diff --git a/textfiles.com/apple/DOCUMENTATION/skyfox.txt b/textfiles.com/apple/DOCUMENTATION/skyfox.txt new file mode 100644 index 00000000..7ed4d87a --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/skyfox.txt @@ -0,0 +1,25 @@ +SKYFOX Help Screen (Electronic Arts) + +Computer Commands + +(ESC) Help + +(T) Tactical Display +(I), (J), (K) or (M) Move Cursor +(A) Autopilot +(S) Score +(R) Installation report + + +Plane Controls + +(BUTTON 0) Fire button +(BUTTON 1) Thrust +Both Autopilot + +(SPACE) Switch scanner +(G) Guided missile +(H) Heat seeker +(0-9) Select speed +(A) Autopilot +(C) Computer diff --git a/textfiles.com/apple/DOCUMENTATION/slb.txt b/textfiles.com/apple/DOCUMENTATION/slb.txt new file mode 100644 index 00000000..f3119009 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/slb.txt @@ -0,0 +1,340 @@ + + __________________________________________ + | ____________ ______________________ | + || | | | | Soft-Docs + || | | Star League || | | + || | | Baseball \/ | [ By + ||____________| |______________________| | + | | + | ooooo | ::::::: + | ooooooo | :: :: + | Atlantic ooooooooo Pirae's | ::::::: + | ooooooo | :: :: + | ooooo | :: :: andom + | | + | Guild | + | | + | o | ::::::: + | ooo | :: :: + | ooo | ::::::: + | ooo | :: :: + | o | :: :: ccess + |_________________v_______v________________| + +CALL HARDWARE CONNECTION 201-428-0726 +10 MEGS/24HOURS/7 DAYS A WEEK/300-1200 + +Welcome to Gamestar Stadium +--------------------------- + + Congratulations. You're in the midle of a tight pennant race +and momentum is on your side. But everone's out to beat you, +especially the hard-hitting computer tem. So if you want to win the +pennant, please read this official progam. When the right +combination of pitching, hitting and stategy, you may even become a +Star Leaguer! Have Fun. + +The Scouting Report +------------------- + You get to choose your starting pitchr in Star League +Baseball, as well as bring in a relieve. Here's the latest scouting +report: + +"Heat" Muldoon -- Overwhelming fast bal. + Good screwball and slder. + Tendency to miss the trike zone when he goes for + the corners. + Tires quickly if fastball used too often. + + +"Curves" Cassidy -- Great curve ball an incredible sinker. + Excellent control ad good stamina. + Clearly the most baanced pitcher in the league. + +"Knuckles" Flanagan -- "Liveliest" knucleball this side of the + Rockies. + Good control andstamina. + Only used for shrt-term relief work. + +Pre-Game Cerimonies +------------------- + + + 1. Press the '1' key on the computr console to choose between + playing a GAME or taking BATTIN PRACTICE. + 2. Press the '2' key to select beteen a 1 PLAYER or 2 PLAYER + game. + 3. Press '3' key to go to the NEXTMENU or PLAY BALL when you + choose the BATTING PRACTICE opton. If you take BATTING + PRACTICE, you will face "Heat" uldoon in a series of random + pitches until you press the '1'key. + 4. To Re-Start a game press CONTRO-RESET + 5. If you choose to play a GAME, anew menu will come up when + you press '3': + + 1 HOME CURVES-LIERS + 2 VSTR HEAT-SLUGERS + 3 PLAY BALL + + 6. The HOME team uses the 1 key toselect its starting team and + pitcher. The LINERS hit for aveage; the SLUGGERS hit for the + fences + 7. The VISITOR team uses the 2 keyto select its starting team + and pitcher. + 8. Both teams can have the same cobinations if you choose. + When playing solo against the cmputer, the scoreboard and + menus will read COMP in place o HOME + 9. When both teams have made theirselections, press the 3 key + to PLAY BALL! + + +Play Ball +--------- + + As in real baseball, your goal in tar League Baseball is to +outscore your opponent in 9 innings (exra innings if necessary). If +you beat the computer team, consider yorself a Star Leaguer! + +Pitching & Holding Runners +-------------------------- + + 1. Each half inning begins with th pitcher starting in the + PITCHING MODE. This mode allowsyou to pitch to the batter + and is indicated when the pitchr bends over to look for a + "sign" from the catcher. + 2. To designate a pitch press and old Button #0 on the + joystick. The pitcher will mov upright, pause position. + 3. Move the joystick to pitch: + + High Sider + Medium (Bal) Slow + Slider ______________________________ Slider + | | + | | + | | + | | + | | + | | + Fast Ball | | Change-Up + | | + | | + | | + | | + | | + |______________________________| + + Medium Slow + Screwball Low Srewball Screwball + (Bll) + + "Heat"Muldoon +-------------------------------------------------------------------- + + + High Cuve + Medium (Ball Slow + Curve ______________________________ Curve + | | + | | + | | + | | + | | + Medium | | + Fast Ball | | Change-Up + | | + | | + | | + | | + | | + |______________________________| + + Medium Slow + Sinker Low inker Sinker + (Bll) + + "Curve" Cassidy +-------------------------------------------------------------------- + + + High Knckler + (Ball Slow + Knuckler ______________________________ Curve + | | + | | + | | + | | + | | + | | + Fast Ball | | Change-Up + | | + | | + | | + | | + | | + |______________________________| + + Slow + Knuckler Low nuckler Sinker + (Bll) + + "Knuckle" Flanagan + + + 4. To get out of PITCHING MODE to ick off a runner, just + RELEASE Button #0 BEFORE movingthe joystick. You can then + throw to any base as follows: + + 3rdBase + ______________________________ + | | + | | + | | + | | + | | + | | + Home | | 2nd Base + | | + | | + | | + | | + | | + |______________________________| + + 1stBase + + + 5. Press button #0 TWICE to returnthe ball to the pitcher from + any player. Press Button #0 TWCE again to go back into + PITCHING MODE. The pitcher willnow bend over and look to the + catcher for a sign. YOU MUST BEIN THE PITCHING MODE FOR A + NEW BATTER TO COME UP AFTER A HT OR AN OUT. + + +Batting +------- + + 1. Press an HOLD Button #0 on the oystick right BEFORE the + pitch is thrown to BUNT Releas the Button BEFORE the ball + reaches the plate to "take" the pitch - if you try to bunt + and miss, it's a strike. + + 2. Press the red button AFTER the itch is thrown to SWING AWAY + +*Note* + + The joystick is used for all functons when playing against the +computer. When playing against another erson, the joystick is used +for fielding and pitching only. Battin and base running are +controlled by the keyboard. Players shold alternate between keyboard +and joystick depending upon whom is at at. + + + KEY FUNCION + --- ------- + + X Swing + Z StopSwing + -> Run head + <- Run ack + Space StopRunner + +Running +------- + + 1. Once the ball is hit fair, the atter automatically runs to + 1st base. + 2. To move him AHEAD, push and hol the joystick to the LEFT. + To STOP the runner on or betwee bases, return the joystick + to the CENTER position (just reease it). + 3. If there are runners on base, yu control the LEAD runner; + the other runners will run autoatically if forced. As soon + as your LEAD runner scores or i put out, control QUICKLY + shifts to the next LEAD runner. Don't daydream or your new + LEAD runner may wander off baseand be tagged out. + + +Fielding +-------- + + 1. After the ball is hit FOUL or aHOMERUN is hit, the ball is + returned to the catcher. You mst throw is back to the + pitcher (Press Button#0 twice) nd go into the PITCHING MODE + (Press button again TWICE to cotinue pitching. + 2. When the ball is hit FAIR, the layer nearest the ball's PATH + becomes eligible to field it. + 3. Use the joystick to move your eigible fielder to the ball. + 4. A ball with a shadow is a FLY bll; a ball without a shadow + is a GROUNDER. FLY balls can b CAUGHT for an out; GROUNDERS + require you to take some actionto force an out (throw to + base, tag runner, etc.). + 5. To catch a FLY ball, keep your ye on the ball's SHADOW. As + the ball descends. position you outfielder so he'll collide + with the ball's SHADOW. If youmiss the ball, move your + fielder to pick it up. + + +Throwing +-------- + + 1. Press and RELEASE button #0 on he joystick controller to + DESIGNATE a throw. + 2. Move the joystick to THROW to abase; press Button #0 again + to THROW to the pitcher. + + 3rdBase + ______________________________ + | | + | | + | | + | | + | | + | | + Home | | 2nd Base + | | + | | + | | + | | + | | + |______________________________| + + 1stBase + + The positions on the joystick areset up just like the bases on +the screen - throwing from base to basewill soon be like second +nature to you. + + 3. If a runner tries to steal HOME you must MOVE your catcher + to TAG the runner coming home, If you don't MOVE your + catcher the runner will run by ou and score. + + +Scoring +------- + + 1 STRIKE - pitch that crosses homeplate between batter's + shoulders and knees. Three stries result in an out. + 2 BALL - pitch that is high or lowour of strike zone. For balls + results in a walk + 3 OUT - catching fly balls, strikig out batters and forcing + tagging runners results in an ou. There are three outs per + half-inning. + 4 BATTING ORDER - visitors bat topof inning; home or computer + bats bottom of inning. + 5 RUNS - score runs by moving runnrs around the bases and home. + Team ahead after 9 innings wins ame. If score is tied after + 9 innings, extra innings will beplayed until one team wins. + HOME or COMP doesn't bat at the ottom of the 9th or extra + innings if it is ahead + + + +As the game progresses, the starting pichers "tire" They'll begin to +lose thier "stuff" and/or start missingthe strike zone. Between the +7th and 8th innings there will be a 7thinning stretch, complete with +music. A menu will come up for you to hange pitchers. When both +teams have made thier selections press to re-start the game. + + + + +(> \ No newline at end of file diff --git a/textfiles.com/apple/DOCUMENTATION/smartboot b/textfiles.com/apple/DOCUMENTATION/smartboot new file mode 100644 index 00000000..7d0dd7fc --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/smartboot @@ -0,0 +1,366 @@ +SmartBoot 1.1 +------------- + + + (C)opyright 1989 Zonker Programming + + +FREEWARE -- This program is in the public domain. It may not be sold, but +must include the copyright notice if uploaded to any +information service or BBS. + + +Author: Steven Weyhrich + Zonker Programming + 2715 N. 112th St. + Omaha, NE 68164 + + + +Required: Runs on any Apple II with a 65c02 or 65816 processor (//c, +IIc+, enhanced //e, or IIgs). + UniDisk 3.5, Apple Disk 3.5, or Smartport/SCSI hard disk (such +as Chinook) + +Recommended: Program Selector (such as ProSel, Davex, ECP, Squirt, or +EasyDrive) + +Files : SMARTBOOT.DOCS (you're reading it) + SMARTBOOT (the full featured version) + SMARTBOOT.TINY (the tiny version, less than 256 bytes) + SB.INSTALL (Applesoft program to install SMARTBOOT or +SMARTBOOT.TINY) + +(For best appreciation of the following discussion, it is recommended that +you as a potential user of SMARTBOOT read the books that came with your +Apple to gain a background understanding of the various ways to "boot" a +disk.) + + +PURPOSE +------- + + Allows an Apple II family computer to boot ProDOS 8 on a disk device +other than the ordinary default one. This is helpful when it is +inconvenient or impossible to switch the position of disk controller cards +to change the boot disk drive. In addition, SMARTBOOT will boot to ANY +device on a Smartport chain (not just the first one). + + SMARTBOOT is MOST useful for a computer like the IIc+ where there is one +internal Apple 3.5 drive and a hard disk (such as the superb Chinook +CT-20c). That configuration is limited to booting from the internal Apple +3.5 drive, since that drive comes first in the slot 5 SmartPort chain. With +SMARTBOOT, you can boot from the hard disk rather than the internal 3.5 +disk. + + On the //c (my computer), SMARTBOOT is also useful because it will wait +for the secondary boot disk to come online. I can turn on my computer AND +my Chinook CT-20c hard disk at the same time, and SMARTBOOT will not try to +boot the hard disk until it is ready. + + On a IIgs, SMARTBOOT is only good for booting ProDOS 8 from a disk other +than the first in a Smartport chain. Since most IIgs users are heavily into +ProDOS 16 or GS/OS, I doubt there will be much demand for this program from +them; however, the program has been tested and will work on a IIgs. +SMARTBOOT does not, unfortunately, work for GS/OS, the more sophisticated +operating system for the IIgs, because of that its insistence on booting +only from drive 1 on a slot. + + + +GLOSSARY (for those experienced users, skip down to the next section) +-------- + + ProDOS 8 -- the disk operating system for 8-bit Apple computers + Firmware -- built-in software that is present at all times in a +computer; usually controls the hardware attached to +the computer + Slots -- connectors in the //e, ][+, or IIgs into which cards +can be plugged that allow control of various devices, +including disk drives, printers, and modems. In the +//c or IIc+, these slots are simulated by the +firmware. + Smartport -- the name Apple gave to the built-in software that +controls any disk device (except for 5.25 drives) +plugged into the disk port on the back of the //c, +IIc+, or IIgs + Chaining -- attaching several disks to the same disk port by +plugging one into another + Booting -- the process of starting up a disk operating system by +reading progressively larger segments off of a disk +into memory, until the entire system is loaded + Primary Boot Disk -- the disk usually used to startup the ProDOS 8 disk +operating system; on a //c or IIc+, this would be the +internal disk drive +Secondary Boot Disk -- the disk to which SMARTBOOT transfers control for the +actual boot process. Like any ordinary ProDOS boot +disk, it must have in the main directory the file +PRODOS (the true one, not a renamed SMARTBOOT as goes +on the Primary Boot Disk) and at least one SYS file +whose name ends in ".SYSTEM" (such as BASIC.SYSTEM). + Unit -- the disk device at a particular position on a +Smartport chain. The first disk device is Unit #1, +and so on. On the IIc+, the internal 3.5 drive is +Unit #1 on the Slot 5 Smartport. + Mirrored Disks -- disks that appear to be in a slot other than the one +they are physically plugged in to. This is necessary +when there are more than two devices attached to a +slot, as ProDOS 8 can only understand two per slot. +In these cases, the third and fourth are "mirrored" +to an unused slot, usually slot 2. + Volume Name -- a unique name given to a disk by ProDOS, allowing it +to tell the difference between disks. It is given a +name that is preceded by "/" (such as /MYDISK). + Device Name -- a name given to specific devices on a Smartport chain + Block 0 -- the first block on any disk; for ProDOS disks, this +contains a short program that looks for the file +PRODOS, loads it, and transfers control to it (see +"Booting") + + +WHAT IT DOES +------------ + + Let's take the examples of two Apple systems: + + +SYSTEM A: a fully loaded Apple //c with (ProDOS Disk Name) + + Slot 4 = Ramdisk, 1 Meg (/RAM4 ) + Slot 5, Unit 1 = UniDisk 3.5 #1 (/DISK.A) + Unit 2 = UniDisk 3.5 #2 (/DISK.B) + Unit 3 = UniDisk 3.5 #3 (/DISK.C) + Unit 4 = Chinook CT-20c hard drive (/CT ) + Slot 6, Drive 1 = Internal 5.25 drive (/DISK.D) + + +SYSTEM B: a minimally loaded Apple IIc+ with + + Slot 5, Unit 1 = Internal 3.5 drive (/DISK.E) + Unit 2 = Chinook CT-20c hard drive (/CT2 ) + + + With this setup, an ONLINE call to ProDOS will return the following: + + +SYSTEM A: + +Slot 6, Drive 1 = (/DISK.D) Internal 5.25 drive +Slot 5, Drive 1 = (/DISK.A) UniDisk 3.5 #1 +Slot 5, Drive 2 = (/DISK.B) UniDisk 3.5 #2 +Slot 4, Drive 1 = (/RAM4 ) Ramdisk +Slot 2, Drive 1 = (/DISK.C) UniDisk 3.5 #3 (mirrored to this slot by ProDOS) +Slot 2, Drive 2 = (/CT ) Chinook CT-20c (mirrored to this slot by ProDOS) + + +SYSTEM B: + +Slot 5, Drive 1 = (/DISK.E) Internal 3.5 drive +Slot 5, Drive 2 = (/CT2 ) Chinook CT-20c hard drive + + + Ordinarily, if you turned the computer on with ProDOS disks in all drives +it would boot the 5.25 internal disk on System A, and the 3.5 internal disk +on System B. If you removed the disk from the internal drive on System A, +the computer would automatically try the first device in slot 5 (the UniDisk +3.5 #1, /DISK.A in this case). You would NOT be able to boot directly to +the hard disk on either system. + + Enter SMARTBOOT. Run the Basic program SB.INSTALL, and follow the +instructions to install SMARTBOOT or SMARTBOOT.TINY. If you selected the +Slot 5, Unit 4 device as the Secondary Boot Disk for System A, or the Slot +5, Unit 2 device as the Secondary Boot Disk for System B, you would be able +to boot almost immediately to the hard disk when starting up the computer at +power-on, or when restarting by pressing Control-Open-Apple-RESET. + + +PROGRAM DESCRIPTION +------------------- + +SMARTBOOT (SYS file) + + This is the full-featured version of the program. It replaces the file +PRODOS on the Primary Boot Disk. When executed, it transfers control to the +slot and unit numbers specified at relative bytes 7 and 8 in the file. + + If the slot contains a Disk II controller card, it will ignore the unit +number and simply boot drive 1 on that card. + + If the slot contains a Smartport card (such as slot 5 on the //c, IIc+, +and IIgs), it will check to see if the disk device is online. If there is +an error, it will continue checking that device until it IS online. For +instance, if the selected device is a 3.5 disk drive, it will wait until a +disk has been inserted. If the selected device is the Chinook CT-20c hard +disk, SMARTBOOT will continue checking until the "NO DEVICE CONNECTED" (28 +hex) error is gone (that is, until the drive has come up to speed and is +ready to use.) + + If the disk device is not ready to boot, the error message returned by +the Smartport firmware is displayed. (The other bytes displayed refer to +the place in the program where the Smartport call was made, and is primarily +for error checking purposes.) A "clock" will be displayed that advances +approximately once per second until the Secondary Boot Disk is ready. + + If you manually patched the slot and unit numbers into SMARTBOOT (see +"HOW TO USE SMARTBOOT" below) and selected a slot and/or unit that does not +contain a disk device, an error messages is displayed and the program halts +with a "*" prompt and a cursor. From there you can switch to an ordinary +boot disk and try again (and reconfigure your SMARTBOOT program to select a +slot that really contains a disk device). + +SMARTBOOT.TINY (BIN file) + + This is the brief version that is loaded from Block 0 of the Primary Boot +Disk. (It is less then 256 bytes long, so will load properly even from a +5.25 disk.) It does not do as much error checking as regular SMARTBOOT, and +will fail with almost any ordinary error that would cause a "Check Disk +Drive" error on a //c. It is not sophisticated enough to wait for a hard +disk to come up to speed (as SMARTBOOT will). If you don't need all the +error checking, or don't want to replace the file PRODOS on the Primary Boot +Disk, this is the version you should use. + + +SB.INSTALL (BAS file) + + This is an Applesoft program that installs either of the two above +programs, and makes a small alteration to Block 0 on the Secondary Boot Disk +to ensure that the boot will work for Units 3 or 4 on a Smartport. This +patch should not affect ordinary booting; however, should there be a reason +that it needs to be removed, SB.INSTALL will remove the patch and restore +the original code (as any good patch program should -- thanks for teaching +that to me, John Link!) The patch to Block 0 DOES take into account the two +different versions of the Block 0 boot code for ProDOS that exist. + + +HOW TO INSTALL SMARTBOOT +------------------------ + + The Applesoft program, SB.INSTALL, expects to find itself running from +the Primary Boot Disk. That disk can contain any files you wish it to, but +must also contain SB.INSTALL and either SMARTBOOT or SMARTBOOT.TINY. These +files must not be in a subdirectory. + + Use FILER or the Apple System Utilities Disk to transfer the files +SB.INSTALL and either SMARTBOOT or SMARTBOOT.TINY to the Primary Boot Disk. + + If installing SMARTBOOT, you must manually change the name of the program +to PRODOS. To do this, launch BASIC.SYSTEM and at the "]" prompt insert the +Primary Boot Disk. If PRODOS already exists on this disk, type + +DELETE PRODOS + + or + +RENAME PRODOS,PRODOS.OLD + + Then, type + +RENAME SMARTBOOT,PRODOS + + If installing SMARTBOOT.TINY, just make sure that PRODOS is either absent +from the disk or is the true PRODOS (and not a renamed SMARTBOOT). + + Start the SB.INSTALL program by typing + +RUN SB.INSTALL + + and follow the prompts. You will need to have ProDOS disks in all online +disk devices in order for the program to properly identify the disks in the +Smartport devices. + + +HOW TO USE SMARTBOOT +-------------------- + + SMARTBOOT.TINY can be used only by booting through a power-on (cold +boot), by Control-Open-Apple-RESET (warm boot), or from Basic by PR#6 (if +slot 6 drive 1 holds the Primary Boot Disk.) + + SMARTBOOT can be used the same way, plus can be invoked from Basic by +typing + +-PRODOS + + It can also be started from various program selectors: + + +PROSEL (by Glen Bredon) + + Set up your menu entry like this: + +Screen title: SmartBoot (or whatever) +Prefix: /PRIMARY (use your Primary Boot Disk name) +Pathname: PRODOS +Startup: + + SMARTBOOT will support the ProDOS convention for accepting a startup +string. If the startup position above contains the slot and unit numbers, +SMARTBOOT will replace the default values set by SB.INSTALL and use the new +numbers to do its booting. This would allow you to boot to several +different devices on a Smartport chain with the same SMARTBOOT file +(renamed, or course, as PRODOS). For example, to boot to Slot 5, Unit 3: + +Screen title: SmartBoot +Prefix: /PRIMARY +Pathname: PRODOS +Startup: 53 + + + Be sure if you want to do this for Unit 3 or 4 on a Smartport chain that +you have a patched Block 0 on the disks in those drives. This could be done +with SB.INSTALL; just run it once for each drive you want to patch, +finishing with your usual Secondary Boot Drive. Also, you can do this with +BLOCK.WARDEN by reading Block 0 off a patched disk and writing it to a +non-patched disk. + + Also notice that you may use BLOCK.WARDEN to change the startup slot and +unit in SMARTBOOT (renamed as PRODOS, you recall) just as it can change a +startup file name. (See BLOCK.WARDEN documentation for details.) + + +DAVEX (by Dave Lyons) / ECP-8 (by Don Elton) + + SMARTBOOT can be started from DAVEX by typing: + +/PRIMARY/PRODOS 53 + + at the prompt to boot the disk in slot 5, unit 3. I am not as familiar +with ECP-8, but it should work the same from that ProDOS 8 shell program. + + +FOR THOSE INTERESTED... +----------------------- + + After running SB.INSTALL , even if you don't actually install anything, +exit to Basic by selecting [3] from the main menu. Then type + +GOTO 20000 + +and you will see the full list of disk devices that are online when +SB.INSTALL was run. "S" refers to Slot, "D" to Drive, "T" to the true +(actual) slot, and "U" to Unit. "Dev" refers to the ProDOS device code. + + +FINAL COMMENTS +-------------- + + If you downloaded this file from GEnie, it should be bug- and virus-free. +If you got it from any other info service or BBS, there is a chance that it +could have picked up a virus somewhere. If there is any doubt, as usual for +downloaded software, MAKE SURE YOU HAVE A BACKUP before you commit your +disks to it. As mentioned above, SB.INSTALL does do writing to Block 0 of +the Secondary Boot Disk (and to the Primary Boot Disk if using +SMARTBOOT.TINY). If that makes you nervous, make a backup before you commit +yourself to using SMARTBOOT. + + This program is FREEWARE. If you have any problems or suggestions for +improvements, send me E-mail on GEnie (S.WEYHRICH) or directly to the +address below. + + +Steven Weyhrich +Zonker Programming +2715 N. 112th St. +Omaha, NE 68164 + +GEnie Mail: S.WEYHRICH diff --git a/textfiles.com/apple/DOCUMENTATION/snake.byte b/textfiles.com/apple/DOCUMENTATION/snake.byte new file mode 100644 index 00000000..26af066b Binary files /dev/null and b/textfiles.com/apple/DOCUMENTATION/snake.byte differ diff --git a/textfiles.com/apple/DOCUMENTATION/snoopy2rescue b/textfiles.com/apple/DOCUMENTATION/snoopy2rescue new file mode 100644 index 00000000..5fe61505 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/snoopy2rescue @@ -0,0 +1,265 @@ + + --------------------------------------- + Snoopy to the Rescue + --------------------------------------- + (c) 1984 by Random House, Inc. + --------------------------------------- + An Apple Mafia + Presentation + + Cracked By: + + Creative Cracker + and + High Technology + + Call: + Sherwood Forest ][ + [914][359][1517] + + Sherwood Forest /// + (914) 352 - 6543 + + --------------------------------------- + + The Game: + ========= + + Woodstock is missing! Snoopy, the Super Sleuth, knows who's + responsible. The feline fiend, Professor Morehairy, has kidnapped + Woodstock. + + Can the Super Sleuth rescue Woodstock from Morehairy's castle of + danger? Can he escape from the traps and treacherous robots lurking + in every room? Read on and become part of Snoopy's spell-binding tale + of mystery! + + << THE CONNECTION >> is an action-packed, two-sided adventure game. + There are six challenging levels to play on each side of the disk. + Help Snoopy climb to the top of the castle on Side 1. Help him try to + capture Morehairy on Side 2. You can begin with either side. But + watch out! Side 2 is far more dangerous. + + On every floor, challenges await you - flying carpets, magic lamps, + trap doors, moving floors and, of course, Morehairy's robot guards! + + Warm Up: + ======== + + To play SNOOPY TO THE RESCUE you need: + + * an Apple ][+ or //e with 48k + * one Apple Disk Drive + * a monitor, (color monitor preferred) + * a joystick (recommended) + + To begin playing either side, follow these steps: + + * Make sure the computer is off and the monitor is on. + * Lift the disk drive door. + * Insert the disk. The side facing up is the side you will play. + * Close the disk drive door. + * Turn on the computer and the program loads. + + ________________________________ + ! ! + ! All players using an Apple //e ! + ! must keep the caps lock key ! + ! depressed at all times. ! + !________________________________! + + Ready, Set, Go!: + ================ + + To guide Snoopy, you can use: + + -JOYSTICK: Move the joystick in the direction you want Snoopy to go. + Press the lower button to make him jump. + + -KEYBOARD: Press the left and right arrow keys to guide Snoopy. To + make him stop moving press the SPACE BAR. Press the Z key to make him + jump. + + Be on the look out for trap doors and drop-away bridges. Magic lamps + shoot Snoopy to higher floors. Guide him carefully onto flying carpets + and moving floors or he'll fall off. + + A Special Tip about Jumps: + ========================== + + When approahing a jump, guide Snoopy slowly and stop him when he + reaches the edge. Then make him jump. Completing some jumps requires + that a portion of Snoopy's foot hangs over the edge. Be careful and + look before he leaps! + + Here's the Strategy...: + ======================= + + In order for Snoopy to escape safely from a level, he must: + + * Select numbers from each of Morehairy's tricky number boxes to add + up to the level's challenge number. + + * Pass by the robot guards and deactivate them with one of Morehairy's + magic keys. + + * Avoid all other traps and snares. + + Matching Morehairy's Challenge Number: + ====================================== + + Morehairy has booby-trapped his castle. Each level has a challenge + number. Watch it appear at the top of your screen. Unless Snoopy + matches it, he cannot leave the level. + Along the game path are 5 boxes. In each box, numbers appear and + change. 1, 2, 3, 4.... Snoopy's mission is to reach each box and + choose a number from it. The chosen numbers must add up to the + challenge number above. If Snoopy fails to freeze a number from each + box or adds incorrectly, he must start the level over with one less + chance to save his friend. + _________________________________ + ! ! + ! The challenge number is at the ! + ! top, middle of the game screen. ! + !_________________________________! + + + Freezing a number: + ================== + + -JOYSTICK: Position Snoopy over the box. When the number you want + appears, press the top button on the joystick. The number freezes. + + -KEYBOARD: Use the arrow keys to guide Snoopy over a box. To stop + Snoopy at the box, press the SPACE BAR key. To freeze a number, press + the RETURN key. + + Watch out for Green Robots: + =========================== + + If Snoopy runs into a green robot, he loses a turn and must begin the + level again. But if Snoopy reaches a magic key, the robot guard will + turn red temporarily. Snoopy can safely deactivate the robot when it + is red. + + Count your Chances: + =================== + + Snoopy has only five chances in each game to climb to the top of or + escape from the castle. He gains an extra chance after completing + skill level one. You can keep track of how many chances he has left by + counting the small figures at the top left of the screen. + + Be careful! Snoopy loses a chance every time he meets a green robot, + falls too far, slips into the moat, or fails to match Morehairy's + challenge number. + + Practice Makes Perfect: + ======================= + + You can practice a level before you play it in a game. Begin play and + when the first level appears, press the CONTROL (CTRL) and N keys at + the same time. Keep pressing the keys until you reach the level you + want to pratice. + + Success is.. Beginning Again: + ============================= + + What happens when you've completed all 6 levels on one side and Snoopy + has some chances left? You get to begin again, but the play is harder + and faster. The 6 levels on each side can be repeated as many as 4 + times. + + + Special Features: + ================= + + Play ends when Snoopy runs out of chances or when you choose to end + the game. To end the game, press the SHIFT and * keys at the same + time. + + The initials of the top 20 players can be added to the scoreboard + along with their scores and the number of levels completed. To erase + the scores, type 911 at the Score Frame. + + -SOUND: You can play with or without sound. To play the entire game + without sound, type 911 at the Random House screen before you press + RETURN. + + -PAUSE: To pause during play, press the ESC key. Press any key to + resume play. + + -EARLY OUT: To end the game early, press the SHIFT and * keys at the + same time. + + -PRACTICE LEVELS: Press the CONTROL (CTRL) key and the N key until you + reach the level you want to practice. + + -FAILING TO EQUAL THE CHALLENGE NUMBER: If you realize you cannot + match the challenge number, press the CONTROL (CTRL) key and the Q key + at the same time. Snoopy loses a chance and begins the level over. