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25
textfiles.com/apple/DOCUMENTATION/skyfox.txt
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25
textfiles.com/apple/DOCUMENTATION/skyfox.txt
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|
||||
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
|
340
textfiles.com/apple/DOCUMENTATION/slb.txt
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textfiles.com/apple/DOCUMENTATION/slb.txt
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|
||||
|
||||
__________________________________________
|
||||
| ____________ ______________________ |
|
||||
|| | | | | Soft-Docs
|
||||
|| <APG> | | Star League || | |
|
||||
|| <Soft-Doc> | | 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.
|
||||
|
||||
|
||||
|
||||
|
||||
(>
|
366
textfiles.com/apple/DOCUMENTATION/smartboot
Normal file
366
textfiles.com/apple/DOCUMENTATION/smartboot
Normal file
@@ -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: <empty -- but see below>
|
||||
|
||||
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
|
BIN
textfiles.com/apple/DOCUMENTATION/snake.byte
Normal file
BIN
textfiles.com/apple/DOCUMENTATION/snake.byte
Normal file
Binary file not shown.
265
textfiles.com/apple/DOCUMENTATION/snoopy2rescue
Normal file
265
textfiles.com/apple/DOCUMENTATION/snoopy2rescue
Normal file
@@ -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.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|