F10 will exit from the game. Amiga workbench 1.2 owners with a second drive and no memoryo\endly planet. Boy where you wrong! As soon as your landing was detected all available trops and equipment where despatched to whipe you out. You must fight for your life and the change to escape this evil planet. SHOOT OR BE SHOT: You are stranded, your only weapon is your hand held puls cannon, but with limited energy it can run out of ammo, so look for ammo boxes dropped at 10.000. 20.000, 40.000 etc points, shooting these will replenish your ammunation and lifeforce energy. Your ׍lifeforce energy starts at 100% but as the attackers bomb and shoot you it goes down, if it reach zero your game is over. Your craft put down in a desert, this is where your battle commences but aftera period of time (The time the desert is scanned ten tims) you flee to a jungle for more cover, but all you find is more attackers. DESERT RATS The enemies you encounter on the desert are: Mutant Troops: These take two hits to kill, but watch out they wi֔ll randomly turn and shoot at you or, even mutate into an energy disc, if this energy disc reaches the screen edge in will deplete your lifeforce. Tanks: Heavily Armoured these take four hits to destroy. They drop timebombs which if allowed to explode will consume your energy. Hoverbikes: These bikes take six hits to destroy, shoot them quickly as they release lifeforce depleting energy disks as before. 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The Karaboudjan III H7 dpaintIV.docpv Enter filename of file to view? dpaint.doc ****************** * DELUXE PAINT * ****************** 1. GETTING STARTED The essence of DeluxePaint is experimentation. Drag across the screen (that is, move the mouse while holding down a button), and something happens. Don't like what you did? Click Undo in the Control Panel to get rid of it. And pulling down a menu to choose Load always gets you  5'I Celf.docp _____ _____ __ __ _____ ____ / / // // // // //\ / \ / / / // //____//---// \/ \/ /____ /____// // / // / _/ PRESENTS ELF's DOC! 9$( GemX.codespW~PP20 N;׋-u Lden`C#9dd|((!N%J$cL )* ʊݙ< 7dYC$$ REJ$P*r*J4s&( y" T+(hҹL@@4' 8'*"$#zxS'%EBP4:琔<8Zfa]/2*\Q AaZ$RFSAI`~~po,#08I=;' JUi2)*J?<#zQ8Ա %QYyy:3GDiOI0𓶷u@ 1reEex,PD-/0pSA,$LGiPD=#G||R/iAy7Cf.t hi "VR]HE4IHGFEDCBA@?TSRQPONMLKJ_^]\[ZYXWVUjihgfedcba`utsrqponmlk~}|{zyxwv IFFConp0''NNUH lZ0,Zh m0 lZ"m 2 m P d m BP` m P m 0,VPLN]NuNUHBmN!HmHma;m;m?-?-N`?-?-N_OJmf09@ @g+N,lXpA0"H lLN@,m` +N,lXp,IAĔ"H lLN@,mHmHmN 0-mPOf 0-mg4?-?-N_?-?-N_(?-?-N_;m;mO /,ZN+JHXOg Dg Df?-?-N^;|XO`Bm Df0,8`0,6`BgNMtTO`0,4`?<N\DTO`7     ('&%$#"! 3210/.-,+*)>=<;:98765Gت  8 IFFCon.infop%7%''̀($?Ǐ      x 0 0xx 0 0 0 xx ,ýR QIFFConPD-ENG.Docp| IFFCon PD Shareware-Version of IFFCon 1988-90 by Kai Iske in hold by the Author IFFCon PD - Copyright I keep the copright for this product in my own hands just like for any modifications on the program itself. Enhancements, modifacations are only done by me and for that reason the sour1Ų\R mIFFConPD-GER.Docp5 IFFCon PD Shareware-Version von IFFCon 1988-90 von Kai Iske liegt bei dem Autor IFFCon PD - Copyright Ich behalte mir alle Rechte an diesem Programm, sowie Vernderung an dem Programm selbst, vor. Verbesserungen, Erweiterungen werden nur von mir durchgefhrt und aus diesem Grund wird d6' tsrqpon~}|{zye  Ishido.docpajTPP20 w{ѺU!QIe Iy:f1 4M_ S|Z p(}P8Cm%hNPKenRx@k2? 1`ИϠ3O`#z ks@TܾB`Qr< ^%t-leVXdA: -!8ZR70PĨA. h|`Ni %:cHWmۿ`Dvu PKingsBounty.refpu7 gbPP20 0&]sNT$FؠD))A0ׁ+CR%Ho܆ .648z $s ؋ B'ZXrGOѡ<?5@Pf~(K"K>A@J iT Zq=0@BFprO;rc:ZV2W|ڀaxlܸ |ys6qFRPvVR\PN㖠 ^ӂ.P70 0“ڿ>9g YgJ'i@CAeXa|F/h`#iiS+)*jP5FYS 4Tۙ{C$V-g.UΦh DYt=<;:987LKJIHGFEDCBWVUTSRQPONMba`_^]\[ZYXmlkjihgfedcxw4 MegaMon3.0pww ++H##,xN(@JfA\NA\N#C,xNh#8g34aBy6aJy6gp34a,zAN4#< z hV,xN @"@ ( f,xN,zz zzN` f,xN,z\ z\N"zP,xNbJg"y,xN.yLpNu,xN"@p,x0: N pMegaMon V3.0HaK c"<a$RM"<a$C X,xNh#gC N,xNh#@ +*)('&%$&  MegaMon3.0.docp6B--------------------------------------------------------------------------- ----------------- MEGA-MON V3.0 coded by GHOST of MASQUERADE -------------- --------------------------------------------------------------------------- Updates von V1.5 zu V1.7: ------------------------- Als erstes hat der MM einen eigenen Screen mit eigener Textausgaberoutine, fr schnellstes Tempo.Die Eingabezeile kann man editieren. Mit drcken der HELP,ESC-Taste werden die Kommandolisten angezeigt. Der Dx MegaPhoenix.docp5APP20 " 9kFdH+), L&"BB@ gP0&#Ȃ^Bp4?'&2 vMEO}(&`yL`=%~mX4A "4,C-b[%$^RFFRN\GR 蹢 "czxXkT|]"!&]@x۫NFIr  >?_應µ{^aY^OУ#ya7%*|=n0vi"H׼iB Ŏ %1ѫixQ *F܆s:1֊Lw[+ k=uuvXZ2W.72?L:|%*n+"GwEPzy Q\Nh` DwGה.%OsxaQSsKRfc!Pҝ؟Ta NavySeals.docp7w!PP20  i|54oi%QC35)'x"8 iy:'GAMa<#ikdkq rg| PA\UrfAPX^m LL$g$eX`є"it/:czw މdTD< Q0`U$&;0!TƼHL 6g ORjJ/ %@"vWA#IpщqN>l h̗A`RH9@pͭ qWh(u $431QPPr6nGnY ;/Aa`*، k 5x2fV4e! 9 [Ix;f4 ||ed`YHT@bC#A8aP#SS) d{w* pR v!غX0qr4JF7/hzXPanzaKickBoxing.docphPP20 }3xOS!(@: "S/'",'l"Y]PJPrVeUEl%TEcBb kʩׂ((h( 2Pb /C|7H?(+(ϜO]yXs>Xm$ 8aΝ ^.׎6\J&x5'=_8 OqDKُ >e(x[E*eP꣓Q6tz GP"J vb{I¶ŀp4V S.v4>,7,DZ'Q V.1Q'['86nD\DMFTD\6pN,H%5.5mRx辐 l\^G*n=W;Er4aVQl3fincj`PAI@I=@ #釤p|+#4,;70wB. #%84wBH NPU5M>0uO7S 숕_?>L̠_.`d!YҢ3ghg`S7!FqEKK"A,L}9H35hch,E_n.g  %+o ȵ4(yl܀D7:IƟ$'W\y;0'nhM)=C?qNDn];AyӮ'gW |5}Ee^ߔE(=ߧ΃<^/`?ȫe97BlC%osݭ$>c?VLk;8ɕ|c"!T?>=<;PONMLKJIHGF[ZYXWVUTSRQfedcba` ٶ310A@EDCBXPredatorII.docpB2cnPP20 {x$bUPl'I9Uj{ T%D$VT!O  e DeE~ާ {0yp!l>Ǹb(Uq4xC" h\35()Cy#lm]lk9mdю0#? AwtqJœ7?fȀhu51)ixR4haF:mJ< ah HSԇ+WNA7hp zf%4a3S`L PZim¸My0r^9Q:2 cUډ s'F0߭470En*XW`sVUH Yd5?[&'U z,u)@eV?8T.u>j` N村>^֞A,S=%PV-.&0q 8%8765432:98 pts-roul.docp9N ROULETTE (C)`91 --------------- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ \ DOCS TYPED BY FREAK/PIRATES/ \/\/\/\/\/\/\/\/\/\/\/\/\/\/ STARTEN DES PROGRAMMES: ----------------------- LEGEN SIE HIERZU BITTE DIE ROULETTE-DISKETTE ANSTELLE DER WORK- BENCH IN DAS INTERENE LAUFERK DF0:. NACH KURZER LADEZEIT MELDET SICH DAS PROGRAMM MIT EINER INTRO. UM DIESE ZU VERLASSEN,DRUEK- KEN SIE `$#"! /.-,+*)('&02 risedoc.docp&þRISE OF THE DRAGON from Dynamix Released by S K I D R O W in 1991 ! Control Documentation GETTING STARTED The essence of Dragon is the simple action of point-and-click. The small cursor on the screen represents you in the world of Blade Hunter. By moving the cursor around Blade's world and "clicking," you interact with his environment. There are 3 basic point-and-click actions: 1. LOOK: Single click the right mouse button while the cursor is placed over `    riseref.docp?RISE OF THE DRAGON from Dynamix Released by S K I D R O W in 1991 ! Amiga Quick Reference Card INSTALLATION Amiga Installation Procedure The following are instructions for installing Rise of the Dragon onto a hard disk and booting the system. Both can be done from either the Workbench or the CLI. In the instructions we assume that you are using floppy drive DF0: and hard drive DH0:. If your drives go by different names, replace the drive label in the example with the co'  / robin!.docp rr8 D O C 'S /\ / \ _______________________/ OF \________________________ / \ <(-T H E A D V E N T U R E O F R O B I N H O O D-)> \=====================================================/ by... >>> SKID ROW <<< - ORIGINAL by: >>>S.S.R.<<< The Story... UZZ  c rtypeii.docpD^ #### ##### # # #### ##### ######## (C) # # # # # # # # # # #### ### # # # #### ### # # # # # # # # # # # # # # # ##### ######## < THE DOC'S > SPACE WAS RIPPED BY HUTRED AND DESIRE TO COUNTERATTACK AND TAKE REVENGE .... THE EMPIRE REVELD. IT GANED NEW POWER AND RAPIDLY ENVELOPE IN AN OTHER DIMENSION ... TO S/ v SearchForKing.docp[tPP20 JϔpS۾?7,_4^LwP=ggb4@a Y y#OO? @ͧr xT?( ,}fUzCJ98̨-RF|Uɚee %h3ApepCU 'v,_q2?D/] X SearchForKing.solp`PP20 g@$! <:Od|rnlJ]kLolxQA%a 1y% QiI9q_0g2x&Pd4)`+XN * cPȭkC4n^Lg Vi o"hn4{w#L #Cs.ـ䇅X}0h|i."f(z 8QaG"ѨSO3Du/O'sEzGXY8q}ѧٶCmI05O0?0֯0.gesfrˀOˋ^ UT䟅}\N{ JuA!tQRҨ0L_O\fm@9U1(n/ hQ}4C@YP4(6|^Qp*bHJٴ QJ1锘Ti Dt$@Vdd`בh6S^XE^I@^WbRhC\2ʋ"%-4`1!)0 q A"+$. дE "Ol DfPpJ RЊ)C+(cX^^F)ea/HN2ؔFAIP.N63 YfLdn`0$0"*1@ώXU쌊ghckTjmc>U41-.#10!5C t~yIARe ( >@."ڛ8J(NZ)өIѪ0ZL~d@RQY!,2b.SRQPO s thawk.docspO __________ ___________ _______ ________ /\ / ________ \\___ ____/ / _____ \ / ______ \ / / / /___ __ \ \ / / ____/ / ___/ / / / __ / // / / __ / / / / / / / / __ / / _/ / / / / _\ \\/ / / / / / / / / / / / / / / / /\ \_/ /_/ / / /\ \ \/ / / / / /_/ /_/ / / /_/ / / \_______/ /_/ / / / / \/ \/ / / \/ \/ \/ Presents: TGHUNDERHAWK AH-73M KEYBOARD COMMANDS SUMMARY Typed by Thrash/Anthrox! Don't forget to call our BBS The 7th Church of the Apocalyptic Lawnmower on it's new number in the UK! Mouse/Joystick Control THE MOUSE BUTTONS: Clicking the right button changes the current selected weapon for the next available one. Clicking the left button fires the currently selected weapon. Clicking the left button with the right button held down selects the next designated target. f WITH NO MOUSE/JOYSTICK BUTTONS PRESSED: Moving the mouse/joystick forward causes the helicopter to dip down allowing it to move forward. Moving the mouse/joystick backwards causes the helicopter to tip upwards allowing it to move backwards. At low speeds, moving the mouse/joystick left & right causes the helicopter to move sideways. With the mouse/joystick pushed forward and to the left or right, the helicopter will bank and turn in that direction. HOLDING THE RIGjM HT MOUSE BUTTON DOWN: Moving the mouse/joystick forwards with the right button pressed increases power to the main rotor, allowing the helicopter to rise. Moving the mouse/joystick backwards with the right button pressed decreases the power to the main rotor, allowing the helicopter to fall. In level flight, at low speeds, moving the mouse/joystick left and right with the right button pressed causes the helicopter to rotate around its own axis. KEYBOARD CONTROLS (q ALL FORMATS): F1 = Toggle radar jammer on/off F2 = Toggle IR jammer on/off F3 = Launch chaff cartridge F4 = Launch flare F10 = Toggle night sight on/off C = Toggle camera mode D = Toggle damage computer mode P = Pause game VIEWPOINT SELECTION: Viewpoint manipulation is mostly controlled from the keypad, although several other keys are used. F6 = View from target F7 = View from weapon F8 = View from cockpit ENTER = Internal/External view (NUMERICAGL PAD) 8 OR 2 = Rotate view in Y-axis " " 4 OR 6 = Rotate view in Y-axis " " 1 = X-rotate 90 degrees 3 = Y-rotate 90 degrees 7 = Zoom in 9 = Zoom out 5 = Satellite view 0 = Reset ecternal view angles M = Toggle map view on/off + = Zoom out map view - = Zoom in map view ---> Martyrium BBS 713-666-4093 Classic WHQ. 0-0 Days. Elites. <--- DATE UPLOADED- - - - - - - ->>Friday 23-Aug-91 22:09:S14 FORMATS): F1 = Toggle radar jammer on/off F2 = Toggle IR jammer on/off F3 = Launch chaff cartridge F4 = Launch flare F10 = Toggle night sight on/off C = Toggle camera mode D = Toggle damage computer mode P = Pause game VIEWPOINT SELECTION: Viewpoint manipulation is mostly controlled from the keypad, although several other keys are used. 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This could be a Virus|or someother program Using this vector|CLEAR IT?Vector|Has been changed|Shall I RESTORE it?The Virus has been removedYou may need to edit the startup-sequence|on (Vthe disk to change the first lineCoolCaptureWarmCaptureColdCaptureERROR| FINDING FILEERROR| Deleting File ERROR| Renaming File ERROR| Reading FileERROR| Opening FileERROR| Writing FileERROR| Locking File**** Break - Exiting Check Okay Check DriveCancel Yes CancelRetryCancelDANGER: Cannot open Trackdisk.device|It must be in Use. 