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/textfiles.com/apple/DOCUMENTATION/snowterm b/textfiles.com/apple/DOCUMENTATION/snowterm new file mode 100644 index 00000000..59a3071b --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/snowterm @@ -0,0 +1,650 @@ +SnowTerm +Version 2.05 16-Dec-90 + +Copyright 1990 +By John F. Snow +Snow Software + + +Introduction +------------ + +SnowTerm is a communications program for the Apple IIGS computer. +Version 1 of SnowTerm was essentially just a VT100 terminal emulator. +In the documentation for version 1 of SnowTerm, I promised that SnowTerm +would be expanded to become a communications program. This release of +SnowTerm, version 2, is the first step towards fulfilling that +promise. + +SnowTerm emulates the Digital Equipment (DEC) VT100 and VT52 terminals. +SnowTerm runs in the super high resolution graphics mode of the Apple +IIGS and uses the desktop user interface. SnowTerm uses the graphics +and color capabilities of the Apple IIGS to accurately emulate the VT100 +terminal including bold and blinking character attributes, the line +drawing character set, and double high and double wide characters. +Although the VT100 implements a subset of the ANSI standard, the VT100 +and SnowTerm do not implement the (so-called) ANSI color graphics used +by some IBM oriented bulletin boards. + +SnowTerm is not free software and it is not in the public domain; it +is shareware. You may try it free for 10 days after which you must +either become a registered user or discontinue use of the software. +To become a registered user, send a check for $20 to: + +Snow Software +PO Box 58621 +Salt Lake City, UT 84158 + +In return, you will receive the latest version of SnowTerm on 3.5" disk, +a manual, and technical support via email. Orders outside of North +America please add $5 per copy for shipping. Due to the increased size +of the Apple IIGS system disk, the system disk is no longer shipped as +part of SnowTerm unless you specifically request it. Add $3 to receive +the Apple IIGS system disks (two 3.5" disks). + +The SnowTerm disk includes a font editor that allows you to customize +the fonts used by SnowTerm. It also includes, by permission of the +authors, several public domain and shareware programs that complement +SnowTerm. + +Once you are a registered user, you may download and use updated +versions of SnowTerm for no charge or you may order updated versions +for a minimal shipping and handling fee. Currently registered users +of SnowTerm may order an update from Snow Software. Several upgrade +options are available: + + SnowTerm v2, manual, and latest IIGS System Disk ....... $10 + SnowTerm v2, manual, no System Disk .................... $7 + SnowTerm v2 disk only, no manual or System Disk ........ $3 + SnowTerm v2 manual only, no software ................... $5 + +These prices are in US dollars and include all shipping and handling +charges for destinations in North America. + +You may give a copy of SnowTerm to other users or post it on +electronic bulletin boards for other users to evaluate, as long as +this documentation is included. Distribution of SnowTerm without this +documentation and using SnowTerm after the 10 day trial period without +becoming a registered user are considered copyright violations. + + +System Requirements +------------------- + +To run SnowTerm you must have an Apple IIGS computer with a minimum of +768K of system RAM. 1MB or more of RAM is recommended. A color RGB +monitor is also recommended. This version of SnowTerm will work with an +external modem connected to the built in GS Modem port, the GS Printer +port, or to a Super Serial card compatible interface plugged into one of +the slots. It also will work with internal modem cards that are Super +Serial card compatible. + +This version of SnowTerm requires GS/OS version 3.0 or higher (GS +system disk version 5.0.2 or higher). It is recommended that you +obtain and use System Disk 5.0.3. Since SnowTerm uses resources, a new +feature of System Disk 5, SnowTerm will access the program disk more +often during the operation of the program. For this reason, it is +recommended that SnowTerm be used on systems with at least two disk +drives or a hard drive. + + +Installation +------------ + +WARNING: The SnowTerm executable file contains both a resource fork and +and a data fork. Many older copy utilities cannot copy such extended +files. Therefore, you should only copy SnowTerm with copy utilities +that you know work correctly with extended files, such as the System Disk +5.0.2 Finder. If the size of the SnowTerm file decreases when you copy +it, the copy utility you used did not copy the resource fork. + +If you downloaded SnowTerm from a communication service or BBS system +then SnowTerm will be packed into a .BXY format file which must be +processed with ShrinkIt or ShrinkIt/GS. + +After processing with ShrinkIt, there will be several files, one of +which is called SnowTerm.Single. This file must be processed further to +obtain the SnowTerm executable file. There are two methods that may be +used to process SnowTerm.Single. If you are using ShrinkIt/GS, you may +Open the SnowTerm.Single file just like any other archive file and +select the SnowTerm file that is packed in the archive and extract it. + +If you are not using ShrinkIt/GS, then you must use the program +UNSINGLEST (which is included in the SnowTerm archive) to convert +SnowTerm.Single into an extended file. Make sure that UNSINGLEST and +SnowTerm.Single are in the same directory (folder). You can launch +UNSINGLEST with the Finder or other program launcher. You will need +about 200 free blocks on the disk in order to unpack SnowTerm. + +Again I emphasize, DO NOT copy the SnowTerm executable file with a copy +utility that does not handle extended files. + + +Hardware Configuration +---------------------- + +Important: If you are using the built in modem or printer port, you must +use the Apple IIGS control panel to configure the port with the device +connected parameter set to "Modem". Currently the desk top Control +Panel does not allow you to set the device connected parameter. You +must do this from the "Classic" control panel. + +You may also need to set the following serial port parameters using the +control panel. + +Device Connected: Modem +Line Length: Unlimited +Delete first LF after CR: No +Add LF after CR: No +Echo: No + +You may also need to set the DCD handshaking parameter and DSR/DTR +handshaking parameter as required by your modem. One of the main questions +about SnowTerm that I receive is that SnowTerm can't communicate with the +modem connected to the built in serial port. This is almost always caused +by incorrect settings of the DCD or DSR/DTR handshaking parameters. +Experiment with these settings to find the setting that works with your modem. +Remember that any change to the control panel settings will note take +effect until you reboot your computer. + +If you are using a Super Serial card or compatible internal modem, you must +configure the card to enable interrupts. On the Super Serial card this +means that switch 6 of switch bank 2 must be in the on or up position. +You must also use the control panel to specify the "Your card" option for +the slot the card is plugged into. SnowTerm works only with cards plugged +into slot 1, 2, 6, or 7. + +If your modem is Super Serial card compatible but does not contain a ROM +(such as the Epic Classic modems), SnowTerm will complain that it can't +find a SSC compatible card in the slot you specified. In this case, +click on the "Proceed" button and SnowTerm will assume that the modem is +ROMless. + +The Hardware Configuration dialog also allows you to specify a driver for +your printer. SnowTerm uses the GS/OS device driver to communicate +with the printer. A list control in the hardware configuration dialog box +allows you to select which GS/OS device the printer is attached to. Device +drivers are listed by slot number and device type. Listed below are the more +common devices for printers. + + No Printer No printer is to be used. + Printer Port Use the built in printer serial port. + Modem Port Use the built in modem serial port. + Generic Apple terminology for a general purpose serial interface + card plugged into a slot. + AT RPM Use the AppleTalk remote printer manager. + +Be sure to choose No Printer if no printer is to be used. SnowTerm may +"freeze" up if you do not select the "No Printer" setting. + +Several printer related features are controllable from the Hardware +Configuration dialog. The "Generate LF after CR" option controls +whether a line feed character is sent to the printer after each carriage +return. If you get double spacing on your printer, turn this option +off. If everything is printed on the same line, turn this option on. + +The Line Length and Page Length option allow long lines to be wrapped +around and printed on the next line and allow the perforation between +sheets to be skipped. Setting either value to zero disables the +corresponding feature. + +NOTE: When SnowTerm starts up, it assumes that the printer is currently +at the top of a page and at the left margin. If you want the printer +formatting options to work correctly, you can make sure this is true +by issuing a form feed character in the printer init string. However, +this does cause a page to be ejected from the printer every time +SnowTerm starts up. + +The "Init every time" and "Init once" buttons specify when the printer +init string is sent to the printer, every time a print command is +executed or only once, when the SnowTerm first starts up. The "Init +every time" option is useful if you want to start each print job at the +top of a new page. Select "Init every time" and include a form feed +character in the printer init string. + +The modem init string is sent to the modem when SnowTerm first starts +up. + +The modem init string and the printer init string are "Control strings" +-- a general purpose feature of SnowTerm which allows the user to enter +an ASCII string with special sequences which specify control characters +to be embedded within the string. When you are entering strings in +dialog boxes, various control characters pressed on the keyboard perform +editing operations and thus cannot be used to directly specify +characters to be embedded in a string. Thus, a control character +language of sorts has been developed. + +Control strings allow control characters to be specified by two +different means. Control characters can be specified by a two character +sequence consisting of a caret (^) followed by an upper case character +in the range @, A-Z, [, \, ], ^, and _. + +For example, the sequence ^A would result in a control-A character ($01) +being embedded in the control string. + +The second method of entering control characters will be quite familiar to +C language programmers because it is essentially the C escape sequence +method of specifying character values. A C escape sequence begins with a +back slash character (\). After the back slash there are several options +for specifying the desired character. + +First, you may use one of several single character mnemonics. For example, +the \r sequence will generate a carriage return. SnowTerm recognizes the +following mnemonic characters, most of which are the same as defined by C: + + \b backspace (BS) - hex 08 + \e escape (ESC) - hex 1B + \f form feed (FF) - hex 0C + \l line feed (LF) - hex 0A + \n new line (NL) sequence (CR + LF) - hex 0D 0A + \r carriage return (CR) - hex 0D + \t horizontal tab (HT) - hex 09 + \v vertical tab (VT) - hex 0B + \? DEL character - hex 7F + \\ back slash -- interpreted as a single back slash + \^ caret -- allows a caret to be included + +Notice that a double back slash inserts one back slash character into +the string and a \^ combination will insert a caret character which would +otherwise be used to indicate a control character. For example, \^A +would generate a caret character followed by an A instead of inserting a +control-A. + +Besides using a mnemonic character after the back slash, SnowTerm allows +octal, hexadecimal, or decimal numbers to be used to specify the ASCII +value of the control character (actually any ASCII value between 0 and 255 +may be specified). + +To specify the ASCII value with an octal number, a THREE digit octal +number must follow the back slash. C programmers take note that, unlike +C, you cannot specify the octal number with just one or two octal +digits, you must use exactly three. For example, the sequence \123 +would specify the ASCII character 'S'. + +To specify the ASCII value with a decimal number, precede the THREE +digit decimal number with a \d or \0d (both 'd' and 'D' are accepted). +The decimal number must be exactly three digits long. For example, the +sequence \d123 would specify the ASCII character '{'. + +To specify the ASCII value with a hex number, you have two options. +First, the standard C method which is to precede the TWO digit hex +number with a \x or \0x (both 'x' and 'X' are accepted). The hex number +must be exactly two digits long. Optionally, you can precede the TWO +digit hex number with a \$. For example, the sequences \0X41, \x41 and +\$41 all specify the ASCII character 'A'. + +Control strings may freely mix normal ASCII characters, caret prefixed +control characters, and C style escape sequences together in one string. +For example, the following sequence would set an ImageWriter II printer +into 15 cpi printing mode and slashed zeros mode. + + ^[q\eD\000\$01 + +This sequence is interpreted as ESC q ESC D CTRL-@ CTRL-A. For +illustration purposes, I used two methods of specifying the ESC character, +^[ and \e. + +Note that when mixing ^ symbols and \ symbols, the order in which they +appear determine how they will be interpretted. For example, ^\ is +interpretted as control-\ while \^ is interpretted as ^. ^\\^ is +interpretted as control-\ ^. + +NOTE: Any printable ASCII characters in the control string are sent with +the MSB cleared (low ASCII). The only way to specify high ASCII characters +is by using one of the numerical escape sequences with a value greater than +127. + + +Running SnowTerm +---------------- + +SnowTerm can be launched by the Finder or other program launcher. + + +Special Keys +------------ + +SnowTerm treats the numeric keypad of the Apple IIGS just like the +VT100 keypad. Thus, under some conditions, the keypad keys will send +escape sequences rather than the ASCII codes for the characters shown +on the keypad. This allows SnowTerm to work correctly with the VMS +operating system. + +A break character can be sent using the Send Break menu command or its +key equivalent, command-B. Previous versions of SnowTerm sent a break +when option-B was pressed. This still works in version 2, but may +not work in future versions as the option keys get assigned to other +uses. + +The DELETE key will send either a delete character (hex 7F) or a +backspace character (hex 08), depending on the selection made in the +terminal dialog box under the Setup menu. Holding down the option key +and pressing the DELETE key will send the other character (backspace +if the DELETE key normally sends the delete character). + + +SnowTerm files +-------------- + +REGFONT and SPECFONT are special font files for SnowTerm. These files +MUST always be in the same directory (folder) as the SnowTerm file. +These files must NOT be placed in the FONTS folder of the system disk. + +If you use the Preferences command to save a defaults file, it will be +called ST.DEFAULTS and will be located in the same directory as the +SnowTerm file. + +SnowTerm looks for a file called ST.DIALLIST in the directory where +the SnowTerm program is located. If it finds this file, it reads the +list of phone numbers stored in this file for use with the Dial command. +The ST.DIALLIST file is a ProDOS text file and can be created with any +text editor including AppleWorks. If you are using AppleWorks, you must +not save the file as an AppleWorks file. Instead, use the print command to +print the phone numbers to a text file. + +The format of the file is one phone number per line. The name comes first +followed by the number with a colon (:) separating them. The name portion +is what appears in the Dial dialog box list and can be up to 16 characters +in length. The number portion can be up to 39 characters in length. A +maximum of 20 phone numbers can be defined in the file. The following is an +example of the contents of a ST.DIALLIST file that contains two phone numbers: + +Work:5551212 +A BBS system:18005559999 + +The first phone number defined in the phone list will be used as the initial +default phone number in the dial dialog. + + +VT100 emulation differences +--------------------------- + +The VT100 terminal emulation provided by SnowTerm differs from an actual +VT100 in the following ways: + +SnowTerm does not support the 132 column mode of the VT100 due to lack +of graphics resolution. A future version will provide horizontal scrolling +to support 132 column mode. + +SnowTerm does not transmit an ANSWERBACK message when CTRL-BREAK is pressed. + +SnowTerm does not support the underline cursor mode. Only the block cursor +is supported at this time. + +SnowTerm does not support the margin bell. + +SnowTerm does not support the VT100's smooth scroll mode. + +SnowTerm does not respond to any of the VT100's self test escape sequences. + +SnowTerm cannot correctly combine the bold and blink character attributes +on the same character. Characters which have been assigned both the +bold and blink attributes will appear as either bold or blinking, but +not both. The user may select whether such characters appear as bold or +blink using the Terminal dialog box. + +SnowTerm does not contain a UK character set. The REGFONT and SPECFONT file +contain only the US character set. Registered users also receive REGFONT.UK +and SPECFONT.UK which can be used instead of the normal fonts to provide a UK +character set. However, SnowTerm will not switch between the US and UK +character sets like the VT100 will. + + +Recording buffer +---------------- + +The recording buffer is a facility that allows received text to be +captured and then saved to disk, listed on the screen, or printed to the +printer. The 0% display on the left side of the menu bar indicates how +full the recording buffer is and whether it is currently capturing data or +not. If it is RED, data is being captured. If it is black, data is not +being captured. + +The buffer preferences dialog allows you to specify features related to +the recording buffer. It is recommended that you ALWAYS use the "Filter +control chars" mode which prevents control characters from being +captured. Since the printer port and the list window both get very +upset by control characters, you should always leave the filtering on. + +The "Expand tabs" mode will convert tab characters into enough space +characters to move to the next tab stop. It is recommended that this +mode be used as well. + +If "Auto save" is on, the contents of the recording buffer will be +automatically saved to disk when the buffer becomes full. Normally, +this data is saved in a file called ST.CAPBUF in the same directory as +the SnowTerm file. You may change the path and file name for the +autosave file by using the "Set Autosave file..." command. + +If "Auto save" is turned off and the buffer becomes full, recording will +be disabled. + +The "Recording at start" control specifies whether the recording buffer +is on or off when SnowTerm first started. + +The "% display on" and "% position" controls allow control over buffer +status display in the menu bar. You can turn it on and off and position +it within the menu bar. The position is relative to the right edge of +the menu bar. + +The scroll bar allows you adjust the size of the recording buffer. Note +that you may set a size that can't be allocated due to memory +fragmentation. In this case, SnowTerm will not resize the recording +buffer. + +When listing the recording buffer to the screen, a Text Edit control is +used. This allows rapid scrolling through the data, but also uses lots +of memory because the Text Edit control keeps its own copy of the +recording buffer. If there is insufficient memory to create the Text Edit +control, you may need to reduce the size of the recording buffer. + +You may edit the text in the Text Edit control, however any editing done +is not reflected back to the actual recording buffer contents. If you +cut or copy data from the Text Edit control, it will be placed in the +system clipboard and can be read by other programs such as AppleWorks +GS. A Select All commmand in the Edit menu makes it easier to copy all +of the text in a window into the clipboard. + +Any font may be used to display the text in the Text Edit control. +However, you may want to use a fixed width font rather than a +proportional font. Since most computer terminals use fixed width fonts, +most screens and listings produced by computers don't look right when +viewed with a proportional font. The Monaco and Courier fonts are two +fixed width fonts that work well in a Text Edit control. If find the +Monaco font more readable and have made it the default font. You are +free to choose whatever font you want to use by using the "Choose Font" +button in the Buffer Preferences dialog box. + + +Sending Files +------------- + +Currently SnowTerm can only send text files and receive text files (using +the recording buffer facility). XMODEM and other protocols will be +added in future releases. + +After choosing a file to be sent, a "Text File Send Options" dialog box +allows you to set several options. The Prompt Char option allows you to +specify a single character that SnowTerm will look for before sending +the next line. This prompt character is useful when uploading text to +an editor on the remote machine. This allows the file transfer to be +paced by the receiving machine so that the next line is not sent before +the receiving machine is ready for it. + +The prompt character is entered as a SnowTerm control string. Thus, you +may directly enter an ASCII character or may use one of the control string +escape sequences to enter any ASCII value from 0 to 255. Note that if the +control string you enter evaluates to more than one ASCII character, only +the first character is used as the prompt character. + +If you are uploading to an editor that does not issue a prompt character +but does echo the text back, you can use a carriage return as the prompt +character and SnowTerm will wait until the remote computer finishes echoing +the line before sending the next line. I have found that some screen +oriented editors, like LSE on VAX computers, do not issue a carriage return +to move the cursor to the next line. Instead they send an escape sequence. +I've found that setting the prompt character to ESC (^[ or \e) works very +well with such editors. + +The Character Delay and Line Delay options allow you to specify a delay +to be inserted between characters and lines so that text is not sent +faster than the receiving machine can accept it. These delays are +specified as numbers from 0 (no delay) to 9 (max delay). + +The "Add SP to blank lines" option will add a space character to any +blank line. Since some message editors on remote machines detect that +you are finished entering text by the presence of a blank line, this +option allows blank lines to be uploading without erroneously ending the +upload. + +You may abort the sending of a text file by pressing the command key (open +Apple) and the period key ('.') simultaneously. You can tell if a file is +still being transferred because the File menu will be highlighted in the +menu bar during the file transfer. A "peep" will announce the successful +completion of a text file transfer. + +While a text file is being transferred, any characters received through +the serial port will be displayed on the SnowTerm terminal screen. This +allows you to watch the progress of the text file transfer if the remote +computer is echoing the text back. If you have recording buffer enabled +when you start sending a text file, recording is turned off while the +file is transferred and turned back on when the transfer has been +completed. + +Listing and Printing Text Files +------------------------------- + +SnowTerm v2 contains commands to list and print text files. The list +facility uses a Text Edit control just like the List Buffer command. +All of the restrictions that apply to the List Buffer Text Edit control +apply to the List File Text Edit Control. The same font is used. + +The Open command in the file menu is used to list the contents of a +file. Only one file may be listed at a time. If a file listing window +is open when you select the Open command, the current window will +be closed. + +You may also print a text file to the printer. + +The use of Text Edit controls will be expanded in future versions of +SnowTerm to provide file editing, multiple file windows, etc. + + +Echo Received Characters to Printer +----------------------------------- + +Received characters can be echoed to the printer. All control +characters will be filtered. This features follows the printer options +supplied in the Hardware Configuration dialog box. It also follows the +"Expand Tabs" option in the Buffer Preferences dialog box to expand tab +characters into spaces if the option is set. + + +Reset commands +-------------- + +SnowTerm provides two different reset commands. One resets the serial +port and the other resets the terminal emulation. Both of these are +provided mainly to recover from line noise which may cause problems with +either the terminal emulation or the serial port. + +One common error mode occurs when line noise causes the receipt of a +XOFF handshaking character when the remote computer did not send an XOFF +character. The XOFF character will prevent any further transmissions +from your computer to the host computer until the host sends a XON. +Since the remote computer didn't send the XOFF, it won't send a XON. +So there you sit, pressing keys and nothing happens. If you have a +modem with transmit and receive lights, you will notice that pressing a +key does not cause the transmit light to turn on. + +The reset serial port command was made to solve this problem. It will +reset the serial port software so that it no longer knows that a XOFF +was received. + +Another common failure mode is the erroneous receipt of the control character +which switches the VT100 emulation into special graphics mode. All +lower case characters received are displayed in special graphics mode. +The reset terminal emulation command will reset the VT100 emulation to +its normal state and solve this problem. + + +New Preferences +--------------- + +Version 2 has two new controls in the Preferences dialog. The first, +Confirm Quit, specifies whether or not an Alert box will pop up to ask +you to confirm that you really want to quit. + +The second new control, Std Colors for NDAs, allows control over a new +feature which will change the screen colors to the standard desktop +colors whenever a NDA is the top window on the screen. + + +---------------------- +Snow Software electronic mail addresses: + +GEnie: J.SNOW2 Compuserve: 71550,1152 +MCImail: 321-3461 America Online: JohnSnow +UUCP: ..!uunet!utah-cs!esunix!jsnow +INET: esunix!jsnow@cs.utah.edu + +Revision History + +Version 2.00 +------------ + +Initial release of version SnowTerm v2. + + +Version 2.01 +------------ + +Fixed a bug that caused the desktop colors to not change to the standard +colors when a NDA was moved and activated. + +Changed the hardware dialog box to select printers by GS/OS character +device names rather than by slot number. + + +Version 2.02 +------------ + +Fixed a bug that caused the Recording On/Off to be in the wrong state if +"Recording at Start" option was selected. + +Version 2.03 +------------ + +Fixed serveral bugs dealing with serial port initialization. First, the +modem init string was being sent to the modem before the baud rate specified +in the defaults file was set. SnowTerm now correctly sets the serial port +parameters before sending the modem init string. The "Reset Serial Port" +command was resetting the serial port but not restoring the serial port +parameters specified by the defaults file. + +The modem init string has been expanded from a maximum of 14 characters to +a maximum of 39 characters. + +The control character filter for the capture buffer and the printer echo +has been improved so that entire escape sequences are now filtered out. If +the control character filter is turned on, all characters of any recognized +escape sequence will be filtered. The recognized escape sequences will vary +with the type of terminal being emulated (i.e. the VT52 emulation will not +filter VT100 escape sequences). In addition, if the terminal wrap around +mode is enabled, a carriage return is inserted into the capture buffer and/or +sent to the printer when the terminal emulation wraps around to the next line. + +Version 2.04 +------------ + +When SnowTerm was in half duplex mode, a keypress that generated an escape +sequence was incorrectly echoed to the screen. Only the first character +of the escape sequence (the ESC character) was being echoed. + +Version 2.05 +------------ + +Fixed a bug