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ON THE CHARTS VIEW YOU'LL SEE A TIMER FOR THAT TORPEDO COUNTING DOWN TO THE PREDICTED INTERCEPTION TIME. THE TDC LIGHT BESIDE THE TIMER WILL BE ON INDICATING THE TORPEDO FIRED UNDER TDC CONTROL. IF YOU FIRE WHEN THE TDC IS OFF (INFO PANEL TDC LIGHT IS "OFF"), THE TORPEDO FIRES STRAIGHT OUT OF THE BOW OR STERN. IT CONTINUES STRAIGHT AHEAD UNTIL IT RUNS OUT OF FUEL OR HITS A TARGET. THE BOW TUBES FIRE IF YOUR C>KURRENT VIEW BEARING IS CLOSER TO THE BOW THAN THE STERN. THE STERN TUBES TIRE IF YOUR CURRENT VIEW BEARING IS CLOSER TO THE STERN THAN THE BOW. ON THE CHARTS VIEW YOU'LL SEE A TIMER FOR THE TORPEDO COUNTING DOWN THE PREDICTED TIME WHEN THE TORPEDO'S FUEL IS EXHAUSTED. THE TDC LIGHT BESIDE THE TIMER WILL BE OFF, INDICATING THE TORPEDO WAS FIRED UNDER MANUAL CONTROL. DECK GUN CONTROLS YOUR DECK GUN IS SECONDARY ARMAMENT. ITS SHELLS ARE NOWHERE NEAR AS POWERFUL AS YOUR TOU<5sNG UNTIL YOU ISSUE THE ORDER TO STOP . TO STOP TURNING TAP EITHER TURN STARBOARD (RIGHT), TURN HARD STAR- BOARD, OR STRAIGHT & LEVEL. TURN HARD PORT (LEFT FAST): TAP THIS KEY TO TURN YOUR SUB HARD LEFT. THIS PUTS THE SUB INTO THE TIGHTEST POSSIBLE TURN. TO STOP TURNING YOU CAN TAP EITHER TURN STARBOARD(RIGHT), TURN HARD STAR- BOARD OR STRAIGHT & LEVEL. TURN STARBOARD (RIGHT): TAP THIS KEY TO START YOU SUB TURNING RIGHT. THE BOAT CONTINUES TURNING UNTIL YOU ISSUE THE OV"RDER TO STOP. TO STOP TURNING TAP EITHER TURN PORT (LEFT), TURN HARD PORT OR STRAIGHT & LEVEL. TURN HARD STARBOARD (RIGHT FAST): TAP THIS KEY TURN YOUR SUB HARD RIGHT. THIS PUTS THE SUB INTO THE TIGHTEST POSSIBLE TURN. TO STOP TURNING YOU CAN TAP EITHER TURN PORT (LEFT), TURN HARD PORT, OR STRAIGHT & LEVEL. SET COURSE TO VIEW: THIS KEY TURNS YOUR BOAT UNTIL ITS COURSE MATCHES YOUR CURRENT VIEW (BEARING). IT'S A FAST AND CONVENIENT WAY TO ORDER THE BOAT TO TURN ONTOWR3T A HEADING. STRAIGHT AND LEVEL: THIS KEY STOPS ALL TURNS AND "STRAIGHTENS OUT" YOUR COURSE. IT ALSO STOPS ANY DIVING OR RISING, SO YOUR SUB WILL CRUISE AT THE CURRENT DEPTH. THE ENGINES - SPEED CONTROL THESE CONTROL THE SPEED OF YOUR SUB. YOU HAVE FOUR ENGINES. THE NUMBER OF ENGINES "ON LINE" DETERMINES YOUR CURRENT SPEED. YOU SELECT THIS WITH THE ENGINE KEYS. THE EXACT SPEED, IN KNOTS, DEPENDS ON THE TYPE (CLASS) OF SUB. DIESEL & ELECTRIC POWER: ON THE SURFACXME YOUR SUBMARINE USES DIESEL ENGINES, POWERED BY OIL FROM THE OIL TANKS. YOUR SUB HAS ENOUGH OIL FOR 35, 50 OR 60 DAYS OF CRUISING, DEPENDING ON CLASS. YOU CONSUME OIL ABOUT FOUR TIMES FASTER IN BATTLE, SINCE THE ENGINES ARE NOT RUN AS ECONOMICALLY. IN WAR PATROLS YOU SHOULD KEEP A CAREFUL EYE ON YOUR OIL CONSUMP- TION AND REMAINING FUEL (SEE PAGES 39 AND 86). SUBMERGED, YOUR SUB USES BATTERIES TO POWER ELECTRIC ENGINES. THIS IS BECAUSE DIESELS RUNNING IN A SUBMERGED SUB EY1XHAUST ALL THE AIR WITHIN A FEW MINUTES, WHICH KILLS THE CREW BY ASPHYXIATION. THE ELECTRIC ENGINES USE BATTLES THAT GRADUALLY RUN DOWN. THE BATTERIES ARE RECHARGED BY RUNNING THE DIESEL ENGINES WHEN YOU'RE BACK ON THE SURFACE. DIESELS NOT USED TO MOVE THE SUB ARE USED INSTEAD TO RECHARGE THE BATTERIES. AHEAD FLANK (4 ENGINES): THIS IS YOUR MAXIMUM FORWARD SPEED. SUBMERGED IT USES UP YOUR BATTER POWER VERY QUICKLY. ON THE SURFACE, ALL ENGINES ARE USED TO DRIVE THE SUZ56B, SO THE BATTERIES CANNOT BE RECHARGED. AHEAD FULL (3 ENGINES): THIS IS A FAST FORWARD SPEED. SUBMERGED, IT USED UP BATTERIES RATHER QUICKLY. ON THE SURFACE, THREE EN- GINES DRIVE THE SUB, WHILE ONLY ONE RECHARGES THE BATTERIES. AHEAD HALF (2 ENGINES) THIS IS A MODERATE FORWARD SPEED. SUB- MERGED IT USES UP BATTERIES AT A MODERATE RATE. ON THE SURFACE, TWO ENGINES DRIVE THE SUB AND TWO RECHARGE THE BATTERIES. AHEAD SLOW (1 ENGINE): THIS IS YOUR SLOWEST FORWARD SPEE[{WD. SUBMERGED, IT USED UP BATTERIES VERY SLOWLY. ON THE SURFACE, ONE ENGINE DRIVES THE BOAT WHILE THREE RECHARGE BATTERIES. ALL STOP (0 ENGINES): YOU SUBMARINE STOPS IN PLACE. SUBMERGED YOUR BATTERIES ARE HARDLY REDUCED AT ALL (ONLY MINOR ELECTRICAL SYSTEMS DRAW CURRENT). ON THE SURFACE, ALL DIESEL ENGINES ARE USED TO RECHARGE THE BATTERIES. REVERS (-4 ENGINES) YOUR SUB MOVES BACKWARDS AT A SLOW SPEED. UNFORTUNATELY, DUE TO GEARING IMITATIONS ALL ENGINES MUST BE USED\ϻ. THEREFORE YOUR BATTERIES ARE REDUCED QUICKLY, AND ON THE SURFACE ALL DIESEL ENGINES ARE USED FOR REVERSE MOVEMENT. HOWEVER, SUBS RARELY MOVE IN REVERSE EXCEPT IN SHORT PERIODS. FIRING TORPEDOES TORPEDOES ARE YOUR MAIN WEAPON. THEY CAN BE FIRED EITHER AT A "MARKED" TARGET OR USING A "MANUAL PLOT". MOST CAPTAINS PREFER TO USE THE EASIER "MARKED" TECHNIQUE. TORPEDO FIRING TECHNIQUES "MARK" TARGET FIRING PROCEDURE: THIS TECHNIQUE IS THE EASIEST AND MOST STRAIGHTFOR]DWARD METHOD OF FIRING. IT USES YOUR BOAT'S TDC (TORPEDO DATA COMPUTER) TO CORRECTLY SET YOUR TORPEDOES. YOU JUST LINE UP A TARGET IN YOUR PERISCOPE OR TBE, TURN ON THE TDC, AND FIRE. FIRST YOU GO TO THE PERISCOPE OR BRIDGE TBT VIEW AND ROTATE (USING VIEW LEFT AND VIEW RIGHT) UNTIL YOU FIND A TARGET. WHEN THE VESSEL IS CENTERED IN YOUR VIEW, THE AIMING SCALE BRIGHTENS AND THE INFO PANEL DISPLAYS TARGET INFORMATION (RANGE, COURSE AND SPEED). THIS MEANS THE TARGET IS "MARK^h.7ED". QUICKLY, WHILE THE TARGET IS STILL MARKED, TAP THE TDC ON/OFF KEY TO TURN YOUR TDC. THIS CAUSES THE PERISCOPE OR TBT TO FOLLOW THE TARGET AUTOMATICALLY WHILE THE INFO PANEL UPDATES THE TARGET DATA AND TORPEDO FIRING SOLUTION CONTINUALLY. THE INFO PANEL TDC LIGHT SHOWS THAT THE TDC IS RUNNING IN ADDITION, THE TORPEDO AIMING POINTER APPEARS ON THE PERISCOPE OR TBT CROSSHAIRS. WHEN THE RANGE AND FIRING POSITION SEEM GOOD TO YOU (AS CAPTAIN), TAP FIRE TORPEDO. TO FII/RE A "SPREAD" OF TORPEDOES, USE THE VIEW LEFT AND VIEW RIGHT KEYS TO MOVE THE TORPEDO AIMING POINTER LEFT AND RIGHT OF CENTER. THIS SETS THE TORPEDO PATH SLIGHTLY LEFT OR RIGHT OF CENTER, CREATING A "SPREAD". YOU MUST DO THIS WHILE THE TDC IS ON. THIS TECHNIQUE DOESN'T WORK IF THE TDC IS OFF. TO SWITCH TARGETS, TURN OFF THE TDC BY PRESSING TDC ON/OFF AGAIN. ROTATE YOUR VIEW, "MARK" ANOTHER TARGET AND TURN ON THE TDC ONCE MORE. AFTER FIRING, YOU'LL SEE ON THE CHARTS VIEWu`EA BUT WITH GREATER DETAIL. THE TBT OR PERISCOPE MAGNIFICATION RANGES FROM "1" (NORMAL EYESIGHT) TO "4" (MAXIMUM ZOOM). ON THE CHARTS, IT SENDS YOU TO A SMALLER SCALE (MORE DETAIL BUT LESS AREA). UNZOOM VIEW: THIS REDUCES YOUR VIEW. AT THE BRIDGE TBT OR PERI- SCOPE IT SHOWS MORE BUT WITH LESS DETAIL. THE TBT OR PERISCOPE MAGNIFICATION RANGES FROM "1" (NORMAL EYESIGHT) TO "4" (MAXIMUM ZOOM). ON THE CHARTS, IT SENDS YOU TO A LARGER SCALE (LESS DETAIL BUT MORE AREA). va, SHIP ID BOOK THE SHIP ID BOOK IS AVAILABLE WHILE YOU'RE EXAMINING CHARTS, ON THE BRIDGE (EITHER AT THE LOOKOUT OR THE TBT), OR AT THE PERI- SCOPE. THE BOOK SHOWS PICTURES OF ENEMY NAVAL VESSELS, WHICH HELPS TO IDENTIFY TARGETS. IF YOU SELECT "INTRODUCTORY" DIFFICULTY, YOUR CREW WILL POINT OUT WHICH PAGE OF THE BOOK IS CORRECT. THIS IS, THEY IDENTIFY THE TARGET FOR YOU! SHIP ID BOOK ON/OFF: THIS KEY TOGGLES THE BOOK ON AND OFF. WHEN PRESENT, THE BOOK OVERLAYS THE INFOwb# PANEL ON THE LOWER PART OF YOUR VIEW. CURSOR KEYS: THE UP/DOWN CURSOR KEYS PAGE THROUGH THE BOOK. THE LEFT/RIGHT KEYS PAGE THROUGH DIFFERENT VIEWS OF A SHIP. IMPORTANT: WHEN YOU HAVE THE BOOK OPEN THE CON (MOVEMENT) CON- TROLS MAY BE INACTIVE. THIS IS BECAUSE IN SOME VERSIONS (DEPENDING ON YOUR HARDWARE) THE CURSOR KEYS ARE ALSO THE CON KEYS. SEE THE TECHNICAL SUPPLEMENT FOR DETAILS. CHART CONTROLS THE FOLLOWING VIEWING KEYS ARE AVAILABLE WHILE EXAMINING THE CHAxcMZRTS. SEE PAGES 26-48 FOR A COMPLETE DESCRIPTION OF THE CHARTS. INITIALLY THE CHART VIEW IS CENTERED ON YOUR BOAT. HOWEVER, IF THE TDC (TORPEDO DATA COMPUTER) IS "ON", INSTEAD THE VIEW IS CENTERED HALFWAY BETWEEN YOUR BOAT AND THE TDC TARGET IF BOTH FIT ON THE CHART. RE-CENTER CHART: TAP THIS KEY TO RE-CENTER YOUR BOAT IN THE MIDDLE OF THE CHART. HOWEVER, IF THE TDC IS RUNNING THE VIEW IS CENTERED HALFWAY BETWEEN YOUR BOAT AND THE TDC TARGET IF BOTH FIT. ZOOM: EACyd.H TAP ENLARGES THE CHART, SHOWING A SMALLER AREA, BUT IN MORE DETAIL. THE CHART ALSO RE-CENTERS AUTOMATICALLY. UNZOOM: EACH TAP REDUCES THE CHART, SHOWING A LARGER AREA, BUT IN LESS DETAIL. THE CHART ALSO RE-CENTERS AUTOMATICALLY. INFO PANEL ON/OFF: THIS KEY SHOWS OR REMOVES THE INFO PANEL FORM THE CHART. SHIP ID BOOK ON/OFF: THIS KEY SHOWS OR REMOVES THE SHIP ID BOOK FROM THE CHART CON AND ENGINE CONTROLS YOUR SUBMARINE AUTOMATICALLY USES DIESEL ENGINES WHEN ze( SURFACED AND SLOWER ELECTRIC ENGINES WHEN SUBMERGED. MANEUVERING AND SPEED (ENGINES) CONTROLS ARE THE SAME IN BOTH SITUATIONS. THE CON - DEPTH CONTROLS THE "CON" ARE THOSE CONTROLS USED TO STEER YOUR SUBMARINE. THE DEPTH CONTROLS REGULATE YOUR OPERATING DEPTH--FROM SURFACED (0" DEPTH) ON DOWN TO MAXIMUM DEPTH. DIVE: TAP THIS KEY TO SEND YOUR SUB DOWNWARD. THIS WILL SUBMERGE A SURFACED SUB, OR CAUSE A SUBMERGED SUB TO GO DEEPER. THE LEVEL OFF, TAP EITHER THE STRAIGHT{fPk= & LEVEL KEY, OR THE RISE KEY. WARNING: IF YOU DON'T LEVEL OFF THE SUB EVENTUALLY EITHER HITS THE BOTTOM OR IS CRUSHED BY THE OCEAN. CRASH DIVE: TAP THIS KEY TO SEND YOUR SUB DOWNWARD QUICKLY. TO LEVEL OFF TAP EITHER STRAIGHT & LEVEL OR RISE. RISE: TAP THIS KEY TO SEND YOUR SUB UPWARD. THIS CAUSES A SUB- MERGED SUBMARINE TO MOVE UPWARD. TO LEVEL OFF, TAP EITHER THE STRAIGHT & LEVEL KEY OR THE DIVE KEY. WARNING: IF YOU DON'T LEVEL OFF THE SUB EVENTUALLY SURFACES.|g_% BLOW ALL TANKS: TAP THIS KEY TO SURFACE AT MAXIMUM SPEED. HOWEV- ER, YOU CAN ONLY DO THIS ONCE IN A BATTLE. THAT'S BECAUSE THIS COMMAND PUMPS ALL YOUR PRESSURIZED AIR INTO THE BALLAST TANKS (PUSHING OUT THE WATER THAT KEEPS YOU SUBMERGED). AFTER GIVING THIS COMMAND YOU CANNOT STOP YOUR RISE. YOU WILL SURFACE, REGARD- LESS OF SUBSEQUENT COMMANDS. USEFUL NOTE: THIS IS THE ONLY WAY TO SURFACE IF YOUR DIVING PLANES ARE COMPLETELY WRECKED. STRAIGHT & LEVEL: TAP THIS K}hEY TO "LEVEL OFF" YOUR SUB AT ITS CURRENT DEPTH. IT ALSO STOPS ANY STARBOARD OR PORT TURNS AT THE SAME TIME. PERISCOPE DEPTH: TAP THIS KEY TO SENT YOUR BOAT TO PERISCOPE DEPTH. IF YOU'VE SURFACED, THE BOAT WILL DIVE TO 55', THEN LEVEL OUT. IF YOU'VE UNDERWATER, THE BOAT WILL RISE OR DIVE UNTIL IT REACHES PERISCOPE DEPTH OF 55', THE LEVEL OUT. NOTE THAT UNLIKE ALL OTHER DEPTH CONTROLS, THIS ONE AUTOMATICALLY LEVELS YOU ONCE YOU REACH THE DESIRED DEPTH. MAXIMUM DEPT~iH: THE "TEST DEPTH" OF YOUR SUB IS THE MAXIMUM SAFE OPERATING DEPTH. THIS IS THE DEPTH TO WHICH YOUR SUB IS TESTED. IN REALITY, MAY SUBS WENT DEEPER THAN THEIR TEST DEPTH--SOMETIMES AS MUCH AS 50% DEEPER. HOWEVER, THE DEEPER YOU GO BELOW TEST DEPTH, THE GREATER THE CHANCE OF DAMAGE. IF YOU'RE GOING BELOW TEST, WATCH YOUR DAMAGE CONTROL CAREFULLY. YOU CAN SUFFER BULK- HEAD DAMAGE IF YOU GO TOO DEEP, OR EVEN DISCOVER THE ENTIRE BOAT COLLAPSING INWARD, KILLING BOTH YOU AND T\YOU CREW. ONCE YOUR BULKHEADS ARE DAMAGED (BY GOING TOO DEEP, OR BY ENEMY DEPTH CHARGES) YOUR TEST DEPTH IS CUT IN HALF. IF YOUR TEST DEPTH WAS NORMALLY 300', WITH DAMAGED BULKHEADS YOUR NEW TEST DEPTH IS 150'. IF YOU GOT BELOW THAT, YOU MAY SUFFER FURTHER DAMAGE OR BE SUNK. THE CON - HEADING (COURSE) CONTROLS THE "CON" ALSO ALLOWS YOU TO CONTROL THE HEADING (COURSE) OF YOUR SUB. TURN PORT (LEFT): TAP THIS KEY TO START YOUR SUB TURNING LEFT. THE BOAT CONTINUES TURNIjk}v'CENT RADIO MESSAGES AND RECORDS. NAVIGATION CONTROLS DURING A WAR PATROL, SIMPLIFIED CONTROLS ARE USED TO "CON" (MANEUVER) YOUR SUBMARINE ACROSS THE PACIFIC OCEAN. YOU MUST USE THE CHART VIEW FOR NAVIGATION. KEYBOARD: USE THE CURSOR KEYS TO MOVE YOUR SUB NORTH (UP), SOUTH (DOWN), EAST (RIGHT), OR WEST (LEFT) ON THE MAP. EACH TAP OF THE KEY MOVES YOUR SUB MANY MILES AND CAUSES THE CLOCK TO ADVANCE A NUMBER OF HOURS. ON MANY MACHINES WITH A NUMERIC KEYPAD, ALL THE kl?KEYS ARE THE CON. THIS ALLOWS DIAGONAL MOVEMENT (USING 1, 3, 7, AND 9 KEYS) AS WELL AS LEFT-RIGHT AND UP-DOWN MOVEMENT. JOYSTICK OR MOUSE: IF YOUR MACHINE HAS A JOYSTICK OR MOUSE AT- TACHED IN SOME VERSIONS THIS CAN MOVE YOUR SUB. SEE THE TECHNICAL SUPPLEMENT FOR DETAILS. TIME: DURING A WAR PATROL, A FEW HOURS ADVANCE EVERY FEW SECONDS. IF YOU SIT IN PLACE AND WATCH THE CLOCK, YOU'LL SEE THE HOURS ADVANCE. THEREFORE TO PAUSE THE GAME YOU MUST TAP THE PAUSE (KEYS). ENEMYlm]|У ATTACK: WHEN YOU SUB ENCOUNTERS AN ENEMY FORCE, THE WAR PATROL TEMPORARILY HALTS. IF THE ENEMY SIGHTED YOU FIRST, YOU'RE FORCED INTO BATTLE. IF YOU SIGHT THE ENEMY FIRST, YOU'RE GIVEN THE CHANCE TO ENGAGE OR AVOID THE ENEMY. NOTE THAT IF YOU SUB HAS SJ RADAR (NORMAL AFTER THE MIDDLE OF 1942), MANY CONTACTS (ESPECIALLY AT NIGHT) ARE RADAR CONTACTS. WHEN YOU GO TO BATTLE THESE ENEMIES ARE VISIBLE ON YOUR CHARTS, BUT NOWHERE ELSE. THIS IS BECAUSE RADAR "SEES" FURTHER THAN mna EYESIGHT, ALLOWING YOU TO DETECT THE ENEMY BEFORE YOU CAN SEE HIM VISUALLY FROM THE BRIDGE LOOKOUT, PERISCOPE OR BRIDGE TBT. BEFORE RADAR WAS INSTALLED (AND SOMETIMES AFTERWARD), SUBMARINES COULD BLUNDER INTO THE ENEMY. DON'T BE SHOCKED IF SOMETIMES YOU FIND ENEMY SHIPS ALL AROUND YOU. BATTLE CONTROLS/VIEW CONTROLS EACH KEY OR CONTROL HAS A NAME IN ITALICS. THIS NAME IS USED ON THE KEYBOARD OVERLAY. THE MASTER LIST OF ALL NAME AND KEYS AP- PEARS IN THE TECHNICAL SUPPORTno SUPPLEMENT (IN CASE YOUR OVERLAY IS DAMAGED OR LOST) VIEW CONTROLS THESE CONTROLS DETERMINE WHICH VIEW IS ON YOUR SCREEN. CHARTS: TAP THIS KEY TO VIEW YOUR BATTLE CHARTS. THIS VIEW IS EXPLAINED ON PAGES 26-28. BRIDGE LOOKOUT: TAP THIS KEY TO GO TO THE BRIDGE LOOKOUT POSITION. THIS IS POSSIBLE ONLY IF YOU'RE ON THE SURFACE (AT 000' DEPTH). THIS VIEW IS EXPLAINED ON PAGE 29. BRIDGE TBT: TAP THIS KEY TO GO TO THE BRIDGE AND LOOK OUT THROUGH BINOCULARS MOUNTED ON TopXEHE TBT (TARGET BEARING TRANSMITTER). AS IN THE BRIDGE LOOKOUT, THIS IS POSSIBLE ONLY IF YOUR ON THE SURFACE (AT 000' DEPTH). THIS VIEW IS EXPLAINED ON PAGE 30. PERISCOPE: TAP THIS KEY TO LOOK THROUGH THE PERISCOPE. THIS IS POSSIBLE ONLY IF YOUR AT PERISCOPE DEPTH (55' OR LESS) AND THE PERISCOPE IS UP. THIS VIEW IS EXPLAINED ON PAGE 28. SOMETIMES THIS VIEW SUDDENLY DISAPPEARS AND YOU'LL FIND YOURSELF LOOKING AT YOUR CHARTS. THIS OCCURS IF YOUR PERISCOPE DROPS BENEATH Tpq2HE WATER--BECAUSE YOUR DEPTH DROPS BELOW 55', OR BECAUSE YOU'VE LOWERED THE SCOPE. GAUGES: TAP THIS KEY VIEW THE VARIOUS DIALS AND GAUGES IN THE SUB. THIS VIEW IS EXPLAINED ON PAGES 31-33. DAMAGE REPORT: TAP THIS KEY TO SEE A GRAPHIC DAMAGE REPORT ABOUT YOUR SUB. THIS VIEW IS ON PAGES 33-36. CAPTAIN'S LOG: TAP THIS KEY TO SEE YOUR LOGBOOK. VIEW SCANNING CONTROLS THESE CONTROLS ADJUST THE DIRECTION IN WHICH YOU ARE LOOKING. THEY ONLY APPLY TO THE BRIDGE LOOKOUT, qrPERISCOPE AND BRIDGE TBT VIEWS. VIEW RIGHT: THIS MOVES YOUR VIEWPOINT TO THE RIGHT ON THE BRIDGE LOOKOUT, BRIDGE TBT OR PERISCOPE VIEW. IF THE TDC IS ON (RUNNING), THIS KEY ADJUSTS YOUR TORPEDO AIM TO THE RIGHT INSTEAD OF SHIFTING YOUR VIEW. TO CHANGE YOUR VIEW, YOU MUST TURN OFF THE TDC. VIEW LEFT: THIS MOVES YOUR VIEWPOINT TO THE LEFT ON THE BRIDGE LOOKOUT, BRIDGE TBT AND PERISCOPE VIEW IF THE TDC IS ON (RUNNING), THIS KEY AIMS THE TORPEDO TO THE LEFT INSTEAD OF SHrs*v4IFTING YOUR VIEW. TO CHANGE YOUR VIEW, YOU MUST TURN OFF THE TDC. VIEW RIGHT FAST: THIS QUICKLY MOVES YOUR VIEWPOINT TO THE RIGHT ON THE BRIDGE LOOKOUT, BRIDGE TBT OR PERISCOPE VIEW. YOUR VIEW- POINT SKIPS IN LARGE 10 DEGREE JUMPS, SO JUST A FEW TAPS ARE NEEDED TO SCAN THE ENTIRE HORIZON. VIEW LEFT FAST: THIS QUICKLY MOVES YOUR VIEWPOINT TO THE LEFT ON THE BRIDGE LOOKOUT, BRIDGE TBT OR PERISCOPE VIEW. YOUR VIEWPOINT SKIPS IN LARGE 10 DEGREE JUMPS, SO JUST A FEW TAPS ARstwE NEEDED TO SCAN THE ENTIRE HORIZON. SET VIEW TO COURSE: THIS IMMEDIATELY MOVES YOUR VIEWPOINT TO STRAIGHT AHEAD:THE BEARING CHANGES TO MATCH YOUR HEADING. YOUR VIEW IS NOW OVER THE BOW OF YOUR BOAT, LOOKING WHATEVER DIRECTION YOUR TRAVELLING. TDC ON/OFF: THIS CAUSE YOUR PERISCOPE OR BRIDGE TBT TO "TRACK" A TARGET. IT ALSO COMMUNICATES CORRECT FIRING INFO TO YOUR TORPE- DOES. FOR A DETAILED EXPLANATION OF HOW TO USE THIS FEATURE, SEE TORPEDO FIRING CONTROLS, PAGE 49 t_aBELOW. OTHER VIEWING CONTROLS THESE CONTROLS ARE AVAILABLE ON A VARIETY OF SCREENS, AS APPROPRI- ATE. PERISCOPE UP/DOWN: THIS KEY RAISES AND LOWERS YOUR PERISCOPE. YOU CAN TOGGLE YOUR PERISCOPE UP AND DOWN BY TAPPING THE PERISCOPE UP/DOWN KEY. THE PERISCOPE IS ONLY FUNCTIONAL WHEN "UP" AND YOUR DEPTH OF 55 FEET OR LESS. YOU CAN EVEN USE THE PERISCOPE ON THE SURFACE. ZOOM VIEW: THIS MAGNIFIES (ENLARGES) YOUR VIEW. AT THE BRIDGE TBT OR PERISCOPE, IT SHOWS LESS AR_v DAMAGE CAUSES FIRES. THE MOST LIKELY AREA IS THE WHERE MANY ELECTRICAL CONNECTIONS MEET IN THE CONTROL PANELS. WHEN A OCCURS THE CREW WORKS QUICKLY TO EXTINGUISH IT. HOWEVER, UNTIL IT'S OUT OF THE CREW REACTS SLOWLY TO ALL YOUR COMMANDS. IN FACT, DON'T BE SURPRISED IF SEEMS TO IGNORE YOUR COMMANDS (YOU MAY NEED TO PRESS A KEY MULTIPLE TIMES TO "GET THROUGH" TO YOUR DISTRACTED CREW). A CONTINUING FIRE CAUSES DAMAGE TO YOUR STRUCTURAL STRENGTH AND THE SUBMARINE'S OVERALL `wWSURVIVABILITY. BULKHEADS YOUR SUBMARINE'S STRUCTURAL STRENGTH LARGELY DEPENDS ON ITS BULK- HEADS. THESE ARE THE BASIC SKELETAL STRUCTURE OF THE VESSEL. IF A BULKHEAD BUCKLES OR CRACKS, THE ENTIRE HULL IS WEAKENED. THIS PRODUCES PERMANENT DAMAGE. WEAKENED/REPAIRING: WHEN A BULKHEAD IS DAMAGED, THE CREW IMMEDI- ATELY STARTS REPAIRS. THESE REPAIRS ARE MAINLY "SHORING UP" THE WEAKENED MEMBER WITH BEAMS CARRIED ESPECIALLY FOR THIS PURPOSE. ONCE A BULKHEAD IS WEAKENED ANax AD UNDER REPAIR, YOUR MAXIMUM SAFE DIVING DEPTH IS REDUCED TO HALF(50%) OF THE NORMAL VALUE. FUR- THERMORE YOUR BOAT CANNOT TURN AS FAST. SHORED UP: IF REPAIRS ARE SUCCESSFUL, THE BULKHEAD IS "SHORED UP" TURNING ABILITY BECOMES SOMEWHAT BETTER, BUT THE SAFE DIVING DEPTH IS STILL (50%) OF THE NORMAL VALUE . FURTHERMORE, THE OVERALL STRENGTH OF THE SUBMARINE REMAINS LESS THAN BEFORE. MULTIPLE BULKHEAD HITS GREATLY WEAKEN THE HULL OF YOUR SUBMARINE, UNTIL EVENTUALLY IT CRUMPLbyES. THIS IS TRUE EVEN IF THE BULKHEADS ARE SHORE( OR MORE BULKHEADS HAVE BEEN WEAKENED, HEAD FOR BASE IMMEDIATE--EVEN IF THEY'RE SHORED UP YOU'RE STILL IN GREAT" DANGER. SINKING: MULTIPLE BULKHEAD DAMAGE CAN CRACK YOUR HULL. THE SUB BEGINS TO BREAK UP AND SINK. IF YOU'RE VERY QUICK AND VERY LUCKY, SOMETIMES BLOWING ALL TANKS WILL RELIEVE THE PRESSURE ON THE HULL AND STOP THIS. BUT THIS IS A LAST AND OFTEN FORLORN HOPE. USUALLY YOUR DOOMED. CAPTAIN'S LOcz_iG TAP THE CAPTAINS LOG KEY. AT ANY TIME DURING PLAY, YOU CAN CON- SULT THE CAPTAIN'S LOG BOOK. IT CONTAINS CURRENT DATA ABOUT YOUR BOAT, YOUR SAILING ORDERS AND OTHER RECORDS. USE THE CURSOR KEYS TO PAGE BACK AND FORTH IN THE LOG BOOK. STATUS ICONS THE ICONS APPEAR AT THE BOTTOM RIGHT CORNER OF MOST VIEWS. THEY REMIND YOU OF VARIOUS OPTIONS CURRENTLY SELECTED. TIME RATE: DEFAULT SETTING IS "1" WHICH MEANS TIME PASSES AT "READ LIFE" SPEEDS. HOWEVER, TIME CAN BE Sd{.ET AS HIGH AS "8" WHERE TIME PASSES MUCH FASTER. SOUND VOLUME: THIS INDICATES WETHER ALL, SOME OR NONE OF THE SOUNDS ARE HEARD. SEE THE TECHNICAL SUPPLEMENT FOR THE DIFFERENT SETTINGS AVAILABLE. ANIMATIONS ON/OFF: THIS INDICATES WHETHER THE GAME SHOW ANIMATIONS OR NOT. TORPEDO SPEED: THIS INDICATES WHETHER YOUR TORPEDOES ARE SET TO RUN AT HIGH SPEED (SHORT RANGE) OR LOW SPEED (LONGER RANGE). THIS ONLY APPLIES TO MARK 14 TORPEDOES. IF YOU e|g{HHAVE MARK 10 OR MARK 18 THE SPEED IS ALWAYS HIGH. RADAR RUNNING: THIS INDICATES THAT YOUR RADAR SET IS ABOVE WATER AND FUNCTIONING PERISCOPE: THIS INDICATES WHETHER THE PERISCOPE US UP OR DOWN. YOU CANNOT LOOK THROUGH THE "SCOPE" UNLESS IT'S UP. WAR PATROL CONTROLS WAR PATROLS ALLOW YOU TO SAIL YOUR SUBMARINE AROUND THE PACIFIC OCEAN. THE BATTLE CONTROLS (SEE PAGES 42-53) ARE INACTIVE UNTIL YOU MAKE CONTACT WITH ENEMY SHIPS. f}5u WAR PATROL CONTROLS APPLY ONLY IF YOU SELECT A "WAR PATROL" OR "WAR CAREER" OPTION, AND ONLY DURING NAVIGATION BETWEEN BATTLES. WAR PATROL CONTROLS DO NOT APPLY IN "TRAINING" OR "SINGLE BAT- TLES". (SEE INITIAL OPTIONS, PAGES 19-24, FOR MORE INFORMATION). VIEWS ONLY A LIMITED NUMBER OF VIEWS, OFTEN WITH SPECIAL CONTROLS ARE AVAILABLE DURING WAR PATROL OPERATIONS. (FORE A MORE COMPLETE DESCRIPTION OF EACH VIg~qjEW, SEE TOURING THE BOAT PAGES 23-28) VIEWS AVAILABLE CHARTS: ONLY THE TARGETS SCALE CHART IS AVAILABLE, SHOWING THE ENTIRE INFO PANEL, A SPECIAL PANEL APPEARS IN THE UPPER LEFT SHOWING CRUCIAL PATROL INFORMATION. DAMAGE REPORT: THIS IS AVAILABLE SO YOU CAN VIEW THE STATUS OF YOUR BOAT. CAPTAIN'S LOG: THIS IS AVAILABLE, WITH YOUR SAILING ORDERS, RECENTLY RECEIVED RADIO MESSAGES, AND RECORDS OF YOUR ACCOMPLISH- MENTS. UNAVAILABLE VIEWS: BRIDGE LOOKOUT, PERISCOPE, ANhFW-D BRIDGE TBT. VIEW CONTROLS-CHART IN WAR PATROLS, THE NORMAL ZOOM AND UNZOOM FUNCTIONS ARE UNAVAIL- ABLE. INSTEAD YOU HAVE ONE SPECIAL OPTION. PORTS: TOP THE PORTS KEY TO SEE ALL JAPANESE AND AMERICAN PORTS/BASES ON THE MAP. JAPANESE BASES ARE AREAS OF LARGE NAVAL ACTIVITY, AND ARE PROTECTED BY WIDE-RANGING ENEMY PATROLS. THE BASE SYMBOLS AUTOMATICALLY DISAPPEAR WHENEVER YOU RESUME NAVIGA- TION. ENTER AN AMERICAN BASE ENDS A WAR PATROL IN A SINGLE WAR PATROL THIS ALSO ENDij'S THE GAME. IN A WAR CAREER THE GAME CONTINUES WITH VARIOUS OPTIONS FOR REFUELING, REPAIR OR EVEN GETTING A NEW SUB FRESH FROM THE CONSTRUCTION YARDS. VIEW CONTROLS-DAMAGE REPORT AS IN BATTLES, THERE ARE NO SPECIAL CONTROLS ON THE DAMAGE REPORT SCREEN. SELECT ANOTHER VIEW TO EXIT. VIEW CONTROLS-CAPTAIN'S LOG THE CONTROLS IN THE CAPTAIN'S LOG ARE THE SAME AS IN BATTLE. USE THE CURSOR KEYS TO PAGE THROUGH THE LOGBOOK, EXAMINING YOUR SAIL- ING ORDERS, CURRENT DATA, RET&HEIR DAMAGE STATUS. WHENEVER A SYSTEM IS DAMAGED, ITS CURRENT CONDI- TION IS LIGHTED. IF A SYSTEM IS UNDAMAGED OR COMPLETELY RE- PAIRED, IT'S DARK. SOME DAMAGE IS TEMPORARY. IF SO, "REPAIRING" MAY BE LIGHTED ALSO. REPAIRS CAN TAKE A FEW MINUTES TO A FEW DAYS, DEPENDING ON THE SYSTEM. SOME DAMAGE IS PERMANENT. IT CANNOT BE REPAIRED UNTIL YOU RETURN TO BASE. ONCE AT A FRIENDLY BASE, ALL DAMAGE IS AUTOMATICALLY REPAIRED. DAMAGE PERCENTAGE: YOUR SUB CANNOT TAKE DAMAGE UFOREVER. EVENTU- ALLY THE ACCUMULATED DAMAGE WILL WEAKEN YOUR HULL SO MUCH THAT THE SUBMARINE SINKS IN FACT, A QUICK SERIES OF VERY BAD HITS COULD DO THIS ALMOST INSTANTLY. THE DAMAGE PERCENTAGE IS AN ESTIMATE FROM YOUR CREW OF HOW CLOSE YOU'VE COME TO A CATASTROPHIC COLLAPSE AND SINKING. SOMETIMES YOU MAY FINS THE PERCENTAGE BECOMES LESS. THIS OCCURS AS THE CREW REPAIRS DAMAGE. IF DAMAGE DOES NOT THREATEN THE WATERTIGHT INTEGRITY OF THE BOAST THE CREW MAY IGNORE IT FOR PV86ERCENTAGE PURPOSES. AS A RESULT YOU MAY HAVE A PIECE OF EQUIPMENT MALFUNCTIONING WHILE THE DAMAGE READS 00%. SOME DAMAGE IS UNREPAIRABLE EXCEPT AT A BASE. AS CAPTAIN YOU MUST JUDGE WHEN YOU SHOULD BREAK OFF THE BATTLE OR THE PATROL AND RETURN FOR REPAIRS. PERISCOPE YOU CANNOT LOOK THROUGH A DAMAGED PERISCOPE--USUALLY BECAUSE THE TUBE IS BENT AND/OR JAMMED. THIS MAKES UNDERWATER ATTACKS SO DIFFICULT AND INACCURATE THAT YOU'RE ADVISED TO ATTACK ONLY FROM THE SURFACE. W wO PERISCOPE DAMAGE CAN BE REPAIRED ONLY AT A BASE. RADAR WRECKED RADAR DOES NOT FUNCTION AT ALL. AS A RESULT, YOUR CON- TACTS ARE AT CLOSER RANGES. YOU'LL HAVE TO RELY ON EYESIGHT, PERISCOPE OBSERVATIONS AND SONAR, WHICH ARE USUALLY SHORTER RANGED THAN RADAR. IN 1944 AND 1945 WRECKED RADAR IS ESPECIALLY DISADVANTAGEOUS AT NIGHT SINCE THE JAPANESE MAY HAVE THEIR OWN RADARS, AND THEREFORE COULD (ON THEIR RADAR) BEFORE YOU SPOT THEM (WITH YOUR LOOKOUTS). WRECKED RADAR CXFAN BE REPAIRED ONLY AT A BASE. DECK GUN A WRECKED DECK GUN CANNOT FIRE. NOW YOUR ONLY WEAPON IS TORPE- DOES. ONCE WRECKED, A DECK GUN CAN BE REPAIRED ONLY AT A BASE. TORPEDO ROOMS THESE ARE THE CREW AREAS THAT RELOAD AND CONTROL THE TORPEDO TUBES. MOST SPARE TORPEDOES ARE ALSO STORED HERE. FLOODING/REPAIRING: WHEN A TORPEDO ROOM IS DAMAGED IT BEGINS TO FLOOD. THE CREW IMMEDIATELY BEGINS REPAIRS. WHILE REPAIRS ARE IN PROGRESS THE TUBES CANNOT BE FIRED. ONCE THE CREWY HAS COMPLETED REPAIRS, THE EFFICIENCY OF THE TORPEDO ROOM RETURNS TO NORMAL. HALF OUT: IF A FLOODING TORPEDO ROOM SUFFERS FURTHER DAMAGE, HALF OR ALL OF THE TUBES MAY BE PERMANENTLY OUT OF ACTION. ENGINES YOUR SUB HAS FOUR DIESEL ENGINES. THESE PROVIDE POWER FOR MOVING ON THE SURFACE AND FOR RECHARGING BATTERIES. WHENEVER AN ENGINE IS WRECKED YOUR MAXIMUM SPEED IS REDUCED (AND BATTERY RECHARGING IS MADE MORE DIFFICULT). DAMAGED/REPAIRING: A DAMAGED ENGINE IS OUT OFZ ACTION UNTIL THE CREW REPAIRS IT. ONCE REPAIRED, IT FUNCTIONS NORMALLY AGAIN. ENGINE REPAIRS ARE OFTEN LENGTHY - DON'T EXPECT RESULTS IN JUST A FEW MINUTES. WRECKED: A WRECKED ENGINE IS BEYOND REPAIR BY YOUR CREW. IT CANNOT BE USED FOR THE REST OF THE VOYAGE. IT CAN BE REPAIRED ONLY AT A BASE. FUEL TANKS THE FUEL TANKS CARRY OIL FOR YOUR DIESEL ENGINES. IF A FUEL TANK IS DAMAGED, YOU IMMEDIATELY LOSE A LARGE AMOUNT OF OIL. THIS LOSS CAN SERIOUSLY AFFECT YOUR CRUIS[AXING RANGE. THE CREW AUTOMATICALLY SHUTS OFF VALVES TO ISOLATE THE DAMAGE. HOWEVER, SMALL LEAKS CONTINUE. THE LEAKAGE MAY REVEAL YOUR POSI- TION TO A NEARBY ENEMY, BUT ISN'T LARGE ENOUGH TO CAUSE ANY FUR- THER REDUCTIONS IN YOUR CRUISING RANGE. YOU CAN SUFFER MULTIPLE HIS IN YOUR FUEL TANKS, WITH A ONE-TIME LOSS IN CRUISING RANGE WITH EACH HIT. LEAKING FUEL TANKS CAN BE REPAIRED ONLY AT A BASE. BATTERIES YOUR SUB USES TWO LARGE BANKS OF BATTERIES, ON FORWARD, ONE AFT\Ww, TO POWER ITS ELECTRIC ENGINES FOR UNDERWATER TRAVEL. IF ONE BATTER IS DAMAGED YOU'RE REDUCED TO HALF SPEED SUBMERGED. IF BOTH ARE DAMAGED YOU'RE IMMOBILIZED UNTIL AT LEAST ONE IS REPAIRED, OR UNTIL YOU SURFACE. YOU CAN STILL SURFACE AND DIVE, REGARDLESS OF BATTERY DAMAGE. DAMAGED/REPAIRING: THE BATTER IS OUT OF ACTION UNTIL THE CREW REPAIRS IT. ONCE REPAIRED, IT FUNCTIONS NORMALLY AGAIN. FLOODED, SURFACE: IF A DAMAGED BATTERY SUFFERS FURTHER DAMAGE, FLOODING REAC]*$HES LEAKING BATTERY ACIDS, GENERATING DEADLY CHLORINE GAS. YOU MUST SURFACE IMMEDIATELY, BEFORE THE GAS KILLS YOU AND YOUR CREW. IN THIS SITUATION YOU SHOULD HIT THE BLOW ALL TANKS KEY AND SURFACE AS FAST AS POSSIBLE. ONCE SURFACED YOUR CREW IMMEDIATELY VENTS THE GAS FUMES. YOU CAN DIVE AGAIN IF YOU WISH. MEANWHILE, REPAIRS CONTINUE ON THE DAMAGED BATTERY. DIVE PLANES THE DIVE PLANES ALLOW YOUR BOAT TO DIVE AND SURFACE QUICKLY: THEY ACT AS "WINGS," GUIDING THE SHIP^ujU<4 SMOOTHLY UP OR DOWN. IF THE DIVE PLANES ARE DAMAGED YOUR ABILITY TO CONTROL THE SHIP WHEN DIVING OR CLIMBING IS REDUCED. @ IT TAKES LONGER TO DIVE AND LONGER TO SURFACE. ADDITIONAL DAMAGE TO THE DIVE PLANES CAN WRECK THEM. IF THE PLANES ARE WRECKED YOU CANNOT DIVE AT ALL, AND CAN RISE ONLY BY "BLOWING ALL TANK THE SURFACE. REPAIRING WRECKED PLANES IS VIRTUALLY IMPOS- SIBLE AT SEA TO BE STUCK ON THE SURFACE UNTIL YOU REACH A BASE FOR REPAIRS. FIRE MIDSHIPS SOMETIMESIiD`THE TDC IS ON (RUNNING). IT AIMS TORPEDOES LEFT, RIGHT OR DIRECTLY AT THE TARGET. VIEW LEFT AND VIEW RIGHT KEYS ADJUST THE AIMING POINTER, NOT YOUR VIEW AREA. MAGNIFICATION: THE TBT BINOCULARS HAVE FOUR MAGNIFICATION LEVELS: "1" (NORMAL VISION) TO "4" (MAXIMUM MAGNIFICATION). THESE ARE CONTROLLED BY THE ZOOM AND UNZOOM KEYS. INFO PANEL: SEE ABOVE. GAUGES BY TAPPING THE GAUGES KEY, YOU CAN SEE ALL THE IMPORTANT GAUGES THAT REPORT ON THE CONDITIONS OF YOUR BOAT AND THE SURJ`7 ROUNDING ENVIRONMENT.