which would sometimes cause SnowTerm to freeze. It would also +cause other programs that would access the serial port to freeze after +SnowTerm was run. This problem was happened more often if the Super Serial +card driver was used. diff --git a/textfiles.com/apple/DOCUMENTATION/solo.flight b/textfiles.com/apple/DOCUMENTATION/solo.flight new file mode 100644 index 00000000..48b48086 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/solo.flight @@ -0,0 +1,332 @@ + + ----------- + SOLO FLIGHT + ----------- + + Cracked by: + The Wombat / The Gonif / Dr. Micro + [THE PPG] + + Doc file by The Wombat + + +IMPORTANT READ CAREFULLY +------------------------ + +After completing your first landing since loading the game, you will +be asked to enter a landing fee credit code (an attempt at piracy +protection). To determine the correct response, read the account # +displayed by the computer when it asks for authorization code. Then go +to the authorization code table (found at the end of the doc file) and +locate the account # given by the computer. Located directly beneath +the account # is the authorization code response. Type the +authorization code into the computer and press 'return'. + + + +OPTIONS +------- + +Use the 1 key to select practice FLYING or the MAIL PILOT game. The 1 +key also selects which of three states you wish to fly in. (Kansas, +Washingto, or Colorado). Use the 2 key to choose dificulty level. +During flying practice you may select clear weather (for touch and go +practice in the local area), landing practice (places the aircraft on +short final for landing), windy conditions, or ifr (instrument flight +rules-low clouds). When playing then mail run game, you may select +from the student pilot, private pilot, senior pilot, or command pilot +dificulty levels. Press 3 to continue. + + + +BASIC FLYING +------------ + +Two controls are used for the most basic flying - the control stick or +yoke & the throttle. The joystick (yoke) changes the altitude and +direction of your aircraft; the throttle affects your speed. Use the +joystick to make your plane turn, climb and dive. Holding the stick to +the right causes the plane to bank to the right; when the plane is +banked right it will turn right. Note that when you center the +joystick the plane will remain banked and continue turning. Bring the +plane back level by pushing the stick in the opposite direction of +bank. Pushing forward on the stick will cause your nose to go down and +the plane will dive. + +Pulling back on the stick will bring your nose up. The throttle +controls the amount of power generated by your engine. Maximum power +is required when taking off and climbing, somewhat less power is +needed for cruising, and low power is generally sufficient for +landing. + +Remember that there is a relationship between the pitch altitude and +the amount of power required for level flight. At low speeds, +signifacantly more nose up is required for level flight. + + + +VIEW +---- + +The top half of the flight screen shows your plane and local terrain +highlights. If you are at a low altitude your shadow will be visible +on the ground. Airports are black, VOR towers, farms and mountains are +white. If you fly into or above the clouds, ground objects will not be +visible. Generally the view is to the front; you may look to the side +or behind you using the appropriate commands. + + + +INSTRUMENTS +----------- + +The bottom half of the flight screen contains your flight +instrumentation. The large red dial on the left is your altimeter. +Each mark on the dial is 1000 feet for the small hand and corresponds +to a complete revolution of the large hand. The large dial on the +right is your speed indicator which goes from 0 to 180 knots. The +small circle in the middle is your artificial horizon/altitude +indicator which idicates your altitude relative to the horizon. The +vertical strip in the center is your throttle indicator. Maximum power +is at the top, zero power is at the bottom. The four digital +indicators at the lower left are very important. The first value is +pitch, positive values indicate your nose is up, negative values means +nose down. The next number is the degrees of flaps that are extended. +The next value is a digital and alpha directional compass reading. +Zero degrees is due North, 90 is East, 180 South, and 270 is West. The +bottom indication is your Vertical Velocity Indicator (climb). +Positive values indicate you are gaining altitude, negative values +indicate you are losing altitude. Your fuel guage is on the lower +right. The indicator light center left is your temperature warning +light. It will flash if your engine is overheating. The two status +lamps center right indicate that your landing gear is down and your +brakes are applied when illuminated. Your navagational instruments are +at lower right. The two VOR readouts indicate the directional bearing +from the VOR stations. The ILS system shows wether your landing +approach is high, low, or on the runway. Your elapsed time is +displayed at the upper right. + + + +FLIGHT CONTROLS +--------------- + +In addition to control via the joystick, a number or commands may be +entered through the keyboard. + +THROTTLE: The numbers '0' to '9' control your throttle. Zero is no +power, 9 is maximum power. + +NOISE: Press 'N' to turn on/off the engine noise. + +LANDING GEAR: Press 'L' to raise or lower the landing gear. + +BRAKES: Press 'B' to apply or realese the brakes. + +FLAPS: Press 'F' to control the flaps. You may use 0, 20, or 40 +degrees of flaps. + +VIEW: Use the left and right arrow keys to look out the right and left +windows. Use the down arrow to look behind you. To return to the +front view, use the up arrow key. (for II/II+ users: W-front, A-left, +S-right, Z-back) + +PAUSE: Press 'P' to pause the game. Press any other key to continue. + +RESTART: Press 'ESC' to restart. + +EMERGENCY: If you wish to create an emergancy equipment failure for +practice purposes, press the 'E' key. + +SLIP: Bank your aircraft and press joystick button to put your plane +into a sideslip. This manuver, usually performed by crossing the +rudder and ailerons, allows you to slip your plane into the wind to +lose altitude without changing heading. + +JOYSTICK ADJUST: Center your joystick and press 'J' to adjust the game +to your joystick. + + + +MAIL PILOT +---------- + + The mail pilot game tests your flying skill and judgement. Your task +is to deliver five bags of mail to their destinations in the least +amount of time. Once you have selected the Mail Pilot game, a map +will be displayed.Press START to continue to the Mail Pilot screen. On +the mail pilot screen use the 1 key to load mail. The destination(s) +will be displayed on the screen under 'MAIL FOR:' You may load up as +much mail as you like. However, each bag adds to the weight of the +plane and increases the dificulty of flying. One or two bags is +recomended. You may load up on fuel by pressing the 2 key. Fuel also +adds weigh but be sure to load enough to make it to your destination. +To begin your journey, press the 3 key. Then be sure to study the map +to decide a flight plan When you are ready to take off, press 3 again. +If you wish to return to the main map at any time, press 1. + +When you arrive at your destination airport and stop your aircraft, +your landing points are calculated. Points are gained for slow +landings with gentle touchdowns. Delivery points are also accumulated +based on dificulty level. Next you will be shown a map and your route +will be displayed. Press 3 to go on to the Mail Pilot screen. Any mail +for this airport is automaticly unloaded and added to your score. You +may now load additional mail or fuel and continue the game. The game +ends when five bags have been delivered or when you crash. + +As the game progresses, the weather will gradually deteriorate.Winds +will get stronger, clouds may come in, and turbulence may develop. At +the higher dificulty levels your plane is also prone to mechanical and +instrument failure. Your engine may overheat and various instruments +may become inoperative.This is not due to a bad crack! All +malfunctions are repaired when you land at an airport. + +If the disk is not write protected, high scores will be recorded on +the disk. + + + +EMERGENCIES +----------- + +At the more advanced dificulty levels your aircraft is prone to +instrument and mechanical failure. If the temperature light begins to +blink, your engine is overheating and will cut out shortly. Find a +place to land. Your altimeter, airspeed indicator, and VOR indicators +may also malfunction and register zero readings. The artificial +horizon could also cease functioning. Landing at any airport will +repair your aircraft. Multiple use of the 'E' key will cycle the +program through all emergencies possible in the simulation. + + + +WEATHER +------- + +The current weather conditions are displayed at the bottom of the +screen: wind direction and speed, cloud ceiling in feet, and +visibility in miles.Under windy conditions, landing your aircraft +becomes tricky, especially if the wind is blowing across the runway. +Use less flaps, higher airspeeds, and aircraft slips to compensate for +winds. Low clouds often require instrument flying, although you may +choose to fly above the clouds. + + + +STATE MAPS +---------- + +Kansas: +Kansas is a nice flat state, ideal for novice flyers.Wichita and +Kansas City have airports with long, wide runways. There are also many +nice cornfields and mysterious Indian pyramids to fly over. VOR 1/VOR2 +bearings for Kansas are: + +Wichita-222/001, Lyons-252/336, Emporia-225/022 Chanute-154/052, +Salina-295/353, Topeka-330/016 Kansas City-065/036. + + +Washington/Oregon: +Washington has a mountain range seperating the costal cities from +Chelan and Yakima. Some of the mountains are up to 4000 feet +high,although the two mountain passes can be traversed at 2000-2500 +feet. Three of the of the Washington airports are also elevated. + +Portland-223/001, Salem-224/278, Kelso-251/350 Olympia-284/344, +Seattle(500 feet elevation)-314/010 Chelan(1000 feet)-060/035, +Yakima(500 feet)-142/059. + + +Colorado: +Flying between the small airstrips nestled in the Rocky Mountain +Valleys of Colorado is the ultimate challenge for a mail pilot: + +Aspen(2000 feet)-223/001, Pueblo(1000 feet)-143/074 Glenwood(2000 +feet)-264/343, Vail(2500 feet)-184/030 Denver-098/050, Boulder(500 +feet)-053/037 Steamboat(2000 feet)-334/008. + + + +CAUTIONS +-------- + +Take heed of the following cautions, especially at the advanced +dificulty levels. + +1. Don't make sharp or high speed turns while taxiing. Your landing +gear struts are delicate and are liable to ground loop. + +2. Don't lose your airspeed and stall when attempting a slow landing. +Use your flaps to lower stall airspeed. + +3. Plan your route on the map before taking off. A sudden lowering or +an emergency may hide familar landmarks or require immediate landing. + +4. Don't run your engine at full power for too long; overheating is +likely to occure. + +5. Don't overload the aircraft. With a heavy mail and fuel load, your +aircraft will be very slugish. The aircraft will have a hard time +taking off from elevated Colorado airports, and will require longer +landing distances. + + + +VOR NAVIGATION +-------------- + +VOR navigation is based on a series of ground stations that send out +radio signals. These signals are received by instruments in the +cockpit and decoded and read as bearing to a particular VOR station. +There is no range information associated with VOR navigation. In Solo +Flight, each airport is defined as a radial intersection.(A radial +bearing is a number 0 to 360 that if the aircraft was turned and flown +on a heading of 180 degrees from the radial bearing, the flight path +would be inbound to the VOR station). + +North of the VOR station is radial 360, East is 90, South is 180, and +West is 270. To find a particular airport, the pilot should determine +its radial intersection from both VORs.He should then intercept a +radial outbound from one of the VORs and fly until the cross radial +from the other radial is reached.For example, in the Kansas map, the +Kansas City airport is located on the 36 degree radial of VOR 2 with +the end of the main runway on the end of 67 radial of VOR 1. To find +the airport in the weather, the instrument pilot could establish +himself on the 36 degree radial of VOR 2, heading 36, and descend to +missed approach altitude until crossing the missed approach radial, +the 67 of VOR 1. + + + +ACCOUNT # TO AUTHORIZATION CODE TABLE +------------------------------------- + + +Account # Authorization code Account # Authorization +--------- ------------------ --------- ------------- + 1 G 2 F + 3 C 4 G + 5 L 6 F + 7 C 8 K + 9 I 10 G + 11 T 12 E + 13 M 14 Y + 15 R 16 N + 17 R 18 R + 19 Q 20 T + 21 U 22 V + 23 U 24 X + 25 W 26 B + 27 D + + + + + + + + + + + + \ No newline at end of file diff --git a/textfiles.com/apple/DOCUMENTATION/solo.flight.txt b/textfiles.com/apple/DOCUMENTATION/solo.flight.txt new file mode 100644 index 00000000..34c5c656 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/solo.flight.txt @@ -0,0 +1,447 @@ + ----------- + SOLO FLIGHT + ----------- + + Cracked by: + Dr. Micro / The Gonif / The Wombat + [THE PPG] + + Doc file by The Wombat + + + +IMPORTANT READ CAREFULLY +------------------------ + + After completing your first landing since loading the game, you +will be asked +to enter a landing fee credit code (an attempt at piracy +protection). To +determine the correct response, read the account # displayed by +the computer +when it asks for authorization code. Then go to the authorization +code table +(found at the end of the doc file) and locate the account # given +by the +computer. Located directly beneath the account # is the +authorization code +response. Type the authorization code into the computer and press +'return'. + + + +OPTIONS +------- + + Use the 1 key to select practice FLYING or the MAIL PILOT game. +The 1 key also +selects which of three states you wish to fly in. (Kansas, +Washington, or +Colorado). Use the 2 key to choose dificulty level. During flying +practice you +may select clear weather (for touch and go practice in the local +area), landing +practice (places the aircraft on short final for landing), windy +conditions, or +ifr (instrument flight rules-low clouds). When playing the mail +run game, you +may select from the student pilot, private pilot, senior pilot, +or command pilot +dificulty levels. Press 3 to continue. + + + +BASIC FLYING +------------ + + Two controls are used for the most basic flying - the control +stick or yoke and +the throttle. The joystick (yoke) changes the altitude and +direction of your +aircraft; the throttle affects your speed. Use the joystick to +make your plane +turn, climb and dive. Holding the stick to the right causes the +plane to bank to +the right; when the plane is banked right it will turn right. +Note that when you +center the joystick the plane will remain banked and continue +turning. Bring the +plane back level by pushing the stick in the opposite direction +of bank. Pushing +forward on the stick will cause your nose to go down and the +plane will dive. +Pulling back on the stick will bring your nose up. The throttle +controls the +amount of power generated by your engine. Maximum power is +required when taking +off and climbing, somewhat less power is needed for cruising, and +low power is +generally sufficient for landing. + Remember that there is a relationship between the pitch +altitude and the +amount of power required for level flight. At low speeds, +signifacantly more +nose up is required for level flight. + + + +VIEW +---- + + The top half of the flight screen shows your plane and local +terrain +highlights. If you are at a low altitude your shadow will be +visible on the +ground. Airports are black, VOR towers, farms and mountains are +white. If you +fly into or above the clouds, ground objects will not be visible. +Generally the +view is to the front; you may look to the side or behind you +using the +appropriate commands. + + + +INSTRUMENTS +----------- + + The bottom half of the flight screen contains your flight +instrumentation. The +large red dial on the left is your altimeter. Each mark on the +dial is 1000 +feet for the small hand and corresponds to a complete revolution +of the large +hand. The large dial on the right is your speed indicator which +goes from 0 to +180 knots. The small circle in the middle is your artificial +horizon/altitude +indicator which idicates your altitude relative to the horizon. +The vertical +strip in the center is your throttle indicator. Maximum power is +at the top, +zero power is at the bottom. The four digital indicators at the +lower left are +very important. The first value is pitch, positive values +indicate your nose is +up, negative values means nose down. The next number is the +degrees of flaps +that are extended. The next value is a digital and alpha +directional compass +reading. Zero degrees is due North, 90 is East, 180 South, and +270 is West. The +bottom indication is your Vertical Velocity Indicator (climb). +Positive values +indicate you are gaining altitude, negative values indicate you +are losing +altitude. Your fuel guage is on the lower right. The indicator +light center left +is your temperature warning light. It will flash if your engine +is overheating. +The two status lamps center right indicate that your landing gear +is down and +your brakes are applied when illuminated. Your navagational +instruments are at +lower right. The two VOR readouts indicate the directional +bearing from the VOR +stations. The ILS system shows wether your landing approach is +high, low, or on +the runway. Your elapsed time is displayed at the upper right. + + + +FLIGHT CONTROLS +--------------- + + In addition to control via the joystick, a number or commands +may be entered +through the keyboard. + +THROTTLE: The numbers '0' to '9' control your throttle. Zero is +no power, 9 is +maximum power. + +NOISE: Press 'N' to turn on/off the engine noise. + +LANDING GEAR: Press 'L' to raise or lower the landing gear. + +BRAKES: Press 'B' to apply or realese the brakes. + +FLAPS: Press 'F' to control the flaps. You may use 0, 20, or 40 +degrees of +flaps. + +VIEW: Use the left and right arrow keys to look out the right and +left windows. +Use the down arrow to look behind you. To return to the front +view, use the up +arrow key. (for II/II+ users: W-front, A-left, S-right, Z-back) + +PAUSE: Press 'P' to pause the game. Press any other key to +continue. + +RESTART: Press 'ESC' to restart. + +EMERGENCY: If you wish to create an emergancy equipment failure +for practice +purposes, press the 'E' key. + +SLIP: Bank your aircraft and press joystick button to put your +plane into a +sideslip. This manuver, usually performed by crossing the rudder +and ailerons, +allows you to slip your plane into the wind to lose altitude +without changing +heading. + +JOYSTICK ADJUST: Center your joystick and press 'J' to adjust the +game to your +joystick. + + + +MAIL PILOT +---------- + + The mail pilot game tests your flying skill and judgement. Your +task is to +deliver five bags of mail to their destinations in the least +amount of time. +Once you have selected the Mail Pilot game, a map will be +displayed. Press START +to continue to the Mail Pilot screen. On the mail pilot screen +use the 1 key to +load mail. The destination(s) will be displayed on the screen +under 'MAIL FOR:'. +You may load up as much mail as you like. However, each bag adds +to the weight +of the plane and increases the dificulty of flying. One or two +bags is +recomended. You may load up on fuel by pressing the 2 key. Fuel +also adds weight +but be sure to load enough to make it to your destination. To +begin your +journey, press the 3 key. Then be sure to study the map to decide +a flight plan. +When you are ready to take off, press 3 again. If you wish to +return to the main +map at any time, press 1. + When you arrive at your destination airport and stop your +aircraft, your +landing points are calculated. Points are gained for slow +landings with gentle +touchdowns. Delivery points are also accumulated based on +dificulty level. Next +you will be shown a map and your route will be displayed. Press 3 +to go on to +the Mail Pilot screen. Any mail for this airport is automaticly +unloaded and +added to your score. You may now load additional mail or fuel and +continue the +game. The game ends when five bags have been delivered or when +you crash. + As the game progresses, the weather will gradually deteriorate. +Winds will get +stronger, clouds may come in, and turbulence may develop. At the +higher +dificulty levels your plane is also prone to mechanical and +instrument failure. +Your engine may overheat and various instruments may become +inoperative. This is +not due to a bad crack! All malfunctions are repaired when you +land at an +airport. + If the disk is not write protected, high scores will be +recorded on the disk. + + + +EMERGENCIES +----------- + + At the more advanced dificulty levels your aircraft is prone to +instrument and +mechanical failure. If the temperature light begins to blink, +your engine is +overheating and will cut out shortly. Find a place to land. Your +altimeter, +airspeed indicator, and VOR indicators may also malfunction and +register zero +readings. The artificial horizon could also cease functioning. +Landing at any +airport will repair your aircraft. Multiple use of the 'E' key +will cycle the +program through all emergencies possible in the simulation. + + + +WEATHER +------- + + The current weather conditions are displayed at the bottom of +the screen: wind +direction and speed, cloud ceiling in feet, and visibility in +miles. Under windy +conditions, landing your aircraft becomes tricky, especially if +the wind is +blowing across the runway. Use less flaps, higher airspeeds, and +aircraft slips +to compensate for winds. Low clouds often require instrument +flying, although +you may choose to fly above the clouds. + + + +STATE MAPS +---------- + +Kansas: Kansas is a nice flat state, ideal for novice flyers. +Wichita and Kansas +City have airports with long, wide runways. There are also many +nice cornfields +and mysterious Indian pyramids to fly over. VOR 1/VOR2 bearings +for Kansas are: + +Wichita-222/001, Lyons-252/336, Emporia-225/022 +Chanute-154/052, Salina-295/353, Topeka-330/016 +Kansas City-065/036. + + +Washington/Oregon: Washington has a mountain range seperating the +costal cities +from Chelan and Yakima. Some of the mountains are up to 4000 feet +high, although +the two mountain passes can be traversed at 2000-2500 feet. Three +of the of the +Washington airports are also elevated. + +Portland-223/001, Salem-224/278, Kelso-251/350 +Olympia-284/344, Seattle(500 feet elevation)-314/010 +Chelan(1000 feet)-060/035, Yakima(500 feet)-142/059. + + +Colorado: Flying between the small airstrips nestled in the Rocky +Mountain +Valleys of Colorado is the ultimate challenge for a mail pilot: + +Aspen(2000 feet)-223/001, Pueblo(1000 feet)-143/074 +Glenwood(2000 feet)-264/343, Vail(2500 feet)-184/030 +Denver-098/050, Boulder(500 feet)-053/037 +Steamboat(2000 feet)-334/008. + + + +CAUTIONS +-------- + + Take heed of the following cautions, especially at the advanced +dificulty +levels. + +1. Don't make sharp or high speed turns while taxiing. Your +landing gear struts +are delicate and are liable to ground loop. +2. Don't lose your airspeed and stall when attempting a slow +landing. Use your +flaps to lower stall airspeed. +3. Plan your route on the map before taking off. A sudden +lowering or an +emergency may hide familar landmarks or require immediate +landing. +4. Don't run your engine at full power for too long; overheating +is likely to +occure. +5. Don't overload the aircraft. With a heavy mail and fuel load, +your aircraft +will be very slugish. The aircraft will have a hard time taking +off from +elevated Colorado airports, and will require longer landing +distances. + + + +VOR NAVIGATION +-------------- + + VOR navigation is based on a series of ground stations that send +out radio +signals. These signals are received by instruments in the cockpit +and decoded +and read as bearing to a particular VOR station. There is no +range information +associated with VOR navigation. In Solo Flight, each airport is +defined as a +radial intersection. (A radial bearing is a number 0 to 360 that +if the aircraft +was turned and flown on a heading of 180 degrees from the radial +bearing, the +flight path would be inbound to the VOR station). + North of the VOR station is radial 360, East is 90, South is +180, and West is +270. To find a particular airport, the pilot should determine its +radial +intersection from both VORs. He should then intercept a radial +outbound from one +of the VORs and fly until the cross radial from the other radial +is reached. For +example, in the Kansas map, the Kansas City airport is located on +the 36 degree +radial of VOR 2 with the end of the main runway on the end of 67 +radial of VOR +1. To find the airport in the weather, the instrument pilot could +establish +himself on the 36 degree radial of VOR 2, heading 36, and descend +to missed +approach altitude until crossing the missed approach radial, the +67 of VOR 1. + +----------------------------------------------------------------- +------------- + + +ACCOUNT # TO AUTHORIZATION CODE TABLE +------------------------------------- + + +Account # Authorization code +--------- ------------------ + 1 G + 2 F + 3 C + 4 G + 5 L + 6 F + 7 C + 8 K + 9 I + 10 G + 11 T + 12 E + 13 M + 14 Y + 15 R + 16 N + 17 R + 18 R + 19 Q + 20 T + 21 U + 22 V + 23 U + 24 X + 25 W + 26 B + 27 D + 28 J + 29 D + 30 M + 31 B + 32 G + + + +------- ------- +A PPG A PPG +RELEASE RELEASE +------- ------- + + diff --git a/textfiles.com/apple/DOCUMENTATION/sorceror.of.siva.txt b/textfiles.com/apple/DOCUMENTATION/sorceror.of.siva.txt new file mode 100644 index 00000000..970c1bd6 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/sorceror.of.siva.txt @@ -0,0 +1,65 @@ +Sorcerer of Siva +================ +----->DOCS<----- +================ + +Movement +======== + +1 - 9 forward 1-9 feet +R turn right +L turn left +V turn around (volte-face) +^ ascend stairs + +Major Spells +===== ====== + +T teleport to next chamber + or passage +B cast a bolt of lightning +J jump forward to the center + (or edge) of the chamber or + passage you're in +X reveal distance to nearest + stairway up +F fireball +H heal yourself +O open door sealed by the + sorcerer + +Special Commands +======= ======== + +A attack monster with your + dagger +Y drink healing elixir +0 rest (move 0 feet) +N energy spell (magically + refresh yourself) +E examine wall for secret + passage +S search floor for trap door +G get treasure +D drop indicated treasure +I inventory +space stop +C continue +Q quit + +Treasures +========= + +1 healing elixir +2 silver ring +3 amber talisman +4 hemamite talisman +5 gem encrusted brass scepter +6 ruby amulet +7 platinum ring +8 gold ring +9 a pair of old boots + +=END= + + diff --git a/textfiles.com/apple/DOCUMENTATION/sourceror.siva b/textfiles.com/apple/DOCUMENTATION/sourceror.siva new file mode 100644 index 00000000..57e4feb7 Binary files /dev/null and b/textfiles.com/apple/DOCUMENTATION/sourceror.siva differ diff --git a/textfiles.com/apple/DOCUMENTATION/space.ace b/textfiles.com/apple/DOCUMENTATION/space.ace new file mode 100644 index 00000000..eb44400e --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/space.ace @@ -0,0 +1,376 @@ + + -E-A-S-T -C-O-A-S-T -C-O-N-N-E-C-T-I-O-N + -E-A-S-T -C-O-A-S-T -C-O-N-N-E-C-T-I-O-N + -E-A-S-T -C-O-A-S-T -C-O-N-N-E-C-T-I-O-N + + :+=+=+=+=: :+=+=+=+=: + =+=+=+10/02/90+=+=+= -proudly brings to YOU- =+=+=+10/02/90+=+=+= + :=+=+=+=+: :=+=+=+=+: + _____________________________________________________________________________ + + Don Bluth's + + @@@@@@@@@@@ @@ @@@@@@@@@@@@@@ + @@@ @@ @@ @@@@ @@ @@ + @@ @@ @@ @@ @@ @@ @@ + @@ @@ @@ @@ @@ @@ @@@@@@@ + @@ @@@@@@@ @@@@@@@@@@ @@ @@ + @@@ @@ @@ @@ @@ @@ + @@@@ @@ @@ @@ @@@@@ @@@@@@@@ + + @@ @@@@@@@@@@@@@@ + @@@@ @@ @@ + @@ @@ @@ @@ + @@ @@ @@ @@@@@@@ + @@@@@@@@@@ @@ @@ + @@ @@ @@ @@ + @@ @@ @@@@@ @@@@@@@@ + + _____________________________________________________________________________ + + Released by The Mercenary + Thanks to Star Gazer, Saint Silicon & Joe Hack + + Docs typed up The Wanderer + _____________________________________________________________________________ + + : Official East Coast Connection Release Bases : + + The Outer Limits ... (718) 492-3054 ... 9600bps / 255 Megs / HowieNet v1.2 + Temple of Karnak ... (516) 361-4999 ... 9600bps / 85 Megs / ProTALK + Oblivion GS ... (516) 922-4312 ... 9600bps / 45 Megs / Exodus + _____________________________________________________________________________ + + +*** NOTE *** + + For some unknown reason Space Ace will crash if you let it go through +the demo and then try to start the game, so just press " 0 " after you see the +Space Ace title screen. After that will come a screen with credits for the guys +that did Space Ace, just press " 0 " again. + +There was no copy protection on this, so we don't understand why it is doing +this. It also does this on the original copies that we have. + + +INTRODUCTION +------------ + +The evil Commander Borf is attacking Earth! With the help of his dreaded +weapon, the Infanto Ray, Borf will reduce all of humankind into infants and +take over the planet. + +Only two people have the courage and strength to stop Borf and save Earth, the +beautiful Kimberly and the heroic Space Ace. But as they approach Borf's +stronghold Ace is hit by the Infanto Ray, changing him into a weakling, and +Kimberly is kidnapped by the evil madman! + +Only you can guide Space Ace, and his weak alter-ego Dexter, to rescue Kimberly +and defeat Borf. But watch out, many dangers and deadly beasts await as you +travel throughout the galaxy chasing Borf from space station to planet and back +again! Survive Borf's monsters, rescue Kimberly and finally confront Borf +himself in deadly hand to hand combat all before the Earth is enslaved forever! + + +GAME INSTRUCTIONS +----------------- + +Before loading Space Ace, make a backup copy of each of the Space Ace disks +(yeah, right!) and put them aside in case anything should happen to your +original disks. + +After booting your Apple IIGS with a system disk or autobooting from a hard +drive, insert the Space Ace Disk One into the disk drive and double click on +the "Space Ace" icon to begin the game. + +Space Ace for the Apple IIGS is not hard drive installable. (It is now, haha!) + + +STARTING THE GAME +----------------- + +After the game has loaded the demo mode will automatically begin. The demo +runs through scenes from the first disk and then returns to the title screen +and credits. To start playing the game simply press the zero (0) on the keypad +at any time. You will know the game has started when the player score screen +appears. This screen shows your score and the number of lives you have +remaining. The first scene will then load automatically. + + +PLAYING SPACE ACE +----------------- + +You do not directly control all of Ace's actions, rather you control his +reactions to the events that happen around him. As you watch the animation, +you must decide in which direction Ace should move on the screen and when. + +To finish a scene successfully you must make a move or press the fire button +(zero (0) on the numeric keypad) when Ace is in danger. Timing is very +critical and often you may make the correct move but at the wrong time. Also, +many scenes require more than one move. If you are having trouble, watch the +animation carefully and move Ace in the safest direction or if no direction is +safe press the fire button to use Ace's laser gun or laser staff. + +If you're sure you have the correct move try varying the time when you make the +move, a little sooner or a little later. Don't be surprised if Ace doesn't +move immediately after you have made a move. You must wait for the animation +to finish and if you made the correct move(s) you will continue on to the next +scene. + +Don't be surprised when you see Dexter in one scene and Ace in another. Ace +has been hit by the Infanto Ray once already and he transforms back and forth +between some of the scenes. You have three lives and the game will end if you +lose all of your lives or when you have completed all of the scenes on the +disks. + +From time to time it will be necessary to change the disk in the drive. After +you have finished all the animations on a disk you will be asked to insert the +next disk so that the game can continue. NEVER eject one of the game disks +while you are playing, unless you are prompted, or you may damage the disk! + + +CONTROLS +-------- + +The way to control Ace is by using the numeric keypad on the keyboard. The +directions you will need are UP (8), DOWN (2), LEFT (4), and RIGHT (6). To use +Ace's laser gun or staff, press the '0' on the keypad. + +You can pause the game at any time by pressing the 'P' key on the keyboard. To +continue to play, press the 'P' key again and the game will resume. + +You can toggle the audio off and on by press the 'A' key on the keyboard. + + +ENDING THE GAME +--------------- + +The game will come to and end after you have lost three lives. To stop playing +the game simply click on "quit". You can then safely remove the disk in the +drive. + + +PLAYING SCENE ONE +----------------- + +Borf will appear from his space station flying on an anti-gravity platform. He +will fire his laser gun at the rocks around young Ace. Just before the third +laser shot, move RIGHT and Dexter will jump behind the large rock on the right +hand side of the screen. Borf will fire again hitting the top of the rock. +Before Borf shoots at the rock again, move LEFT and Dexter will jump from +behind the rock to the centre of the screen. Borf will follow and fire his gun +again. Before Borf can shoot, move DOWN, Dexter will jump behind the rock +again and you will have finished this scene. + + +SPACE ACE HINTS +--------------- + +Note: The scenes in Space Ace for the Macintosh and the Apple IIGS may not + appear in the order listed below and for some versions, certain scenes + will not appear at all. If the scene number does not match the scene, + the scenes can be easily recognized by the individual descriptions + provided below. + +Scene 1 + +Borf flies out of his ship on an anti-gravity platform. As he approaches +Dexter, Borf begins to fire his laser gun. Dexter must dodge the laser shots, +hiding behind the rocks at his sides. + +Scene 2 + +After getting away from Borf, Dexter runs towards his spaceship. But before he +gets there he must cross the path of a floating robot who is tromping the +ground beneath him. Dexter must dodge the stomping arms and make his way +across the crumbling ground. + +Scene 3 + +More floating robots come flying at Dexter and he must dodge laser shots to get +to his spaceship. + +Scene 4 + +Dexter has launched his ship and is flying towards Borf's Space Station. +Dexter must slow the ship down without landing too hard on the station. + +Scene 5 + +Inside the station a huge, green muck monster lurches out of the mud to try and +eat Ace. Ace must kill the fuckin' monster before it kills him. + +Scene 6 + +Dexter is standing on a section of broken bridge and a large stomping arm +appears to crush the bridge. Dexter must jump from the bridge to safety. + +Scene 7 + +Dexter must now jump onto a moving platform to get across the remaining piece +of bridge. + +Scene 8 + +Dexter is running along a rock path when suddenly a large purple monster +appears. Dexter must jump through the monster's open jaws and run to safety. + +Scene 9 + +Another purple monster appears along the path and again Dexter must dodge the +monster's gaping mouth. + +Scene 10 + +After escaping the purple path creatures, Dexter is grabbed by the tentacle of +the largest of the purple monsters! Dexter must kill the monster before it +devours him. + +Scene 11 + +Dexter is dropped onto a rock bridge, in front of two caves. Beside the bridge +two purple monsters appear bounding up and down waiting for him to move. +Dexter must get into a cave before two blue cat people get him from behind. + +Scene 12 + +Dexter is now in the centre of the station. He must make his way through the +maze of corridors and buildings in order to find the evil Borf. But all around +him are Borf's security dog creatures! As Dexter runs past an intersection, +two of the dog creatures appear from the sides to try to stop him. Dexter must +dodge the creatures as they jump towards him. + +Scene 13 + +Dogs appear from in front, behind and the side of Dexter intent on killing him. +Dexter must continue running down one of the corridors. + +Scene 14 + +The dog creatures follow Dexter through a narrow corridor, between rows of +energy conduits. Dexter must get out from between the conduits before they +come to life or the dogs get him. + +Scene 15 + +Ace is standing between two of Borf's security robots. They raise their laser +blasters and fire! Ace must dodge the laser shots and run down another +corridor. + +Scene 16 + +Ace makes his way down a corridor and past several energy conduits. As he +passes them, the conduits come to life! Ace must dodge the energy bolts before +they fry him alive. + +Scene 17 + +Dexter continues through the corridors and must dodge another laser blast. + +Scene 18 + +Borf's stronghold is almost in sight but before Dexter can reach it he must +stop and dodge another laser blast. + +Scene 19 + +Dexter makes his way down the last corridor and must climb up to Borf's control +center. + +Scene 20 + +Ace is now in the control center and Borf attacks swinging his staff before +knocking Ace off his feet with a hard side-kick. Ace must block the staff +swing before getting kicked. + +Scene 21 + +Ace continues to grapple with Borf in hand to hand combat! Flaming staff in +hand, Borf attacks. Ace must block Borf's staff before it knocks him +unconscious. + +Scene 22 + +Again Borf swings his staff down towards Ace's head. Ace must block the staff +before it knocks him out. + +Scene 23 + +Ace goes on the offensive! Borf blocks Ace's attack and counters with a +round-house kick. Ace must duck under the kick before attacking again. + +Scene 24 + +On his back Ace is vulnerable and Borf isn't waiting for him to get up! Borf +swings his staff down to finish Ace off and Ace must block the staff. + +Scene 25 + +Getting to his feet, Ace stands in front of Borf waiting for his next move. +Borf swings his staff once and then again! Ace must jump over and duck under +the staff. + +Scene 26 + +Borf swings again! Ace must dodge the blow before jumping onto Borf's back. + +Scene 27 + +Borf's little, blue goons come to help thier master! Ace can't stop them all, +so he must jump from Borf's back. + +Scene 28 + +Swinging down on the rope, Ace must jump onto the platform Kimberly is strapped +to. + +Scene 29 + +Kimberly in hand, Ace lands in a pool of lava, on top of the platform. As Ace +waits, the lava slowly creeps over the edges of the platform. Ace must jump +from the platform to safety. + +Scene 30 + +Now that Kimberly is safe, Ace must get Borf before the Infanto Ray gets him. +Running along a platform inside the station, Ace must dodge the ray without +falling off the platform. + +Scene 31 + +Borf fires his Infanto Ray again. Dexter must dodge the ray without falling +off the bridge he's running on. + +Scene 32 + +Ace turns down a bridge lined with mirrors as Borf fires again. The Infanto +Ray destroys the bridge ahead of Ace. + +Scene 33 + +Borf aims the Infanto Ray and fires! The only option is to push a mirror into +the path of the ray. After that, the game should end. Kimberly awaits hot +and horny for sex. Press the fire button to control Ace's penis. + + + + + + + + + + + + + + + + + + + + + + +end of file. diff --git a/textfiles.com/apple/DOCUMENTATION/space.ace.solve b/textfiles.com/apple/DOCUMENTATION/space.ace.solve new file mode 100644 index 00000000..849b49de --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/space.ace.solve @@ -0,0 +1,232 @@ +10/08/90 + + LUPUS + + Presents + + "A Slightly modified Ecc Dox" + for + _____________________________________________________________________________ + + Don Bluth's + + @@@@@@@@@@@ @@ @@@@@@@@@@@@@@ + @@@ @@ @@ @@@@ @@ @@ + @@ @@ @@ @@ @@ @@ @@ + @@ @@ @@ @@ @@ @@ @@@@@@@ + @@ @@@@@@@ @@@@@@@@@@ @@ @@ + @@@ @@ @@ @@ @@ @@ + @@@@ @@ @@ @@ @@@@@ @@@@@@@@ + + @@ @@@@@@@@@@@@@@ + @@@@ @@ @@ + @@ @@ @@ @@ + @@ @@ @@ @@@@@@@ + @@@@@@@@@@ @@ @@ + @@ @@ @@ @@ + @@ @@ @@@@@ @@@@@@@@ + + _____________________________________________________________________________ + + BETTER KNOWN AS THE SPACE ACE SOLVE!!! +______________________________________________________________________________ + +Thanks to + +The Magnetic Field 708/498-5189 +Silver Tongue 708/759-1916 +Private Storage 215/745-0495 +Apple Tree Midwest 816/826-4158 +The Outer Limits 718/492-3054 +_______________________________________________________________________________ + +Note: The Apple IIGS version is quite a bit different than the original + arcade game. Many of the sceens have been shortened as you may already + know. For example, Dexter changes back and forth to Space Ace for no + apparent reason. The arcade game dramatized this a bit more but this by no means decreases the fun of the game, the Gs version in my opinion is one of the best games of year. Even if it isn't your thing you must admit + that it is extremely graphically impressive. This cheat will tell you + all of the moves necessary to solve the game. The timing is all up to you, good luck. It's really just a matter of practice. Just so you know the first move seems to be the most difficult timing wise. + +*** All spelling errors are by no means attributed to the author and should be + directed to Frodo. + +Scene 1 - Moves 6,4,2 + +Borf flies out of his ship on an anti-gravity platform. As he approaches +Dexter, Borf begins to fire his laser gun. Dexter must dodge the laser shots, +hiding behind the rocks at his sides. + +Scene 2 - Moves 2,8 + +Floating robots come flying at Dexter and he must dodge laser shots to get to his spaceship. + +Scene 3 - Moves 6,4,4,4 + +After getting away from Borf, Dexter runs towards his spaceship. But before he +gets there he must cross the path of a floating robot who is tromping the +ground beneath him. Dexter must dodge the stomping arms and make his way +across the crumbling ground. + +Scene 4 - Move 8 + +Dexter has launched his ship and is flying towards Borf's Space Station. +Dexter must slow the ship down without landing too hard on the station. + +Scene 5 - Move 0 + +Inside the station a huge, green muck monster lurches out of the mud to try and +eat Ace. Ace must kill the fuckin' monster before it kills him. + +Scene 6 - Moves 6,8 + +Dexter is standing on a section of broken bridge and a large stomping arm +appears to crush the bridge. Dexter must jump from the bridge to safety. + +Scene 7 - Moves 6,6 + +Dexter must now jump onto a moving platform to get across the remaining piece +of bridge. + +Scene 8 - Moves 2,6 + +Dexter is running along a rock path when suddenly a large purple monster +appears. Dexter must jump through the monster's open jaws and run to safety. + +Scene 9 - Moves 2,4 + +Another purple monster appears along the path and again Dexter must dodge the +monster's gaping mouth. + +Scene 10 - Move 0 + +After escaping the purple path creatures, Dexter is grabbed by the tentacle of +the largest of the purple monsters! Dexter must kill the monster before it +devours him. + +Scene 11 - Move 8 + +Dexter is dropped onto a rock bridge, in front of two caves. Beside the bridge +two purple monsters appear bounding up and down waiting for him to move. +Dexter must get into a cave before two blue cat people get him from behind. + +Scene 12 - Move 8 + +Dexter is now in the centre of the station. He must make his way through the +maze of corridors and buildings in order to find the evil Borf. But all around +him are Borf's security dog creatures! As Dexter runs past an intersection, +two of the dog creatures appear from the sides to try to stop him. Dexter must +dodge the creatures as they jump towards him. + +Scene 13 - Move 6 + +Dogs appear from in front, behind and the side of Dexter intent on killing him. +Dexter must continue running down one of the corridors. + +Scene 14 - Move 8 + +The dog creatures follow Dexter through a narrow corridor, between rows of +energy conduits. Dexter must get out from between the conduits before they +come to life or the dogs get him. + +Scene 15 - Move 6 + +Ace is standing between two of Borf's security robots. They raise their laser +blasters and fire! Ace must dodge the laser shots and run down another +corridor. + +Scene 16 - Move 4 + +Ace makes his way down a corridor and past several energy conduits. As he +passes them, the conduits come to life! Ace must dodge the energy bolts before +they fry him alive. + +Scene 17 - Move 4 + +Dexter continues through the corridors and must dodge another laser blast. + +Scene 18 - Move 6 + +Borf's stronghold is almost in sight but before Dexter can reach it he must +stop and dodge another laser blast. + +Scene 19 - Move 8 + +Dexter makes his way down the last corridor and must climb up to Borf's control +center. + +Scene 20 - Move 0,6 + +Ace is now in the control center and Borf attacks swinging his staff before +knocking Ace off his feet with a hard side-kick. Ace must block the staff +swing before getting kicked. + +Scene 21 - Move 0 + +Ace continues to grapple with Borf in hand to hand combat! Flaming staff in +hand, Borf attacks. Ace must block Borf's staff before it knocks him +unconscious. + +Scene 22 - Move 0 + +Again Borf swings his staff down towards Ace's head. Ace must block the staff +before it knocks him out. + +Scene 23 - Move 0 + +Ace goes on the offensive! Borf blocks Ace's attack and counters with a +round-house kick. Ace must duck under the kick before attacking again. + +Scene 24 - Move 8,2 + +On his back Ace is vulnerable and Borf isn't waiting for him to get up! Borf +swings his staff down to finish Ace off and Ace must block the staff. + +Scene 25 - Move 0,2 + +Getting to his feet, Ace stands in front of Borf waiting for his next move. +Borf swings his staff once and then again! Ace must jump over and duck under +the staff. + +Scene 26 - Move 6,2 + +Borf swings again! Ace must dodge the blow before jumping onto Borf's back. + +Scene 27 - Move 4 + +Borf's little, blue goons come to help thier master! Ace can't stop them all, +so he must jump from Borf's back, to the rope + +Scene 28 - Move 6 + +Swinging down the rope, Ace takes Kimberly in hand, and lands in a pool of lava, on top of the platform. As Ace waits, the lava slowly creeps over the edges of the platform. Ace must jump from the platform to safety. + +Scene 29 - Move 0 + +Ace grabs the staff to protect Kimberly and him from Borf's Henchmen + +**** Note, the game will crash if you die here + +Scene 30 - Move 6 + +Now that Kimberly is safe, Ace must get Borf before the Infanto Ray gets him. +Running along a platform inside the station, Ace must dodge the ray without +falling off the platform. + +Scene 31 - Move 4 + +Borf fires his Infanto Ray again. Dexter must dodge the ray without falling +off the bridge he's running on. + +Scene 32 - Move 6 + +Ace turns down a bridge lined with mirrors as Borf fires again. The Infanto +Ray destroys the bridge ahead of Ace. + +Scene 33 - Move 4,6 + +Borf aims the Infanto Ray and fires! The only option is to push a mirror into +the path of the ray. After that, it's automatic..... + + + +end of file. diff --git a/textfiles.com/apple/DOCUMENTATION/space.rg b/textfiles.com/apple/DOCUMENTATION/space.rg new file mode 100644 index 00000000..c385ae80 Binary files /dev/null and b/textfiles.com/apple/DOCUMENTATION/space.rg differ diff --git a/textfiles.com/apple/DOCUMENTATION/space.rg.help b/textfiles.com/apple/DOCUMENTATION/space.rg.help new file mode 100644 index 00000000..730f00e0 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/space.rg.help @@ -0,0 +1,38 @@ + + -- |Space Rouge Help| -- + + Brought To You By: + + The WiseGuy/Micro World INCorporated + + + The following is the answers to the questions asked by the Imperium Representative when applying for a Pilot's License at the Star Base. The questions here, are not exactly what the game asks, but the answers are the same. + +1.) How many light years in a parsec? + + Answer: 3.26 + +2.) What is the spectrum type of the hottest blue stars? + + Answer: TYPE O + +3.) What is the mathematical expression for force? + + Answer: F=ma + +4.) To whom does a Star Pilot pledge his allegence to? + + Answer: IMPERIUM + + + Special Thanx To Kid Slick and the Practical Pirates for releasing this ware. + + Note: Be sure to get the file "SPACE.RG1.WORKS" it is the bug-free copy. + + ...Call these wonderful boards... + + The Magnetic Field_______[312] 966-0708 + The Cage_________________[312] 945-3665 + FunTime GS_______________[305] 989-0181 + +-eof diff --git a/textfiles.com/apple/DOCUMENTATION/space.shuttle.0 b/textfiles.com/apple/DOCUMENTATION/space.shuttle.0 new file mode 100644 index 00000000..ae45fc9a Binary files /dev/null and b/textfiles.com/apple/DOCUMENTATION/space.shuttle.0 differ diff --git a/textfiles.com/apple/DOCUMENTATION/space.shuttle.1 b/textfiles.com/apple/DOCUMENTATION/space.shuttle.1 new file mode 100644 index 00000000..780db157 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/space.shuttle.1 @@ -0,0 +1,265 @@ + + SOFTDOCS FOR SPACE SHUTTLE + + FILE VERSION KRAKED BY THE DISK JOCKEY. + + + COMMAND KEYS AS FOLLOWS: + ------------------------ + + ESC = EXIT THIS PROGRAM + CTRL P = PRINT LISTING + CTRL L = VIEW/PRINT IN LOWER CASE + + >>ANY OTHER KEY TO START DOCUMENTATION<< + + + COMMAND KEYS DURING LISTING: + ---------------------------- + + ESC = EXIT LISTING + ARROW KEYS CONTROL LISTING SPEED + + PRINTER IN WHICH SLOT? (1-7,ESC) + +Space Shuttle Documentation by the Disk Jockey. +----------------------------------------------- + + +Special Control Features: +------------------------- +Ctrl R: Aborts flight and returns to demo screen. +Ctrl S: Turns sound on and off. +Ctrl X: Reverses X axis control direction of Joystick. +Ctrl Y: Reverses Y axis control direction of Joystick. +Ctrl J: Changes control from keyboard to joystick. +Ctrl K: Changes control from Joystick to keyboard. + + + Effect Effect Effect Before/ +Key When TRN is on When ROT is on After Orbit Stage +-------------------------------------------------------------------- +<-- (Z) Altitude decrease OMS Burn = button & joystick forw +--> (Z) Altitude increase OMS Burn = button & joystick back +I Speed increase Pitch down = joystick pushed forw +J Y Axis to left Yaw Left = joystick to left +K Y Axis to right Yaw Right = joystick to right +M Speed decrease Pitch up = joystick pulled back + +Once a key is pressed, action will continue until you press the +SPACEBAR to disengage. + + +Mission Profile. +---------------- + +You are in control of the space shuttle, Discovery, on the 101st +shuttle mission of the Space Transportation System. Your target is an +orbiting satellite approximately 210 nautical miles above the Earth. + +Your mission: To launch, rendezvous and dock with the satellite as +many times as you can, using a minimum amount of fuel, then return +safely to Earth. A word of caution: Each time you successfully dock, +the satellite's orbit becomes more erratic. + + +Equipment Check. +---------------- + +Flight mode selection: Press Spacebar, 1, 2, 3 to cycle through +flight mode options. Press RETURN once selection has been made. + +Primary Engine/Countdown Key: Press "E" to start primary engine and +initiate countdown clock. Press "E" again when orbit altitude is +reached. + +Cargo Door Key: Press "C" to open/close cargo bay doors when orbit +altitude is reached. + +Landing Gear Key: Press "G" to lower landing gear just prior to +touchdown. + +Joystick Controller: A realistic directional hand controller forward +and back moves shuttle forward or back (x-axis). Left and right +controls left/right movement (y-axis). With the fire button depressed, +forward or back stick movement moves shuttle up or down (z-axis). +Also the fire button has other uses in Launch, Orbit, and Reentry +phases as described in those sections. + +Status Check: Press SPACEBAR to cycle through readouts of this +important information: Position, axes and pitch, mission elapsed time +(MET), and remaining fuel (flight #3). + + +Flight Selection. +----------------- + +There are 3 different flight modes. Spend time with training flights +#1 and #2 before taking on all the challenge of a real, unassisted +shuttle mission (flight #3). Flights can only be selected before +countdown begins. + +Flight #1 Autosimulator: This is a combination demonstration flight +and autosimulator. The shuttle flies an abbreviated mission. You do +not use any of the console controls. In this flight mode, most aborts +are ignored. Whenever you touch the joystick, you can take control +from that point until rendezvous. Then you can only use the joystick +controller to correct your Y axis and land. + +Flight 2 Simulator: Astronauts spend 1000's of hours practicing in +ground-based simulators before flying an actual shuttle mission. In +this mode, experience the challenge and demands of a real mission - +with a couple of important exceptions. You don't use any fuel units, +so you have all the time you need to complete the mission. Also, +onboard computers will assist you during flight by compensating for +less than perfect piloting skills. Most aborts are overridden, but +your flight indicator display will alert you when you've erred. + +Flight #3 STS 101: A full-fledged shuttle flight. All aborts are +operative and flight conditions are quite realistic. Good luck! + + +Flight Evaluation. +------------------ + +Abort Indicator: If critical problems occur at any time during a +flight, you may receive a "Launch Scrub" or "Mission Abort" signal. +If this happens, your flight has ended. Check and look up C/W number +to find out what went wrong. + +Ranking: If you safely land the shuttle at Edwards Air Force Base in +flight #3, you performance will be computer evaluated. Your ranking +will be determined by the number of successful dockings and the +number of fuel units remaining at the end of the flight. + +Ranking Description docking fuel +-------------------------------------------------------------------- +Commander. Responsible for overall crew safety and 6 or 7500 + flight execution. greater +Pilot. Second in command, assists in all flight 4.5 4500 + functions. +Mission Qualified to coordinate mission scientific 2.3 3500 + Specialist. objectives. +Payload Qualified to operate specific payload and 1.0 1 + Specialist. coordinate shuttle housekeeping. + + +Launch. +------- + +Objective: Launch your shuttle and attempt to arrive as close to the +satellite's orbit as possible. Follow a roller coaster path, and +continually match engine thrust with the computer indicator. Stay on +the course shown on the trajectory display, and correct your plane as +indicated in the small box. Each area is critical. Incorrect +trajectory burns up extra fuel and may abort your flight. If you +plane is far out of alignment at MECO (main engine shut off), it will +be much more difficult to dock with the target. + +Launch Checklist. +----------------- + +Launch Phases: As you fire your main engines and lift off from the +pad, you'll be going through 3 separate phases. The numbers 1, 2, 3 +on your computer screen refer to points along the track where (1) +SRB's (solid rocket booster) are fired, (2) the shuttle reaches +maximum acceleration, (3) engine shutdown approaches. The X indicates +MECO (main engine cut off). + +Thrust: Notice the two long horizontal bars on the control panel. "T" +means thrust, "C" for computer. The "C" arrow represents a signal +from the onboard computer indicating the proper thrust needed during +each phase of lift-off. You control thrust with the joystick button. +Keep both "T" and "C" arrows aligned. If you don't, you will be +alerted by an alarm which indicates you are wasting fuel. Immediately +press the joystick button to increase or decrease thrust. + +Hold Down Bolts: Though your engines are firing, you won't leave the +launch pad until MET + 3. The Hold Down Bolts will keep your shuttle +on the ground until your engines develop enough thrust to overcome +the force of gravity. + +Trajectory/Plane: In addition to regulating thrust, you also need to +follow the correct trajectory (joystick forward/back) and adjust your +plane (joystick left/right). + +Line Horn: If you stray from the indicated launch trajectory, you +will waste fuel. To alert you that this is happening, a warning horn +will sound. This alarm can help you avoid an abort situation. + +Separation: A yellow flash at about 26 nautical miles will indicate +Solid Rocket Booster Separation (SRBSEP). Another flash shortly after +MECO will alert you that the Main External Tank has fallen away into +the Indian Ocean (ETSEP). + +Launch Sequence: +---------------- + +1) Select flight mode by pressing the SPACEBAR and keys 1, 2, or 3. +Then press RETURN once selection has been made. +2) Wait approximately 5 seconds for all systems to become +operational. +3) When digital countdown clock appears, press "E" to activate Main +Engine and initiate countdown. +4) At MET-004, press the fire button to ignite main engines, then use +this button to keep "T" and "C" arrows aligned until you reach orbit. +5) Watch Trajectory Tracking Screen and use the joystick to maintain +correct ascension track and left-right alignment (horn sounds to warn +you reached orbit). +5) Watch Trajectory Tracking Screen and use the joystick to maintain +correct ascension track and left-right alignment (horn sounds to warn +you of trajectory varance). +- Move joystick forward or backwards to maintain correct + trajectory course. Try to stay on or just below the plotted + line. +- Move joystick left or right to keep dot centered in small + "plane indicator" box. +6) At about 205 nautical miles, press "E" to shut off the main +engine. The closer you come to the 210 mile altitude, the nearer +you'll be to the target satillete's orbit. WARNING: If you shut off +the main engine at less than 195 miles, the shuttle will fall to +Earth! + +Stablizing Orbit. +----------------- + +Objective: Establish a stable by opening Cargo Bay Doors for heat +release and adjusting shuttle position to achieve visual contact with +Earth. + +Cargo Bay Doors: Your first task is to open the bay doors. This is +vital and must be done during the first orbit. Radiators that shed +excess heat generated during the launch are on the inner surfaces of +these doors. If the doors remain closed, heat builds up inside the +shuttle and the warning horn sounds. You then have just 15 seconds to +open the doors. If you don't, the mission will be aborted. + +Nose Down Maneuver: When the shuttle first achieves orbit, the nose +of the craft is pointed up, out of the line of sight of the +satellite. In order to dock, you must see the satellite. Adjust the +pitch, as explained below to bring the shuttle's nose down. When you +do this, you'll be able to see the blue Earth through the window. +Cargo bay door opening and pitch adjustment must be performed on the +first orbit before any further operations should be attempted. + +Sequence to Stablize Orbit: +1) Press "C" to open cargo bay doors. +2) Press "R" to activate OMS Rotational Engines. +3) Move joystick forward or back to set pitch to -28. + +Stable Orbit Summary: Cargo bay door opening and pitch adjustment +must be performed on the first orbit before any further operations +should be attempted. + + + + + + + + + + + + + diff --git a/textfiles.com/apple/DOCUMENTATION/space.shuttle.2 b/textfiles.com/apple/DOCUMENTATION/space.shuttle.2 new file mode 100644 index 00000000..bee4b34a --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/space.shuttle.2 @@ -0,0 +1,265 @@ + +Docking: 210 Nautical Mile in Space. +------------------------------------ + +Objective: You are attempting to dock with a satellite that is +traveling at Mach 23.9, several hundred nautical miles above