\ CRITICAL GAUGES THESE GAUGES PROVIDE INFORMATION USEFUL IN BATTLE AND UNAVAILABLE ELSEWHERE. YOU SHOULD CONSULT THE GAUGES PERIODICALLY. DEPT UNDER KEEL (DUK): THIS INDICATES THE DEPTH OF THE WATER (IN FEET) BETWEEN THE KEEL (BOTTOM) OF YOUR SUB AND SEA BOTTOM. KEEP A CLOSE EYE ON THE DUK IF YOU'RE IN SHALLOW WATER OR UNDERTAKING A DEEP DIVE. HITTING THE BOTTOM CAN SERIOUSLY DAMAGE YOUR SUB. WATER TEMPERATURE (TEMP): THIS INDICATES THE TEMPERATUKi5oRE OF THE WATER OUTSIDE THE HULL. THIS IS VERY IMPORTANT IF YOU'RE TRYING TO EVADE DETECTION BY ENEMY SONAR. AT A MIDDLE DEPTH (USUALLY BETWEEN 100' AND 200') THE WATER TEMPERATURE SUDDENLY DROPS, THE BOUNDARY BETWEEN THE WARM SURFACE WATER AND THE COLD DEEPER WATER IS "THE LAYER". THIS BOUNDARY LINE DEFLECTS SONAR, WHICH HELPS HIDE YOU FROM SURFACE SHIPS. BATTERY LEVEL: WHEN SUBMERGED YOUR SUB IS POWERED BY BATTERIES, WHICH DISCHARGE SLOWLY. MOVING SUBMERGED INCREASES THE LL AMOUNT OF DISCHARGE. THE FASTER YOU GO, THE FASTER YOUR BATTERIES DISCHARGE. WHILE SITTING STATIONARY, YOUR BATTERY CAN LAST ABOUT 24 HOURS, AT QUARTER SPEED ABOUT 12 HOURS, HALF SPEED ABOUT 5 HOURS, AT FULL SPEED ABOUT 2 1/4 HOURS, AND AT FLANK SPEED ABOUT 1 1/4-HOURS. YOUR BATTERIES CAN ONLY BE RECHARGED WHILE ON THE SURFACE. WHENEVER YOU'RE SURFACED, ANY DIESEL ENGINES NOT USED FOR MOVEMENT ARE USED INSTEAD TO RECHARGE THE BATTERIES. IT TAKES ALL FOUR DIESEL ENGINES A CMJ~OUPLE OF HOURS TO COMPLETELY RECHARGE THE BAT- TERIES. HOWEVER, YOU MUST BE AT "ALL STOP" TO USE FOUR DIESELS FOR RECHARGING. IF YOU HAVE SOME ENGINES MOVING THE BOAT, IT TAKES PROPORTIONATELY LONGER TO RECHARGE THE BATTERIES (WITH TWO ENGINES MOVING THE BOAT AND TWO RECHARGING, IT TAKES TWICE AS LONG, WITH THREE MOVING THE BOAT AND ONE RECHARGING, FOUR TIMES AS LONG). NO RECHARGING OCCURS IF YOU'RE MOVING AT FLANK (MAXIMUM) SPEED. CLOCK: THIS IS A 24-HOUR MILITARY CLOCK. N AS ON ALL CLOCKS, THE SMALL HAND SHOWS THE HOURS, THE LARGE HAND THE MINUTES. ON A MILITARY CLOCK TIME RUNS FROM 0000 TO 2400. FOR EXAMPLE 8 AM IS 0800; NOON IS 1200, 3 PM IS 1500, 10 PM IS 2200 AND MIDNIGHT IS 2400. USEFUL GAUGES THESE GAUGES EITHER REPEAT INFORMATION ON THE INFO PANEL OR ARE LESS CRITICAL IN BATTLE. SPEED: THIS SHOWS YOUR CURRENT SPEED IN KNOTS (NAUTICAL MILES PER HOUR). ENGINE ROOM TELEGRAPH: THIS SHOWS WHICH OF THE FOUR ENGINES ARE MOVING OsaTHE SUB. IF "4" IS LIT, ALL ENGINES ARE RUNNING FOR MAXI- MUM SPEED. WHEN "2" IS LIT, TWO ARE RUNNING FOR HALF SPEED, ETC. "STOP" MEANS NONE ARE RUNNING. "BACK" MEANS ALL ENGINES ARE MOVING THE BOAT SLOWLY IN REVERSE. IF YOU'RE ON THE SURFACE, ANY ENGINE NOT CURRENTLY DRIVING THE SUB IS RECHARGING THE BATTERIES - IF THEY NEED RECHARGING. DEPTH: THIS INDICATES THE CURRENT DEPTH (IN FEET) OF YOUR SUBMA- RINE. ONCE YOU BEGIN TO SUBMERGE (GO TO A DEPTH OF 1' OR MORE) ALL HATCHPYOES ARE CLOSED AND LOCKED. THIS PREVENTS YOU FROM GETTING TO THE BRIDGE LOOKOUT AND BRIDGE TBT. HOWEVER, AT DEPTHS UP TO 25' YOUR RADAR CAN STILL OPERATE. AT DEPTHS UP TO 55' YOUR PERISCOPE CAN STILL REACH THE SURFACE. LEVELING BUBBLE: THIS IS MUCH LIKE A CARPENTER'S LEVEL. IT INDI- CATES WHETHER THE SUB IS DIVING, RISING, OR RUNNING STEADY. WHEN THE BUBBLE FLOATS TO THE RIGHT, YOU'RE DIVING; WHEN TO THE LEFT, YOU'RE CLIMBING. WHEN THE BUBBLE IS IN THE MIDDLE, YOUR SUB IS QTLEVEL. COMPASS: THIS INDICATING THE DIRECTION YOU'RE TRAVELING. NORTH IS 000, EAST IS 090, SOUTH IS 180, AND WEST IS 270. FORWARD TORPEDO TUBE INDICATORS SHOW THE NUMBER OF FORWARD TORPEDO TUBES CURRENTLY LOADED. A TUBE THAT'S LOADED AND READY IS ILLUMI- NATED, A TUBE THAT'S EMPTY OR RELOADING IS DARK. AFT TORPEDO TUBE INDICATORS SHOW THE NUMBER OF AFT TORPEDO TUBES CURRENTLY LOADED. A TUBE THAT'S LOADED AND READY IS ILLUMINATED, A TUBE THAT'S EMPTY OR RELOADING IS DARKR&ĕ. FORWARD TORPEDO RELOADS INDICATES THE NUMBER OF TORPEDOS AVAILABLE FOR RELOADING IN FORWARD TUBES. THEREFORE, THE TOTAL NUMBER OF FORWARD-FIRING TORPEDOS ON YOUR BOAT IS THE NUMBER OF LOADED TUBES PLUS THESE RELOADS. AFT TORPEDO RELOADS INDICATES THE NUMBER OF TORPEDOS AVAILABLE FOR RELOADING IN AFT TUBES. THEREFORE, THE TOTAL NUMBER OF AFT-FIRING TORPEDOS ON YOUR BOAT IS THE NUMBER OF LOADED TUBES PLUS THESE RELOADS. FUEL GAUGE: THIS "COLUMN" GAUGE SHOWS YOUR REMAISCU9NING FUEL OIL. IT HAS THREE COLUMNS, WITH EACH DIVIDED INTO A NUMBER OF SECTIONS. SINCE OIL IS BLACK, THE DARK AREAS SHOW FUEL REMAINING, WHILE LIGHTER SECTIONS SHOW WATER. NOTE -THAT OIL FLOATS ON WATER, AND IS THEREFORE ALWAYS AT THE TOP PART OF THE GAUGE. CHRISTMAS TREE: THIS AREA SHOWS WHICH HATCHES AND OTHER OPENINGS ARE OPEN (RED) OR CLOSED (GREEN). THE "TREE" IS GREEN WHEN YOU DIVE. DAMAGE REPORT THIS DISPLAY SHOWS THE MAJOR SYSTEMS ON YOUR SUBMARINE, AND T>y1VRECTION OF TRAVEL. SEE THE TECHNICAL SUPPLEMENT FOR SYMBOLS AND COLORS. NORMALLY THE CHART BEGINS CENTERED ON YOUR SUBMARINE. HOWEVER, IF THE TDC (TORPEDO DATA COMPUTER, SEE PAGES 47-50) IS RUNNING, THE CHART IS CENTERED HALFWAY BETWEEN YOUR SUB AND THE "MARKED" TARGET (BUT ONLY IF BOTH CAN FIT ON THE CHART AT THAT SCALE). YOUR CREW CONSTANTLY UPDATES THE POSITION OF YOUR BOAT AND ALL YOUR TORPEDOES. THEY ALSO UPDATE ALL ENEMY SHIPS WITH THE BEST AVAILABLE INFORMATION. IF?' YOUR BOAT CAN SEE THE ENEMY, OR IS USING RADAR, ENEMY POSITIONS ARE VERY ACCURATE. IF YOUR BOAT IS USING SONAR ONLY, ENEMY POSITIONS ARE FAIRLY GOOD,BUT NOT PERFECT. IF THE CREW HAS NO NEW INFORMATION AN A SHIP, THEY REMOVE IT FROM THE PLOT. OF COURSE, THE ENEMY IS PROBABLY STILL BE THERE, JUST OUTSIDE OF DETECTION RANGE! THIS IS ESPECIALLY IMPORTANT IF YOU'RE SURFACING AFTER RUNNING DEEP. IT PAYS TO RAISE THE PERISCOPE AND LOOK AROUND FIRST! THE CREW ALSO PLOTS SINKING @4=TSHIPS FOR A WHILE AFTER THEY DISAPPEAR BENEATH THE SURFACE. THIS HELPS REMIND YOU THAT A SLOWLY SINKING HULK CAN BE A NAVIGATION HAZARD. PERISCOPE THE PERISCOPE MUST BE RAISED ("UP") BEFORE YOU CAN USE THIS VIEW. YOUR DEPTH MUST BE 55' OR LESS TO USE THE PERISCOPE. YOU CANNOT USE THE PERISCOPE IF IT'S LOWERED. IF YOU PRESS PERISCOPE AND NOTHING HAPPENS THE PERISCOPE IS PROBABLY DOWN. TRY TAPPING PERI- SCOPE UP/DOWN ONCE TO RAISE THE SCOPE. THE DIRECTION YOUR VIEW FACES AAPPEARS IN BEARING ON THE INFO PANEL. THE PERISCOPE CAN BE ROTATED TO LOOK IN ANY DIRECTION. THE VIEW LEFT, VIEW LEFT FAST, VIEW RIGHT AND VIEW RIGHT FAST KEYS CONTROL ROTATION. VIEW AREA: THIS IS THE SEASCAPE VISIBLE THROUGH THE PERISCOPE LENS. THE VIEW CAN BE ROTATED LEFT OR RIGHT. THE VIEW LEFT, VIEW LEFT FAST, VIEW RIGHT AND VIEW RIGHT FAST KEYS CONTROL ROTATION. HOWEVER, THESE ONLY WORK IF THE TDC IS OFF. IF THE TDC IS RUNNING THESE KEYS CONTROL THE TORPEDO AIMINBG POINTER. AIMING SCALE: THIS SCALE IN THE BOTTOM OF THE VIEW AREA IS USED TO "MARK" TARGETS AND AIM TORPEDOES. WHENEVER THE SCALE BRIGHTENS YOU HAVE "MARKED" A TARGET. YOUR CREW AUTOMATICALLY UPDATES ALL TORPEDO FIRING DATA TO THE LAST "MARK" GIVEN. THIS DATA ALSO APPEARS ON THE INFO PANEL. YOUR CREW CAN ONLY TRACK ON TARGET A A TIME. WHEN EVER YOU GIVE A NEW "MARK" (BY MOVING THE SCALE ONTO A TARGET UNTIL IT BRIGHTENS) YOU ERASE ALL EARLIER INFORMATION. TORPEDO AIMC0ING POINTER: THIS APPEARS ON THE BRIGHTENED SCALE ONLY WHEN THE TDC IS ON (RUNNING). IT AIMS TORPEDOES LEFT, RIGHT OR DIRECTLY AT THE TARGET. THE VIEW LEFT AND VIEW RIGHT KEYS ADJUST THE AIMING POINTER, NOT YOUR VIEW AREA. MAGNIFICATION: YOUR PERISCOPE HAS FOUR MAGNIFICATION LEVELS: "1 " (NORMAL VISION) TO "4" (MAXIMUM MAGNIFICATION). THESE ARE CON- TROLLED BY THE ZOOM AND UNZOOM KEYS. INFO PANEL: SEE ABOVE.D12 BRIDGE LOOKOUT THE BRIDGE LOOKOUT IS AVAILABLE ONLY IF YOU'RE ON THE SURFACE (AT DEPTH 000). IT SHOWS THE VIEW FROM THE TOP OF THE CONNING TOWER ("BRIDGE"), AS SEEN BY A LOOKOUT. IT SHOWS ONE QUARTER (ABOUT 90") OF THE HORIZON AROUND YOUR BOAT. THE DIRECTION YOU'RE FACING APPEARS IN BEARING ON THE INFO PANEL. THE VIEW CAN BE ROTATED LEFT OR RIGHT. THE VIEW LEFT, VIEW LEFT FAST, VIEW RIGHT AND VIEW RIGHT FAST KEYS CONTROL ROTATION. THIS IS AVAILABLE ONLY IF YOU'RE ON THE SECJURFACE (AT DEPTH 000). IT SHOWS THE THE VIEW FROM THE TOP OF THE CONNING TOWER (BRIDGE) AS YOU LOOK THROUGH BINOCULARS MOUNTED IN THE TBT (TARGET BEARING TRANSMITTER). THE TBT (TARGET BEARING TRANSMITTER) IS USED TO AIM YOUR TORPEDOES AND DECK GUN WHILE YOU'RE ON THE SURFACE. THE DIRECTION YOU'VE LOOKING APPEARS IN BEARING ON THE INFO PANEL. VIEW AREA: THIS IS THE SEASCAPE VISIBLE THROUGH THE BINOCULAR LENSES. THE VIEW CAN BE ROTATED LEFT OR RIGHT. THE VIEW LEFT, VIEWF?8 LEFT FAST, VIEW RIGHT, AND VIEW RIGHT FAST KEYS CONTROL ROTATION. THESE KEYS WORK WHILE THE TDC IS OFF. IF THE TDC IS RUNNING, THESE KEYS CONTROL THE TORPEDO AIMING POINTER INSTEAD. DECK GUN ELEVATION ADJUSTMENT: THIS INDICATES HOW MUCH EXTRA ELEVATION OR DEPRESSION YOU'RE ORDERING TO THE DECK GUN CREW. A "0" MEANS THE GUN IS ELEVATED CORRECTLY FOR THE TARGET'S CURRENT RANGE. A "+1" OR MORE MEANS THE GUN IS ELEVATED ESPECIALLY HIGH (USEFUL IF THE TARGET IS OPENING THE RGl+ANGE TO YOU), WHILE "-1" OR LESS MEANS THE GUN IS DEPRESSED MORE THAN NORMAL (USEFUL IF THE TARGET IS CLOSING THE RANGE). NOTE: "0" DOES NOT MEAN THE DECK GUN IS SHOOTING AT "0" RANGE. DECK GUN ELEVATION IS CONTROLLED BY ADDING OR SUBTRACTING DEGREES USING THE GUN DOWN (-) 1 DEGREE AND THE GUN UP (+) 1 DEGREE KEYS. IMPORTANT NOTE: YOU CANNOT USE THE DECK GUN UNLESS YOUR TDC IS ALREADY TRACKING A TARGET. SEE TDC ON/OFF (PAGE 51) FOR DETAILS. AIMING SCALE: THIS SCALE IN THEH' BOTTOM OF THE VIEW AREA "MARKS" TARGETS AND AIMS THE DECK GUN AND TORPEDOES. WHENEVER THE SCALE BRIGHTENS YOU HAVE "MARKED" A TARGET. YOUR CREW AUTOMATICALLY UPDATES ALL FIRING DATA TO THE LAST "MARK" GIVEN. THIS DATA ALSO APPEARS ON THE INFO PANEL. YOUR CREW TRACKS ONLY ONE TARGET AT A TIME. WHENEVER YOU GIVE A NEW "MARK" (BY MOVING THE SCALE ONTO A TARGET UNTIL IT BRIGHTENS) YOU DROP THE PREVIOUS TARGET. TORPEDO AIMING POINTER: THIS APPEARS ON THE BRIGHTENED SCALE WHEN 3PFFECTS THE WAR PATROL ZONES AVAILABLE TO YOU. EQUIPMENT UPGRADES AND SOLUTIONS TO MARK 14 TORPEDO PROBLEMS ARE ALSO AFFECTED. ON MOST COMPUTERS YOU USE THE CURSOR KEYS TO TOGGLE THROUGH THE BASE POSSIBILITIES. PRESS THE "ENTER" KEY TO SELECT THE BASE OF YOUR CHOICE. SELECT WAR PATROL ZONE THIS OPTION APPEARS WHENEVER YOU START A WAR PATROL (INCLUDING EACH PATROL IN A WAR CAREER). YOUR STARTING PORT AND HIGH COMMAND (SUBPAC OR SUBSOWESPAC) AFFECT THE WAR PATROL ZONES AVA4y+ILABLE. IF YOU'RE USING AN OLD'S' BOAT, BE SURE TO SELECT A ZONE CLOSE TO YOUR BASE - OTHERWISE YOUR LIMITED FUEL MAY MAKE A SUCCESSFUL PATROL IMPOSSIBLE. ON MOST COMPUTERS YOU USE THE CURSOR KEYS TO TOGGLE THROUGH THE ZONE YOUR COMMAND ASSIGNMENT THIS IS THE NAME OF A REAL US NAVY SUBMARINE OF THE APPROPRIATE CLASS. AFTER THE OLD `S' CLASS (WHICH USED NUMBERS), AMERICAN SUBMARINE NAMED AFTER FISH. SAILING ORDERS THIS IS A SUMMARY OF YOUR ORDERS FOR THE UPCOMING W5aAR PATROL. IT THE PATROL ZONE YOU SELECTED, SAILING DATE, AND OTHER PERTINENT DATA. IT'S PLACED IN YOUR LOGBOOK FOR EASY REFERENCE. 24 TOURING THE BOAT THE FOLLOWING SECTION IS A GUIDED TOUR TO ALL THE STATIONS ON YOUR BOAT. LIKE A REAL SUBMARINE SKIPPER, YOU SHOULD BE FAMILIAR WITH ALL THE DETAILS OF YOUR COMMAND! THE INFO PANEL THIS READOUT PANEL APPEARS OVER THE BOTTOM OF YOUR CHARTS, BRIDGE, AND6< PERISCOPE VIEWS. ON THE CHARTS IT CAN BE SWITCHED ON AND OFF BY PRESSING THE INFO PANEL ON/OFF KEY. DEPTH: YOUR CURRENT DEPTH, IN FEET. A DEPTH OF "000" MEANS YOU'RE ON THE SURFACE. "RADAR DEPTH" IS 025 OR LESS - AT THESE DEPTHS YOUR RADAR IS ABOVE WATER AND FUNCTIONAL. "PERISCOPE DEPTH" IS 055 OR LESS - AT THESE DEPTHS YOUR PERISCOPE CAN BE RAISED ABOVE WATER. SPEED: YOUR CURRENT SPEED, IN KNOTS. ONE KNOT IS 2002 YARDS PER HOUR, OR 33.3 YARDS PE7 tR MINUTE. THEREFORE, A BOAT AT 10 KNOTS TRAVELS 333 YARDS PER MINUTE, AT 20 KNOTS 666 YARDS PER INCH. HDG (HEADING): YOUR CURRENT COURSE AS A COMPASS DIRECTION. ON A COMPASS, NORTH IS 000, EAST 090, SOUTH 180, AND WEST 270. BEARING: THE CURRENT BEARING TO THE ENEMY. EFFECTIVELY, IT IS THE DIRECTION YOU'RE LOOKING (AS A LOOKOUT, WITH TBT, OR WITH THE PERISCOPE). NOTE THAT YOUR BEARING AND HEADING CAN BE QUITE DIFFERENT, LEADING TO PECULIAR OPTICAL ILLUSIONS. LOADED 8fbBOW: THE NUMBER OF BOW TORPEDO TUBES LOADED AND READING FOR ACTION. THE MAXIMUM VARIES WITH THE TYPE OF SUB YOU COMMAND. LOADED STERN: THE NUMBER OF STERN TORPEDO TUBES LOADED AND READY FOR ACTION. THE MAXIMUM VARIES WITH THE TYPE OF SUB YOU COMMAND. TARGET COURSE: THE COURSE, IN COMPASS DEGREES, OF THE TARGET LAST "MARKED" BY A LOOKOUT, IN YOUR PERISCOPE, OR IN YOUR TBT. TDC LIGHT: THIS LIGHT IS "ON" WHEN THE TDC (TORPEDO DATA COMPUTER) IS RUNNING. IT IS "OFF" WHEN T9$QHE COMPUTER IS TURNED OFF. THE TDC COMPUTES TORPEDO COURSES AND AUTOMATICALLY "PROGRAMS" YOUR TORPE- DOES. TORPEDOES RUNNING: THIS SECONDARY PANEL ONLY APPEARS ON YOUR CHARTS (SEE BELOW). IT SHOWS WHICH TORPEDOES (IF ANY) ARE RUNNING, PREDICTED "HIT" OR "OUT OF FUEL" TIME. TORPEDO ID: TORPEDOES FIRED FROM THE BOW TUBES ARE LABELED B1 THROUGH B6. THOSE FIRED FROM THE STERN TUBES ARE LABELLED S1 THROUGH S4. TORPEDO TDC LIGHT: THIS LIGHT IS ON IF THE TORPEDO WAS FIRED TDC: `~. IT IS OFF IF THE TORPEDO WAS FIRED MANUALLY. TORPEDO TIMER: WHEN THIS READS 0:00, NO TORPEDO IS RUNNING. OTHERWISE, IT SHOWS THE MINUTES OF THE TORPEDO RUN. IF THE TDC LIGHT IS ON FOR THAT TORPEDO, THE TIMER IS COUNTING TOWARD THE PREDICTED INTERCEPTION POINT. IF THE TDC LIGHT IS OFF FOR THAT TORPEDO, THE TIMER COUNTS DOWN THE TORPEDO'S FUEL (I.E., WHEN IT REACHES ZERO, THE TORPEDO RUNS OUT OF FUEL). THE CHART YOUR SUBMARINE HAS A COMPLETE SET OF CHARTS FOR THE;_ ENTIRE WESTERN PACIFIC OCEAN AT FOUR DIFFERENT SCALES. THE LARGEST SCALE SHOWS THE ENTIRE OCEAN ON ONE CHART. SMALLER SCALES SHOW A LARGE, MEDIUM OR SMALL AMOUNT OF ARE . YOU CHANGE CHART SCALE BY TAPPING THE ZOOM KEYS. ALL CHARTS SHOW AREAS OF LAND AND SEA. LIGHTER-COLORED SEA AREAS ARE SHALLOW WATER. THE DEPTH VARIES FROM 50 TO 200 FEET EXCEPT CLOSE TO LAND OR REEFS, WHERE IT MAY BE EVEN SHALLOWER. YOUR POSITION ON THE PACIFIC OCEAN (LARGEST SCALE) CHART IS A SI<Q|NGLE DOT. ON ALL SMALLER SCALE CHARTS YOUR POSITION IS REPRE- SENTED BY A SMALL LINE AND A WAKE SHOWING YOUR SPEED AND DIRECTION OF TRAVEL. THE ZOOM BOX APPEARS AROUND YOUR POSITION ON ALL CHARTS EXCEPT THE SMALLEST. IT REPRESENTS THE AREA IN THE NEXT SMALLER CHART. HOWEV- ER, THE BOX ON THE PACIFIC OCEAN CHART IS OVERSIZED, SINCE AN ACCURATELY SIZED BOX WOULD BE A SINGLE DOT! CHART PLOTS CHART SCALES: THE AMOUNT OF AREA COVERED BY EACH CHART VARIES, DEPENDING ON WHETHER T=ߢ@HE INFORMATION PANEL IS PRESENT ACROSS THE BOTTOM. YOUR CREW AUTOMATICALLY UPDATES ("PLOTS") EACH CHART WITH THE POSITION OF YOUR BOAT, ALL ENEMY SHIPS, AND ALL TORPEDOES. EACH OF THESE APPEARS AS A SHORT COLORED LINE. THE COLOR VARIES WITH THE TYPE OF CONTACT (RADAR, SONAR OR VISUAL, IN ASCENDING PRIORI- TY). EACH HAS A "TAIL", OR WAKE. THE SIZE OF THE WAKE ROUGHLY REPRESENTS THE SPEED OF THE SHIP OR TORPEDO. THE DIRECTION OF THE SHIP AND WAKE TOGETHER APPROXIMATE THE DI(DRAINING: THIS IS A SINGLE LEARNING "BATTLE" AGAINST FOUR MOTION- LESS, UNARMED FREIGHTER HULKS. YOU'RE FREE TO CRUISE AROUND AND ATTACK THEM WITH TORPEDOES AND/OR GUNS. TRAINING TAKES AN HOUR OR TWO, MAINLY BECAUSE YOU'LL CONSTANTLY REFER TO THIS MANUAL AND THE TECHNICAL SUPPLEMENT. A SINGLE BATTLE: HERE YOU TO SELECT ONE OF EIGHT ACTUAL SUBMARINE ENGAGEMENTS, OR A NINTH RANDOM ENGAGEMENT AGAINST AN UNPREDICTABLE FORCE OF JAPANESE SHIPS. INDIVIDUAL BATTLES TAKE A HALF HOUR TO)ۊ TWO HOURS, DEPENDING ON THE NUMBER OF SHIPS INVOLVED AND YOUR COMMAND STYLE. FOR A SUMMARY OF EACH HISTORICAL ENGAGEMENT, SEE PAGES 98-1 05. * SINGLE WAR PATROL: HERE YOU TAKE A SUBMARINE ON A COMPLETE WAR PATROL INTO THE WESTERN PACIFIC, SEARCHING FOR ENEMIES, ENGAGING THEM, AND (HOPEFULLY) RETURNING BACK TO A FRIENDLY BASE ALIVE. A WAR PATROL CAN TAKE A FEW HOURS TO AN EVENING OR TWO , DEPENDING ON HOW MANY CONTACTS YOU MAKE, AND THE SIZE OF THE RESULTING BATTLES. A *WAR CAREER: HERE YOU JOIN THE US NAVY AS A SUBMARINE SKIPPER ANY TIME DURING WORLD WAR II. YOU SAIL ON A SERIES OF WAR PATROLS IN ONE OR MORE TYPES OF SUBS UNTIL EITHER YOU'RE KILLED OR THE WAR ENDS. THIS IS THE LONGEST MOST ELABORATE VERSION OF SILENT SERVICE II. IT MAY TAKE HUNDREDS OF HOURS IF YOU START AT THE BEGINNING OF THE WAR (DECEMBER 7, 1941). RESUME A SAVED GAME: THIS ALLOWS YOU TO CONTINUE A GAME PREVI- OUSLY SAVED TO DISK. SEE THE HALL OF FAME: THIS SHOWS TH+E SUBMARINER'S "HALL OF FAME". QUIT GAME: THIS EXITS THE GAME, RETURNING YOU TO THE COMPUTERS OPERATING SYSTEM. RECOMMENDED CHOICES: TRY "TRAIN ADVANCE TO ONE OF THE FIRST TWO SINGLE BATTLES ("WHALES & DUDS" OR "MUSH THE LOOSE"). AFTER THAT TRY MORE SINGLE BATTLES OR A SINGLE WAR PATROL. SELECT DATES IN 1943 OR 1944 FOR GOOD GAMING VARIETY. FINALLY YOU'LL BE READY FOR THE ULTIMATE TEST: A WAR CAREER STARTING DECEMBER 7TH, 1941! DIFFICULTY LEVEL INTRODUCTION: THIS D,1϶,IFFICULTY LEVEL IS DESIGNED PURELY FOR BEGIN- NERS. JAPANESE CONVOYS DO NOT ZIP-ZAG, YOUR DECK GUN AND TORPE- DOES DO LARGE AMOUNTS OF DAMAGE AND YOUR SUBMARINE ALWAYS HAS RADAR (EVEN BEFORE IT WAS REALLY INTRODUCED!). JAPANESE WARSHIP COMMANDERS ARE SLOW TO REACT, AND IF THEY DO YOUR SUBMARINE CAN WITHSTAND A REMARKABLE AMOUNT OF PUNISHMENT. FINALLY, WHENEVER YOU USE THE SHIP ID BOOK, YOUR CREW WILL AUTOMATICALLY SHOW YOU THE CORRECT PAGE. THIS VERSION IS CONSIDERED "EASY-6Y" BY EXPERIENCE PLAYERS. CONSE- QUENTLY, POINT SCORING IS GREATLY REDUCED. NORMAL: THIS LEVEL INTRODUCES YOU TO THE DANGERS OF REAL COMBAT. JAPANESE WARSHIPS ARE A BIT MORE ALERT AND ALL JAPANESE SHIPS MAY ZIGZAG. YOU ONLY HAVE RADAR IF IT'S HISTORICALLY APPROPRIATE. YOUR SUBMARINE MORE VULNERABLE TO DAMAGE. YOU HAVE A CHOICE BE- TWEEN "FLAWLESS AND "HISTORICAL" TORPEDOES. THIS VERSION IS SUGGESTED FOR "NORMAL" PLAYERS FAMILIAR WITH THE GAME. IT'S A BIT EASIER THAN THE .EREALITY FACED BY SKIPPERS DURING THE WAR (A LOT EASIER IF YOU SELECT FLAWLESS TORPEDOES) ADVANCED: THIS LEVEL IS SIMILAR TO "NORMAL", BUT THE JAPANESE ARE YET MORE SKILLFUL AND FREQUENTLY ZIG-ZAG, WHILE YOUR SUBMARINE'S ABILITY STAND DAMAGE IS FAIRLY REALISTIC. YOU CAN STILL PICK BETWEEN "FLAWLESS "HISTORICAL" TORPEDOES. THIS VERSION IS SUGGESTED FOR "EXPERIENCED" PLAYERS WHO ROUTINELY DO VERY WELL IN THE "NORMAL" VERSION. WITH HISTORICAL TORPEDOES, THIS VERSION IS A CLOS/7E APPROXIMATION OF WWII REALITY. ULTIMATE: THIS IS THE MOST DIFFICULT SETTING FOR THE GAME. THE JAPANESE ARE SHARP-EYED SCOUNDRELS WHO CAN SMELL YOU COMING AT LONG RANGES. YOUR SUBMARINE WAS BUILT SLAP-DASH, SO IT'S A BIT WEAKER THAN NORMAL, YOU'RE FORCED TO USE HISTORICAL TORPEDOES, THIS VERSION IS DESIGNED FOR PLAYERS WHO HAVE EXHAUSTED THE CHAL- LENGE OF "ADVANCED" PLAY. IT'S PROBABLY A BIT HARDER THAN REAL LIFE. ON THE OTHER HAND, THE POIN0=D0T SCORING AWARDS ARE THE HIGH- EST. ENTER YOUR NAME TYPING YOUR NAME HERE MEANS THAT ALL ORDERS AND RECORDS REFLECT YOUR NAME. TYPICAL MILITARY FORM IS A FIRST INITIAL AND A FULL LAST NAME, BUT MANY SUBMARINER SKIPPERS WERE KNOWN BY A NICKNAME AND A LAST NAME (SUCH AS "MUSH" MORTON OR "DICK" O'KANE). SELECT STARTING DATE THIS OPTION DOES NOT APPEAR IN SINGLE HISTORICAL BATTLES, SINCE THE DATE FIXED HISTORICALLY. OTHERWISE, THIS DETERMINES THE DATE YOU TAKE COMMAND OF YOU1<+ FACING TOWARD THE TARGET, THEY FIRED A STERN TUBE. IF YOU'RE QUICK YOU CAN GET BACK TO THE PERISCOPE AND WATCH THE TORPEDO EXPLODE. AT SOME POINT IN ALL THIS, YOU PROBABLY RECEIVED A MESSAGE THAT ONE OF YOUR BOW TUBES HAS BEEN RELOADED. AS YOU FIRE YOUR TORPE- DOES, YOUR CREW RELOADS THEM AS FAST AS POSSIBLE. HOWEVER, YOUR TORPEDO SUPPLY IS LIMITED. TAP GAUGES AND LOOK IN THE UPPER RIGHT CORNER. THE LIGHTED TORPEDO GRAPHICS SHOW :THE NUMBER OF TUBES CURRENTLY LOADED. THENrT NUMBERS BELOW SHOW THE NUMBER OF ADDITIONAL TORPEDOES AVAILABLE, BUT NOT YET LOADED INTO A TUBE. ENDING THE TRAINING CRUISE YOU CAN END TRAINING BY SINKING THE LAST HULK WITH GUN FIRE AND/OR TORPEDOES. WHEN THE LAST ENEMY SHIP IS SUNK, THE BATTLE ENDS SHORTLY THEREAFTER, BATTLES ALSO END IF ALL SURVIVING ENEMY SHIPS HAVE ESCAPED BEYOND 30,000 YARDS). IN ADDITION, YOU CAN TAP END THIS BATTLE. YOU AREN'T ALLOWED TO QUIT IF YOU'RE TOO CLOSE TO THE ENEMY, OR THEY DETECTEʠPݏD YOU (IMPOSSIBLE IN THIS CASE!). FURTHER BATTLE TRAINING TO GET MORE EXPERIENCE IN BATTLE, PLAY SOME OF THE HISTORICAL BATTLE SCENARIOS. THE FIRST TWO SCENARIOS, "WHALES & DUDS" AND "MUSH ON THE LOOSE" ONLY HAVE MERCHANT SHIPS. THREE OTHER SCENARIOS FEATURE BATTLES AGAINST CONVOYS "FLASHER'S TANKERS (I)", "FLASHER'S TANKERS (II)", AND "KILLER O'KANE". THE MOST DIFFICULT SCENARIOS ARE THOSE AGAINST WARSHIPS, SINCE THEY MOVE SO QUICKLY. THESE INCLUDE "SINK THE YAMATS O!", "DEATH OF THE SHINANO" AND "AN EMBARRASSMENT OF RICHES". A GOOD FINAL PRACTICE - AND A FINE, QUICK GAME IN ITS OWN RIGHT IS THE "RANDOM ENCOUNTER". THIS SCENARIO GENERATES AN INFINITE VARIETY OF ALTERNATIVES APPROPRIATE FOR THE TIME PERIOD YOU SE- LECT, INCLUDING SINGLE MERCHANT CONVOYS AND WARSHIP GROUPS, PATROL TUTORIAL NOW IT'S TIME TO TRY OUT A WAR PATROL. IN A WAR PATROL YOU LEAVE PORT, CRUISE TO TO YOUR PATROL ZONE, SEARCH OUT ENEMIES, AND SINK THEM. WHEN YOȖx5'RE OUT OF - TORPEDOES OR LOW ON FUEL, YOU RETURN TO PORT. NEXT A SERIES OF OPTIONS APPEARS. PLEASE MAKE THESE CHOICES: " "A SINGLE WAR PATROL" IS THE APPROPRIATE TYPE OF GAME. " "INTRODUCTORY" IS THE APPROPRIATE DIFFICULTY LEVEL. " TYPE YOUR NAME WHERE REQUESTED. " "JANUARY 1 , 1 94-4" IS A GOOD DATE, ALTHOUGH ANY DATE WILL DO. " "IMP. GATO" IS THE APPROPRIATE SUBMARINE CLASS. NOW YOU'LL SEE A MAP OF THE WESTERN PACIFIC. USE THE CURSOR TO SELECT AN APPROPRIATvE STARTING BASE. KEEP TAPPING THE CURSOR UNTIL "MIDWAY - SUBPAC" APPEARS. THIS WILL BE YOUR STARTING BASE. PRESS THE RETURN KEY TO FINISH YOUR SELECTION. NOW A BLACK BOX APPEARS. THIS IS A POSSIBLE PATROL ZONE. AGAIN, USE THE CURSOR TO MOVE THROUGH THE APPROPRIATE SELECTIONS. STOP WHEN YOU REACH THE "EAST CHINA SEA". THIS WILL BE YOUR PATROL AREA. AGAIN, PRESS THE RETURN KEY TO FINISH YOUR SELECTION. YOU'LL BE ASSIGNED A SUBMARINE FROM THE IMPROVED GATO CLASS, PRESS A4GET. TO THE RIGHT OF THE CHART IS A PANEL OF TEN TORPEDO TIMERS. THESE SH LONG BEFORE A TORPEDO REACHES ITS TARGET (IF THE TDC LIGHT BESIDE THE ' ON) , OR HOW LONG BEFORE THE TORPEDO RUNS OUT OF GAS (IF THE TDC LIGHT IS OF NOW ALL THE TIMERS READ 0:00 BECAUSE NO TORPEDOES ARE RUNNING. FOR A LARGER CHART SCREEN, TAP THE INFO PANEL ON/OFF KEY. THIS GIVES YOU A FULL-SCREEN CHART. TAP THE KEY AGAIN TO RESTORE THE INFO PANEL. HEADING VS. BEARING: TAP THE BRIDGE LOOK OUT KEYe. YOU'RE NO LOOK- OUT POSITION ON TOP OF THE SUB'S CONNING TOWER. YOU SEE THE OCEAN AHEAD. THERE ARE SHIPS (THE TARGET HULKS) ON THE HORIZON. DO NOT STALL SUB'S ENGINES. INSTEAD, TRY OUT VIEW LEFT AND VIEW RIGHT. NOTICE HOW YOUR FIELD OF VISION MOVES LEFT AND RIGHT. WHEN YOUR VIEW MOVES, YOUR VIEW (BEARING ON THE INFO PANEL) MOVES WITH IT. HOWEVER, HEADING (HDI INFO PANEL) HAS NOT MOVED BECAUSE THE SUB'S HULL HASN'T TURNED. YOU MUST UNDERSTAND THE DIFFERENCE BETWEEN HEADING A w~ND BEARING IN ORDER TO COMMAND EFFECTIVELY. HEADING IS THE DIRECTION YOUR BOAT POSITION IN WHICH IT TRAVELS. BEARING IS THE DIRECTION OF YOUR VIEW. THE LOOK( PERISCOPE, TBT (TARGET BEARING TRANSMITTER) BINOCULARS, TORPEDOES ; GUN ARE ALL POINTED AND FIRED ALONG THE BEARING, NOT THE BOAT'S HEADING. THIS CAN BE CONFUSING. THERE ARE TWO KEYS TO ASSIST YOU. TAP SET VIEW TO COURSE TO SWING YOUR BEARING AROUND SO IT POINTS "STRAIGHT AHEAD( DIRECTION THE SUB POINTS). TAP SET CO 9RURSE TP VIEW TO TURN THE SUB SO IT' HEADED IN THE SAME DIRECTION AS YOUR VIEW BEARING. FIND YOUR TARGETS: SELECT BRIDGE TBT. THIS IS A PAIR OF BINOCULARS IN A SPECIAL MOUNTING. THEY HAVE A DARK SCALE ACROSS THE LOWER CENTER. TURN YOUR VIEW LEFT AND RIGHT OVER THE TARGET HULKS. THE SCALE BRIGHTENS WHEN IT IS OVER A SHIP. THIS MEANS THAT SHIP IS "MARKED". THE TARGET INFORMATION ON THE INFO PANEL COMES TO LIFE, SHOWING THE ENEMY'S RANGE (IN YARDS), SPEED (IN KNOTS), AND COURSE  Ҹ!- (HEADING). FOR A BETTER VIEW OF A TARGET, TAP ZOOM ONE OR MORE TIMES. TO RETURN TO A NORMAL VIEW, TAP UNZOOM. MOVE THE CENTER OF THE SCALE TO THE CENTER OF THE LEFTMOST ENEMY SHIP AND TAP TDC ON/OFF. THE TDC LIGHT (ON THE INFO PANEL) TURNS ON AND A SMALL BLACK POINTER APPEARS ON THE SCALE. THIS MEANS YOUR TORPEDO DATA COMPUTER (TDC) IS "LOCKED" ON THE TARGET. WHILE THE TDC IS RUNNING, YOUR VIEW AUTOMATICALLY ROTATES TO KEEP THE CUR- RENT TARGET POINT CENTERED IN YOUR V ! IEW. YOU CAN TURN THE TDC OFF BY TAPPING TDC ON/OFF AGAIN. YOU CAN ONLY TURN ON THE TDC WHEN A TARGET IS "MARKED", BUT YOU CAN TURN IT OFF ANYTIME. MAKE SURE YOUR HEADING (HDG) IS 000 AND THE TDC IS ON. TAP AHEAD FULL (3). THIS STARTS YOUR SUB MOVING NORTH. YOUR SPEED WILL INCREASE TO 1 5 KNOTS BUT THE HEADING WON'T CHANGE (BECAUSE YOU'RE NOT TURNING). HOWEVER, AS THE TDC TRACKS THE TARGET, YOU'LL SEE THE VIEW BEARING ROTATE AND THE TARGET RANGE GET SMALLER. NOTE THAT WH #EN THE TDC IS "OFF" (NOT RUNNING) THE VIEW LEFT AND VIEW RIGHT KEYS SWING YOUR VIEW LEFT AND RIGHT. WHEN THE TDC IS "ON" (RUNNING), YOUR VIEW IS LOCKED ON TARGET. THE KEYS NOW ADJUST THE TORPEDO AIM LEFT OR RIGHT. YOU'LL SEE THE TORPEDO AIMING POINTER MOVE ON THE SCALE AS YOU TAP VIEW LEFT AND VIEW RIGHT. THE ATTACK SINKING THE ENEMY: TAP SET COURSE TO VIEW. THIS SWINGS YOUR SUB AROUND AND HEADS IT TOWARD THE TARGET SHIP. WHEN THE RANGE TO TARGET DECREASES TO 1,000 YARDbsS, TAP ALL STOP (0). IT'S TIME TO GIVE YOUR DECK GUN CREW A LITTLE PRACTICE. TAP FIRE DECK GUN ONCE. YOU'LL HEAR THE GUN FIRE AND SEE EITHER AN EXPLOSION OR SHELL SPLASH NEAR THE TARGET. THIS IS BECAUSE THE GUN CREW DOES THEIR BEST TO AIM THE GUN AT THE "MARKED" TARGET THAT YOU'RE TRACKING WITH THE TDC. IF THE TARGET WASN'T "MARKED", THE CREW REFUSES TO SHOOT (THEY DON'T HAVE A TARGET!). IF THE SPLASH IS IN FRONT OF THE TARGET, YOU'RE FIRING TOO "SHORT". YOU N TO ELEVATE C\8THE GUN SLIGHTLY TO LENGTHEN THE FIRING RANGE. TAP GUN UP (+) 1 DEGREE ONCE. YOU'LL SEE THE ELEVATION INDICATOR AT THE TOP OF THE TBT CHANGE. IF THE SPLASH IS BEHIND THE TARGET, YOU'RE FIRING TOO "LONG". YOU NEED TO DEPRESS THE GUN SLIGHTLY. TAP GUN DOWN (-) 1 DEGREE ONCE. ADJUST YOUR GUN ELEVATION UP OR DOWN UNTIL YOU'RE SCORING HITS. SOME MAY SET THE HULK AFIRE, OR CAUSE SECONDARY EXPLOSIONS. EVENTUALLY THE TARGET WILL SINK. YOU'VE SCORED YOUR FIRST KILL! TORPEDOES AWtЗ`AY: OBVIOUSLY, THE DECK GUN IS RARELY THE BEST WAY TO A SHIP - IT TAKES MANY SHELLS AND A LONG TIME, AND ALL THE WHILE YOU'RE ON SURFACE, VULNERABLE TO RETURN FIRE. IT'S TIME TO TRY THE TRADITIONAL SUB; WEAPON: THE TORPEDO. TORPEDOES CAN BE FIRED SURFACED OR SUBMERGED. HERE WE'LL MAKE A SUBMERGED ATTACK. TAP THE DIVE KEY ONCE. ALMOST IMMEDIATELY YOU'LL BE REMOVED FROM THE BRIDGE TBT AND GO TO THE CHARTS. AFTER ALL, WHEN A SUB DIVES, ALL THE PERSONNEL MUST GO BELOW. ON THE CHA؂qRT, WATCH THE DEPTH CAREFULLY. WHEN YOU REACH 050 FEET, TAP RISE ONCE. THIS LEVELS OUT THE SUBMARINE. IF YOU TAP AGAIN, YOUR SUB STARTS BACK UP. TO LEVEL OUT AT A DEPTH, YOU CAN ALSO TAP STRAIGHT & LEVEL. HOWEVER, THIS WOULD ALSO STRAIGHTEN OUT ANY TURNS. YOU CAN ALSO DIVE OR RISE YOUR SUB TO PERISCOPE DEPTH (50 TO 55 FEET) TAPPING THE PERISCOPE DEPTH KEY. YOUR CREW WILL AUTOMATI- CALLY TAKE YOU TO THE PROPER DEPTH, DIVING AS NECESSARY. 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AND MUCH MORE TO READ LIKE...HINT's etc... ______________________________ \\ A n D - N o W // \\ // \\____ FOLLOW ____// \\ ME // \\_ TO _// \\ SOME // \\_ _// \\/ // \/ H I N T ' s S O M E T H I N G S T O B E A R I N M I N D ------------------------------------------------ In the far NORTH-WEST corner of the map lives a wizard-like priest (JUDAS? hehehe) of the god Herne. This man-of-the-woods is a great ally and can offer much useful advicem as well as a hel$o!pfull gift. He should be the first person to visit if you get stuck. To be a hero (like SUB-0) requires a lot of qualities, backed-up with the appropriate deeds. Almost everything you encourage ROBIN to do will affect his standing as a hero. In particular, remember that ROBIN HOOD was renowned as a 'robber of the rich to feed the poor'. Unfortunately, the richest are well protected, and the merely well-off are strong and well-armed. T-Rhere is one, however who can provide rich pickings; a former friend but now a turncoat of the first water. Remember that your crimes of robbery and murder will not go unnoticed if you whish to retain you freedom to go as you please, then refrain from too much crime too early. The more trouble you and your BAND cause, the harder it becomes to survive!. ROBIN is a leader of men. Sometimes the best trick is to delegate!! You'll fULQind that some of the icons have different effects if you apply them to the Merry Men............ now you have reached the end of thiz Doc file..... Doc's typed for your pleasure by: The one and only _____ ____ _____ __ /_ |__ _/|__ __|| | ______/|_||__|/__|____ \|__| \'91 SPECIAL's REGARDS to all our MEMBERS !!!!! :/[ and to the following dudez... >-SKYLINE!... (THX for all ya HELP!) >-ONYX!... (!) >-WISEMAN (zee ya...[AmI-eXpO] >-FACTOR FIVE! (For their great 'ACTION SERIES' >-IrAttA (i can't believe how lame can be a lamer sometimes... >-STRIDER [FTL] (Don't drink the beer FAXEN send me FAX.EN! and to all the others round our EXPLOSIVE WORLD! / __ __ Watch 6bout for our new coming BBS: /\/UCLEAR A/_ /_AULT / +49... \__/__/  YOUR FAVOURITE GROUP! THE LEADER OF EUROPE! AND U.S.A.! +--------------------------------------------------------------+ | This textfile is downbeamed from -> SPACE CENTER - EP-EHQ <- | | Call : ++49-(0)-2241-70638 ... For the latest Space Wares !! | +--------------------------------------------------------------+ / __ __ Watch R!AVE THE UNIVERSE FROM FEAR AND HORROR OF THE EMPIRE, MANKIND DISPATCHED A REMODELED " R-9 " STARFIGHTER TO THE FRONT. CHECK THE COUNTER - OFFENSIVE BY THE EVIL BYDO EMPIRE ! 1 - LOADING ( I THINK EACH ONE CAN THIS !! ) 2 - CONTROLS JOYSTICK UP- FLY UP KEYS SPACE BAR CONNECT-DISCONNECT " FORCE " DOWN- FLY DOWN LEFT DECREASE SPEED RIGHT INCREASE SPEED 3 - HOW TO PLAY THE NEW AIR-3 STARFIGHTER IS A EQUIPPEVggo stop. These icons have keyboard equivalents: use [A] [S] [Z] [X] keys. SELECTING THE: BOW | SWORD | EYE | HEART See below for other ways of making ROBIN move. These are the symbols you use to interact with ROBIN and his environment. Selecting one of these symbols is likely (thought not guaranteed) to sow the seed of an idea into ROBIN's MIND - sometimes simple and explicit, sometimes less so, depending on circumstanc9es. We will leave it to you to discover the detailed effect of each symbol for yourself, but we are aware of the following actions:- Selecting the BOW usually seems to have the effect you'd expect from a trigger-happy hero. (keyboard equivalent = [ENTER]). The SWORD seems to inspire aggression of a more personal kind. The EYE always seems to affect the 'camera' , rather than any of the people, causing it to pan so what we can see the same part o4bf the landscape that ROBIN can see - it pays to know what perils may lie ahead. (Keyboard equivalent = [SPACE]. The HEART encourages our hero to run rather than walk, but beware of excessive demands on his stammina - you never know when he's going to need all his energy. The LIPS bring out the smooth-talking nature of our man, but what he'll actually say is, were afraid, impossible to control. The OPEN HAND stands for generosity, in ROBIN's view,͆7l and generosity is an important quality in a true hero of the people. The OPEN HAND is quite the opposite, but one cannot be generous unless one has something to give, so this darker quality is likely to turn out to be a necessary evil, if ROBIN hopes to have any people left to govern once he's completed his main task. All the symbol icon's and the winning icons have the following properties :-not included...take a look on your screen...and now...  1./ There are two types of symbols icon - some of them act immediately --- the are pressed, other icons do nothing until after you have selected an object on the landscape (person or animal). When you press icons of this second type, the mouse cursor will turn into a GREEN hand, indicating that you should click on an object. When successful, the cursor stops being green and the icon will have its effect. If you press one of these icons by mistake, press i /+t again to cancel the green hand! 2./ After use, each symbol icon becomes exhausted for a certain amount of --- time, depending on the particular icon. whilst exhausted, the icon will turn to grey and cannot be used. You should use slow-to-recharge icons with carem, as you might need them again in a H U R R Y !!! W I N N A B L E I C O N ' s ---------------------------- There are several other symbol icons which have no meaning at the start of the game h\, and so are not visible. You will collect the right to use these icons, which give you access to new facilities, as the game progresses (unless of course you make a mess of things!). O T H E R C O N T R O L S -------------------------- In addition to the icons, you can control ROBIN's movement by two other means (plus a third option when you win the right to use it). 1./ Clickanywhere directly onto the landscape and a small maker will appear --- at th /at point. ROBIN;s attention will be directed towards that place, and he will (probably) walk there. Because this method doesn't try to control ROBIN's legs directly, ROBIN's own brain is able to deal (drugs) with the problems of avoiding abstacles, entering/leaving throught doorways, etc. This is probably the best method for getting around most of the time. Use the ARROW icons for more precise control when needed. 2./ Click on another person (when the  %Icursor is NOT a green hand), and the --- thought often enters ROBIN's mind that he should follow that person for a while. T H E H E R O I S M I N D I C A T O R --------------------------------------- The vertical bar near the icons shows the computers current assessment of ROBIN's qualities as a hero. The bar is red if it is falling, or blue if rising. You will find that almost everything ROBIN's does, or you make him do, will have an effect on the levelm of this bar. As our tiny world is supposed to be a 'land fit for heroes',beware of the possible consequences of being too much of a villain, or even too much of a wimp. M O N E Y --------- As a certain amount of moneyt is bound to change hands during the game, we've displayed the current contest of ROBIN's purse as a number at the bottom-left of the screen. P L A Y I N G T H E G A M E ----------------------------- It is not for us to tell you7/ what you should aim to do, or how to go about it. In fact, you are free to do anyhting you like, or even nothingat all - perhaps sometimes you should leave ROBIN to get on with it for himself. In any event, you are likely to come across varioius encounters where you cold be of help to ROBIN or his FRIENDS in some way. You may of course not want to be helpful, but if ROBIN is to live up to his reputation as a goody-goody, we suspected that he's goin 'mber of disk swaps by turning off the game's music or leaving the Music Disk (#10) in a second drive. Press Alt-M to turn of the music. Problem: Constantly playing music bugs me, but I still want to hear sound effects. Possible Solution: Press Alt-M to turn off the music or select "music off" from the Options Menu. Problem: Everytime I set the game's Detail Level to high, the computer lowers it. Possible Solution: Unless your computer has more than 512K of chip RAM, you wi  ll be unable to set the game's Detail Level to high. Owners of Amiga 1000s, or some older 500s and 2000s, will need to upgrade their computers to the 1MB Fat Agnus chip to increase the amount of chip RAM. CONTROLS MOUSE Look = Click the Right mouse button. Operate = Click the Left mouse button. Move = Click and Hold the Left mouse button and move. Main Inventory = Click Right Mouse button while on inventory. Quick Inventory = Click Left mouse butt _6ȧon while on inventory. Using Weapons = Click Right mouse while on that object. The above + Clicking & Holding Left mouse and selecting where you want to use the item. KEYBOARD Look = Press the Return key Pick Up/Drop & Operate Commands = Pick Up = pressing the Space Bar or keypad 5. Drop or Operate = Space Bar  1F keypad 5. Main Inventory = Press Return while on Inventory. Quick Inventory = Press Space Bar or keypad 5 while on Inventory. Using Weapons = Object + Backspace = Aim Locked. = Aim Locked + Spacebar or keypad 5 = Fire. Keyboard C  _ursor Control The numeric keypad has Arrow Keys which control up, down and diagonal movement of the cursor. The values are: 1 = Diagonal Down & Left 2 = Down 3 = Diagonal Down & Right 4 = Left 5 = Pick Up & Drop 6 = Right 7 = Diagonal Up & Left 8 = Up 9 = Diagonal Up & Right Enter = Look KEYBOARD HOT KEYS ESC or F10 ..... VCR Menu Alt-R or F9 .... Restart Alt-Q .......... Quit Alt-S or F2 .... Sound ON/OFF Alt-M .......... Music ON/OFF Alt-P .......... Pause Game F5 .......... ʹ... Save Game F7 ............. Restore Game C .............. Screen Clock ON/OFF NOTE: During character interaction and non-interactive story sequences, pressing SPACEBAR or RETURN will advance to the next dialogue box or story screen. ARCADE CONTROLS Walking Diagonal Up & Left = Walk Left Diagonal Up & Right = Walk Right Left = Walk Left Right = Walk Right Diagonal Down & Left = Walk Left Squatting Diagonal Down & Right = Walk Right  &Squatting Down = Duck Jumping & Leaping Diagonal Up & Left = Leap Up and to the Left Diagonal Up & Right = Leap Up and to the Right Left = Jump Left Right = Jump Right Up = Leap Up Down = Jump Down Mouse Controls Move the mouse pointer over the arrow that represents the direction you want to move and click the left mouse button. Move = press left button Shoot/Combat = press right button } Jump = hold down right button, then click on direction arrow Power Bar Gray = can't jump White = short jump Red = long jump Hold down the right mouse button until the Power Bar turns white or red. Then click the mouse on a direction arrow to make the jump. alking Diagonal Up & Left = Walk Left Diagonal Up & Right = Walk Right Left = Walk Left Right = Walk Right Diagonal Down & Left = Walk Left Squatting Diagonal Down & Right = Walk Right  ŠG again iam to lazy... ------------ The Controls... --------------- A number of Icons will apear down the left-hand side of the screen as the game progresses. There may be operated by clicking on them with the mouse and, in some cases, via keyboard shortcuts. Additional control is achieved by clicking directly onto people or the landscape, using the mouse!. Fixed Icons... -------------- Pauses the game (pressing 'P') on the Keyboard has the same effect. # A menu appears, allowing you to quit or resume the game. There are two Quit options - the first [press F1] will save your current position in the game to disc, so that next time you play you carry on from where you left off; the second option [F2] abandons the game, so that next time you play it will start again from the beginning. AMIGA... F1 = SAVE /\ F2 = LOAD /\ F3 = SOUND /\ F4 Re-START NOTE: Selecting the PAUSE Icon during the opening sequence allows you tOoo skip the introductory sequence, and jump directly to the point at which ROBIN sits moping outside the walls of the town, thus getting you straight into the game without delay!. The following icons become avaiable as soon as the introductory sequence is over:- * * / \ force ROBIN to walk about the ICON-DIRECTION! = * \ / * * landscape. PRESS on the ICON to walk; release t-menus. Pressing PLAY will exit the current menu and immediately return you to game play. - Controls: - Difficulty - allows you to adjust difficulty levels in arcade sequences. - Text Speed - adjusts the duration of Dialogue Box display. - Detail Level - Adjusts the amount of animation. - VCR - returns you to the VCR Menu. - Options: - Joystick On/Off - Mouse On/Off - Sounds On/Off - Music On/Off - Calibrate: - ButtonY5T Threshold - allows fine tuning of what the game considers a button "click." - Joystick - brings up joystick calibration screen, with instructions on "centering" your joystick for the game. - Mouse - See Sub Menu below. Mouse Sub Menu: - Mouse Speed - controls how fast the cursor moves mouse movement. - Calibrate - returns to the calibrate menu. Files: - Save - See sub menu below - Restore - S~vee below - Restart - quits the current adventure and restarts the game from the beginning. Save Sub Menu: - Brings up the Save menu. Up to 20 games can be saved in one directory. The Save feature is NOT operational during Meanwhile Story sequences and Arcades. Restore Sub Menu: - Brings up the Restore menu. Restoring a previously saved game will erase the current game. The Restore A feature is NOT operational during Meanwhile Story sequences and Arcades. Quit: - Self-explanatory. on screen, with instructions on "centering" your joystick for the game. - Mouse - See Sub Menu below. Mouse Sub Menu: - Mouse Speed - controls how fast the cursor moves mouse movement. - Calibrate - returns to the calibrate menu. Files: - Save - See sub menu below - Restore - S) rrect one. For example, if you have an Amiga 3000, you will probably need to replace DH0: with WORK:. Copying Rise of the Dragon to a Hard Disk 1. Boot your system 2. Insert Dragon Disk #1 into the first internal floppy disk drive. 3. From Workbench, double click on the Rise of the Dragon #1 icon and then on the Install icon. 4. From the CLI, type CD DF0: and press the return key. Then type INSTALL and press the return key. The Dynamix Install Utility window will,ɑJ appear. 5. Choose which drive and directory you wish to install the program to. The default directory is: DH0:Dynamix/Dragon. To change the path, click in the Destination Directory box and type in the new path. 6. Click on the INSTALL button. 7. At the prompt, click on the OKAY button to install the program files. To cancel the installation process, click on the CANCEL button. LOADING Amiga Loading Instructions From Floppy Disks NOTE: You may run the Dragon p4rogram from multiple floppy drives. Self-Booting 1. Insert Rise of the Dragon Disk #1 into drive DF0: 2. Turn on the system. From Workbench 1. Boot your system with Workbench. 2. Insert Rise of the Dragon Disk #1 into a disk drive. 3. Double click on the Dragon #1 disk icon. 4. Double click on the Dragon icon. From the CLI 1. Boot your system with the CLI. 2. Insert Rise of the Dragon Disk #1 into DF0: 3. Type CD DF0: and press the return key. 4. Type DRAGON and press th/oe return key. From a Hard Disk From Workbench 1. Load Workbench. 2. Double click on the hard disk icon. 3. Double click on the Dynamix drawer. 4. Double click on the Dragon drawer. 5. Double click on the Dragon icon. From the CLI 1. Load a CLI window. 2. Type CD DH0:DYNAMIX/DRAGON and press the return key. 3. Type DRAGON and press the return key. NOTES Amiga Specific Notes 1. Rise of the Dragon does not multitask with other programs. For best performance, make sure no othe:]r programs are running when you start Dragon. 2. Although your system may have one megabyte of memory, you still may not have enough available memory to run Rise of the Dragon. Self-booting the program from disk should provide you with enough free memory to run the program. NOTE: Memory allocated for hard disk partitions or resident programs will reduce the amount available for running programs. 3. If your system has only the minimum RAM required to play ('1MB), the Detail Level Slider is set to low and cannot be changed. 4. If you are playing off floppies, you can speed-up game play or disk loading by turning off the music or by inserting the music disk (#10) in a second drive. 5. If you are using more than one floppy drive, leaving the Music Disk (#10) in an external drive will reduce disk swaps. TROUBLESHOOTING Problem: Even though my computer has 1MB of memory, I receive a message saying there is not enough memorybR to run Dragon. Possible Solution: Avoid running other programs before you start Dragon. Such programs might be using memory that Dragon needs. It helps if you run Dragon from the CLI without loading the Workbench. You can also save memory by running Dragon from the Workbench when there are no CLI or application windows currently open. Problem: My computer doesn't have a hard disk, so I'm often forced to swap disks during game play. Possible Solution: You can reduce the nu ak on the Inventory Icon to use the Quick Inventory. You'll spend a lot less time waiting.... Also, objects can be moved directly out of the Quick Inventory. Just left click and hold the object and move it out of the inventory window. this can only be done from the Quick Inventory! It's a big time saver during conversations when you need to exchange items with another character. OBJECT USE Using objects in Blade Hunter's world is easy. Simply move objects to where you wa :F?nt them to be used or perform an action on objects that need something to be done to them. - If you want to pick something up off the ground and put it into your inventory, you simply move the object onto the Inventory Icon and drop it. - If you want to turn on a VidPhone, you simply locate the power switch using the LOOK command (right click) and then operate it (left click) to turn it off and on. - If you want to open a lock using keys in your inventory, move the keys $# from inventory directly to the lock and drop them. The lock will open (assuming you've got the right keys!). TIME In Blade Hunter's world, time is an ever-present companion. People go to work and go home, buildings open and close and Blade needs to sleep when he's been up too long. When Blade has been up past his bedtime, a thought box will pop up. It means that Blade is getting sleepy and it's time to head home for some shut-eye. If you ignore this warning, Blade coz\luld end up falling asleep in a place much less cozy (and less safe) than his cramped bedroom. DATE AND TIME INDICATORS/CONTROLS Located inside each of the inventory windows are the Date and Time Indicators. Along with the current date and time are controls for advancing game time. these controls are provided because you may come to a point in your adventure when you need to wait until a specific time. In this case, you will have two options: 1. Just hang...wait around twippddling your cursor. 2. Advance time using the Time Controls. Each click on the >> key will advance time by 1 hour. Each click on the > key will advance time by 1 minute. ARCADE SEQUENCES There are 2 side-scrolling arcade sequences in Rise of the Dragon. In the arcades, you control Blade Hunter from a side view as he makes his way past physical hazards and various bad guys. The arcades are interwoven with the evolving story. If they are completed successfully, normal game  ˹pplay will resume. NOTE: All functions under the VCR Menu are operational during arcades except SAVE and RESTORE. ARCADE SCREEN Health Status Bar Indicates Blade's current status. Each hit from enemy fire or from hazards drains energy from the bar. If the Health Status Bar is depleted, Blade dies. Mouse Controls The Mouse Control arrows direct Blade's actions when using a mouse. Weapon Screen Displays the active weapon. Control of this function is automatic - the computer!;kx selects the best weapon from Blade's Inventory. Weapon Control Blade enters the arcade sequences with whatever weapons he is carrying in the inventory. if he is carrying more than one weapon, the best weapon for a particular part of the arcade is automatically selected. Weapons can be used in more than one way. When Blade encounters "the Boss" at the end of the arcade sequence he will be able to engage in hand-to-hand combat when close enough. blade will automatically use "夬his weapon as a club in hand-to-hand combat, beating "the Boss" with a variety of moves. The moves selected for use in hand-to-hand combat are automatically selected by the computer each time the action button or key is pressed. Hazards Each arcade sequence includes more than just bad guys out to end Blade's existence. There are numerous physical hazards that must also be avoidable or overcome. Some are bothersome, some will inflict minor injury and some are downright dead#6ly. Difficulty Levels The difficulty level of the arcade sequences can be changed at any time. If you're not a fan of arcade shoot'em ups, call up the VCR Menu (press ESC) and then select the CONTROLS sub-menu. Find the slider marked Difficulty and move it all the way to the left, toward EASY. MEANWHILE & STORY SEQUENCES Rise of the Dragon operates in a living environment where events are happening all the time, whether you're present or not. When an event of interest occu$=E rs somewhere else in Blade's world, a Meanwhile Screen will pop up, introducing a sequence that shows what's occurring. Meanwhile sequences are intended to convey information that heightens the cinematic experience of the story. It's important to note that these sequences are not interactive, you can't affect them, and that the information given in the sequences isn't known to yourgame alter-ego, Blade Hunter. The fact that Blade isn't knowledgeable of the events shown in meV#anwhile sequences is important to remember. It means that Blade's questions and responses to other characters will only deal with elements that Blade is aware of. GAME PLAY MENUS VCR Menu Pressing the ESC key of left clicking on the top of any game play screen will bring up the VCR Menu. This is the main menu from which all others are accessed. the following is a breakdown of the 5 menus, and their sub- menus, available from the VCR Menu. - Play: Located in each of the sub (jHZEIGER UEBER DER MUENZE, DANN BEKOMMT DER SPIELER ERNEUT EIN STARTGELD VON DM 300. VERLIERT DER SPIELER DIESES NEU STARTGELD EBENFALLS, WIRD ER AUS DER SPIELER-LISTE GESTRICHEN. UND NUN WUENSCHEN WIR IHNEN RECHT VIEL SPASS BEIM ROULETTE ( danke , danke...) (T)YPERIGHT BY FREAK SIE UND IHRE MITSPIELER NEU. DABEI WERDEN ALLE VORHANDENEN NAMEN AUS DEN EINZELNEN GADGETS GELOESCHT. ES KOENNEN NEU NAMEN IN DIE ACHT VERSCHIEDENEN GADGETS EINGETRAGEN WERDEN. BEACHTEN SIE HI'Uthe object you want to look at. This will bring up a text box containing information on the object you're looking at. 2. OPERATE: Single click the left mouse button while the cursor is placed over the object you want to activate or select. 3. MOVE: Click and HOLD the left mouse button while the cursor is placed over the object you want to pick up and move. NOTE: Not all (xobjects can be picked up so don't cramp your fingers trying to pick up Blade's bed or toilet. There are 3 more clicks before we are ready to begin: 4. MAIN INVENTORY: Right click while the cursor is placed on the Inventory Icon. Windows showing Blade's status and the current inventory objects he is holding will be displayed. 5. QUICK INVENTORY: Left click while the cursor is placed )p\^i on the Inventory Icon. Only your inventory window will be displayed. 6. USING OBJECTS: To use objects that Blade is carrying, simply click an hold the right mouse button. The on-screen cursor will change to indicate that the specific object that Blade is holding has been selected for use. With the *#I=object selected for use, it can be operated in the same way as other objects in the game. NOTE: Since everyone "clicks" slightly differently from the next person, the preset "click" controls may not seem perfect for everyone. You can adjust the preset controls to suit your own personal speed and feel by using the CALIBRATE MENU. THE SMART CURSOR In addition to pointing in +14different directions, the cursor will, at times, completely change shape to inform you about items, places or people you should pay attention to. When the cursor changes to an exit sign, it's telling you that by left clicking on this spot you can enter another room. When the cursor changes to a pointed exit it's differentiating between two closely placed, but different, exits. You are likely to see this on elevators, where there are both "up" and "down" buttons. If the curso,蜯8r changes to a conversation bubble, you can left click to engage in a conversation with the person the cursor is pointing at. If the cursor changes to a magnifying glass, it's your cue that you can left click to "zoom in" and get a closer look at what the cursor is pointing at. In addition to the normal gameplay cursor icons, you will soon become familar with DGDS's signal that it's thinking - the WAIT icon. The cursor will change to the Wait Icon whenever the game needs to a-Nccess information from disk or is preparing a surprise. The length the Wait Icon remains on-screen is heavily dependent upon whether you are playing the game from floppy disk or hard disk. it is highly recommended that you play from a hard disk drive. INVENTORY SCREENS The inventory allows you to interact with Blade Hunter. Inventory is where you direct his use of these objects. The Inventory consists of 3 parts: the Main Inventory Window, the Quick Inventory Window and t .71he Inventory Icon, which gives you access to the Inventory. Inventory Icon Located on the bottom right corner of all game play windows, the Inventory Icon represents the character of Blade Hunter. It's use is straight forward and very simple. - To give Blade Hunter objects, simply move objects on top of the Inventory Icon and drop them. They will automatically be placed into Blade's inventory. - To access the Main Inventory Window, right click on the Inventory Icon. - /Y: To access the Quick Inventory Window, left click on the Inventory Icon. Looking at Inventory Objects Using the LOOK command (right click) on objects held in inventory will give a close-up picture and description of the object you are looking at. MAIN INVENTORY WINDOW Accessed by right clicking on the Inventory Icon, the Main Inventory Window gives you control over all items that have placed into Blade's inventory. You can drop the items from inventory or give them to Blade  bto use. QUICK INVENTORY WINDOW Accessed by left clicking on the Inventory Icon, the Quick Inventory Window shows you only the object inventory items on Blade from this menu, you can quickly move objects from inventory. A Note on Inventory Menus: The Quick Inventory is just what the name implies: it pulls up the Quick Inventory much faster than the Main Inventory. When you don't need to interact with Blade's character and only need to access the items in inventory, left clic1ܭግL1NWNJR,bsy憞=$xRTYrq-Hߌ{K@yXaGrS[ ke <'X$GX_R:s&xO\( jIˈP [J% &:%nǠ%AU~5: |2PV` f*0HeѡFJCE@I F 28ʦZ!vjn51?3qЊ1 @͇a&htf?p ], j" hRr_g"lE>A`|&THF6" 0Ҁ{xe5O+q@~n}cՓi V]] lnʖ9Mc]7D!>` ֑G{CdDXvpl7T++ a t514/X8H3{W;W aS@N9+vC٘y߃8ܔ^ɀS{XcCNR65rqz} ~BT3#pN֟è/Q5DI5-`a0)';'{sS\a@[Ks YPK;ML't@I'S`{'g(7KgK^ ^܎@@ S1:!:ISC[B((yare?B@"&U# "UQP&T".MT^qe~Ù%:^>fiٸҤ/CK2[ź4obdB #'.yXXeUd TUe~BT?fBF &.jT 5{# GogE6@R_y=+dv ήQP>"'>^CT*K HS]:^2\xd^1c(^u~&35ģ SCHALTER CASINO: ---------------- KLICKEN SIE DIESEN SCHALTER AUS DEM MENU AN, GELANGEN SIE IN DAS CSINO. HIER SEHEN SIE DEN EIGENTLICHEN ROULETTE-TISCH. SIE KOENNEN EINSAETZE IN DER HOEHE VON 1 DM, 2 DM, 5 DM, 10 DM, 20 DM, 50 DM, 100 DM, 200 DM, 500 DM, 1000 DM UND 5000 DM FREIBESTIMMEN. DRUECKEN SIE HIER DEN SCHALTER NEXT, DAMIT EIN SOIELER SETZEN KANN. DER AKTUELLE SPIELERNAME WIRD NUN AUF DEM BILDSCHIRM DARGESTELLT. GLEICHZEITIG ERHAELT ER EINE INFORMATION UEBER DAS AKTUELLE S4O%PIELVERMOEGEN. ZUM SETZEN IHRES EINSATZES KLICKEN SIE EINMAL MIT DER LINKEN MAUSTASTE AUF EINEN VON IHNEN AUSGESUCHTEN CHIP. WO GESETZT WERDEN DARF, ERSCHEINT EIN BRAUNER KREIS, WELCHER AUCH ANGIBT, WO DER CHIP GESETZT WIRD. DER ALLES-CHIP REPRAESNETIERT DAS RESTLICHE VERMOEGEN EINES JEDEN SPIELERS. Z.B. HAT EIN SPIELER DM 100 UND SETZT ERST DM 20 UND DANACH ALLES , SO HAT DIESER CHIP DEN WERT VON DM 80. SIE KOENNEN AUCH SOFORT ALLES AWEHLEN. SEINEN SIE SICH ABER BEWUSST, DASS IHR KO5)h}MPLETTE VERMOEGEN MIT NUR EINEM SPIEL VERSPIELEN KOENNEN.MIT WELCHEN FAKTOR MULTIPLIZIERT WIRD, FALLS SIE GEWONNEN HABEN , KOENNEN SIE AUS DER REGEL TAFEL ERSEHEN. HAT EIN SPIELER SEINE CHIPS GESETZT, DRUECKEN SIE BITTE DEN SCHALTER NEXT, UND DER NAECHSTE SPIELER KANN SEINEN EINSATZ TAETIGEN. DIE SPIELER MIT GERINGSTEM GUTHABEN BEGINNEN. WENN ALLE SPIELER IHRE EINSAETZE GETAETIGT HABEN, DANN MUESSEN SIE ERNEUT DAS FELD NEXT KLICKEN. RIEN NE VA PLUS UND LOS GEHTS! DIE KUGEL ROLLT UND 6wDIE GEWINNZAHL WIRD ERMITTELT. DAZU BLINKT NACH DEM STILLTSTAND DES ROULETTE-RADES DIE GEFALLENE ZAHL AUF DEM ROULETTE TISCH AUF. ALLE GESTZTEN CHIPS, DIE NICHT GEWONNEN HABEN, WERDEN VOM SPIELFELD ENTFERNT, UND DIE GEWINNZAHL BLINKZ MIT DEM KREIS AUF DEM TISCH AUF. DRUECKEN SIE DIE LINKE MAUS TASTE SO WERDEN DIE GEWINNE ADDIERT UND DAS SPIEL BEGINNT VON NEUEM. FAELLT BEI EINER ZIEHUNG DIE ZAHL NULL, KANN JEDER SPIELER WAEHLEN - FALLS ER AUF DIE EINFACHE CHANCE GESETZT HAT - OB ER DI7eUE HAELFTE SEINES GESTZEN GELDES ZURUECK HABEN WILL ODER LIEBER LIEGENLASSEN MOECHTE. ENTSCHEIDEN SIE SICH FUER LIEGENLASSEN , WAEHLEN SIE BITTE NEXT. MOECHTEN SIE ALLERDINGS IHR GELD ZUREUCKERHALTEN UM EINEN NEUEN EINSATZ ZU TAETIGEN , WAEHLEN SIE BITTE NEHMEN. DIE MENU- UND STAND-GADGETS KOENNEN NUR BETAETIGT WERDEN , WENN KEINE CHIPS GESTEZT WURDEN UND NEXT NOXH NICHT BETAETIGT WURDE, NACHDEM DIE KUGEL GEFALLEN IST. SCHALTER REGELN: ---------------- IN DIESEM GRAFIKMENU KOENNEN 8[Q SIE SICH FACHKUNDIG MACHEN UEBER DIE ART UND WEISE , WIE SIE IHRE CHIPS AUF DEM ROULETTE-TISCH PLAZIEREN KOENNEN UND WIE IHRE GEWINNCHANCEN AUSSEHEN. DURCH EINEN LINKEN MAUSKLICK VERLASSEN SIE DIESES GRAFIKMENU WIEDER. SCHALTER NEU: ------------- WENN SIE DIESEN SCHALTER ANKLICKEN , BEGINNEN SIE UND IHRE MITSPIELER NEU. DABEI WERDEN ALLE VORHANDENEN NAMEN AUS DEN EINZELNEN GADGETS GELOESCHT. ES KOENNEN NEU NAMEN IN DIE ACHT VERSCHIEDENEN GADGETS EINGETRAGEN WERDEN. BEACHTEN SIE HI %jER BITTE, DASS ES NICHT MOEGLICH IST, UMLAUTE EINZUGEBEN. UEBER DEN SCHLATER CASINO GELANGEN SIE WIEDER AUF DAS EIGENTLICHE SPIEL- FELD, WO DIE EINSAETZE GETAETIGT WERDEN KOENNEN. SCHALTER ENDE: -------------- SIE VERLASSEN DAS PROGRAMM UND BEFINDEN SICH IM CLI. BESONDERHEITEN: --------------- KREDIT AUFNEHMEN: HABEN EIN ODER MEHRERE SPIELER IHR GELD VERSPIELT, KOENNEN SIE, FALLS KEINE CHIPS GESETZT SIND, ZUR REGENTAFEL UMBLENDEN UND DIESE PER MAUSKLICK VERLASSEN. STEHT DER MAUS :MBITTE EINMAL LINKE MAUSTASTE DAS WIRD NUN IN DEN ARBEITS- SPEICHER IHRES AMIGA GELADEN. PROGRAMM-BESCHREIBUNG: ---------------------- ROULETTE IST EINE ROULETTE-SPIEL SIMULATION AN DER BIS ZU ACHT SPIELER GLEICHZEITIG TEILNEHMEN KOENNEN. NACH DEM LADEVORGANG ERSCHEINT EIN MENU , IN DEM SIE SPIELERNAMEN EINGEBEN KOENNEN.DABEI ENTSPRICHT DIE FARBE HINTER DEM GADGET, DER FARBE ,DIE SIE SPAETER ALS SPIEL-CHIP-FARBE ERHALTEN. ES MUESSEN NICHT ALLE GADGETS MIT NAMEN VERSEHEN WERDEN, MIND2 ESTENS JEDOCH SOLLTE EIN GADGET MIT EINEM NAMEN VERSEHEN SEIN. DESWEITEREN SEHEN SIE AM UNETEREN TEIL DIESES MENUES WEITERE SCHALTER , AUF DIE SPAETER EINGEGANGEN WIRD. NACH JEDEM ZURUECK KEHEREN ZUM MENU, WERDEN DIE NAMEN DER REIHE NACH GEORD- NET, UND ZWAR NACH DEM KONTOSTAND DES SPIELERS. JEDER SPIELER BEGINNT MIT DER ANFANGSUMME VON DM 1000. IN DAS CASINO GELANGEN SIE NUR WENN MINDESTENS EIN NAME EINEGEBEN WURDE. 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Ein Pal Check sorgt nun dafuer das der MM im PAL & NTSC Modus einwandfrei laeuft(For our Friends in the USA). Die Noise-Player-routine ist durch die von ProTrackerV1.1b ersetzt worden. Neue DOS-Befehle sind dazugekommen. rename [f][f] : rename file comment [f][t] : set comment from file type [f] : type file protect [f][p] : protect file copy [f][f] : copy file makedir [p] : makedir Einschraenkungen bei copy & type : Es koennen nur files kopiert o =-Cder angezeigt werden, die den aktuellen freien RAM-Speicher nicht ueberschreiten. Example fuer protect [p] - Protection bits HSPARWED protect filename ----rwed Es muessen immer alle 8 bits angegeben werden,die geloescht werden sollen mit einem - und die gesetzten mit dem passenden Buchstaben. W [f][s][j][b] : Write File Mit Write File koennen Sie ein Programm durch den Bootblock startbarmachen. Das File wird ab BlockNr geschrieben und die Bloecke in der BitmY)dap der Diskette automatisch als besetzt gemeldet.(Ideal fuer BootMenu's zu er- stellen) [s] : Load Adress [j] : Jmp Adress [b] : BlockNo. Bei Execute File & NewCLI wird der Screen nach hinten verlegt. Bei der Directory werden nun auch die Protection-Bits & die Kommentare angezeigt. Der MM arbeitet nun mit seinem eigenen Font. Den Befehl Edit gibt es nun nicht mehr die Funktion ist nun in der Assemble Funktion enthalten. n [s] : Assemble & Edit Um Bytes,Words,Longwords oder Text eingeben zu koennen muss folgendes Format verwendet werden.Text und Zahlen zugleich koennen nicht eingegeben werden. Example: 050000: dc.b 100,200,5,$10,%1101,$a 050006: dc.w $1122,60000,%1101,5,$9 050010: dc.l $11223344,9,0 05001c: dc.b "GHOST WAS HERE!" Bugs corrected: --------------- Bei der Directory kamm oefters mal vor das der FileInfoBlock um 2 Bytes nach links verschoben und dadurch die Filenamen und FileSize verschoben war.Das lag daran das der FileInfoBlock an eine nichl/{t durch 4 teilebare adresse lag. SectorRead & SectorWrite hatte den Sector an eine Falsche Adresse geladen. j] : Jmp Adress [b] : BlockNo. Bei Execute File & NewCLI wird der Screen nach hinten verlegt. Bei der Directory werden nun auch die Protection-Bits & die Kommentare angezeigt. Der MM arbeitet nun mit seinem eigenen Font. 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