the +Earth. You will have to slow down or speed up to reduce distance (X +axis) to 0. Also you will have to be at the same altitude (Z axis) +and position (Y axis). All of these movements are interrelated - +changing one can affect the others. And in flight mode #3, time is +important because the longer you take, the more fuel you consume. To +save fuel, tap the joystick instead of holding it in a control +position. + +Docking Checklist. +------------------ + +Maneuvering in Space: There are 2 different ways to maneuver the +shuttle in orbit. For major maneuvers (30 nautical miles or more), +the Orbit Maneuvering System (OMS) can be used. This system takes +some study and experience to use effectively. So when first starting +out, use the Reaction Control System (RCS). Its clusters of rocket +engines in the shuttle's nose and tail can move the shuttle about its +three major axes (X, Y, Z). + +- To use the OMS, press "R" to activate ROT (rotational engine). + Lean joystick left or right to affect Yaw, forward or back to + affect Pitch. Press fire button to fire engine. +- To use RCS, press "T" to activate TRH (transitional engine). + Lean joystick left or right to affect Y axis, forward or back + to affect speed (and X axis), forward or back while pressing + fire button to affect altitude (Z axis). + +Shuttle Speed and Position: Speed is just as important as position. +Never allow your speed to drop below Mach 170 or your altitude to +fall below 195 nautical miles, or you'll burn up in the atmosphere! +Your X axis relationship to the satellite depends on your speed, +which is affected by your engine. To overtake the satellite when it +is ahead of you (when the X axis value is positive), your speed must +be greater than 23.9. As you make your final approach t the +satellite, keep speed close to Mach 23.9 + +Drifting: As you near the satellite, continually recheck all axes. +The satellite's movement is erractic, settings will shift. When RCS +is active (TRN is on), press "X", "Y", or "Z" to display current +status of those axes. Press the SPACEBAR at any time to check +position, remaining fuel, mission elapsed time, and pitch and yaw. + +"S" Curve: On the Ground Track Screen, the "S" line indicates both +the satellite's and the shuttle's ground track around the Earth. The +shuttle's position is the solid dot, the flashing dot is the target +satellite. Notice as you track the satellite, that your X axis +(distance between shuttle and satellite) will suddenly change +significantly as the satellite wraps around the tracking line. This +is because the orbital tracking line wraps around the display as a +real orbit would wrap around the earth. + +Docking Screen: Use the "S" curve screen until you get fairly close +to the satellite. Then 2 smaller radar screens will appear. The left +screen shows your Z axis (up-down), and a wide view of your Y axis +(left-right). The right screen, which you'll use more, shows the X +axis and micro (close in) Y axis. + +Satellite Sighting: When you see the satellite, prepare to conduct +close range maneuvers with the RCS (TRN engine on). + +Multiple Docking: Every time you dock (in flight #3), you receive a +"Rendezvous" signal and some additional fuel units. Each additional +docking becomes more difficult, so the amount of fuel you get +increases. After each rendezvous, the satellite moves away from the +shuttle. Wait until it is at least 80 units (X axis) away before +attempting to dock again, or the satellite will interfere with the +shuttle's signals. + +Docking Sequence: Match the position of the shuttle with that of the +satellite by correcting Z, Y and X axes, preferably in that order. + +1) Press "T" to activate RCS Transitional. + +2) Correct Z axis to 0. Press button and move joystick forward or +back. A negative number means the satellite is below you. A positive +number means the satellite is above you. A zero reading means you +altitude is the same as the satellites's. + +3) Correct Y axis to 0. Move joystick to the right or left. A +positive number means the satellite is right of you. A negative +number means the satellite is to the left of you. + +4) Correct X axis. Move the joystick forward or back. A positive +number shows the distance, in units, that the satellite is ahead of +you. A negative number shows units the satellite is behind you. To +increase shuttle speed, move joystick. Likewise, move joystick back +to decrease speed. The satellite's speed is Mach 23.9. + +5) When you meet the satellite, all axes must be adjusted to 0 and +stabilized for 2 seconds. Then you will receive a "Rendezvous" +signal, indicating that you've docked. + + +Deorbit Burn. +------------- + +Objective: To turn shuttle around, fire engines and decelerate to the +correct speed for leaving orbit. This is one of the most critical +phases of you flight. + +During deorbit operations, the shuttle is oriented to a tail-first +altitude, decelerating to reentry speed by the powerful OMS engine, +then turned around to a nose-first altitude. + +You begin to lose altitude when you've slowed the shuttle down below +the speed needed to sustain orbit at 210 nautical miles. + +Deorbit Burn Maneuver: First you must turn the shuttle around so this +it is traveling tailfirst. Then in order to maintain the correct +altitude, set your Z axis and pitch. Once this maneuver is completed, +fire the engine to decelerate. If the Z axis and pitch are not set +correctly, firing the engine will make you shuttle climb or dive. +After the deorbit burn, the shuttle must then be reoriented +nose-first to the correct altitude. Entering the atmosphere backwards +will cause the shuttle to burn up! + +Yaw: Left-right rotation of the nose of the shuttle. + +Sequence for Deorbit Burn: +1) Adjust Z axis until altitude reads 210. +2) Pull joystick back or push forward to set speed to Mach 23.9. +3) Press "R" to activate OMS (rotational). +4) Turn shuttle around completely. Move joystick left or right to set + Yaw at 180. +5) Set pitch at -004. +6) Press joystick button until speed is Mach 19.0. +7) Turn shuttle around nose-first be setting Yaw to 0. + + +Reentry. +-------- + +Objective: To establish and maintain the correct pitch, yaw and +speed, follow the correct trajectory, and properly manage heat +build-up during reentry. There are 3 important stages to reentry: +Entry interface, TAEM and LOS. Position, altitude, velocity, and +heading must all be exact to both to manage the tremendous +heat buildup and correctly position your shuttle for the final +approach. + +Entry Interface: This is the point in your flight where atmospheric +entry officially begins. As the shuttle descends, atmospheric drag +dissipates tremendous energy, generating a great deal of heat. This +heat quickly builds up. Pitch and speed must be correct to +utilize the shuttle's thermal protection system. + +Terminal Area Energy Management: After entry interface, you must +closely follow the proper descent trajectory in order to maintain +enough altitude and speed to reach the final touchdown point. This +process of conserving your energy by maintaining the correct +position, altitude, velocity and heading is called Terminal Area +Energy Management (TAEM). + +Loss of Signal: During reentry, the shuttle superheats the gas of the +upper atmosphere creating flashes of color outside your window. Heat +strips electrons from the air around the shuttle., enveloping it in a +sheath of ionized air that blocks all communications with the ground. +So at 140 miles, you will experience a temporary partial loss of +signal (LOS). Keep a close eye on your radar at this point. You will +receive intermittent signals which you need to use to correct your +course and plane. + +Descent Screens: On your reentry screen, "X" indicates cut-off of +your OMS engines (deorbit burn). "T" indicates the terminal area +energy management phase. "L" indicates your transition to final +landing approach. The small box at left is your plane indicator. + +Reentry Sequence: +1) Pull back joystick to set +24 pitch for proper reentry altitude. + +2) Close cargo bay doors. + +3) Follow reentry course on computer screen. Pull stick back to go +right. Push forward to go left. Left and right on the stick centers +plane. + + +Landing: Edwards Air Force Base. +-------------------------------- + +Landing Sequence: +1) Watch for the runway. Use the right radar screen to maintain +alignment. + +2) Follow final approach course on both computer screens. Left +screen: keep dot centered between the two arched lines. Right screen: +keep dot centered on straight runway approach line. Pull Joystick +back to raise nose (slow decent). Push joystick left or right to keep +dot centered. + +3) When range become negative, you're over the runway, just seconds +from touchdown, so drop landing gear now. + +4) Push joystick forward to lower nose. + +5) When the shuttle hits the runway, your nose will prop up, so keep +your joystick pushed forward to keep nose down until you hear the +thud of the front landing gear. + + +Stat Messages. +-------------- + +Message Message or +Number Action Needed +----------------------------------------------------- +100 Not lined up with runway on touchdown. +150 Touchdown too early (hit desert). +200 Touchdown too late (over-shot runway). +300 Nose gear not down at end of runway. +350 Off course at start of banking turn. +400 Landing gear not down at touchdown. +500 Cargo bay doors not closed at ascent or reentry. +550 Pitch is greater that +24 on reetry (skip into space). +600 Pitch less than +24 on reentry (burn up). +650 Yaw not 0 at reentry. +700 Altitude too low to sustain orbit (below 195). +750 Altitude too high (255 miles max). +800 Speed too low to sustain orbit (below mach 17.0). +850 Cargo bay doors not open during orbit (overheat). +900 Orbit insertion angle incorrect at MECO. +950 Speed/altitude too low to attain orbit at MECO. +990 Out of fuel. +1-99 Number of dockings. Also many appear as the last digit of a + mission abort stat. + + +Acronym List. +------------- + AX Axis + ALT Altitude + FLT Flight + MET Mission Elapsed Time + MECO Main Engine Cut Off + OMS Orbital Maneuvering System + RCS Reaction Control System + RNG Range + SRB Solid Rocket Booster + SP/M Speed in Mach + SSME Space Shuttle Main Engine + STS Space Transportation System + TAEM Terminal Area Energy Management + DAP Digital Auto Pilot + + -the Disk Jockey- + + + + + + + + + + + + + + diff --git a/textfiles.com/apple/DOCUMENTATION/space.vikings b/textfiles.com/apple/DOCUMENTATION/space.vikings new file mode 100644 index 00000000..7a08a511 Binary files /dev/null and b/textfiles.com/apple/DOCUMENTATION/space.vikings differ diff --git a/textfiles.com/apple/DOCUMENTATION/spacefoxdocs.txt b/textfiles.com/apple/DOCUMENTATION/spacefoxdocs.txt new file mode 100644 index 00000000..4a2bc35e --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/spacefoxdocs.txt @@ -0,0 +1,89 @@ +SpaceFox + +for 1.25MB IIgs from Seven Hills +joystick required; stereo board and two 3.5" drives or hard disk recommended + +Mission is to destroy The Brain at level 10. Features 16-voice stereo music + and effects. (Over 1MB of background music is included). + +Ship + +You begin with a basic craft fitted with a forward-shooting cannon (two slow + shots), a medium shield, and a medium fuel tank. When tank is empty, the + ship explodes and you lose all equipment gained since last docking at a + space station. You are allowed 5 ships; and you can gain additional ships + by collecting "ship bonuses" (5 SB's = another ship). + +Controls + +Joystick controls movement and speed. Button 0 is FIRE current weapon. + Button 1 activates the shield. + +Keyboard controls are ... + +ESC ... Pause +1 .... Select weapon #1 (at start this is your only weapon) +2 ... Sel W2 Parallel Shots +3 ... Sel W3 Split Shots +4 ... Sel W4 Reverse Shots +5 ... Sel W5 Laser +6 ... Sel W6 Auto Aim +CTRL-M Music ON/OFF +CTRL-R Restart game +CTRL-Q Quit +CTRL-T Switch between 50Hz & 60HZ (Warning use only if you + have 50/60 monitor) + + +Bonus Objects (to collect a bonus item your ship must touch it) + +Fuel inc fuel +Tank inc tank capacity +Shield bonus inc shield energy +Shield extend inc shield capacity +Extra Shot inc number of shots weapon can fire +Shotspeed inc shot speed +New Weapon adds a new weapon +Ship Bonus catch 5 of these to obtain an extra ship +others ??? + + +Space Stations + +At end of each level you can dock at a station. A station recharges + your shields and reports your weapons to your commanders (i.e. acts + like a 'game save' for your ship). If your ship gets zapped in the + next level, the replacement ship will have the same features. + + +Bad Guys + +Smarty 10 points easy to kill +Scooby 20 points cannon & radar (can only shoot once) +Meteors 100 points takes 10 shots to kill (sometimes contain neat items) +Valchy 300 points well-armored & has powerful reloading weapon (often + carries a bonus) + +Note: You will usually get a bonus for wiping out all baddies in + a group or "wave". + +Scores: the Top 100 are saved to disk. + + +Levels + +1 Start +2 Meteors +3 The Enemy Base +4 Worms +5 Hyperspace +6 The Slimer +7 Technology +8 Fire Planet +9 Ice Cave +10 The Brain (to WIN you must defeat The Brain in the final duel) + + + +R/ + diff --git a/textfiles.com/apple/DOCUMENTATION/spare.change b/textfiles.com/apple/DOCUMENTATION/spare.change new file mode 100644 index 00000000..bf18d48f Binary files /dev/null and b/textfiles.com/apple/DOCUMENTATION/spare.change differ diff --git a/textfiles.com/apple/DOCUMENTATION/speakupdox.txt b/textfiles.com/apple/DOCUMENTATION/speakupdox.txt new file mode 100644 index 00000000..c676878a --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/speakupdox.txt @@ -0,0 +1,30 @@ +OK.. YOU HAVE TO TYPE: + +PRINT CHR$(20)"AND WHAT EVER YOU WANT IT TO SAY IN THESE QUOETS.." + +THEN RETURN AND IT WILL TALK.. + +THIS PROGRTAM WILL SAVE YOU MONEY..YOU DONT HAVE TO BUT EXPENSIVE CARDS TO MAKE YOUR COMPUTER TALK... + +ALSO: +TRY TO SPELL THINGS THE WAY THEY SOUND +AND THE COMPUTER WILL SAY THEM BETTER. +EXAMPLE: +PRINT CHR$(20)"GOOD NITE SPROUT,,,,,,,,,,,,U ARR THE BESST..." + +COMAS WILL MAKE A DELAY BETWEEN WORDS.. + +====================>THE APPLE MECHANIC. + +LATERON.....................///// // / //// + // / / / / + // / / / /// + // / / / / + // ///// / / /// + + +  IS THE BEST...................... + + + + diff --git a/textfiles.com/apple/DOCUMENTATION/speedwayclassic b/textfiles.com/apple/DOCUMENTATION/speedwayclassic new file mode 100644 index 00000000..076e9d8e Binary files /dev/null and b/textfiles.com/apple/DOCUMENTATION/speedwayclassic differ diff --git a/textfiles.com/apple/DOCUMENTATION/spellpruf b/textfiles.com/apple/DOCUMENTATION/spellpruf new file mode 100644 index 00000000..4d336d49 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/spellpruf @@ -0,0 +1,42 @@ ++++ + +SPELLPRUF +By: Mark Murphy + +SPELLPRUF is a program that will check your word processor documents for spelling errors. By comparing the words in your text against its dictionary, it will determine which words it does not recognize. You can then opt to add them to the dictionary, if you wish, or simply skip them. By comparing the screen to a printed copy, you can find and mark all spelling errors. Later, these can be changed using your word processor. + +To use SPELLPRUF, you need a 64K Apple II (any version will do). If you don't know what this means, don't worry. + +SPELLPRUF uses a lot of disk space, mainly because its dictionary can expand to any size you wish. For that reason, it needs to create a disk for itself, which is called the SPELLPRUF Master disk. Follow the screen prompts. Once all is correct, SPELLPRUF will create the Master disk. + +To check a word processor document, you must first prepare it for use with SPELLPRUF. It must be in the form of a DOS 3.3 text (or ASCII) file. Some word processors (like Write Away) save their files as text files in DOS 3.3--these are ready to go as is. Some word processors have a menu option to save or print a file as a text file. You must use this feature to translate your files to text (consult your word processor manual for help). In short, to determine if a file is ready for use by SPELLPRUF, put the disk with the file in question on it in drive 1 and type CATALOG from the Applesoft prompt (]). If an I/O error occurs, your word processor more than likely using ProDOS to use SPELLPRUF just convert the file to DOS 3.3 using your System Master or Copy II+ from Central Point Software. If the file appears like this: + + T 014 FILE.WP + +then it is ready to be spell-checked (the T stands for text file). If the file appears with a B (for binary file) instead of a T, you must use the word processor to create a text file for the document. + +Once your file is ready for checking, place the SPELLPRUF Master disk in drive 1, and turn on your computer (or press [Control]-[Open-Apple]-[Reset] if it's already on). SPELLPRUF will show a catalog of your word processor files disk. Enter the name of the file to be checked. SPELLPRUF will then compare the file against its first dictionary, showing you a total word count and an error count as it goes. If there is more than one dictionary (meaning if this is not the first time you've used the program), it will then check the errors against those dictionaries, keeping you informed of its progress through the file. + +Once all errors have been found and determined to be absent from all the dictionaries, SPELLPRUF will display your file, highlighting each error as it comes to it. "Errors" may be either true spelling errors or words simply not in any dictionary. If the word is spelled incorrectly, mark it down on a printed copy of your document for later editing. If it is correct, and you want it to be remembered for future documents, press the [SPACEBAR]. If you want it to skip that word, press [Return]. Once it has shown you all the errors, it will sort and index the words that you told it to remember. It will then save these words in a new dictionary. You can then either check another document or reboot your system. + +The author suggests that you print a copy of these instructions, as you may need to refer to them in the future. + +Files Needed: + +INSTALL.SP +INSTALL.1 +SPELLPRUF +SPELL +SPELL.0 +SPELL.2 +SPELL.3 +BANKN.SP +BANK1.SP +NAME.SP +LIST1.SP +TRANSFER.SP +TRANSFER.1 +SPELLPRUF.FIX + +NOTE: At press time the author has developed a utility to merge several SPELLPRUF dictionaries into one. This will greatly reduce the time it takes to check a document. Watch for it in UpTime soon! +~~~ \ No newline at end of file diff --git a/textfiles.com/apple/DOCUMENTATION/spells.txt b/textfiles.com/apple/DOCUMENTATION/spells.txt new file mode 100644 index 00000000..0477a912 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/spells.txt @@ -0,0 +1,153 @@ +Deathlord Spells: +Level Of spellcaster: Max Level of Magic: +1 1 +3 2 +6 3 +10 4 +14 5 +19 6 +24 7 + + +SHISAI (Cleric) +Level 1: +AKARI Light (In Dungeons) +KATAI Protective Area (Cumulative) +NASU Cures 1-8 H.P. + +2 +DOSOI Slows Effect of Poison +TSUIHO Turn Undead +MOTU Paralyze 1-3 Monsters + +3 +MOTUNASU Cures Paralyzation (except of caster) +ONKEI Bless Party for duration of Combat +MOAKARI Better Light Spell + +4 +MONASU Cures 17-32 H.P +MAKATAI Defence Aura for Combat +DONASU Cures Poison + +5 +INOCHI Restore Life (-1 con & 1 h.p.) +HONASU Cures 33-64 H.P. +HINAGU Offensive Spell + +6 +KURENZA Offensive Spell +KAERU Teleport Spell (cast, type in word, later "Y"ell word to teleport there) +ALNASU Cures all Damage + +7 +MOINOCHI Restore Life (!=Petrification), can be repeated if faiils.. +YAWARISHI Restore Stoned Chars. +SHINSEIGO Remember Earth Maw from Bard's Tale III ? + + +SHIZEN (Druid) + +1 +HIKAKOMU Bonus to Strike for one Char. +KUSAMOTSU Entwines 1-4 monsters in Plants +ICHIHAN Scry-Sight (Depth Only) + +2 +DUNASU Cures 1-9 H.P. +MOYA Helps to Escape Combat +KINO Reduces A.C. for Combat (Cum.) + +3 +KONPASU Locate land at Sea +BYOKINASU Cures Most Illnesses & Diseases +YOBUZUMA Nasty Offensive Spell + +4 +HITATE Resist Fire/Heat (!=magical) +SANTATE Protects from most Acids +TABEMONO Create food from Vegetation + +5 +HIKABE Offensive Spell +JISHIN Earthquake Spell +DRUNASU Heals 17-32 H.P. + +6 +KYOKI Makes Monsters go Nuts +TSUKAKUSU Lets party take form of Terrain +HIARASHI Offensive Spell + + 7 +KONRAN Daze Monsters till they can be killed +KOMARU Instant Kill for One Enemy +DRUINOCHI Restore Life (-1 Con + +MAHOTSUKAI (Magic-User) +1 +NERU Sleep for Weak Creatures +TATE Shield (Cumulative) +TODO Magic Missle + +2 +YOWAMERU Weakens Monsters (Cumalative) +KOWA Fear for One Creature (Flees) +CHIKARA Strength (Cum.) for Party 2 +3 +ISOGU Extra Attack per Round in Combat +KUMO Entangles Monters in Web +ZUMA Lightning Bolt +4 +UGOKU Blink 1-8 spaces (not thru walls) +MOKOWA monsters flee , Will leave treasure +HITAMA Fireball +5 +KOORI Ice Storm +HOHYO Invisible during Combat +DOKUMO Smoke/Kills some Creatures + +6 +UNMEI Power Word: Kill +ARASHI Nasty Roasting Spell +KOROSU Kills Hostile Creatures + +7 +UNPAN Up/Down Teleport upto 4 levels +TAIYOHI Powerful offensive spell +TOKI Time Stop + + +GENKAI (Illusionist) + +1 +HIBANA Sparks +SHOTEN Better chance to Hit +KIRI Darkness for Fleeing + +2 +HIKKO Light (Indoors) +NIJIN Makes Players Blurry +MEKURA Dancing Lights +3 +KAWA Fear (1-3 Monsters) +MAMOTU Paralyze +NIGERU Thick fog helps party escape during combat + +4 +MANIJIN All Living Chars Invisible-Combat +KAKUSU Blends with Enviroment-Stand Still +GENEITODO Phantom Missles +5 +MEIRO Dancing Lights +MANIGERU Special Effects for escape +YUJO Friend (Combat) + + 6 +UKU Water Walk +MAKAWA Fear +KOTOBA Kills some Creatures + +7 +HONIGERU Flee from Combat almost always +TSUKIHI Offensive Flame Spell +YUREI Party looks like Monsters diff --git a/textfiles.com/apple/DOCUMENTATION/spiderbot.txt b/textfiles.com/apple/DOCUMENTATION/spiderbot.txt new file mode 100644 index 00000000..0a2c48cc --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/spiderbot.txt @@ -0,0 +1,176 @@ +------------------------------------------------------------------------------- +Spiderbot docs typed up by Twilight Zone.........Call (818) 446-0891 1200-9600 +------------------------------------------------------------------------------- + +------------------------------------------------------------------------------- +NOTICE: If you like surprises, DON'T READ THIS MANUAL! This game has a lot of +hidden surpises and twists which are described in the manual. For exploring +and discovering on your own, you won't need help from the manual. + +If you decide to venture through the game alone, stop reading after the +INTRODUCTION - and good luck! +------------------------------------------------------------------------------- + + +INTRODUCTION +------------ + +Deep within the Citadel, three runaway chemical reactors are rapidly +approaching meltdown. These time bombs threaten to devastate the surrounding +electronic jungle. The only remaining SpiderDroid has been sent into the +territory of the Citadel to find and diffuse the reactors. + +OBJECTIVE +--------- + +SpiderDroid is a one-legged robot that can move left or right, or jump straight +up. He can fire a net, which he uses to capture the strange creatures which +live near the entrance to the citadel. + +SpiderDroid snares creatures in his net and stores them in his portable cage. +Later, on his journey, he can use the creatures to perform tasks for him in +exchange for their freedom. For example, one creature, called the Stinger, +will allow SpiderDroid to jump incredibly high. And the Big Borer can be used +to burrow through solid walls. + +SpiderDroid starts out exploring the jungle and the world outside the Citadel, +in search of the creatures. Capturing creatures is only one part of his +perilous journey, however. The Citadel is protected by robot guards that fire +energy-draining plasma bullets. Unfortunately, the SpiderDroid has no defense +against these patrol guards. His only chance is to turn into SPIDERBOT, a two +legged, ceiling crawling robot that can fire radioactive bolts in self defense. + +Scattered throughout the jungle area are the parts needed to allow SpiderDroid +to transform himself: two legs and a red power globe used to energize +Spiderbot. Only when he has collected these parts can he infiltrate the +citadel. + +Once he has gathered the necessary leg parts, he must find the FIST to discover +the secret of becoming SpiderBot. Enlist the help of the Rock Hopper creature +to open the huge stone sculptured FIST. + +There are, however, some barriers to success. Lasers are impassable when +activated. Electromagnets are impassable without a little "lifting help" from +a Ray. And there's no way to get around the stone walls unless a Big Borer is +used to gnaw through them. + +HINTS: Throughout the game, be mindful of your power level, indecated by a +verical bar at the bottom of the screen. Various creatures, such as Malevolent +Men of War, Stingers, and Big Borers will sap your energy if you come in +contact with them (unless you are using them from your cage to perform a task). +The robot guards will drain quite a bit of energy with every shot they fire at +you. Falling from great heights as SpiderDroid will also drain some of your +power. When your energy gets very low the resulting energy crisis will allow +some of the creatures to escape from your cage. If your energy reserve level +drops to zero, the game is over. + +Loading Instructions +-------------------- + +o Set up your Apple II computer as shown in the owner's manual. +o Plug your joystick in as shown in the owner's manual. +o Insert SPIDERBOT into the disk drive, label side up. +o Turn on the computer. + +Make Your Selections +-------------------- + +When the game is loaded, you'll see the title screen of the game, then the +first screen. A bouncing pink Rock Hopper allows you to make your choice +between the Full or Short versions of the game. The Full game allows 30 +minutes for you to capture the creatures you need, find the parts to SpiderBot, +and deactivate the reaactors. + +A Short version of the game is provided that gives you 20 minutes to neutralize +the reactors. In the Short version, you alread have one of each creature, and +the parts needed to allow you to transform into SpiderBot. Move the Rock +Hopper left and right to select either Full or Short, and press the FIRE BUTTON +to make your choice and begin the game. + +CONTROLS: +-------- + +Move the joystick left or right to move SpiderDroid left or right. To jump, +push the joystick back, then forward. The FIRE BUTTON is used to fire the net. +The net coninues to float across the screen until you release the FIRE BUTTON +to drop it. For a higher trajectory, push the joystick forward as you press +the FIRE BUTTON. You can hold up to eight of each type of creature in your +cage. Note: when you release a creature, do not fire a net while it is +helping you, because this will kill it. + +Move the joystick back to get a display of the remaining time in the game. If +you press the FIRE BUTTON while the joystick is back, you get a menu of +pictures at the bottom of the screen. This menu lets you release any of the +creatures (displayed left to right), or transform back and forth from Spider- +Droid to SpiderBot. Move the joystick left and right to move the pointer to +the desired action, then press the FIRE BUTTON. The large E allows you to end +the game. + +When you transform into SpiderBot, a parcel of energy is borrowed from Spider- +Droid's power supply. This energy level is shown to the right of SpiderDroid's +energy reserve level indicator. Keep an eye on the "Spark Indicator" at the +lower right corner of the screen for a visual display of SpiderBot's energy +level. You must change back to SpiderDroid before this energy runs out in +order to pay back the energy used or it will be lost forever. + +While you are SpiderBot, you can push the joystick forward to "fall" upward. +Be aware, though, that SpiderBot consumes twice as much energy when +upside-down. + +Keyboard Commands: +----------------- + + I + J K + M + +Press either the Open Apple or Closed Apple key in place of the joystick fire +button. Press Ctrl S to toggle the sound off and on. + +Note: When using keyboard controls, be sure the Caps Lock key is engaged. + +CAST OF CHARACTERS: +------------------ + +Big Borer: The Big Borer is a bad tempered beast that likes to lurk where it + can reach out and bite the unsuspecting passerby. If you move close to it + (but not close enough to get bit, which drains energy), you can draw it out + and then capture it. When released (and if SpiderDroid is pointed in the + right direction) it will gnaw through the solid walls. + +Fist: A large fist-shaped stone, which holds the secret to SpiderBot's + success. + +Malevolent Man of War: This electric jellyfish is dangerous because it drains + a lot of energy by stinging you. It cannot be captured unless first stunned + by one of SpiderBot's energy bolts. When released, it can fuse delicate + electronics within the reactors. + +Ray: A harmless creature that glides back and forth. In exchange for its + freedom it will draw a blind eye over the Citadel's radar and help SpiderBot + enter unnoticed. + +Rock Hopper: A nervous little bouncing creature, necessary for opening the + Fist. + + +Stinger: An irritating and aggressive insect. Its flying powers can be + harnessed to help SpiderDroid move upward. + +End of Game +----------- + +The game ends when you run out of time, out of energy, or successfully disable +the reactors. A percentage is then shown on the first screen of the game, +showing how many of the rooms you explored. + +------------------------------------------------------------------------------- + Spiderbot docs typed up by Twilight Zone + Call The Twilight Zone + (818) 446-0891 + 1200/2400/9600 +------------------------------------------------------------------------------- + + +[ //e Transfers ] +[ Time Left: 05 ]: \ No newline at end of file diff --git a/textfiles.com/apple/DOCUMENTATION/spindizzy.txt b/textfiles.com/apple/DOCUMENTATION/spindizzy.txt new file mode 100644 index 00000000..690623a2 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/spindizzy.txt @@ -0,0 +1,181 @@ + +------------------------------------------------------------------------------ + + The Digital Gang Presents: + + Electric Dreams Spindizzy + + Cracked By The Sheik + + Special Thanks The Triton + + Thanks High Voltage and Sherlock Apple +------------------------------------------------------------------------------ + S P I N D I Z Z Y I N T R O D U C T I O N +------------------------------------------------------------------------------ + +You've been working in the Earthbase 386 Scientific Research Organzation +for eons, and it's always the same - stardroid exploration probes, hectograp- +ic maptometry, galaxy-cloning - the usual. As Cartographer for Unknown Worlds +you're ready for something new. + +Now's your chance! The Alternate Dimension Division at 386 has just made a +mounmental discovery - a new dimension that contains a strange artificial +world hanging in space. Your mission is to map it. The organization +has supplied you with a Geographic Environmental Reconnaisance Land-Mapping +Device, known as GERALD. Your exploration time is limited, and if you do +not move fast, the mission will be terminated. + +The ship's computer holds the inital radar map of the surface. Your task is +to explore each area, collecting energy in the form of jewels, for which +you'll be rewarded with extra time. + +Since this world is hung in the infinity of space, falling off is not a good +idea. Should you lose or destroy your craft, it will be re-created and +beamed back to the last location visited, but this will cause an enormous +power drain, resulting in the loss of valuable time. Yes, time exists even +in an alternate dimension. No more galaxy-cloning for you - this is the +real thing! + +------------------------------------------------------------------------------ + + L O A D I N G I N S T R U C T I O N S +------------------------------------------------------------------------------ + +Apple ][+, ][e, and ][c + +1. Connect a joystick to your computer. +2. Insert the Spindizzy diskette in your disk drive. +3. Turn on the computer. + +------------------------------------------------------------------------------ + Y O U R M I S S I O N +------------------------------------------------------------------------------ + +Using the joystick, you control GERALD's movements across the many three +dimensional screens of the Spindizzy terrain. Your goal is to cover as +much surface area as possible without running out of time. Running over +jewels and covering new grounds both will give you more time. There are +386 different screens to explore. + +------------------------------------------------------------------------------ + Y O U R O P T I O N S +------------------------------------------------------------------------------ + +After loading Spindizzy into your computer, press [O] to select a one or +two player game. + +In both types of games, you play against the clock. In two-player games, +player 1 plays until he or she falls off the maze or completes the game or +until time runs out; then player 2 plays, using the same joystick, and under +the same conditions. As play passes back and forth, each player picks up +where he or she left off - that is, most often, where he or she fell off the +maze on the last turn. The current player is always displayed on the screen. + +In two-player games, scoring is cumulative - that is, players 1 and 2 play +together against the maze, not against each other. So to double your play +time when playing alone, you can select a two-player game and plays both +player 1 and player 2. + +------------------------------------------------------------------------------ + H E L P +------------------------------------------------------------------------------ + +The help screen can be found by pressing [H] after the title screen appears. +It points out the many features of the Spindizzy landscape. Lifts, switches, +clues, trampolines, water, jewels, compasses, and ice are all illustrated +on the Help screen. Press any key to return to the main menu. + +------------------------------------------------------------------------------ + G E R A L D +------------------------------------------------------------------------------ + +GERALD is controlled with your joystick. Pressing the joystick button will +you some extra speed. The spacebar can be used to stop GERALD on any +surface other than ice or water. + +If you get tired of GERALD's form, change it. GERALD has the ability to +alternate between three shapes: a marble, a top, and a gyroscope. To change +GERALD's shape at any time, press [I]. Changing GERALD's shape will not +affect the game. + +------------------------------------------------------------------------------ + V I E W P O I N T A N D L O A C T I O N +------------------------------------------------------------------------------ + +If your using the keyboard the function keys are the APPLE ARROW KEYS. +On the Apple ][+, <, >, <--, and --> - will alter your viewpoint. The +compass is the lower right-hand corner of the screen points north at all +times to help with orientation. + +Press [M] any time to display the map. The blinking light shows where +your're located. The yellow sections represents the surface areas you've +already covered. Press the spacebar to return to the game. + +------------------------------------------------------------------------------ + T H I N G S T O K N O W +------------------------------------------------------------------------------ + +SCORE +----- + +Press [S] to display your current score at any time during the game. + +PAUSE +----- + +Press [P] to pause the game. While the game is paused, the border will flash. +Press any other key to restart the game. + +Abort Mission +------------- + +If you want to start over press [ESC] to pause the game, press it again to +display your status, and a third time to start over. + +Status Display +-------------- + +In the upper portion of the screen, the time left to play, the areas left +to visit, and the number of jewels collected are displayed. + +------------------------------------------------------------------------------ + L I F T S - S W I T C H E S - C L U E S +------------------------------------------------------------------------------ + +LIFTS: Can take you from one level to another, but they must be switched + on. + +SWITCHES: will activate the lifts, and also will cause some features to + appear or disappear. Occasionally, two switches may be used + together. The box at the bottom of the status shows you which + switches are activated. + +CLUES: appear in the bottom left-hand corner of some screens and indicate + which switches need to be activated. + +------------------------------------------------------------------------------ + H I N T S +------------------------------------------------------------------------------ + +Due east of the starting screen is beginner's section. Time passes slowly +in this area, allowing you time to experiment. + +Ice is slippery, and tramplines and bouncy! + +Make a map; it will help you find short-cuts. + +------------------------------------------------------------------------------ + + A Digital Gang Presentation + + Trade Center.............................(201) 256/4202 + +------------------------------------------------------------------------------ + + + + + + +Press Return... \ No newline at end of file diff --git a/textfiles.com/apple/DOCUMENTATION/spitfire.simula b/textfiles.com/apple/DOCUMENTATION/spitfire.simula new file mode 100644 index 00000000..7802766b Binary files /dev/null and b/textfiles.com/apple/DOCUMENTATION/spitfire.simula differ diff --git a/textfiles.com/apple/DOCUMENTATION/spooler b/textfiles.com/apple/DOCUMENTATION/spooler new file mode 100644 index 00000000..501a2ce1 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/spooler @@ -0,0 +1,187 @@ + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Print Spooler Classic Desk Accessory + + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + by Bill Tudor + + Copyright (c) 1990 All Rights Reserved. + + Version: 1.01 + Updated: 10-Dec-1990 + + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +This file contains the documentation for the Print Spooler CDA, an Apple IIgs +Classic Desk Accessory that allows you to perform background printing of up to +14 Apw/Orca source files (Src), Merlin source code (Txt), or standard text +files (Txt). + + +Note: | Spooler.DA, Print Spooler, Print Spooler CDA, and Print Spooler + | Classic Desk Accessory are ALL terms used to identify this program. + +Requirements: +------------ + ++ Apple IIgs computer/at least 1Mb of RAM ++ printer connected to internal slot 1 + +Features: +-------- + ++ Merlin file expansion ++ up to 14 files in the print queue ++ automatic tab expansion ++ "point & shoot" file selection + +Cost: +---- + +Spooler.DA is FREE! + +Spooler.DA is copyright (c) 1990 by Bill Tudor. Users may make and distribute +copies as they wish, al long as this documentation is included in the +distribution. If you feel like supporting my programming efforts, +any amount of renumeration would be appreciated. Send comments and/or +payments to: + + Bill Tudor + 1220 Gerling Street + Schenectady, NY 12308 + + GEnie: W.TUDOR + +Testing: +------- + +Spooler.DA has been tested under the Merlin, APW/Orca, and ProSEL shells, as +well as the Finder as various other programs. Because of the nature of the +program, Spooler.DA is NOT guarenteed to work with all programs. In addition, +Bill Tudor is NOT responsible for any damages resulting from the use of this +program and/or instructions. Use at your own risk. + +Limitations: +----------- + ++ The Spooler.DA will only work under GS/OS. You cannot enter the CDA from + ProDOS 8. + ++ The Spooler.DA should continue background printing even if a ProDOS 8 program + is run...but this has not been tested. + ++ You CANNOT print to slot 1 while the spooler is running. + ++ The spooler only works with Txt and Src files. Merlin Txt files will be + expanded, as will tab characters. Any other control characters in the text + are simply ignored. + ++ You cannot disable VBL IRQ's while the spooler is running. + ++ You MUST have enough free RAM to hold ALL of the files in the print queue. + ++ Avoid the use of IRQ intensive programs (like communication programs) while + the Spooler.DA is active. + ++ Spooler _may_ have problems with programs that disable interrupts often or + when running during large amounts of disk access. + ++ Spooler will not work if the host program destroys background task queue. + +1. Overview: + ======== + +The Spooler.DA remains dormant in memory until a print session is active. You +can tell that a session is active by either observing the action of your +printer or listening for periodic 'clicks' of the IIgs speaker. When the +Spooler is active, it sends a line of text to the printer about once every +half-second. You may continue to use your IIgs normally while the spooler +sends information to the printer. When the print job is complete, the spooler +places itself back in a dormant state until it is again activatied via the CDA +menu. + +2. Getting Started. + =============== + +Simply copy the Spooler.DA to your *:System:Desk.Accs folder on the system +disk and re-boot the computer. + +2. Setting up the Print Queue. + ========================== + +Enter the IIgs CDA menu by pressing and select the CDA +called "Print Spooler". You will be presented with a main menu screen. The +menu lists all the files currently in the print queue, and provides options +for left margin, line numbers, adding a file to the queue, and deleting the +queue. The options are described below. + +A. Adding a file to the queue [Option 1] + ------------------------------------- + +- Selecting option [1] will cause the Print Spooler CDA to first prompt you +for the path of the file you wish to add tp the print queue. Select the +DIRECTORY (folder) that contains the file you wish to print. After the +directory has been established, you will be asked to select the filename. You +can press at any time to return to the main menu. + +The following command are available | Note: Only files of type +when selecting the PATH (Directory): | ---- DIR are shown. + + Path Selection Commands: + ----------------------- +Escape = abort; return to menu oa-Period = abort; return to menu +Up Arrow = change last directory Left Arrow = drop dir. from path +Down Arrow = change last directory Right Arrow = append dir. to path +Tab = change disk drive Clear = clear entire path +Return = accept path as is + +The following commands are available | Note: Only files of type +when selecting the FILE: | ---- Src or Txt are shown. + + File Selection Commands: + ----------------------- +Escape = abort; return to menu +oa-Period = abort; return to menu +Up Arrow = change filename +Down Arrow = change filename +Return = accept the current filename + +B. Deleting the print queue [Option 2] + ------------------------------------- + +- select option [2] to delete the entire print queue and start the file +selection process from the beginning again. + +C. Printing line numbers [Option 3] + ------------------------------------- + +- select option [3] to toggle printing of line numbers on/off. If line number +printing is set to ON, all of the files in the print queue will be printing +with a line number at the begining of each line. + +D. Left Margin [Option 4] + ------------------------------------- + +- Selecting option [4] will increase the left margin by 1 character at a time +up to a maximum of 8 characters. If this option is selected when the left +margin is already at 8 characters, the left margin value wraps back to 0. + +E. Quiting [Escape ] + ------------------------------------- + +- Press ESCAPE to exit the Print Spooler CDA. If there are ANY files listed in +the print queue, background printing will begin. Printing continues until all +of the files in the queue are printed. You will here a click in the Apple IIgs +speaker every time the Spooler finishes a line (about every 0.5 seconds). + +3. Cancelling a print job. + ====================== + +If the Print Spooler CDA is entered while a print job is currently in session, +you will be asked if you want to cancel the print job. Selecting "Y" will +abort the current print job and allow you to setup a new print file queue. +Note that you may have to manually eject the final page from the printer. +Selecting "N" will exit the CDA and allow the current print job to finish up. + +You CANNOT use the Print Spooler CDA while a print job is in session. + + +Enjoy! diff --git a/textfiles.com/apple/DOCUMENTATION/spy.hunter b/textfiles.com/apple/DOCUMENTATION/spy.hunter new file mode 100644 index 00000000..ee71c97a Binary files /dev/null and b/textfiles.com/apple/DOCUMENTATION/spy.hunter differ diff --git a/textfiles.com/apple/DOCUMENTATION/spy.vs.spy.2 b/textfiles.com/apple/DOCUMENTATION/spy.vs.spy.2 new file mode 100644 index 00000000..d0d1bdb6 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/spy.vs.spy.2 @@ -0,0 +1,397 @@ + + SPY vs SPY + ---------- + WRITTEN BY: ?????? + UPLOADED BY: THE BLIND THIEF + +SIMULVISION utilizes a revolutionary split-screen display depicting +both players activities simultaneously! Even while playing alone +against the computer, you get to see what the other wise-SPY is up +to. + +SIMULPLAY lets both players play... you guessed it! Simultaneously. +No more need to wait your turn as you travel throughout a selectable, +yet randomly generated maze of interconnection rooms. While setting +and defusing booby-traps, engaging in hand-to-hand combat, searching +for the Top Secret briefcase (guess its not secret anymore) and +looking for the only way out, you must collect your passport, secret +plans, money, and a key in order to escape from the foreign embassy +before your plane take off without you. Like alfred E. Neuman says, +"If at first you don't succeed at first... SPY, SPY again." + +GAME OPTIONS: + +When SPY vs SPY has finished loading into your computer, you will be +presented with OPTION screen. + +Located inside the top room you will be able to select and modify the +following options: + +1. Number of players + +2. Difficulty level + +3. 'Intelligence Quotient' of the computer (one player version only) + +4. Airport exit revealed or until the end. + +STARTING: +With your joystick or appropriate keys, move your cursor, up and down, +to any of the options. By moving the joystick right or left you can +select one or two player mode, difficulty level, and I.Q. of the +computer (only available in one player mode.) + + +CONTROLS +-------- + +MOVEMENT: +The rooms that you are in are three dimensional. Pushing the JOYSTICK +forward will move you towards the rear of the room. Pulling the +JOYSTICK right or left will move you right or left. If you move from +room to room, you will notice that a Movement Status Indicator bar +(located below your room) is scrolling from right to left and being +updated with each new room you have entered. These symbols can show +you how to go back to where you've come from. For examples, if you +move one room to the right and two rooms back, you will see, reading +from right to left, two "down" arrows and one "left" arrow. To find +your way back, follow the arrows reading from left to right, deleting +each arrow until you return to the room in which you started. See +"Bread Crumbs" + +OBJECT MANIPULATION: +First, move within range of any object (you will hear a short tone and +see a flash). Then press the Joysrick button. Any object within a +room can be opened or lifted and may reveal one of the hidden items +you are looking for. If you're not so lucky, it will activate a BOOBY +TRAP, blowing you to smithereens.... + +OPENING DOORS: +Again, move within range of any closed door. Press the JOYSTICK +button and the door will open. + + + KEYS AND THEIR FUNCTIONS + ------------------------ + +K +Move left + +L +Move right + +A +Move back or up + +Z +Move forward or down + +Q +Access trapulator + +S +Toggle music on/off + +SPACE +Press to open or close a door To pick up or drop an object Select or +activate a booby trap Start game Press once to stop your man, again to +drop an object. + +ESC +Pause game play + +CTRL-R +Return to option screen + + +In Hand-to-Hand combat, use the K, L, A, and Z Keys to move the arm +with the club: in, out, up, or down, while depressing the CONTROL +Key. + + GAME ELEMENTS + ------------- + +SIMULVISION: +The top half monitors the actions of the White Spy, the bottom half +depicts the Black Spy (either player 2 or the computer). The +activities of both Spies are revealed to both players in the rooms +shown on the left side of the screen. The right side is reserved for +the Trapulator and its six icons. + +SIMULPLAY: +With the clock running at all times, we didn't think it was fair to +make players wait to take turns. So, voila! Simulplay. Since both +Spies' activities take place out in the open, the challenge becomes +watching and remembering what the other Spy does while you go about +your business. Simulplay allows players to engage in club-to-club +combat, place booby-traps, chase each other and generally get in the +way. + +HAND-TO-HAND COMBAT: +The combat mode exists only when both spies are in the same room. +SIMULVISION ends, and the spy that entered the common room appears on +the same screen as the Spy that was already there. Both spies have +the options of attacking, leaving, or avoiding the other Spy. + +In the combat mode, spies cannont search objects, or use the +Trapulator (no map or traps). Doors, however, still work, and so do +any traps that might be connected with them. If spies are not withing +range of any object when pushing the JOYSTICK BUTTON, they wield their +clubs with which they can hit the other Spy on the head or jab him in +the stomach. To smash him on the head, the button is held down while +the JOYSTICK is moved from the Up position to the Down position (swing +the club downward). To jab, move the JOYSTICK from left to right (or +right to left, depending on which way the Spy is facing). When the +JOYSTICK BUTTON is first pushed down, the Spy will automatically face +his opponent, regardless of which way he was facing or moving. To +move your Spy during combat, release the button ad move as normal. +Hitting the other spy weakens him, and about 7 solid blows are needed +to "Kill" him. However, Spies will recover strength over a period of +time. + +If a Spy is carrying anything when he enters a common room, the object +is lost or hidden in the common room, depending on the type of +object. Traps and remedies are lost, while inventory items and the +briefcase are hidden somewhere in the room. The winner of the combat +sequence can search the object out, and either regain or gain +possesion. + +NOTE: At the beginning of each new game, both Spies will start out in +the same room only a few steps from each other. Soooo, don't become +the victim of SAP-otage... keep your guard up. + +TIME: +Both players start out with equal time to travel the maze, collect +required objects, search for the briefcase and exit the embassy before +their plane takes off. However, there are several time penalties. +You lose time when you set a booby-trap, When setting a trap, you will +hear several beeps. This will tell you that the trap was properly set +and it reminds you to watch your trapulator, which will be deducting +the appropriate time. However, if you are the victim of a booby-trap +or the loser in a hand-to-hand combat the clock will continue to count +down even though you are 'unconscious'. These losses of time can +never be regained. When time is about to run out the red button on +top of the TRAPULATOR will flash and sound it's warning. Both players +can never run out of time at the same time. Therefore, one player +will outlive the other. The surviving player will continue his search +for the briefcase required objects and the exit. If you are playing +against the computer and the computer has time remaining, you can +abort the mission by typing CTRL-R. Even after your spy's demise, the +traps he has set remain. The game is by no means over just because +one player's time has run out. To stop the game or pause, press the +ESC key. + +BOOBY TRAPS: +As players move through the maze of rooms, they may select any of the +five booby-traps. The booby-trap arsenal contains: Bombs, Springs, +Buckets of Water, Guns with Strings tied to the Trigger and Time +Bombs. The Time Bomb needn't be hidden. In fact, it is activated +immediately and is the only booby-trap that cannot be carried or +neutralized! The Gun with a string and the bucket of water can only +be attached to a closed door. All other traps may be placed behind or +in anything found in any room. + +Spies can carry traps in and out of rooms, placing them where they +wish when they are ready. Booby-traps are depicted in black while the +remedies are shown in color. + +TO PLACE AND SET A TRAP: + +1. Press the JOYSTICK button... TWICE! You have just accessed the +TRAPULATOR. Observe the large arrow. + +2. Move the large arrow about the Trapulator using the JOYSTICK or +KEYBOARD arrows. + +3. Position the arrow of the booby-trap of your choice. + +4. Press the JOYSTICK or if you are using the keyboard, the +SPACEBAR. The booby-trap is now held by your spy. + +5. Position the Spy in front of the hiding place you have selected. + +6. Watch for a brief flash in your Spy's room. This flash indicates +the Spy is properly positioned. + +7. Press the JOYSTICK/SPACEBAR. The booby-trap will disappear* and +you will hear the short 'beeps'. These indicate that the trap has +been set AND that time is being deducted from the time remaining +before your flight leaves. + +*NOTE: +In the case of the Gun with a String trap, only the gun will no longer +be visible. As you move your Spy about the room, the string will +stretch and follow the Spy Position him in front of a closed door, +watch for the flash, press the Joystick/Spacebar and the trap is set. + +Once a trap has been set, EITHER Spy has can set it off! A Time Bomb +will go off in 15 seconds once selected. Any Spy(s) in the room at +the time of detonation will be zapped. Unlike other traps, the Timb +Bomb is not set off by the searching of the Spies. Listen carefully +for them. They come in handy if you are being chased. The +unfortunate Spy will lose 7 seconds of actual time. Also, 20 seconds +will be deducted from his game time, for a total penalty of 27 gaming +seconds. The other player will be awarded bonus points for each trap +set off by the opposition. If the booby trap has been been in +possesion of the briefcase, the other Spy can use this time to attempt +to locate the victim and grab the briefcase. + +To add insult to injury, when a player sets off a trap, he gets zapped +while the other Spy laughs hysterically. + +REMEDIES: +Except for the Timb Bomb, each of the traps has a disarming remedy +hidden throughout the maze. Each type of remedy is always hidden in +the same type of location. For example, the scissors are used to +disarm the Gun with string. Scissors are only found in the First Aid +kits hanging on the back walls. As with traps, remedies can be picked +up and carried from room to room. Spies can NOT carry more than on +thing at a time except inside the briefcase. + + BOOBY-TRAPS AND REMEDIES + ------------------------ + +TRAP USEABLE REMEDY LOCATION +-------- -------- -------- ------------------------------ +Bomb All but Water Red fire box on left wall. + Door. Bucket +------------------------------------------------------------- +Spring All but Wire White tool box on right wall + Door. Cutters +------------------------------------------------------------- +Water Door Umbrella Coat Rack +Bucket ONLY +------------------------------------------------------------- +Gun with Door Scissors First Aid Kit on back wall. +String ONLY +------------------------------------------------------------- +Time Bomb ANYWHERE None! N/A +------------------------------------------------------------- + +TRAPULATOR: +Located to the right of each of the rooms is a calculator-like, state +of the art, Trapulator. It serves four basic functions. You can use +it to SELECT BOOBY TRAPS; ponpoint your LOCATION, gauge your TIME +remaining and check INVENTORY. + +Across the top of the Trapulator is a digital clock which indicates +the time left until your plane takes off (with or without you)! Below +the clock are six buttons. On the first 5, selectable booby-traps are +indicated. However, the sixth button in the lower righthand corner +calls up a map of the embassy you have broken into. The map will +apprear in the room that your spy is occupying. The room your Spy is +in will be the one blinking on and off. Rooms filled in with a color +indicate that your Spy has been in that room at least once. Any +required inventory items are represented by a dot. The map does NOT +tell you what item or how many are in a particular room, just that +something you are looking for is there. Finally, the Trapulator +displays items you have successfully collected as you ready your +escape. Its also indicates if an item has been taken from you. The +item will now appear on th opposition's Trapulator. Across the +bottom, left to right, should be your passport, money, key and the +secret plans. The map does NOT show the location of the other Spy, +nor does it reaveal anything about te other floor of the embassy (if +there is one). + +INVENTORY: +Your mission being to escape the embassy, Top Secret briefcase in +hand, it is important to remember that all else is but a mere +distraction. Before time runs out you must manage to find, fill, and +keep the briefcase, locate the only exit and board your plane with ALL +of the following: PASSPORT, traveling MONEY, the KEY, and the secret +PLANS. + +It is helpful to know that these items are never found in any of the +remedy locations. Use the briefcase to hold all these items. Carry +them with you or hide them. There is only on of each in any game. +Protect the briefcase at all costs. If an item is found and you do +not posses the briefcase your spy will be carrying a white satchel and +the item contained will be flashing on the Trapulator. + +EXIT: +There is only one way out of each embassy building. The exit door is +marked. You can NOT leave without all of the required inventory. The +airport guard will see to that! + +SPLIT LEVEL EMBASSIES: +Some of the embassy buildings are two stories high. Your Spy can +climb from floor to fllor by using the ladders. Holes in the floors +are often hidden by carpets. Use the JOYSTICK or SPACEBAR to +cover/uncover such an opening. Use the JOYSTICK OR KEYBOARD to move +up or down. + +LADDERS AND RUGS: +If you enter a room with a lader, you can activate it by moving within +range and pressing the JOYSTICK button. Pressing the JOYSTICK button +once will lower the ladder to ground level, enabling you to move your +Spy up the ladder to the upper floor. If you do not push your spy up +the ladder but push the JOYSTICK button a second time, the ladder will +raise back up. To climb up or down, tap your JOYSTICK once in the +appropriate direction. The spy will move by himself. Do NOT keep the +JOYSTICK forward or back. If you enter a room with a rug, standing +within range of the rug, pressing the JOYSTICK button will lift the +rug and reveal a hole. Move your player over the hole and he will +climb down the ladder to a lower floor. You can cover a hold by +standing near it and again pressing the JOYSTICK button. + +"BREAD CRUMBS": +You can re-trace your steps by using the small character indicators +just below the front edge of your room. These guides (not available +in the higher levels) actually point the way back to where you have +just come from! + + +SCORING: + +Points are awarded or deducted for the following: + ++80 winning at hand-to-hand + +-20 losing at hand-to-hand + ++30 for placing a booby-trap + +-80 for being the victim of a trap or airport security guard's boot + ++60 only for stealing other player's inventory item + +-70 calling up the help MAP + ++40 using a remedy sucessfully + +RANKING: + +At the conclusion of each game, players will be awarded the title or +rank they have earned. Bonus points and time penalties are calculated +by the computer. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/textfiles.com/apple/DOCUMENTATION/spy.vs.spy.txt b/textfiles.com/apple/DOCUMENTATION/spy.vs.spy.txt new file mode 100644 index 00000000..c880a984 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/spy.vs.spy.txt @@ -0,0 +1,422 @@ + SPY vs SPY + ---------- + + +SIMULVISION utilizes a revolutionary splitscreen display +depicting both players +activities simultaneously! Even while playing alone against the +computer, you +get to see what the other wise-SPY is up to. + +SIMULPLAY lets both players play... you guessed it! +Simultaneously. No more +need to wait your turn as you travel throughout a selectable, +yet randomly +generated maze of interconnection rooms. While setting and +defusing +booby-traps, engaging in hand-to-hand combat, searching for the +Top Secret +briefcase (guess its not secret anymore) and looking for the +only way out, you +must collect your passport, secret plans, money, and a key in +order to escape +from the foreign embassy before your plane take off without you. +Like alfred E. +Neuman says, "If at first you don't succeed at first... SPY, SPY +again." + +GAME OPTIONS: + +When SPY vs SPY has finished loading into your computer, you +will be presented +with OPTION screen. + +Located inside the top room you will be able to select and +modify the following +options: + +1. Number of players 2. Difficulty level 3. 'Intelligence +Quotient' of the +computer (one player version only) 4. Airport exit revealed or +until the end. + +STARTING: + +With your joystick or appropriate keys, move your cursor, up and +down, to any +of the options. By moving the joystick right or left you can +select one or two +player mode, difficulty level, and I.Q. of the computer (only +available in one +player +mode.) + + CONTROLS + -------- +MOVEMENT: + +The rooms that you are in are three dimensional. Pushing the JOYSTICK forward +will move you towards the rear of the room. Pulling the JOYSTICK right or left +will move you right or left. If you move from room to room, you will notice +that a Movement Status Indicator bar (located below your room) is scrolling +from right to left and being updated with each new room you have entered. These +symbols can show you how to go back to where you've come from. For examples, if +you move one room to the right and two rooms back, you will see, reading from +right to left, two "down" arrows and one "left" arrow. To find your way back, +follow the arrows reading from left to right, deleting each arrow until you +return to the room in which you started. See "Bread Crumbs" + +OBJECT MANIPULATION: + +First, move within range of any object (you will hear a short tone and see a +flash). Then press the Joysrick button. Any object within a room can be opened +or lifted and may reveal one of the hidden items you are looking for. If you're +not so lucky, it will activate a BOOBY TRAP, blowing you to smithereens.... + +OPENING DOORS: + +Again, move within range if any closed door. Press the JOYSTICK button and the +door will +open. + + KEYS AND THEIR FUNCTIONS + ------------------------ + +KEY USE +---- ------------------------------ +K Move left +L Move right +A Move back or up +Z Move forward or down +Q Access trapulator +S Toggle music on/off +SPACE Press to open or close a door + To pick up or drop an object + Select or activate a booby trap + Start game + Press once to stop your man, + again to drop an object. +ESC Pause game play +CTRL-R Return to option screen + + +In Hand-to-Hand combat, use the K,L,A, and Z Keys to move the arm with the club +: +in, out, up, or down, while depressing the CONTROL +Key. + + GAME ELEMENTS + ------------- + +SIMULVISION: + +The top half monitors the actions of the White Spy, the bottom half depicts the +Black Spy (either player 2 or the computer). The activities of both Spies are +revealed to both players in the rooms shown on the left side of the screen. The +right side is reserved for the Trapulator and its six icons. + +SIMULPLAY: + +With the clock running at all times, we didn't think it was fair to make +players wait to take turns. So, voila! Simulplay. Since both Spies' activities +take place out in the open, the challenge becomes watching and remembering what +the other Spy does while you go about your business. Simulplay allows players +to engage in club-to-club combat, place booby-traps, chase each other and +generally get in the way. + +HAND-TO-HAND COMBAT: + +The combat mode exists only when both spies are in the same room. SIMULVISION +ends, and the spy that entered the common room appears on the same screen as +the Spy that was already there. Both spies have the options of attacking, +leaving, or avoiding the other Spy. + +In the combat mode, spies cannont search objects, or use the Trapulator (no map +or traps). Doors, however, still work, and so do any traps that might be +connected with them. If spies are not withing range of any object when pushing +the JOYSTICK BUTTON, they wield their clubs with which they can hit the other +Spy on the head or jab him in the stomach. To smash him on the head, the button +is held down while the JOYSTICK is moved from the Up position to the Down +position (swing the club downward). To jab, move the JOYSTICK from left to +right (or right to left, depending on which way the Spy is facing). When the +JOYSTICK BUTTON is first pushed down, the Spy will automatically face his +opponent, regardless of which way he was facing or moving. To move your Spy +during combat, release the button ad move as normal. Hitting the other spy +weakens him, and about 7 solid blows are needed to "Kill" him. However, Spies +will recover strength over a period of time. + +If a Spy is carrying anything when he enters a common room, the object is lost +or hidden in the common room, depending on the type of object. Traps and +remedies are lost, while inventory items and the briefcase are hidden somewhere +in the room. The winner of the combat sequence can search the object out, and +either regain or gain possesion. + +NOTE: At the beginning of each new game, both Spies will start out in the same +room only a few steps from each other. Soooo, don't become the victim of +SAP-otage... keep your guard up. + +TIME: + +Both players start out with equal time to travel the maze, collect required +objects, search for the briefcase and exit the embassy before their plane takes +off. However, there are several time penalties. You lose time when you set a +booby-trap, When setting a trap, you will hear several beeps. This will tell +you that the trap was properly set and it reminds you to watch your trapulator, +which will be deducting the appropriate time. However, if you are the victim of +a booby-trap or the loser in a hand-to-hand combat the clock will continue to +count down even though you are 'unconscious'. These losses of time can never be +regained. When time is about to run out the red button on top of the TRAPULATOR +will flash and sound it's warning. Both players can never run out of time at +the same time. Therefore, one player will outlive the other. The surviving +player will continue his search for the briefcase required objects and the +exit. If you are playing against the computer and the computer has time +remaining, you can abort the mission by typing CTRL-R. Even after your spy's +demise, the traps he has set remain. The game is by no means over just because +one player's time has run out. To stop the game or pause, press the ESC key. + +BOOBY TRAPS: + +As players move through the maze of rooms, they may select any of the five +booby-traps. The booby-trap arsenal contains: Bombs, Springs, Buckets of Water, +Guns with Strings tied to the Trigger and Time Bombs. The Time Bomb needn't be +hidden. In fact, it is activated immediately and is the only booby-trap that +cannot be carried or neutralized! The Gun with a string and the bucket of water +can only be attached to a closed door. All other traps may be placed behind or +in anything found in any room. + +Spies can carry traps in and out of rooms, placing them where they wish when +they are ready. Booby-traps are depicted in black while the remedies are shown +in color. + +TO PLACE AND SET A TRAP: + +1. Press the JOYSTICK button... TWICE! You have just accessed the TRAPULATOR. +Observe the large arrow. + +2. Move the large arrow about the Trapulator using the JOYSTICK or KEYBOARD +arrows. + +3. Position the arrow of the booby-trap of your choice. + +4. Press the JOYSTICK or if you are using the keyboard, the SPACEBAR. The +booby-trap is now held by your spy. + +5. Position the Spy in front of the hiding place you have selected. + +6. Watch for a brief flash in your Spy's room. This flash indicates the Spy is +properly positioned. + +7. Press the JOYSTICK/SPACEBAR. The booby-trap will disappear* and you will +hear the short +'beeps'. These indicate that the trap has been set AND that time +is being +deducted from the time remaining before your flight leaves. + +*NOTE: + +In the case +of the Gun with a String trap, only the gun will no longer be +visible. +As you move your Spy about the room, the string will stretch and +follow the Spy Position him in front of a closed door, watch for +the flash, +press the Joystick/Spacebar and the trap is set. + +Once a trap has been set, EITHER Spy has can set it off! A Time +Bomb will go +off in 15 seconds once selected. Any Spy(s) in the room at the +time of +detonation will be zapped. Unlike other traps, the Timb Bomb is +not set off by +the searching of the Spies. Listen carefully for them. They come +in handy if +you are being chased. The unfortunate Spy will lose 7 seconds of +actual time. +Also, 20 seconds will be deducted from his game time, for a total penalty of 27 +gaming seconds. The other player will be awarded bonus points for each trap set +off by the opposition. If the boobytrappee ha been been in possesion of the +briefcase, the other Spy can use this time to attempt to locate the victim and +grab the briefcase. + +To add insult to injury, when a player sets off a trap, he gets zapped while +the other Spy laughs hysterically. + +REMEDIES: + +Except for the Timb Bomb, each of the traps has a disarming remedy hidden +throughout the maze. Each type of remedy is always hidden in the same type of +location. For example, the scissors are used to disarm the Gun with string. +Scissors are only found in the First Aid kits hanging on the back walls. As +with traps, remedies can be picked up and carried from room to room. Spies can +NOT carry more than on thing at a time except inside the +briefcase. + + BOOBY-TRAPS AND REMEDIES + ------------------------ + +TRAP USEABLE REMEDY LOCATION +-------- -------- -------- -------- Bomb All but Water Red fire + Door. Bucket box on + L. Wall +--------------------------------------- +Spring All but Wire White + Door. Cutters tool box + on Right + wall. +--------------------------------------- +Water Door Umbrella Coat +Bucket ONLY Rack +--------------------------------------- +Gun with Door Scissors First +String ONLY Aid kit + on back + wall. +--------------------------------------- +Time Bomb ANYWHERE None! N/A +--------------------------------------- + +TRAPULATOR: + +Located to the right of each of the rooms is a calculator-like, +state of the +art, Trapulator. It serves four basic functions. You can use it +to SELECT BOOBY +TRAPS; ponpoint your LOCATION, gauge your TIME remaining and +check INVENTORY. + +Across the top of the Trapulator is a digital clock which +indicates the time +left until your plane takes off (with or without you)! Below the +clock are six +buttons. On the first 5, selectable booby-traps are indicated. +However, the +sixth button in the lower righthand corner calls up a map of the +embassy you +have broken into. The map will apprear in the room that your spy +is occupying. +The room your Spy is in will be the one blinking on and off. +Rooms filled in +with a color indicate that your Spy has been in that room at +least once. Any +required inventory items are represented by a dot. The map does +NOT tell you +what item or how many are in a particular room, just that +something you are +looking for is there. Finally, the Trapulator displays items you +have +successfully collected as you ready your escape. Its also +indicates if an item +has been taken from you. The item will now appear on th +opposition's +Trapulator. Across the bottom, left to right, should be your +passport, money, +key and the secret plans. The map does NOT show the location of +the other Spy, +nor doesit reaveal anything about te other floor of the embassy +(if there is +one). + +INVENTORY: + +Your mission being to escape the embassy, Top Secret briefcase +in hand, it is +important to remember that all else is but a mere distraction. +Before time runs +out you must manage to find, fill, and keep the briefcase, +locate the only exit +and board your plane with ALL of the following: PASSPORT, +traveling MONEY, the +KEY, and the secret PLANS. + +It is helpful to know that these items are never found in any of +the remedy +locations. Use the briefcase to hold all these items. Carry them +with you or +hide them. There is only on of each in any game. Protect the +briefcase at all +costs. If an item is found and you do not posses the briefcase +your spy will be +carrying a white satchel and the item contained will be flashing +on the +Trapulator. + +EXIT: + +There is only one way out of each embassy building. The exit +door is marked. +You can NOT leave without all of the required inventory. The +airport guard will +see to that! + +SPLIT LEVEL EMBASSIES: + +Some of the embassy buildings are two stories high. Your Spy can +climb from +floor to fllor by using the ladders. Holes in the floors are +often hidden by +carpets. Use the JOYSTICK or SPACEBAR to cover/uncover such an +opening. Use the +JOYSTICK OR KEYBOARD to move up or down. + +LADDERS AND RUGS: + +If you enter a room with a lader, you can activate it by moving +within range +and pressing the JOYSTICK button. Pressing the JOYSTICK button +once will lower +the ladder to ground level, enabling you to move your Spy up the +ladder to the +upper floor. If you do not push your spy up the ladder but push +the JOYSTICK +button a second time, the ladder will raise back up. To climb up +or down, tap +your JOYSTICK once in the appropriate direction. The spy will +move by himself. +Do NOT keep the JOYSTICK forward or back. If you enter a room +with a rug, +standing within range of the rug, pressing the JOYSTICK button +will lift the +rug and reveal a hole. Move your player over the hole and he +will climb down +the ladder to a lower floor. You can cover a hold by standing +near it and again +pressing the JOYSTICK button. + +"BREAD CRUMBS": + +You can re-trace your steps by using the small character +indicators just below +the front edge of your room. These guides (not available in the +higher levels) +actually point the way back to where you have just come +from! + +SCORING: + +Points are awarded or deducted for the following: + ++80 winning at hand-to-hand + +-20 losing at hand-to-hand + ++30 fro placing a booby-trap + +-80 for being the victim of a trap or airport security guard's +boot + ++60 only for stealing other player's inventory item + +-70 calling up the help MAP + ++40 using a remedy sucessfully + +RANKING: + +At the conclusion of each game, players will be awarded the +title or rank they +have earned. Bonus points and time penalties are calculated by +the computer. + +=END= + + diff --git a/textfiles.com/apple/DOCUMENTATION/ss.songwriting b/textfiles.com/apple/DOCUMENTATION/ss.songwriting new file mode 100644 index 00000000..9747cbfd --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/ss.songwriting @@ -0,0 +1,85 @@ + _____________________________________________________________________________ +| | +| How in the world do I write a song in Soundsmith?!? | +|_____________________________________________________________________________| + \ / + \ / + \___________________________________________________________________/ + + + Before we start our lesson, please make sure that you are using Soundsmith version 0.9 or higher. If you do not have this, please download it in the Music and Sound area of America Online(keyword AMS). If you think you're gonna write a song with 0.7, heh..well, get real and get 0.9. 'Nuff said, let's get started.... + After booting Soundsmith and get past the title screen(does ZZ Top care?), Title song and the send-me-$20 screen, you are presented with a small, empty box with 4 buttons. The only button you can use at this point is Load Instrament. Put simply, this is how you load instraments. You can load instraments from any disk and use them, but if your song uses instraments from more than one disk, make sure you copy all these instraments onto one disk/folder or else you won't be able to load all your instraments when you load the song again. The author was gracious enough to include a plythera(I like this word) of instraments for our use, all of which sound better than any of Music Studio's sounds(but SS sounds may be saved into MS Wave-files. If you do this, make sure you change the envelope form in the Design Instrament section of Music Studio). To change the default volume of an instrament, highlight the instrament and use the scrollbar to set the volume. The Vibrato Speed and Vibrato 'Depht' are apparently inoperative. You can test the notes on the keybaord below(on later versions of SS, what you play on a keyboard will be recorded into your song). + Now that you have selected all your instraments(you can still select more later on if you do not have enough), go to the file menu and select 'New Song.' This will give you the familiar spreadsheet that you usually see littered with 'D#5's and stuff, except that it is empty. You are now ready to begin composition. First of all, select MUSIC from the pull down menu. You should get a screen with 'Number of Positions','Position','Block' and 'Tempo'. Set the number of positions to about 10 or so, and then set POSITION #0 to BLOCK #0 and Position #1 to Block #1 and so on and so forth and then set Tempo to whatever you want. 1 is the fastest and 16 is the slowest. The Position bar and the Block bar are vital. The program plays the blocks according to how you tell it to: for example, SS starts at position zero and at position zero, you have instructed SS to play Block #0. After playing Block #0, SS moves on to the next position. At position #1, you have instructed SS to play block #1. But, let's say you want to repeat a block. Set position #10(or whatever) to block #10 and Position #11 to block #10. This will repeat the 10th block. Hit the 'OK' button to get back to the Spreadsheet. + What I usually do at this point is put any note on the screen and save it to /RAM5 and then close the spreadsheet and load the song back up(but 'Cancel' the loading of new instraments). Although I'm not sure about 0.9, SS had a bug that made the graphic player display garbage when you started a new song unless you loaded it. This way, you have loaded a song and are modifying it. Delete the dummy note oyu have placed on the screen and now you are REALLY ready to begin. + On the other songs, you may have noticed the way the notes were arranged: + + Note Instrament + || | + | D#5 | 4000 | + | ||| + Octave Effect + +Note: This is the note. The musical alphabet is CDEFGAB and that is how SS looks at it's notes. Sometimes a note has a # after it. This denotes a 'Sharp' or an increase in the notes pitch. Since SS doesn't recognize flats, only sharps may be used, such as G# instead of Ab(these are both the same note). Sometimes, though, notes cannot be sharped. These notes are B and E. This is because B# is C and E# is F. Keep that in mind. (The following is an example of a musical staff. If you'll notice, they are in alphabetical order from bottom to top, counting spaces and lines) + +Spaces Lines(Trebel) + + _______________________________________________ F(ine) + E _______________________________________________ D(oes) + C _______________________________________________ B(oy) + A _______________________________________________ G(ood) + F _______________________________________________ E(very) + _ _ + _______________________________________________ A(lways) + G _______________________________________________ F(ine) + E _______________________________________________ D(o) (Bass) + C _______________________________________________ B(oys) + A _______________________________________________ G(ood) + +Octave: This is what picth the note will be played at. Each new octave starts at C(ex: A4 B4 C5 D5). I usually use the C in the Trebel Cleff as C5, the C in between the two cleffs(middle C) as C4 and the C in the Bass Cleff as C3. Your octave may range from a low 2 to a high 7. +Instrament: This is the instrament number to play. They range from 1 to F(a Hex number{0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F}). You can use any instrament in any row. +Effect: A very useful tool. This affects the way a note preforms. Although I think 0.9 has some bugs in the Effect Area(some of the Effects listed in the docs don't work). The most useful effects I use are Volume and Tempo. To change the volume of your score, go up to the effect box and type 3(this says 'I'm changing volume, you dummy!' to SS) followed by any number from 00 to FF(again, this is Hex). 00 is no volume at all and FF is full blast. This type of volume only affects the current note. To change the Tempo, go to the Effect box and type F(again, "I'm changing Tempo now!!") followed by any number from 01 to 0F(WARNING-WARNING: Under NO circumstances type F00 and play it as it will shut off the speed of your song. There is no way out of this(the Tempo Bar in the pull-down is now all solid, and you can't change Tempo again in your song becuase your song isn't moving!), except to re-load the song). + + Ok, now that that's settled, the first question everyone asks me is "How do you set the Time Signature?" Forget this. There are no time signatures in Soundsmith. If you want to make a whole note, put down a note and leave 3 blank spaces after it. If you want to make an eight note, put down a note and leave no spaces after it(if you aren't adding anything after it, that's fine. The note will play to it's full extent, but it won't mess anything up. If your pickey, place 'STP' in place of the note/octave. This should stop the note,but I havn't have much luck with that. Let's say you have sixteenth notes in your song: to make a whole note, put down the note and leave 7 blank spaces after it. To make a quarter note, put down a note with 1 blank space. As you can see, I've doubled the distance between all notes, and with this, you may also need to half the tempo. + Usually, however, duration doesn't mean didly in SS. What is important is when each note starts since that is all that is really heard. + +Shortcuts: INstead of typing in each note, octave, instrament, and effect, you can simply highlight the square you want to work on by clicking on it. Then, typing any number on the jeypad will set the octave, and any number on the top-number-row will set the instrament(apparently, 5 on the keypad and 5 on the keyboard are different!). Typing the keys between [G] and [:;] on the keyboard will produce the notes C though A(unfortunately, I cannot get a B note to work). The letters on the row above will produce the sharp notes. Ex: + [Y][U] [C#][D#] + [G][H] will give you [C ][D ] +Of course, all the OpenApple- commands work as well. + Cut and Paste is vital to a song writer. If you want to copy part of your song, take your little mousie, click and hold at the top part of your segment and drag the mouse all the way to the bottom part of your segment. You may also drag it across several rows. Now that it is all highlighted, release the mouse and select Cut or Copy(cut removes the piece and puts it into memory, copy copies the piece into memory). Now take the mousie and move it to the top corner of where you want your segment to end up and then select paste(or hit OpenApple-V). Voila, there it is. + You may notice Fade IN and Fade Out in the menu(OA+ and OA-). This is a really Kick-Butt item. I just found out how to use it tonight. All you do is select the area of the song(for example, the last block) and then select Fade Out or Fade IN. SS automatically calculates the variables needed for a nice, even fade in/out. Nice for ending songs with. I'm gonna use this one extensively!! + Change Sample. If, for some reason, you decide you hat ethe instrament you wrote your song in, select the portion of the song with the instrament(you can select whole rows, columns, and blocks by clicking on the heading), and go to change sample. Put simply, it's asking: You want me to change all the Instrament Number x to Instrament Number y. This is useful. + Set Octave. This is rather useful Sometimes, you make a really great Drum Beat, and when you listen to it, you discovor it sounds like your supper is attacking you from the inside becuase the octave is way to low. Select the area and then pick Change Octave from the Menu. This will set everything in the selected area to Octive x. A drawback of this is when you have multiple octaves such as B3 C4 D4, it will change them all to the same octave, such as B5 C5 D5(which will produce 1 high note and 2 low notes instead of 3 low notes). + Never forget about the UNDO item. If you make a bad mistake(such as fading a part of a song you don't want to) go up and select Undo and it will undo it. + Another Warning: Never use Select All or anything that uses more than 64k. If you do something, such as change the octave of a whole song, the program will sit there for an unmeasured ammount of time. Although this might work, I have never seen it work. + DOC. This is pretty neat. It shows exactly what memory specifically designated for your DOC(Digital Oscillator Chip(the sound chip!)) is used up by the instrament data. + Play and Graphic Play are used to listen to your music. Continue and Graphic Continue doesn't continue the song from where you stopped it, like I previoulsy thought, it mearly acts as a loop so it will play forever. Stop Souund stops it from playing. (You can do Continue and listen to the song while you're writing it. It'll play the notes after you add them.) + + After you have a song all written out, go back to MUSIC in the Pull-down and make set the Total Positions to the greatest position+1. This will cause the song to end right after the last position. (+1 becuase Number of Positions starts with 1 and Position Number starts with 0). Clicking on the LOOP box will make the song start over after the last position. + + A few Hints: + + To give your song a wierd hollow type sound, copy all the tracks and fill up all 14 tracks with your music. I have done this in my song 'Drums.a.Plenty' in the 5th block(I think). Sounds spiffy. + Make your song fun to watch, as well as listen to. In my arangeement of 'Funky.Town', I improvised an ending. I made all 14 tracks light up in descending order for a super-freaky-neato wave effect. This is fun to watch, but boring to listen to. + The lower the octave of a note, the longer it gets. To make a long fuzzy sound, use C2 with the instrament 'BLAST(Axel.F).' I have done this for the very last note in my song 'Drums.a.Plenty' + If you're just starting out, I recommend adding a drum beat to a classic songs such as 5th Symphony, Blue Danube or something. See my example of Pachelbel's Canon in D under the name 'New.Cannon' + To give that BassDrum2 more bass, play 2 or 3 notes at the exact same time. Boom. + To improve overall sound, connect your GS to youre Stereo. This is very simple to do and will cost you maybe $8 at Radio Shack and will require no extra equipment, except some wires. I'm telling you, the sound is UNREAL! It'll get rid of that Internal Rattle and also wake the neighbors. + After writing and uploading the song, ask people to leave you mail. The ammount of mail you recieve(however minimal) will make you feel absolutely great! I know it kept me going!! + + Hmm...don't you wonder what Beethoven, Bach, Brahams or any other great composer would have done with a GS and SOundSmith?????? + + Welp, that concludes this lesson. If there are any questions at all, please, feel free to leave mail to me, Cappy, or AFA Gene(if he's in a good mood, he'll forward the message to me, otherwise, he'll revoke your password. hehe :-). + Mark Young (real name) + aka + Cappy (America Online) + aka + Captain R/C (Local BBS's) + +(Huibert Aalbers(Spelling?!!): I would like to help you write the manual for Soundsmith. If you are reading this, try and contact me. I am on America Online) + ________________________________________________________________ + / \ + / \ + /________________________________________________________________________\ +| | +| | |__________________________________________________________________________| diff --git a/textfiles.com/apple/DOCUMENTATION/ssmith.ref b/textfiles.com/apple/DOCUMENTATION/ssmith.ref new file mode 100644 index 00000000..41973fe4 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/ssmith.ref @@ -0,0 +1,80 @@ + + SoundSmith Reference: + + +SoundSmith is a program designed to create easily music for the IIgs and allow to include them in your programs. + +The instruments used by SoundSmith must be standard ASIF instrument files (Electronic Art's Instant Synthesizer and Instant Music use this type of files) or PSWV instrument files (created with the french public domain program Poly-sons). I am writing a small utility program to convert sounds digitized with the Sonic Blaster or Future Sound card to ASIF instruments. It will be included in the SoundSmith package as soon as it is finished. + +When SoundSmith is booted, the desktop appears with one open window. This window contains the list of the loaded instruments and four buttons to load/ remove instruments and save sound files (not music files). It is possible to load up to 15 instruments at once. + +You can see how much memory is available by looking the size of the largest free block at the bottom of the window. However, this value does not represent always the size of the largest loadable instrument because the IIgs handles his DOC Memory in a very special way (that is why other music programs don't allow you to use more than four instruments at once, like Instant Music or don't allow you to choose your instruments like Music Studio to avoid problems). I cannot explain here how everything works but you can find more information in the Apple IIgs Hardware Reference. Using the DOC Memory option from the Information menu lets you see a map of the DOC Memory. + +When an instrument has been loaded, two other windows appear. The first one gives you some information about the instrument selected in the instrument list. The vibrato speed and vibrato depth parameters are not used by SoundSmith (but the user may want to change the values of these parameters before saving a Music Studio sound file). The keyboard window allows to hear the selected instrument. In the next version of SoundSmith, playing on the keyboard while the music is running will record the notes. + +The Open Music option of the File Menu allows you to load a music. After loading the instruments and the music, a new window will appear. This window should look familiar to everyone used to work with Appleworks GS spreadsheet. + +You can edit the music by selecting any zone (clicking the mouse on the block number selects the whole block, on a line number selects a line, on a track number selects the track) and using the Cut, Paste, Copy and Clear commands. The selected zone can be extended by holding the Shift key down while pressing the mouse button. When a single case is hi-lighted, you can move around by using the arrow keys. These commands are identical to the ones used by AppleWorks GS to make them easy to learn. + +To enter a new note, you can enter the values in the three editable boxes on the music window (a single case must be selected) and pressing RETURN or use the keyboard short-cuts: + +To change the Octave press 1-7 on the numeric keypad. + +To change the instrument press 1-F on the main keyboard. + +To enter a note using the current instrument,effect and octave press: + + G for C , Y for C# + H for D , U for D# + J for E + K for F , O for F# + L for G , P for G# + ; for A , [ for A# + ' for B + +The effects are composed by an effect number and an effect value. They modify the way a note is played (except the set tempo effect which modifies the tempo for all the following notes). + +At this time, the following effects have been defined: + + Effect:0 = Arpegiatto + Value: 0 = no Arpegiatto nm = Increment 1=n, Increment 2=m + 3 = Set Volume nm = New Volume (0-$FF) + 5 = Decrease Volume nm = Volume to subtract from Instrument Volume. + 6 = Increase Volume nm = Volume to add to Instrument Volume. + F = Set Tempo nm = New tempo. + +You can now start to compose by using the New Music File option from the File menu, but before you have to know the way SoundSmith plays the music. You can use up to 14 tracks simultaneously, and you can use any instrument in any track but you can only play one instrument at a time in one track. Lets see how this works with an example: + + Track 00 + + 00. C#3 1000 + 01. E3 2000 + 02. --- 0000 + 03. C#3 1000 + 04. STP 0000 + +SoundSmith will first play line 00. This means that it will play a C#3 note using the first sample. Then it will play line 01. To do this, it will first +stop to play the C#3 note and then play the E3 note, using the second sample. This means that if the first sample is long, you will not hear it completely. If you want to continue to play a note, you must do what I have done on line 02. You can repeat this many times if your sample is very long. The instrument will continue to be played until the end of the wave is reached or a new note is played. If you want to stop a note without having to play another one, you must enter a STP command instead of a note (line 04). + +SoundSmith gives you total control over the stereo effects. There are two different ways to select on which channel a note will be played. The first one is used by all the IIgs music programs. Each instrument has a stereo parameter that indicates on which channel it will be played. To use this method you must select for each instrument on the Instrument data Window the stereo channel that you want to assign to that particular instrument. Then you must go to the Tracks option from the Information menu and click on the Use Instrument data button. + +The other way to use the stereo is much more powerful. You assign a stereo channel to each track. This means that an instrument will play on the right or left channel depending on which track it is played. This is very interesting because it allows to create incredible effects. This option is activated by clicking on the Use Channel/Track data button on the Tracks dialogue box. + +The Music option from the Information menu allows to set some important parameters like the length of the music, the tempo, etc. +The length of the music is given in number of blocks. If the music is for example four blocks long, you must tell the program which four blocks to play. This is necessary because you may want to repeat some blocks. You can play blocks 0,1,2 and 3 or 0,1,0,1 or 2,4,6,8, etc. Imagine that you want to play the following sequence: 0,1,2,2. Set position to 0 and then block number to 0. Then set position to 1 and block number to 1. Repeat the same steps for positions 2 and 3, setting the block number to 2. +On the Music data dialogue box there is also a check button. If you click on it, the music will loop. + +The Preferences option from the Information menu lets you set some important parameters. The volume scroll bar sets the main volume (this is the same value that you set on the control panel). The Keyboard translation scroll bar is used to set the keyboard octave (if the keyboard translation is 2, the first note of the keyboard will be C2). + +The sound file format buttons allow you to select the type of file that will be used when saving a sound file (not a music file !). When the sound file format is set to Music Studio, SoundSmith will save two files, a wavebank and a sound file. These files can be loaded by Music Studio. This allows to use new instruments with this popular program (even if I believe that SoundSmith is much better...). + +The SoundSmith binary file has the following structure: + + Number of instruments: 2 bytes + DOC Memory: 64k + Instrument Definition: 92 bytes * Number of instruments + +The Play options from the Play menu does not need to be explained. When using the Graphic Player option you will see that you can move a cursor that looks like an electric guitar. Use it to select the active tracks and the ones that are displayed on the screen. Attention, since no more than four tracks can be displayed at once, you must first unselect a track to be able to select another one. The Continue and Graphic Continue options use the value of the Position scroll bar (on the music data dialogue box) to know where to start to play the music. + + +Now, I think that this should help you to understand how SoundSmith works and how to compose music. I am really sorry for my bad english but I am doing my best. This manual covers all the important functions of this program but I know that some points could have been better explained. However, since I had to send you this manual, I could not spend more time on it. I will rewrite it and include it on the next version of SoundSmith. diff --git a/textfiles.com/apple/DOCUMENTATION/sstrek.txt b/textfiles.com/apple/DOCUMENTATION/sstrek.txt new file mode 100644 index 00000000..f50606ec --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/sstrek.txt @@ -0,0 +1,65 @@ +Super Stellar Trek +- COMMAND SUMMARY - + +.LJ + + +Command Meaning +------- ------- + + +A.... Abandon ship (only under worst condition) +C.... Load dilitium crystals into M-AM power plant +DESTRUCT Engage self destruct computer +DEA... Engage experimental deathray (dangerous) +D..... Dock with adjacent star base +ER.... End resistence to tractor beam +HELP Request help from nearest star base +INS.... Install new phaser systems (at star base only) +MI.... Mine for dilitium crystals (only while on planet) +M dy dx Move manually dy quadrants in the 'Y' direction and dx quadrants in the 'X' direction (1 decimal allowed) + S S Q Q +M A Y X (Y X) Move automatically to sector SY,SX and optionally into quadrant QY,QX +O..... Enter standard orbit around adjacent planet +PAUSE Temporarily stop game play + S S +PHO Y X fire photon torpedo to sector SY,SX + S S +P Y X A (N) Fire phaser to sector SY,SX and allow the computer to determine the amount of energy to discharge (the optional 'N' means to leave the shields down after firing) + S S +P Y X XXXX (N) Fire XXXX units of energy to sector SY,SX ('N' as above) +PL..... Planet report request (scanned planets only) + S S +RAM Y X Ram enemy vessel in sector SY,SX +R XXXX Rest XXXX stardates +REQ item Request the status and damage repair time of the starship device 'item'. 'Item' may be any of the following; + +.RJ + +C.... Computer LS.... Life support system +SR... SR sensors LSR... Life support reserves +LR... LR sensors SHI... Shields +SBR.. Subspace radio PHA... Phasers +I.... Impulse engines PHO... Photon torpedoes +T.... Transporter W..... Warp engines +SHU.. Shuttle craft +.LJ + + S S +SE Y X Sensor scan sectror SY,SX +SHU... Shuttle to or from a planet +SNAP.. Take a snapshot of the game to continue later +S U... Shields up +S D... Shields down +S T (-)XXXX Transfer XXXX shield energy (minus indicates energy returns to ships reserves) +TERMINATE End game +TR.... Transport to or from a planet +UD.... Undock from starbase +W X.X Set warp engines to factor X.X (max 9.9) + +Ctrl-T set tactical display (hi-res) +Ctrl-S set strategic display (map screen) +Format for Strategic display XYZ where X = # of Klingons in quadrant, Y = # of starbases in quadrant, Z = # of stars. +If map sector is all red quadrant is out of the known galaxy, if all orange there is a supernova in quadrant, if all dots quadrant is unexplored + +----------------------------------------! DOCS BY THE COPYCATTER !! FORMATTED FOR APPLE WRITER !! !! !---------------------------------------- diff --git a/textfiles.com/apple/DOCUMENTATION/standing.stones b/textfiles.com/apple/DOCUMENTATION/standing.stones new file mode 100644 index 00000000..a95fe1f9 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/standing.stones @@ -0,0 +1,397 @@ + + *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* + * * + * THE STANDING STONES DOCS * + * * + * BY * + * * + * THE PENGUIN * + * * + * WRITTEN FOR * + * * + * THE SOUTH POLE [312] 677-7140 * + * THE SAFEHOUSE [612] 724-7066 * + * THE OUTPOST [312] 441-6957 * + * * + *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* + + + +CREATING A NEW KNIGHT +--------------------- + +The five traits - virility, intellect, holiness, agility, and initial +hits - describe a basic character. They signify as follows: + + +VIRILITY: +fighting strength,ability to carry gold and perform tasks that require +strength + +INTELLECT: +effectiveness in casting magical spells and performing other magic. + +HOLINESS: +your ability to use clerical spells for such matters as examining +objects that are unrecognizable. + +AGILITY: +quickness and cleverness in getting out of the way of danger,skill at +picking locks and other actions that require nimble feet and fingers. + +INITIAL HITS: +your life index. As you are injured,your hit index declines until it +hits 0. At 0 you will die. These points can be restored by finding +your way out of the dungeon or using spells. + + +COMMANDS USED WHILE EXPLORING +----------------------------- + +D)rop: +Allows you to drop anything you do not want or need. Most things will +stay where you dropped them except for gold, which everyone knows, +will most likely be taken by monsters and others that inhabit the +dungeon. + +E)nd and save game: +If you wish to end the game at any point in the dungeon, do so with +this feature. Note: If the machine is turned off your knight will +perish. Perished knights may be reincarnated but at a heavy cost in +gold,magic and experience points. Make sure to end the game with this +command and not the "OFF" switch! + +R)est: +Allows your knight to breathe easy for a while, to recover from +temporary blindness or the like. Beware though, monsters do not rest +and will still attack you if you are resting. + +T)hrow a spell: +This command allows you to use a magic spell, whether it be in combat +or just travelling along. If there is any doubt of what spells you +have at your disposal, press [RETURN] to see what spells you can use, +then T)hrow the correct one. + +U)se a scroll or potion: +This command allows you to use any magical items that you possess. +Such items may be used but once and if the magic they have is not used +before you come up from the dungeon,it will vanish uselessly. + + +MOTION COMMANDS +--------------- + +I - move forward +J - turn left +K - turn right +L - turn around + +[CONTROL] Combines with any of the above keys will move you through a +door. Be certain to use this command to go through doors; otherwise +you will hit your nose on the wood and weaken you a small amount. You +can test for hidden doors by using this command on what seem to be +walls. + + +COMMANDS WHEN ENCOUNTERED BY MONSTERS +------------------------------------- + +[ESC]: +Reminds you of the commands at your disposal. + +G)reet: +This command shows the monsters that you are friendly and do not want +to fight. It's similar to waving or smiling. A small gift also may +help to avoid an encounter. + +B)ribe: +Monster may be bribed with gold or magical items +(potions,scrolls...). Monsters on the higher (upper) levels usually +are satisfied with gold,but as you trek deeper into the dungeon, the +mosters demand more. + +F)ight: +When greetings or bribes fail you must fight. Be victorious!! + +You have one more option at your disposal and that is to try and run. +Since you cannot run forward (the monster is blocking your path) you +must turn around or left or right. + + +COMBAT SPELLS +------------- + +Remember, spells may kill an entire group of monsters or do sufficient +damage to easily kill them with a swordstroke, but some spells can +also backfire. + + +1) Fireburst and 2) Lightning Bolt: +These spells inflict damage in proportion to your experience points. +The fireball is rather potent but can be used but once during a single +adventure trip. Lightning Bolts are weaker than firebursts but may be +used whenever magic spells are available to you. Beware: these bolts +have a good chance of backfiring! The more experienced you are,the +less chance there is of the spell backfiring. + +3) Sleep, 4) Kitchen Sink, 5) Charm, 6) Flaming Arrow, 7) Light +Candle, 8) Pray, 9) Hold, 10) Dispell, and 11) Datspell: + +Each of these spells inflict varying amounts of damage depending on +the nature of the enemy. + + +PEACEFUL SPELLS +--------------- + +P)asswall: +allows you to pass a wall in front of you,but be careful: if there is +not a corridor or room beyond the wall, you will be embedded in solid +rock! + +L)ight: +This spell cures blindness. The more severe the blinding, the more +L)ight spells will need to be cast before you are cured. + +S)trength: +This spell temporarily increases your strength. This can be good for +carrying more gold or fighting better. + +I)nvisibility: +This spell allows you to make yourself invisible to most monsters. +Eventually this spell wears off. More than one may be cast if longer +I)nvisibility is desired. + +C)ure Paralysis: +This spell makes your limbs healthy again. + +H)eal wounds: +Restores some of your hit points each time this spell is used. + +D)ivine Guidance: +Similar to praying. When this spell is invoked,the gods may help you +or they may not. + +N)eutralize Poison: +Removes the effects of poison. + +T)eleport: +This spell will transport you from any one location on a level to +another. Tell the gods exactly where you wish to go. Make sure you do +not teleport into a stone wall. + +J)ump Plane: +Allows you to move up or down through levels in the dungeon. You are +placed randomly on the new level. Also there is a 10% chance that this +spell will put you where you do not want to go. + +E)therealness: +With this spell you can move through walls and monsters cannot find +you. Unfortunately you cannot carry any gold with you. And it wears +off gradually. + +B)less: +If this spell is successful, you are given the blessing of the gods +for a short period of time. With the blessing, you are harder to hurt +and more powerful. + + +MAGICAL OBJECTS +--------------- + +Potions: +Potions can perform a variety of actions such as curing poison or +imparting strength. You have the option to taste it first. The +effects of the liquids wear off gradually,so don't place too much +faith in their long-range power. + +Scrolls: +Scrolls allow you to cast spells during the dungeon trip in which they +are used. + +Chests: +Though a chest is not magical itself,it is almost always protected by +magic. Chests should be ransacked for their gold and other magical +items. + +Books: +Books are rare but they have the incredible ability to change your +basic characteristics or may give you experience points. Books cannot +be carried. They must be used or not. If you do find one and not +decide to use it, it will stay where it's at unless some other +adventurer finds it. Books may be used but once. + +Rings: +You can only wear 2 rings at once. If a third ring is found and you +wish to pick it up, one of the other rings must be D)ropped. Rings +bring many things. + +Helmets and Shields: +These are always lucky finds,for they are never cursed and always +protect the wearer. + +Swords and Armor: +These can help you in attacking monsters and defending yourself, but +if they are cursed they shall weaken you sorely. Cursed items may not +be dropped but they may be exorcised at an Oasis. No expense should be +spared in removing a cursed item from yourself. Be alert for the +famous sword Excalibur and the wondrous Mithril Armor. They would be +lucky finds for your quest. + + +OASES +----- + +Oases are refuges for weary knights. Here you can heal your wounds +without using precious spells (very costly) or you may decide to +participate in a game of chance or bet on some races. + + +EXORCISING A CURSED WEAPON +-------------------------- + +Whatever the price is, a weapon that is cursed should be exorcised at +any price. Exorcising is also done at an Oases. + + + +THE GOAL: THE GRAIL +------------------- + +Your ultimate goal is to discover the Grail that the evil Kormath has +stolen. + + +DUNGEON MASTER OPTIONS +---------------------- + +From the main menu, choose P)lay the Dungeon Master and observe your +choices: + +C)lean Up the Knight File: +Allows you to remove unwanted characters. + +R)e-initialize the Dungeon: +Completely clean the labyrinth and redistribute magic and monsters as +it cleans. + +E)dit Password: +Allows the Dungeon Master to keep his/her own password safe from +prying eyes. + +P)urge Old Messages: +destroy all old notes that are scattered about the labyrinth which are +not addressed to living characters. + +*** NOTE *** TAKE SPECIAL CARE NOT TO ELIMINATE A KNIGHT CARRYING THE +GRAIL. IF THIS HAPPENS THE GRAIL WILL BE LOST COMPLETELY. +REINITIALIZING THE DUNGEON WILL BE THE ONLY RECOURSE. + + +OTHER OPTIONS +------------- + +From the main menu: + +L)ist all the characters: +useful for recalling who exists and how many experience points each +knight has required. Hall of Fame members will be displayed in inverse +video. The list may contain up to 16 knights at once. + +D)isplay the Hall of Fame: +Shows Kormath's Hall of Fame, containing all who have successfully +retrieved the Grail. + + +FROM THE SPECIAL OPTIONS MENU +----------------------------- + + +Before you enter the dungeon, certain things can be changed: + +R)ename: +change your character's name + +U)pdate password: +re-disguise your password. + +E)xterminate: +If the shame of failure has overwhelmed you, you may remove your +character here. + +S)ound: +toggle on/off, either play in silence or with the pleasure of hearing +groans and wails. + +C)ontinuous Update: +toggle on/off; unless you wish to venture forth in ignorance of your +condition, do not use this option. + +K)ey: +changes the I-J-K-M cluster to the W-A-S-Z cluster. + + +-------------------------------------- +DON'T FORGET---> THE SOUTH POLE +-------------------------------------- +STANDING STONES BY ELECTRONIC ARTS +-------------------------------------- +WRITTEN BY P. SCHMUCKAL & DAN SOMMERS +-------------------------------------- +MORE SOFTDOCS SOON FROM THE PENGUIN! +-------------------------------------- + THE PENGUIN +-------------------------------------- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/textfiles.com/apple/DOCUMENTATION/standingstones.txt b/textfiles.com/apple/DOCUMENTATION/standingstones.txt new file mode 100644 index 00000000..10003d73 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/standingstones.txt @@ -0,0 +1,32 @@ +STANDING STONES - Help Page (Electronic Arts) + + +While Exploring + +(D) Drop something +(E) End game and save +(R) Rest +(T) Throw a spell +(U) Use potion/scroll + +(I) Forward (*) +(J) Turn left +(K) Turn right +(M) Turn around + +* Use with CTRL to move through doors + + +While under attack + +(B) Bribe +(F) Fight +(G) Greet +(T) Throw a spell +(J), (K) or (M) to attempt evasion + + +At any time + +(ESC) Help screen +(SPACE) Stats diff --git a/textfiles.com/apple/DOCUMENTATION/star.league.bb b/textfiles.com/apple/DOCUMENTATION/star.league.bb new file mode 100644 index 00000000..7b7df686 --- /dev/null +++ b/textfiles.com/apple/DOCUMENTATION/star.league.bb @@ -0,0 +1,395 @@ + +Soft-Docs + + By + + + + ::::::: + :: :: + ::::::: + :: :: + : :: andom + + + + ::::::: + :: :: + ::::::: + :: :: + :: :: ccess + + + +Welcome to Gamestar Stadium +--------------------------- + +Congratulations. You're in the midle of a tight pennant race +and momentum is on your side. But everone's out to beat you, +especially the hard-hitting computer tem. So if you want to win the +pennant, please read this official progam. When the right +combination of pitching, hitting and stategy, you may even become a +Star Leaguer! Have Fun. + +The Scouting Report +------------------- + +You get to choose your starting pitchr in Star League +Baseball, as well as bring in a relieve. Here's the latest scouting +report: + + "Heat" Muldoon -- + +Overwhelming fast ball. +Good screwball and slder. +Tendency to miss the trike zone when he goe for the corners. +Tires quickly if fastball used too often. + + + "Curves" Cassidy -- + +Great curve ball an incredible sinker. +Excellent control ad good stamina. +Clearly the most baanced pitcher in the league. + + "Knuckles" Flanagan -- + +"Liveliest" knucleball this side of the Rockies. +Good control and stamina. +Only used for short-term relief work. + +Pre-Game Cerimonies +------------------- + +1. Press the '1' key on the computr console to choose between playing a +GAME or taking BATTING PRACTICE. + +2. Press the '2' key to select beteen a 1 PLAYER or 2 PLAYER game. + +3. Press '3' key to go to the NEXTMENU or PLAY BALL when you choose the +BATTING PRACTICE opton. If you take BATTING PRACTICE, you will face +"Heat" Muldoon in a series of random pitches until you press the +'1'key. + +4. To Re-Start a game press CONTROL-RESET + +5. If you choose to play a GAME, a new menu will come up when you press +'3': + + 1 HOME CURVES-LIERS + 2 VSTR HEAT-SLUGERS + 3 PLAY BALL + +6. The HOME team uses the 1 key to select its starting team and pitcher. +The LINERS hit for aveage; the SLUGGERS hit for the fences + +7. The VISITOR team uses the 2 key to select its starting team and +pitcher. + +8. Both teams can have the same combinations if you choose. When +playing solo against the computer, the scoreboard and menus will read +COMP in place of HOME + +9. When both teams have made their selections, press the 3 key to PLAY +BALL! + + +Play Ball +--------- + +As in real baseball, your goal in star League Baseball is to outscore +your opponent in 9 innings (exra innings if necessary). If you beat the +computer team, consider yourself a Star Leaguer! + +Pitching & Holding Runners +-------------------------- + +1. Each half inning begins with th pitcher stating in the PITCHING MODE. +This mode allows you to pitch to the batter and is indicated when the +pitchr bends over to look for a "sign" from the catcher. + +2. To designate a pitch press and hold Button #0 on the joystick. The +pitcher will move upright, pause position. + +3. Move the joystick to pitch: + + High Sider + Medium (Bal) Slow + Slider ______________________________ Slider + | | + | | + | | + | | + | | + | | + Fast Ball | | Change-Up + | | + | | + | | + | | + | | + |______________________________| + + Medium Slow + Screwball Low Srewball Screwball + (Bll) + + + "Heat"Muldoon +-------------------------------------------------------------------- + + + High Cuve + Medium (Ball Slow + Curve ______________________________ Curve + | | + | | + | | + | | + | | + Medium | | + Fast Ball | | Change-Up + | | + | | + | | + | | + | | + |______________________________| + + Medium Slow + Sinker Low Sinker Sinker + (Bll) + + + "Curve" Cassidy +-------------------------------------------------------------------- + + + High Knuckler + (Ball Slow + Knuckler ______________________________ Curve + | | + | | + | | + | | + | | + | | + Fast Ball | | Change-Up + | | + | | + | | + | | + | | + |______________________________| + + Slow + Knuckler Low Knuckler Sinker + (Bll) + + "Knuckle" Flanagan + + +4. To get out of PITCHING MODE to pick off a runner, just RELEASE Button +#0 BEFORE moving the joystick. You can then throw to any base as +follows: + 3rdBase + ______________________________ + | | + | | + | | + | | + | | + | | + Home | | 2nd Base + | | + | | + | | + | | + | | + |______________________________| + + 1stBase + + +5. Press button #0 TWICE to return the ball to the pitcher from any +player. Press Button #0 TWICE again to go back into PITCHING MODE. The +pitcher will now bend over and look to the catcher for a sign. YOU MUST +BE IN THE PITCHING MODE FOR A NEW BATTER TO COME UP AFTER A HIT OR AN +OUT. + + +Batting +------- + +1. Press an HOLD Button #0 on the joystick right BEFORE the pitch is +thrown to BUNT Release the Button BEFORE the ball reaches the plate to +"take" the pitch - if you try to bunt and miss, it's a strike. + +2. Press the red button AFTER the pitch is thrown to SWING AWAY + +*Note* +The joystick is used for all functons when playing against the computer. +When playing against another person, the joystick is used for fielding +and pitching only. Batting and base running are controlled by the +keyboard. Players shold alternate between keyboard and joystick +depending upon whom is at bat. + + KEY FUNCION + --- ------- + + X Swing + Z Stop Swing + -> Run ahead + <- Run back + Space Stop Runner + +Running +------- + +1. Once the ball is hit fair, the batter automatically runs to 1st +base. + +2. To move him AHEAD, push and hold the joystick to the LEFT. To STOP +the runner on or between bases, return the joystick to the CENTER +position (just release it). + +3. If there are runners on base, you control the LEAD runner; the other +runners will run automatically if forced. As soon as your LEAD runner +scores or is put out, control QUICKLY shifts to the next LEAD runner. +Don't daydream or your new LEAD runner may wander off base and be tagged +out. + + +Fielding +-------- + +1. After the ball is hit FOUL or a HOMERUN is hit, the ball is returned +to the catcher. You must throw it back to the pitcher (Press Button#0 +twice) and go into the PITCHING MODE (Press button again TWICE to +continue pitching. + + +2. When the ball is hit FAIR, the player nearest the ball's PATH becomes +eligible to field it. + +3. Use the joystick to move your eigible fielder to the ball. + +4. A ball with a shadow is a FLY ball; a ball without a shadow is a +GROUNDER. FLY balls can be CAUGHT for an out; GROUNDERS require you to +take some action to force an out (throw to base, tag runner, etc.). + +5. To catch a FLY ball, keep your eye on the ball's SHADOW. As the ball +descends. position you outfielder so he'll collide with the ball's +SHADOW. If you miss the ball, move your fielder to pick it up. + + +Throwing +-------- + +1. Press and RELEASE button #0 on he joystick controller to DESIGNATE a +throw. + +2. Move the joystick to THROW to a base; press Button #0 again to THROW +to the pitcher. + + 3rdBase + ______________________________ + | | + | | + | | + | | + | | + | | + Home | | 2nd Base + | | + | | + | | + | | + | | + |______________________________| + + 1stBase + +The positions on the joystick areset up just like the bases on the +screen - throwing from base to base will soon be like second nature to +you. + +3. If a runner tries to steal HOME you must MOVE your catcher to TAG the +runner coming home, If you don't MOVE your catcher the runner will run +by you and score. + + +Scoring +------- + +1 STRIKE - pitch that crosses homeplate between batter's shoulders and +knees. Three stries result in an out. + +2 BALL - pitch that is high or lowour of strike zone. Four balls results +in a walk + +3 OUT - catching fly balls, striking out batters and forcing tagging +runners results in an out. There are three outs per half-inning. + +4 BATTING ORDER - visitors bat top of inning; home or computer bats +bottom of inning. + +5 RUNS - score runs by moving runnrs around the bases and home. Team +ahead after 9 innings wins game. If score is tied after 9 innings, extra +innings will be played until one team wins. HOME or COMP doesn't bat at +the bottom of the 9th or extra innings if it is ahead + + + +As the game progresses, the starting pitchers "tire" They'll begin to +lose their "stuff" and/or start missing the strike zone. Between the 7th +and 8th innings there will be a 7th inning stretch, complete with music. +A menu will come up for you to change pitchers. When both teams have +made their selections press to re-start the game. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +