DOS=spC>p%NJg "@"NbCNJg @ hpNupNudos.libraryexpansion.library zwrites the frame number for each frame to the standard output which can be used to pause the player by hitting any key in the shell window. The -quiet option suppresses that output. -l_range num -cr_range num -cb_range num All paletted display modes use a 'color cube' to fill the palette. The default is to use 16 luminance values (-l_range), 4 red values (-cr_range)  q_and 4 blue values (-cb_range). For some movies this can produce bad colors, you can change the resolution of the color cube with these options, the total number of colors however cannot be larger than 256. As of 1.03 of the player a smaller color cube is used for the EHB display, only 6 luminance, 3 red and 3 blue values are used. T L!2he smaller palette yields more exact colors. -nob causes the player to ignore and not display B (bothway interpolated) frames. -nop causes the player to ignore and not display P (predicted) frames. -saveiff filespec new for 1.03: causes the player to save all frames to disk in the IFF24 format so that you can render ANIMs with your fav ĥ6ourite image processing tool. filespec can be a simple filename, in this case the frame number is appended to generate the filenames for the individual frames. You can also use a pattern like prefix%%%suffix, the sequence of % characters gets replaced by the frame number (with possible leading zeroes to get equal length filenames).  ]YX Example: -saveiff micky.iff. generates micky.iff.1,micky.iff.2,.. -saveiff micky.%%.iff generates micky.01.iff,... 'filename%' is identical to just 'filename'. Dither and display options: -dither ordered use simple ordered dithering -dither ordered2 a faster ordered dither. This is the default. -dither mbordered ordered dithering at the macroblock level. -dither fs4 Floyd-Steinberg ditherin|g with 4 error values propagated -dither fs2 Floyd-Steinberg dithering with 2 error values propagated -dither fs2fast a faster fs2 -dither hybrid Hybrid dithering, a combination of ordered dithering for luminance and fs2 dithering for chrominance. Errors are not propagated properly. -dither hybrid2 Hybrid dithering with error propagation among pixels. -dither 2x2 A dithering technique using a 2x2 pixel 抪 area for each pixel. The image displayed is 4 times larger than the original image encoded. Random error terms are added to each pixel to break up contours and gradients. -dither gray Grayscale dithering. The image is dithered into 16 grayscales. Chrominance information is thrown away. -dither gray8 Grayscale dithering with 256 grayscales (AGA only). -dither color 'True'  VWcolor display with 4 bits luminance and 2*2 bits for chrominance. -dither ham6 'True' color display using HAM approximation. For each pixel either red, green or blue are set correctly and the other color components are the same as the pixel to the left. As the name implies this uses the 6bit HAM mode and is limited to 4096 possible colors. -dither none no di EVthering is done, no image is displayed. Used to time the decoding process. -dither mono Floyd-Steinberg dithering in black and white. -dither threshold Simple thresholding in black and white. and new for 1.03 -dither ham8 'True' color display using HAM approximation. In HAM8 mode you have a 18bit color palette for a maximum of 256k colors produced by mp. This mode produces finer gradients  g than ham6 but it is significantly slower. All above modes except for none, mono, threshold, gray, gray8, color, ham6 and ham8 are paletted modes. On OCS/ECS machines this will produce an EXTRA_HALFBRITE display for the maximum number of colors. On AGA machines a 256 color screen is used which produces a mucher better display. As written above, the gray8 mode is only available on AGA machines. The selection between gray and gray8 is not done autom /ratic because the 16 graylevel mode is somewhat faster and some AGA users might want to trade display quality for speed. The player supports four 24bit displays: the OpalVision board, the PicassoII and the Retina graphics boards plus everything supported by the EGS libraries. The options -dither opal15 and -dither opal24 generate a 15bit or 24bit display on the OpalVision. Playback speed is somewhat slower than for the native > $ Amiga graphic. This requires the opal.library to be present in the LIBS: directory. -dither village24 generates a 24bit display on the PicassoII board. This requires the PicassoII software to be installed properly. You don't need to redirect the Workbench to the PicassoII board nor use the ChangeScreen commodity as the player directly talks to the PicassoII drUiver software. The player will open a display as large as necessary which will be 320x240 for most MPEG files if you have the latest Picasso software. I talked to the VillageTronic people to support a 352x288 mode as well which is the standard resolution for full screen MPEGs (in PAL). The player cannot be retargeted by the rPicasso's Intuition driver, so the standard dither modes will get the native Amiga display. new for 1.03 -dither retina24 generates a 24bit display on the Retina board. This requires the Retina software to be installed properly. The player was tested with version 1.3 of the Retina software. The player uses the standard screen dimensions for 1?the 24bit display. You can change the resolution with the Retina software, you will probably prefer the lowest resolution to get the largest image size on the screen. The player will be retargeted by the Retina software when using the standard dither modes, however, since the Retina software does not report that the display =memory is non-standard you have to tell the Retina driver to update the display from chip memory continously to see a picture under the emulation. Most people will prefer the 24bit display using the retina24 dither mode though. -dither egs24 generates a 'true color' display on any hardware supported by the EGS libraries. Dithering and rendering FȲ is done by EGS while the player just supplies the 24bit raw data. If you have an EGS supported 24bit board this means you will see full 24bit. In any case the _default_ EGS screen is used, you can choose the dimensions and depth with the EGS preferences tools. Warning! EGS does not yet support to send raw 24bit data to the libraries renderi#ng routines except for single pixels. To improve speed the player fakes a EGS Bitmap structure that points to the internal 24bit data created by the MPEG decoding stage. This works well with the current implementation of EGS but may fail in the future. A future version of EGS however will support rendering of 24bit data arrays and I intend to updatX8!e the player code as soon as the new EGS documentation because publically available. Example: mp -dither ham6 jet.mpg will play back the MPEG movie from the file jet.mpg and use a HAM display. mp -loop -dither village24 micky.mpg will play back the file micky.mpg endlessly on the PicassoII board until CTRL-C is hit. --- Playback speeds: MPEG is a very CPU intensive way of compressing and decompressing digital video data. An Amiga A$8D3000 achieves a rate of about 3.7 frames per second for average MPEG streams of 160x120 pixels per frame that were encoded with the XING encoder. Better _encoders_ can get better compression and streams from these encoders can be played back a bit faster. MPEG movie | Resolution | Compression ratio | Frame rate ---------------------------------------------------------------------------- micky.mpg | 160x120 | 19.4 | 3.69 mogl^ie.mpg | 160x120 | 23.8 | 3.80 flight.mpg | 160x120 | 20.8 | 3.77 birdisba.mpg | 160x120 | 27.6 | 4.36 BigE_accel.mpg | 176x144 | 41.1 | 4.16 tennis.mpg | 352x240 | 30.5 | 1.13 jet.mpg | 128x96 | 48.3 | 8.06 The frame rates were measured on an A3000/25MHz with static1b column RAMs on a PAL monitor using the ham6 dither mode. NTSC machines may show slightly different timing due to different frame times (50Hz vs. 60Hz) and the need to synchronize a double buffered display. --- The 1.03 version of the player has been finished at the Amiga User Meeting in Bielefeld/Germany on August 28-29th 1993. Just a few hours later Harv Laser reported a bug in the OpalVision 24bit output, so there is a 1.03fix release. The length of the fixed executable is 115840Fx<( Bytes and yields the VERSION string: mpeg_play 1.03fix (Bielefeld meeting final) Please send any suggestions and bug reports to me. I can be reached via E-Mail as mlelstv@mpifr-bonn.mpg.de. People with Internet access can also find me often in the IRC (Internet Relay Chat) channels #amiga and #amigager. Michael van Elst 1993. Just a few hours later Harv Laser reported a bug in the OpalVision 24bit output, so there is a 1.03fix release. 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"%´c@p828h$qoW#_X9l@p@hs AV(]r6d-@11[Ty]-L]zocbeU%DUfYb7u1uASCc :KF] 9cgD`<09B Y p'%vu35q'p"us#2w&T ixX\ $(r,A`>B+4'C燲> OЇrBrBta_0rBʚvHn=93@0);8ff3leF``e '1F~Iġ#(z8(z< 'CT(p)'"$۾C҄kg)4FBNp8Pl;!c@3g<&4yrplb<@2>&dC4! "%´c@p828h$qoW#_X9l@p@hs A.tbangboo.passwordspt ________ The One Who Drinks _________ \ ____ \ My Blood / ___ / | \ \ Will Live Forever. / \/ | \ \ ____ ___ ____ | l__ ! > > _ \ / I __| \__ \ | | / /| / / / /| | | > > | |___/ / ! |\ \/ __| | l__ __ / L______/ |_ \_\/ | | ____i____/ >> P r E s E n T s << YR --------------- BANGBOO from millenium ( all passwords ) & bug reports !!! 2. GLAXON 3. INSIDERS 4. PLEASURE FUTURE 5. FRIENDS 6. HELP ME 7. GRABBERS STONE 8. SILENT REST 9. SCRAMBLE SCUMB 10. JILPONGIUSSA 11. RADIO NOISE 12. DARK\- SIDE 13. HINTERS HUNT 14. STAY A WHILE 15. FREEHOLD 16. OLYMPIC DAYS 17. BLOWING AWAY 18. CITADELS 19. SIRIUS 20. STAGNATION 21. ON THE RUN 22. TWINDOWN 23. SPLATTER 24. PREFTECH 25. ( the game crash here so no more passwords ) !!! maybe a fix will be realising soon ? ALL DsSxONE BY DRACS in 95. HINTERS HUNT 14. STAY A WHILE 15. FREEHOLD 16. OLYMPIC DAYS 17. BLOWING AWAY 18. CITADELS 19. SIRIUS 20. STAGNATION 21. ON THE RUN 22. TWINDOWN 23. SPLATTER 24. PREFTECH 25. ( the game crash here so no more passwords ) !!! maybe a fix will be realising soon ? ALL D  J02TSLEVELCODESpY: .------------------------------------------. : : : ANTS! from KELLION SOFTWARE Levels codes : : : `------------------------------------------' : : : : LEVEL 1...INTRO LEVEL 29..CASTOR : : LEVEL 2...NITRO LEVEL 30..ICED : : LEVEL 3.:..PRISON LEVEL 31..DONKEY : : LEVEL 4...TYRELL LEVEL 32..ROBOMAN : : LEVEL 5...FORD LEVEL 33..SUBRUN : : LEVEL 6...KLINGON LEVEL 34..BLISTER : : LEVEL 7...POLICE LEVEL 35..PANDORA : : LEVEL 8...JUMP LEVEL 36..HOPE : : LEVEL 9...EDEN 6hH LEVEL 37..ETHEREAL : : LEVEL 10..AADVARK LEVEL 38..VISTA : : LEVEL 11..P TAU LEVEL 39..ANGST : : LEVEL 12..REGULUS LEVEL 40..TEMPER : : LEVEL 13..SABRE LEVEL 41..STEEL : : LEVEL 14..RASTA LEVEL 42..MONGOOSE : : LEVEL 15..TERRA  LEVEL 43..FLAME : LEVEL 16..EMPIRE LEVEL 44..EXOFRAME : : LEVEL 17..OEDIPUS LEVEL 45..SCORE : : LEVEL 18..ULYSEES LEVEL 46..AYURSO40 : : LEVEL 19..KRAKEN LEVEL 47..NEMO : LEVEL 20..FLEECE LEVEL 48..MEGA : : LEVEL 21..INDEX LEVEL 49..INGOT : : LEVEL 22..XENEX LEVEL 50..WRAITH : : LEVEL 23..KIRK LEVEL 51..YTANGA : : LEVEL 24..FIREFOX LEVEL 52..IBSEN : : LEVEL 25..PREACH LEVEL 53..NATION : : LEVEL 26..CHORD LEVEL 54..JUXTA : : LEVEL 27..TOCCATA LEVEL 55..WURZEL y : : LEVEL 28..PLAIN LEVEL 56..FIN : : : : --- PLEASE NOTE! --- : : THESE ARE ALL THE LEVELS CODES I FOUND IN THE GAME EVEN IF THERE : : ARE ONLY 8 PLAYABLE LEVELS ON THE VERSION I GOT (ANTS!FX.DMS) : : GUESS THE 48 LEFT WILL WORK ON THE COMPLETE GAME. (WHY WOULD'NT THEY?) : : za : : -TOXiC/oUTLAWS! : `---------------------------------------------------------------------------' : : THESE ARE ALL THE LEVELS CODES I FOUND IN THE GAME EVEN IF THERE : : ARE ONLY 8 PLAYABLE LEVELS ON THE VERSION I GOT (ANTS!FX.DMS) : : GUESS THE 48 LEFT WILL WORK ON THE COMPLETE GAME. (WHY WOULD'NT THEY?) : :  ر+903NGBOOLEVELCODESp*k ___________________________________________ 7 _ 7 _ 7 7 7 _ 7 _ 7 _ 7 | __! _ | _ | __! __! 7 | 7 | | _ 7 7 | 7 | ! 7 _ 7 | | | | | 7 | | | | | | 7 | ! | ! | !_____!__!__!__!__!_____!_____!_____!_____! --[- THE CODES START HERE -]-- LEVEL 01 - BEGINNERS LEVE}ΓL 02 - GLAXON LEVEL 03 - INSIDERS LEVEL 04 - PLEASURE FUTURE LEVEL 05 - FRIENDS LEVEL 06 - HELP ME LEVEL 07 - GRABBERS STONE LEVEL 08 - SILENT REST LEVEL 09 - SCRAMBLE SCUMB LEVEL 10 - JILPONGIUSSA LEVEL 11 - RADIO NOISE LEVEL 12 - DARK SIDE  LEVEL 13 - HINTERS HUNT LEVEL 14 - STAY A WHILE LEVEL 15 - FREEHOLD LEVEL 16 - OLYMPIC DAYS LEVEL 17 - BLOWING AWAY LEVEL 18 - CITADELS LEVEL 19 - SIRIUS LEVEL 20 - STAGNATION LEVEL 21 - ON THE RUN LEVEL 22 - TWINDOWN LEVEL 23 - SBPLATTER LEVEL 24 - PREFTECT LEVEL 25 - VULCAN LEVEL 26 - COSMIC WINDS LEVEL 27 - KLONDIKE LEVEL 28 - BURG BUDDY LEVEL 29 - UNDER A STONESKY LEVEL 30 - PYRAMIDIOS LEVEL 31 - CROSSROADS LEVEL 32 - MATICIAN LEVEL 33 - PARALLAX yaLEVEL 34 - SUSPENSION LEVEL 35 - SPELLSINGER LEVEL 36 - SILVERSTAR LEVEL 37 - GRIZZLY LEVEL 38 - QUICKSHOT LEVEL 39 - SLIMLINE LEVEL 40 - ENEMY UNSEEN LEVEL 41 - PINGPONG LEVEL 42 - HILLTOP LEVEL 43 - ONLY FORWARD LEVEL 44 - HIDEAWAY }n LEVEL 45 - IMAGINATION LEVEL 46 - BLUBBER LEVEL 47 - TEARS OF COLOR LEVEL 48 - FIRE LEVEL 49 - SPANISH LADY LEVEL 50 - PUBLINERS LEVEL 51 - BIGSHOT LEVEL 52 - GUMSHOE LEVEL 53 - AKIRA LEVEL 54 - BLUES LEVEL 55 - STRONG HELL ;* LEVEL 56 - THE GUIDE LEVEL 57 - PUSH OR PULL LEVEL 58 - HIDE AND SIKE LEVEL 59 - HOLIDAY IN SPACE LEVEL 60 - HOMO SUPERIOR LEVEL 61 - SWINGING FOOLS LEVEL 62 - REDROSES LEVEL 63 - AQUARIUM LEVEL 64 - LITTLE DEVIL LEVEL 65 - A BAD DAY LEVE EL 66 - SWINGING DEATH LEVEL 67 - SUGARLAND LEVEL 68 - BUBBLEGUM LEVEL 69 - NEVERMIND LEVEL 70 - DARKNESS LEVEL 71 - TOO MUCH LEVEL 72 - YIIPEEHIYEE LEVEL 73 - MANHATTAN LEVEL 74 - TIME AND AGAIN LEVEL 75 - GHOSTWORLD LEVEL 76 - ALTERNATE  s8 LEVEL 77 - THE DEAD LEVEL 78 - GARDEN OF PHARAO LEVEL 79 - SHAKE A COKE LEVEL 80 - HURRY UP LEVEL 81 - FLOWER POWER LEVEL 82 - ARROW LEVEL 83 - FIRESTAR LEVEL 84 - FACING QUESTS LEVEL 85 - VALHALLA LEVEL 86 - JUMPY LEVEL 87 - MOONBASE 6W LEVEL 88 - WHAT A GAME LEVEL 89 - KNOCK KNOCK LEVEL 90 - FOLLOW ME LEVEL 91 - ROTOR LEVEL 92 - LETS GO LEVEL 93 - AGGLOMERATE LEVEL 94 - CRAZY LEVEL 95 - SHUTUP LEVEL 96 - GETIT LEVEL 97 - BUG LEVEL 98 - HAPPY BIRTHDAY  ) I LEVEL 99 - GOOD LUCK A GAME LEVEL 89 - KNOCK KNOCK LEVEL 90 - FOLLOW ME LEVEL 91 - ROTOR LEVEL 92 - LETS GO LEVEL 93 - AGGLOMERATE LEVEL 94 - CRAZY LEVEL 95 - SHUTUP LEVEL 96 - GETIT LEVEL 97 - BUG LEVEL 98 - HAPPY BIRTHDAY R: 32ESIUSXIIp҂ THESIUS XII [AGA/ECS] FULL DOC Table Of Contents: ================== *The Story So Far: *Controls: *In Game Icons: %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% The Story So Far: ================= The year is 2131, for the last half century peace has been upheld throughout the affiliated humankind planets by the United Human League of Civilizations. The peace was recently shattered when an evil splinter political faction attempted a military coup. Luckily the plot was detected early enough and was quickly quelled. In the aftermath of the failed coup attempt the four main political and military leaders of this underhanded attack on freedom fled across the universe to retreat to their various planets and bases. It is your task to track them down and capture them, so that they may be brought before the Supreme High Court for JUSTICE. (Yep it's another damn shoot'em up....*8i^) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Controls: ========= Requires a single buttoned joystick in port 2 to play. Left = Will move your fighter Left Right = Will move your fighter Right up = Will move your fighter Up Down = Will move your fighter Down Button = Will make your fighter shoot (no bullet limits) Keys: (Q) = Quit Thesius XII and Return to Amiga Dos  (O) = Select options (Within the intro) (P) = In Game Pause (P or Joystick Fire Button to Exit Pause) (ESC) = In Game Abort Both the left Mouse button and the joystick fire button can be used to advance/skip certain screens.. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% In Game Icons: ============== During play after destorying selected objects, you may encounter a spining coin object, with one of the folloSwing letters upon it. These Coins are POWER UPS, via shooting the Coin you can cycle it thought the various available Power Ups, To Collect it, simply move your fighter over it.. (W) = Weapon Power Up (P) = Probe (D) = Shot Damage (M) = Missile (B) = Bullet Speed (S) = Ship Speed (A) = Bullet Area Please Note: To obtain some of the above power ups, you might have to collect more than the one single icon to enable it. (ie. Player to Alien Hommk[0ming Missiles..) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ------------------------------------------------------------------------ T H E E N D ------------------------------------------------------------------------ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% you might have to collect more than the one single icon to enable it. (ie. Player to Alien Hom" @"33OMASPINBALLpn1 Thomas the Tank Engine Pinball -AGA- [DOCS] THOMAS THE TANK ENGINE AND FRIENDS PINBALL AGA. ----------------------------------------------- THE MAIN MENU. ============== Use this to access any of the four pinball tables available. You can also access the Hi-Score tabke from here by pressing F6 - to return to the main menu, press F6 again. If no key presses detected within a short time, the main menu will swap back and forth with the hi-score table automatically until a key is pwressed. To load a pinball table, you can use the F keys as follows. F1 Thomas F2 James F3 Percy F4 Toby F5 Options screen F6 High Scores F7 HELP Once you have selected the table, the screen will clear and you will be shown the table layout, all the tables features will be explained to you at this stage (just watch). You can decide whether or not to play this table by pressing F1 - F8 for the number of players, or ESCAPE to go back to the main menu (press ESCAPE again and you will 88return to DOS). CONTROLS AND PLAYING THE GAME. ============================== When you have loaded a Pinball table, it will wait in an "attract mode". This is where the table is scrolling up and down the screen waiting for you to begin playing. The table will always go into this mode if it is loaded but you are not playing it. To start playing, you need to define how many players are going to play. Up to 8 players can play the game at any one time. After pressing P for pause, hit a2<ny key to continue playing. To select the numnner of players you use the Function keys as follows: F1 - 1 Player, F2 - 2 Players, F3 - 3 Players, etc. After you've selected the number of players, the table will scroll up the screen ready for play and a ball will be loaded into the chute. Use the keys to play THOMAS THE TNK ENGINE AND FRIENDS PINBALL. Key(s) Action. Cursor down Pull back the spring (release key to shoot ball) Left shift Flip the left Flipper R/Pight Shift Flip the right Flipper SPACE bar Tilt The table Each Player has 3 balls or more per game. If you are playing with more than 1 player, gameplay procedes as follows: Player 1 goes first and plays his first ball. When he loses it, gameplay reverts to player 2 who plays his first ball, and so on. When the last player has lost his first ball, the gameplay reverts back to player 1 who then plays his second ball. The gameplay follows this pattern until all players have played all their 3 balls. Apart from the standard controls, the game has some special features. 1) Tilting the table (Key - Space bar) Sometimes it can be useful to "push" or "shove" the table to move the ball when it is not near the flippers. To do this in the game press the space bar. Remember not to use this feature too many times as you will end up "tilting" the table, the flippers will lock, and you will lose your ball! 2) Cycling light sets (Key - Left and Right Shifts) IvZmagine the situation where you have lit three lights of a four light set. You are trying to light the remaining light but misjudge your aim and the ball heads for an already lit light. All is not lost! Each time you press the left or right Shift keys you will "cycle" all the lights in the set in a clockwise direction so that each light moves one position to the left, which means that if you are quick enough you can move the unlit light to the psition where the ball is heading, light h\it, complete the full light set and gain a bonus score! Only a few select light sets on each table are controllable in this fashion. Referto each tables guidelines to familiarise yourself with their cycleable light sets. 3) Pausing the game (Key - P) If you need to halt the game but do not want to quit it, a simple tap on the P key will do the trick. To restart the game, press any key. 4) Restarting the game (Key - ESCAPE) If you are having a bad game and want to start again, do  the following: Press ESCAPE. The table will go into attract mode. To start another game use the function keys as before. 5) Quitting the game (KEYs - P, ESCAPE, Y and N) If you are playing a table but wish to play one of the others, follow this sequence: Pause the game with P. Now Press ESC. You will be asked whether you really want to quit or not, if you do, press Y. If you change your mind press N. If you press Y the table will fade out and the main menu will be loaded and displ  Mayed. Use the Function keys as before to load a new table. If you press N the game will go back to being paused. Press any key to return to the gameplay. 6) "Loaded the Wrong table ?" (Keys - ESC, Y and N) If you find that you have loaded the wrong table by mistake, Press ESC. You will be asked if you really want to quit or not. Press Y or N. Pressing Y loads the main menu. Pressing N puts the table back into attract mode where you can use the function keys as before to start playi wEng it if you change your mind. Here is a summary of the controls. Key(s) Action. Cursor down Pull back the spring (release key to shoot ball) Left shift Flip the left Flipper Right Shift Flip the right Flipper SPACE bar Tilt The table P Pause the game (Press any key to restart) ESC Quit a Table (If in-game, and after pausing) Quit a game (When the ball is in the chute) HIGHSCORE ========= When you have played  .3a game and have scored a high score you will be asked to enter your name for the high score table. There is a high score table for each Pinball table. You are allowed to enter three letters for your "name". To do this use the left and right SHIFT keys to cycle through the alphanumeric characters and the SPCAE bar to set or fix a character. The table will automatically go into attract mode after you have entered your name. High Scores are saved each time a Pinball table is Quit and th Le main menu is reloaded. Please note that this is the only time high scores are saved. General Information. ==================== The JACKPOT is a Collective Score Bonus which is built up by all players during a game. It is reset to zero each time it is awarded to a player. FLASHING LIGHTS AND BONUSES. ============================= Flashing Lights are a hint as to where you can pick up big scores and bonuses. Most Bonuses are not immediately added to your score. When you loses a ieball, they are added up and your score is updated. Whilst this is happening you will see "x2 x3 " etc appearing at the bottom of the screen; indicating bonuses you have obtained. We will be using the following terms when describing each Pinball tables' features. ROLL-OVERS ---------- These are small switches which poke through the surface of the pinball table. They are shown as vertical metal-coloured lines and usuaBlly have a light above or below them. You enable their lights and pick up points or bonuses whenever the ball rolls over them. DROP-TARGET OR TOUCH TARGETS ---------------------------- These are simple switches which poke through the surface of a pinball table. They are shown as vertical metal-coloured lines and usually have a light above or below them. You enable their lights and pick up points or b,onuses whenever the ball rolls over them. PASSAGES AND LANES ------------------ These are channels that the ball can roll through to get from one place to another. BALLTRAPS --------- These are short dead-end passages. When the ball enters a ball trap it will be held there for a short time while you collect a bonus score. BallW-traps can be covered (where you cannot see the ball) as well as being in the open. LETTERS ------- These are actually lights in the shape of letters. They make up words on a Pinball table, and once you have lit up the whole word you collect a score bonus. RAMPS AND LOOPS -------------`-- These are like raised passages. They carry a ball form one position in a table to another. They are usually shown with solid grey enterences ramps change into wire-frame guides around halfway along the ramp, although they maybe shown in different colours. You can also shoot the ball under ramps. TUNNELS ------- A tunnel is a passage that goes underneath a ramp or another raised section E of a pinball table. MUSHROOMS --------- These are circular bumpers which award points each time the ball touches them. Once the ball is hit a mushroom it will be repelled away at high speed so beware! KICKERS ------- These are triangular bumpers which are usually found just above the flippers. They will Faward points each time the ball hits them. Like mushrooms, Kickers have a habit of deflecting the ball away at high speeds. MULTI-BONUSES ------------- A multi-bonus is a special feature which when collected multiplies your base score. You collect multi-bonuses ox x2, x3, x4 etc. ********************************************************************* * DESCRIPTION OF FEATURES FOR THOMAS THE TANK ENGIN3tE PINBALL TABLES * ********************************************************************* --------------------------------------------------------------------------- THOMAS Table Features Description. --------------------------------------------------------------------------- Roll-Over Gates ^^^^^^^^^^^^^^^ Lighting all of these will light x2, x3, x4, x6 and x8 bonus multipliers sequentially. The lit lamp can be shuffled using the flipper keys. STEAM light ^^^^^^^^^^^ Each tUime this set of lights is lit, shooting the ball up the left passage will move Thomas onto the next station, scoring a bonus. COAL lights ^^^^^^^^^^^ Lighting COAL lights the 5000 and 100000 score lamps. these scores can be collected by shooting the ball up the left passage. Left Passage ^^^^^^^^^^^^ Each time the ball is shot up here the lit score is collected and is increased from 50, 100, 250, 500, 750, 1000 to 2500. Green lights ^^^^^^^^^^^^ The set of green lights at the t3Oop of the table score 10 points each. The Carriage Passage ^^^^^^^^^^^^^^^^^^^^ Each time the ball passes through here it lights one of the yellow carriage lamps. when all three lamps are lit then a bonus lamp is lit in the following order. Hold Bonus, Double bonus, Score Bonus and Extra Ball. For each time a ball passes through the carriage bonus increases by one. The carriage bonus is totalled up and added to your score after you lose a ball. The Ball Trap ^^^^^^^^^^^^^ If a ball is shot into the ball trap the lit score is collected 10, 25, 50 and 100 respectively. The player will also collect any lit bonuses such as Score Bonus and Extra Ball. --------------------------------------------------------------------------- PERCY Table Features Description --------------------------------------------------------------------------- Roll-Over gate ^^^^^^^^^^^^^^ Lighting all of these will light x2, x3, x4, x6 and x8 bonus multipliers sequentially. The lit lampXw can be shuffled using the flipper keys. The Tunnel ^^^^^^^^^^ Each time the ball is shot through the tunnel the SPIN feature is enabled, and can be collected by shooting the top ball trap. Shooting the bottom ball trap after going through the tunnel increases the steam cloud ramp bonus. Top Ball Trap ^^^^^^^^^^^^^ If a ball is shot in here Double Bonus, Hold Bonus and/or Score Bonus will be collected if lit. If a SPIN is enabled then the wheel will spin and stop and award the pl˯Eayer a mystery bonus of 1000 to 5000 or an extra ball. Bottom Ball Trap ^^^^^^^^^^^^^^^^ The flashing bonus will be collected each time a ball is shot into here. If the ball trap was hit after going through the ttunnel then the steam cloud bonus increases. TAR Waggon Lights ^^^^^^^^^^^^^^^^^ Lighting these increases the bottom ball trap flashing bonus. Water Lights ^^^^^^^^^^^^ Lighting these increase the Platform ramp bonus. Steam Cloud Bonus ^^^^^^^^^^^^^^^^^ This is Collechted each time the ball is shot around the top ramp. Platform Bonus ^^^^^^^^^^^^^^ This is collected each time the ball is shot around the bottom ramp. --------------------------------------------------------------------------- JAMES Table Features Description. --------------------------------------------------------------------------- Roll-Over gate ^^^^^^^^^^^^^^ Lighting all of these will light x2, x3, x4, x6 and x8 bonus multipliers sequentially. The lit lamp can be shuffled)t using the flipper keys. The Tunnel ^^^^^^^^^^ Each time a ball is shot through the tunnel, the lit scores are collected. The Ball Trap ^^^^^^^^^^^^^ Shooting the ball trap collects the Score Bonus. Double bonus, Hold Bonus, Extra Ball and Jackpot features when lit. Touch Targets ^^^^^^^^^^^^^ Lighting all of these will light the next lamp in the sequence 1000, 1500, 2000 arrows pointing to the big loop on the left side of the table. Other Loops and Ramps ^^^^^^^^^^^^^^^^^^^^^s Shooting the ball around the ramps and loops with arrows pointing to them will light the next arrow in each set. Lighting a set of arrows will enable a Score Bonus in the tunnel, and often a feature in the ball trap as well. --------------------------------------------------------------------------- TOBY Table Features Description --------------------------------------------------------------------------- Roll-Over gate ^^^^^^^^^^^^^^ Lighting all of these will light x2, x3, x4a, x6 and x8 bonus multipliers sequentially. The lit lamp can be shuffled using the flipper keys. The Tunnels ^^^^^^^^^^^ If the ball is shot around the first tunnel and then the second tunnel within five seconds, 1000 points is awarded. The Ball Traps ^^^^^^^^^^^^^^ Shooting these collect the lit scores/features Blue Touch Targets ^^^^^^^^^^^^^^^^^^ Lighting all of these advances the top right hand ball trap score arrows. Green Touch Targets ^^^^^^^^^^^^^^^^^^^ Lighting all ouMGf these advances the bottom ball trap score arrows TRACK Targets ^^^^^^^^^^^^^ Hot all of these to light a TOBY letter. Light TOBY'S nme to enable the jackpot. Ramp LOOPS ^^^^^^^^^^ Shooting the same ramp twice within 8 seconds scores 1000, and lights a LOOPS letter. Light all the LOOP lamps to score 10000. =========================================================================== =========================================================================== THOMAS N ۗ THE TANK ENGINE'S PIBALL TABLE SCORING =========================================================================== =========================================================================== ON ALL TABLES. ************** BUMPERS = 1 KICKERS = 2 BONUS MULTIPLIER AWARDS = 50 OUTER BALL RETURN LANE = 10 INNER BALL RETURN LANES = 15 EXTRA BALL AWARD = 300 ROLL OVER GATES = 10 THOMAS ****** SPELL THOMAS TARGETS = 10 DIAGONAL GREEN LIGHT TARGETS = 10 COAL TARG!ETS = 10 STEAM TARGETS = 20 CARRIAGE PASSAGE = 10 ADDING THOMAS LETTER AWARD = 100 PERCY ***** SHOOTING THE SAME RAMP WITHIN 8 SECONDS = 1000 WATER TARGETS = 20 TAR WAGON TARGETS = 20 BALL TRAPS = 50 SHOOTING THE TUNNEL = 100 JAMES ***** TOUCH TARGETS = 20 BALL TRAP = 50 SHOOTING TUNNEL = 75 UPPER LOOP = 20 LOWER LOOP ":2 = 50 SHORT RIGHT RAMP = 40 LONG RIGHT RAMP = 40 TOBY **** SHOOTING OPPOSITE RAMPS WITHIN 10 SECONDS = 1000 SHOOTING TUNNEL = 100 COMPLETING TUNNEL LOOP = 1000 ALL TOUCH TARGETS = 10 BALL TRAPS = 50 Typed by TRiXy HF UK! = 100 JAMES ***** TOUCH TARGETS = 20 BALL TRAP = 50 SHOOTING TUNNEL = 75 UPPER LOOP = 20 LOWER LOOP j*j l39RMS.NFOpR Worms [ECS/AGA] from Team 17 Software WORMS INFO RELEASE FILE ----------------------- Information ----------- Name.................: Worms Publisher............: Team 17 / Ocean Software Machine requirements.: Minimum 1 meg of chip ram, 2 Meg reccomended Copy Protection......: Manual / Doc check Supplied by..........: Semtex Cracked by...........: Galahad IMPORTANT - IMPORTANT - IMPORTANT - IMPORTANT - IMPORTANT - IMPORTANT -----------------_---------------------------------------------------- If you only have a 1 meg chip ram machine, the following levels will be unavailable to you unless you get more memory. They are: JUNK/SCRAPYARD, JUNGLE, ALIEN, AND DESERT If you find you are still having some memory problems of any sorts, Disable the startup sequence so that the CRACKTRO and the OCEAN and TEAM 17 logos dont appear. Just execute the WORMS file ---------------------------------------'>------------------------------ IMPORTANT - IMPORTANT - IMPORTANT - IMPORTANT - IMPORTANT - IMPORTANT Also AGAIN Team 17 have fucked up with the HARD DRIVE INSTALLER. I have tried to get it to work on my standard A1200. I thought at first perhaps it was my fault, but the problem plagues the original as well. The protection screen comes up but you cant enter anything. I think it maybe a memory problem, but even after disabling startup and disabling CC0: and DF0: it SJ@%TILL wont work. It has to be a memory problem, and Team 17 have fucked up YET AGAIN! Other game related notes ------------------------ At the protection screen, you MUST enter a three digit code and hit RETURN. Here is the long awaited Worms. This HAS to be the release of the year, and as should be the case, FAIRLIGHT were there to release it. This game is not meant to work fully on a standard OCS machine (512k Fast / 512k chip), I have no idea whether or not adding addiȐQtional fast memory will make the game work fully, if so, you're in for a great game, if not, just go out an buy an A1200. Some Keyboard help ------------------ To move the crosshair around, use the CURSOR KEYS To select Power of weapon, hold down SPACE BAR for desired power To make selected Worm jump, press RETURN To switch Weapon menu's, press LEFT MOUSE BUTTON (there are more than one) To pause game press P To quit game, press P then ESCAPE NOTE: Some weapons require you tSzo select the Worm you want to hit like AIR STRIKE, HOMING MISSLE etc. To do this, select weapon, move the pointer to the worm you want to hit, click on the worm. The crosshair should now be over the worm. Then let her rip! of weapon, hold down SPACE BAR for desired power To make selected Worm jump, press RETURN To switch Weapon menu's, press LEFT MOUSE BUTTON (there are more than one) To pause game press P To quit game, press P then ESCAPE NOTE: Some weapons require you t+Ѫ-yQ11URIER.modemREFppk U S R O B O T I C S C O U R I E R ---------------------------------------------- H I G H S P E E D M O D E M S QUICK-REFERENCE CARD COURIER V.34 Fax COURIER Dual Standard V.34 Fax Internal and External Modems 1994 by U.S.̢'/ Robotics, Inc 8100 North McCormick Blvd. Skokie, Illinois 60076-2999 All rights Reserved COURIER HIGH SPEED MODEMS BASIC COMMAND SET ----------------------------------------------------------------------------- Command Function/Options ----------------------------------------------------------------------------- $ Help Basic command summary. >Pmt (Greater Than) Repeat command continuously or up to 10 dial attemps. Cancel by pressing Any Key. +++ (Plus) Escape code sequence, preceded and followed by at least one second of no data. See DIP switch 9. / (Slash) Pause for 125 msec. A Force answer mode when modem hasn't received an incoming call. A/ Re-execute last command once. A> Repeat last command continuously. Any Key Terminate current connection attempt; exit RepeVY~at mode. AT Attention. Must precede all commands except A/, A>, and +++. Bn Handshake options: B0 V.32/V.32 Bis mode; ITU-T answer sequence B1 HST mode; Bell answer tone D$ Help Dial command summary. Dn Dial the number that follows and go into Originate mode. Dial options: P Pulse dial T Tone dial , (Comma) Pause for 2 seconds ; (Semicolon) Return to command state after dϲialing " (Quotes) Dial the letters that follow ! (Exclamation point) Flash switch-hook to transfer call W Wait for a second dial tone (if X3 or higher set) @ Wait for an answer tone (if X3 or higher set) R Reverse frequencies DL Dial the last-dialed number. DSn Dial number stored in NVRAM at position n. En Command mode local echo. Not applicable after connection. See DIP switch 4. Erq0 Echo OFF E1 Echo ON Fn Local echo ON/OFF, once a connection is made. F0 Echo ON (Half Duplex) F1 Echo OFF (Full Duplex)--Default Hn On/Off hook control. H0 Hang up (go on hook) H1 Go off hook In Inquiry. I0 Product code I1 Memory (ROM) checksum I2 Memory (RAM) test I3 Call duration/real time I4 Current modem settings I5 Ѭ, NVRAM settings I6 Link diagnostics I7 Product configuration I10 Security account status I11 V.FC connection information Kn Modem clock K0 At 13 and 16, display current or last duration-- Default K1 At 13 and 16, display real time. Set clock with ATI3=HH:MM:SS K1 Ln Speaker volume (internal modems only) L0 Low L1 Low L2 Medium--Default L3 High Mn Monitor speaker. M0 Speaker always OFF M1 Speaker ON until carrier established--Default M2 Speaker always ON M3 Speaker ON after last digit dialed, OFF at carrier detect On Return online after command execution. O0 Return online, normal O1 Return online, retrain P Pulse dial. Qn Result codes display Q0 Display result codes Q1  9Cpe Surpress result codes (Quiet mode) Q2 Quiet in answer mode only S$ Help S-Register summary. Sr=n Set register commands: r is any S-Register; n must be a decimal number from 0 to 255. Sr.b=n Set bit .b of Register r to n (0=OFF;1=ON). Sr? Query register r. T Tone dial. Vn Verbal/Numeric result codes. See DIP switch 2. V0 Numeric V1 Verbal Xn Result code options 0-7. See manual. Default is X7. Z  V Software reset. See DIP switch 10. AMPERSAND COMMAND SET ----------------------------------------------------------------------------- Command Function/Options ----------------------------------------------------------------------------- &$ Help Ampersand command summary &An ARQ result codes. &A0 Surpress ARQ result codes &A1 Display ARQ result codes &A2 Display HST and V.32 result codes &A3 Di "splay protocol result codes--Default &Bn Serial port rate, computer-to-modem (DTE/DCE). &B0 Serial port rate follows connetion rate &B1 Fixed serial port rate--Default &B2 Fixed serial port rate in ARQ mode; variable rate in non-ARQ mode &Cn Carrier Detect (CD) See DIP switch 6. &C0 CD override &C1 Normal CD operations &Dn Data Terminal Ready (DTR). See DIP switch 1. &D0 DTR overrid Nͪe &D1 Online command mode with DTR toggle &D2 Normal DTR operations &Fn Load a ROM template into RAM. See DIP switch 10. &F0 No flow control template settings &F1 Hardware flow control template settings &F2 Software flow control template settings &F3 HST Cellular template settings &Gn Guard tone. &G0 No guard tone (U.S., Canada)--Default &G1 Guard tone (Some European countries)  H &G2 Guard tone (United Kingdom; requires B0 &Hn Transmit Data flow control. &H0 Disable flow control &H1 Hardware (CTS) flow control--Default &H2 Software flow control (XON/XOFF) &H3 Hardware and Software control &In Received Data software flow control. &I0 Disable flow control--Default &I1 XON/XOFF to local modem and remote computer &I2 XON/XOFF to local modem only, ARQ mode only*0 &I3 Host mode--Hewlet Packard protocol &I4 Terminal mode--Hewlet Packard protocol &I5 ARQ mode--same as &I2; non-ARQ mode--look for incoming XON/XOFF &Kn Data compression. &K0 Disable &K1 Auto enable/disable--Default &K2 Enable &K3 V.42 bis only &Ln Normal/Leased line. &L0 Normal phoneline--Default &L1 Leased line &L2 Enable HST Cellular x&Mn Error Control/Synchronous options. &M0 Normal mode; no error control &M1 V.25 bis online synchronous with error control &M2-3 Reserved &M4 Normal/ARQ mode--Normal if ARQ connection cannot be made--Default &M6 V.25 bis synchronous mode with BISYNC &M7 V.25 bis synchronous with HDLC &Nn Link rate (DCE/DCE) &N0 Normal link operations--Default &N1 300 bps &N8 /P 14.4K bps &N2 1200 bps &N9 16.8K bps &N3 2400 bps &N10 19.2K bps &N4 4800 bps &N11 21.6K bps &N5 7200 bps &N12 24K bps &N6 9600 bps &N13 26.4K bps &N7 12K bps &N14 28.8K bps &Pn Pulse dial make/break ratio. &P0 North America--Default &P1 United Kingdom and some Commonwealths &Rn Received Data hardware (RTS) flow cۢOontrol. &R0 Delay before CTS after RTS; see S26 &R1 Ignore RTS &R2 Pass receoved data on RTS high; used only if terminal equipment supports RTS--Default &Sn Data Set Ready (DSR) override. &S0 DSR override (always ON)--Default &S1 Modem controls DSR &S2 Pulsed DSR; CTS follows CD &S3 Pulsed DSR &S4 Modem sends DSR and CD together &Tn Modem testing. &Y0 )ڂ=End test, see Register S18 &T1 Analog Loopback (AL) &T2 Reserved &T3 Local Digital Loopback (LDL) &T4 Grant Remote Digital Loopback (RDL &T5 Deny RDL &T6 Initiate RDL &T7 RDL with selftest &T8 AL with self test &Wn Write current settings to NVRAM. &Yn Break handling. Destructive breaks clear the buffer; expedited breaks are sent immediately to the remote system. &CL(Y0 Destructive, but don't send break &Y1 Destructive, expedited--Default &Y2 Nondestructive, expedited &Y3 Nondestructive, nonexpedited &ZC=s Write command string (s) to NVRAM. &ZC? Display stored command string. &Zn=L Store last-dialed number at position n. &Zn? Display phone number stored in NVRAM at position n, where n=0-9. PERCENT COMMAND SET ----------------------------------------------޶------------------------------- Command Function/Options ----------------------------------------------------------------------------- %$ Help percent command summary. %An Create and configure security accounts. See manual. %Bn Set local serial port rate from remote computer. %B0 110 bps %B6 9600K bps %B1 300 bps %B7 19.2K bps %B2 600 bps %B8 38.4K bps %B3 1200 bps %B9 57.6K bps , %B4 2400 bps %B10 115.2K bps %B5 7200 bps %Cn Set local configuration from remote computer. %C0 Defer configuration--Default %C1 Restore original configuration %C2 Execute configuration %E=n Make security system edits. See manual. %Fn Set local data format from remote computer. %F0 No parity, 8 data bits %F1 Mark parity, 7 data bits %F2 Odd parity, 7 data bits %F3 ki Even parity, 7 data bits %L= Assign an account password as the local access password. See manual. %Nn Set Synchronous clock speed. See manual. %Pn=s Set the following remote access password string(s) at position n, where n=0 or 1. %Pn? Display the remote access password stored at position n, where n=0 or 1. %T Enable tone recognition. ----------------------------------------------------------------------------- DIP Factory Switc2h Setting Function ----------------------------------------------------------------------------- 1 UP Data Terminal Ready (DTR) Operations UP DTR normal; required for modem to accept commands DOWN DTR always ON (override) 2 UP Verbal/Numeric Result Codes UP Verbal (word) messages DOWN Numeric messages 3 DOWN Result Code Display U[P Quiet mode; no display DOWN Display result codes 4 UP Command Mode Local Echo UP Modem echoes (displays) commands DOWN Modem does not echo 5 DOWN Auto Answer UP Modem answers on first ring DOWN Auto Answer suppressed 6 UP Carrier Detect (CD) Operations UP Indicates the modem is online and carrier signaaAl is present DOWN CD signal always ON (override) 7 UP Auxiliary Switch, DIP Switch 3 DOWN UP Display result codes in Originate and Answer modes DOWN Suppress result codes in Answer mode 8 DOWN AT Command Set Recognition UP Disable AT command set recognition DOWN Normal operations 9 UP Escape Code (+++) Response UP > Modem disconnects, returns to Command mode, returns NO CARRIER result DOWN Modem stays online, returns to Command mode, returns OK result 10 UP Power-On-Software Defaults UP Load from NVRAM (initially &F1 template) DOWN Load &F0 template S-REGISTER SUMMARY ----------------------------------------------------------------------------78- Register Function Default ----------------------------------------------------------------------------- S0 Set number of rings before auto answer when See DIP DIP Switch 5 is UP. Default is 1. S0=0 suppresses switch 5 Auto answer, equivalent to DIP switch 5 DOWN S1 Counts and stores number of rings from an incoming call. 0 S2 Define escape code character. Def(f̙ault is +. 43 S3 Define ASCII Carriage Return. 13 S4 Define ASCII Line Feed. 10 S5 Define ASCII Backspace. 8 S6 Set number of seconds modem waits before dialing. 2 S7 Set number of seconds modem waits for a carrier 60 S8 Set duration, in seconds, of Pause (,) dial comvmand 2 option and pause between command re-executions for Repeat (>) command. S9 Set duration, in tenths of a second, of remote carrier 6 signal before recognition. S10 Set duration, in tenths of a second, modem waits after 7 loss of carrierbefore hanging up. S11 Set duration and spacing, in miliseconds, of dialed tones. 70 S12 Define guard time, in 50ths of a second, for escape codS;2e 50 sequence. S13 Bit-mapped register: 0 1 Reset when DTR drops 2 Auto Answer in Originate mode 4 Disable result code pause 8 DS0 on DTR low-to-high 16 DS0 on power up or ATZ 32 Disable HST modulation 64 Disable MNP Level 3 128 Watchdog hardware reset S15 Bit-mapped register:  ; 0 1 Disable high-frequency equalization 2 Disable online fallback 4 Force 300 bps back channel 8 Set non-ARQ Transmit buffer to 128 bytes 16 Disable MNP Level 4 32 Set Del as Backspace key 64 Unusual MNP incompatibility 128 Custom applications only S16 Bit-mapped register: 0 1 Analog Loopback   2 Dial Test 4 Test Pattern 8 Initiate Remote Digital Loopback 16-128 Reserved S18 &Tn test timer, disabled when set to 0. 0 S19 Set inactivity timer, in minutes, disabled when set to 0 0 S21 Length of break in ARQ mode, DCE to DTE, in ten- 10 millisecond units. S22 Define ASCII XON. 17 S23 Define A!ASCII XOFF. 19 S24 Set duration, in 20-millisecond units, of pulsed DSR 150 when modem is set to &S2 or &S3. S25 Set duration, in 100ths of a second, that DTR must be 1 dropped for the modem to respond. S26 Set duration, in 10 millisecond units, of delay between 5 RTS and CTS. S27 Bit-mapped register: 0 "엽 1 Enable V.21 modulation (300 bps) 2 Enable unencoded V.32 modulation 4 Disable V.32 modulation 8 Disable 2100 Hz answer tone 16 Disable MNP handshake 32 Disable V.42 Detect phase 64 Reserved 128 Unusual software incompatibility S28 Set duration, in tenths of a second, of the extra 3000/ 8 600 Hz answer tones sent during a v.32 handshaking. S29 Set durati#ton, in tenths of a second, of V.21 hand- 20 shake delay. S32 Voice/Data switch function. Not a bit-mapped register. 9 See manual. S33 Enable reduced packet size. See manual. 0 S34 Bit-mapped register: 0 1 Disable V.32 bis 2 Disable Enhanced V.32 bis 4 Disable Quick V.32 Retrain 8 Enable V.23 modu$Nlation 16 Change MR LED to DSR 32 Enable MI/MIC 64 Disable remote access message 128 Disable V.32 terbo S38 Set duration, in seconds, before disconnect when 0 DTR drops during an ARQ call. S41 Set number of allowable login attempts for remote access. 0 S42 Define ASCII remote access escape character. 126 Default is -. S43 Define guard time, in 50ths%2m of a second, for remote 200 access sequence. S44 Set duration, in seconds, of delay after modem senses 15 loss of carrier, before attempting to re-establish a leased-line connection. S51 Bit-mapped register: 0 1 Link Security enabled 2 Prompting enabled 4 Local access password protection enabled S54 Symbol rate bit-mapped register&ARGP for debugging. Bit 6 0 (ATS54.6=1) disables Call Indicate (CI). Bit 7 (ATS54.7=1) disables V.8. S55 Trellis code bit-mapped register for debugging. 0 S56 Bit-mapped register for debugging. Bit 6 (ATS56.6=1) 0 disables V.34. Bit 7 (ATS56.7=1) disables V.FC. S57 Reserved for German operations. 0 ----------------------------------------------------------------'L------------- COM PORT AND IRQ JUMPER SETTINGS (INTERNALS) ----------------------------------------------------------------------------- ___ ___ IRQ2 |. .| |. .| COM1 (3F8Hex) |___| |___| .=====. .=====. IRQ3 ||. .|| ||. .|| COM2 (2F8Hex) || || || (=ng || `=====' `=====' ___ ___ IRQ4 |. .| |. .| COM3 (3E8Hex) |___| |___| ___ ___ IRQ5 |. .| |. .| COM4 (2E8Hex) |___| |___| ___ IRQ7 |. .| |___| ----)A------------------------------------------------------------------------- RS-232C INTERFACE PIN DEFINITIONS (EXTERNALS) ----------------------------------------------------------------------------- Signal Flow DB-25 DB-9 Circuit Function Computer to Modem ----------------------------------------------------------------------------- 1 - AA Chassis Ground both directions 2*{ 3 BA Transmitted Data to modem 3 2 BB Recieved data to computer 4 7 CA Request to send to modem 5 8 CB Clear to Send to computer 6 6 CC Data Set Ready to computer 7 5 AB Signal Ground both directions 8 1 CF Carrier Detect to computer 12 - SCF Speed Indicate to comp+pRSuter 15 - DB Synchronous TX* Timing to computer 17 - DD Synchronous RX* Timing to computer 20 4 CD Data Treminal Ready to modem 22 9 CE Ring Indicate to computer 24 - DA Synchronous TX* Timing to modem * Indicates Transmitter (TX) or Receiver (RX) ----------------------------------------------------------------------------- Typed in by Puke/Mrb^Gms Indicate to comp k26radox.LEVELcodesp% a l l t h e P a s s w o r d s f o r P a r a d o x . . . And.. Here they are... lvl. 01 ~Nothing.. lvl. 02 SPHERE lvl. 03 CIRCLE lvl. 04 TURKEY lvl. 05 ROUND lvl. 06 LOGICAL lvl. 07 TIME ~s lvl. 08 ELECTRIC lvl. 09 FRIED lvl. 10 ILLUSION lvl. 11 QUAD lvl. 12 MARBALL lvl. 13 BALLSA lvl. 14 ENIGMA lvl. 15 CHIPS lvl. 16 SOLVE lvl. 17 PUZZLE EG lvl. 18 FRY lvl. 19 BALLMAN lvl. 20 CHEATABALL lvl. 21 CLUE lvl. 22 ONEWAY lvl. 23 MANIAC lvl. 24 MOVABALL lvl. 25 BALLANTICS lvl. 26 CLEVER lvl. 27 TSC sE lvl. 28 TERRIBALL lvl. 29 GRID lvl. 30 BIGGEST lvl. 31 KEYPUR lvl. 32 FAKES lvl. 33 TRICKI lvl. 34 TIME OUT lvl. 35 ONOFF lvl. 36 LIGHTS lvl. 37 SWAA4'PPERS lvl. 38 WOTHE lvl. 39 GRIDLOCK lvl. 40 JELLY lvl. 41 GUTS lvl. 42 FALSE lvl. 43 FLICK lvl. 44 TOMB lvl. 45 JUMPER lvl. 46 MEETBALLS lvl. 47 MUagLTI lvl. 48 RADIUS lvl. 49 KEYHOLE lvl. 50 JOHNYBALL lvl. 51 REVERSE lvl. 52 SLIME lvl. 53 BEND lvl. 54 BACKSWAP lvl. 55 COMPASS lvl. 56 OTHERSIDE lvl.¶ 57 BALLARIX lvl. 58 INVIS lvl. 59 SCORE! lvl. 60 BALLIE lvl. 61 POKE lvl. 62 IRON lvl. 63 CAREBALL lvl. 64 SPHERIC lvl. 65 LOGICAL 2 lvl. 66 LLAB l /vl. 67 CHEEK lvl. 68 BALLS! lvl. 69 BLACK lvl. 70 ORDER lvl. 71 SAD lvl. 72 AIRBALL lvl. 73 POTTY lvl. 74 JOCKY lvl. 75 GOON lvl. 76 YUK lvl. 77  tTHINAIR lvl. 78 SLOPP lvl. 79 FOZZY lvl. 80 HA! lvl. 81 HYPNO lvl. 82 SHEEP lvl. 83 ROTATE lvl. 84 KING lvl. 85 EYEYE lvl. 86 HORRID lvl. 87 ZIPP  u lvl. 88 ABACUS lvl. 89 CUBE lvl. 90 SNOOKY lvl. 91 FLUSH lvl. 92 FANTASY lvl. 93 EDGE lvl. 94 VOODOO lvl. 95 DARKLORD lvl. 96 ZAPP lvl. 97 GRIZZ  ( lvl. 98 HEAT lvl. 99 FUSION lvl.100 ANGEL KY lvl. 91 FLUSH lvl. 92 FANTASY lvl. 93 EDGE lvl. 94 VOODOO lvl. 95 DARKLORD lvl. 96 ZAPP lvl. 97 GRIZZ <M     &18ARS_Codesp'"-O ------- FEARS doom-clone Passwords explanation by Giovanni Meroni -------- When I solved the first level and I got the level code for the second level I saw that this code was a 8 digit hexadecimal number but I thougth that this was meaningless and the code was only a casual sequence of digits... No! That's wrong!!! In the level code is coded (well is a code after all...:-)) all the important stats of the player: His number of lives, ammo, level and the type of weapons. I xnfact try to end the first level many times, with different number of ammo or lifes, you'll get a different code for the second level... Note that these codes don't remember things like energy, treasures founds, time used, secrets founds, so when you enter a level using a code all this stats will be at a default level. After collecting some Level 2 access code I started to try to understand how all these informations are coded. First of all I discovered that the 8 digit sequence has ;to be seen as the union of two 4 digit numbers: In the first one are coded the level, the number of lives and the type of weapons available, and in the second one the number of the two type of ammo. Exemplation: lv code F8F856A5 \__/\__/ \ \__ means 99 weapon of type 1 and 28 of type 2 \_____ means access to level 2 with gun and 0 lives left lv code C9F545B9 \__/\__¶/ \ \__ means 53 weapon of type 1 and 14 of type 2 \_____ means access to level 3 with gun and machinegun and 3 lives left N.B: the two groups of digits are completley scorrelated!!! so you can always get the first 4 digit from a level code and the last 4 of another one and you'll have another valid level code!!! example: using the two code above you can buld up two other codes: F8F845B9 and~R C9F556A5 , and those are valid codes too!! So... ------------------------------------------------------------------------ | Explanation of the SECOND group of a level code ( the last 4 digits) | ------------------------------------------------------------------------ (My GrandFather always told me to start at the beginning ;-) ) Well... I had no luck and so there is NO explanation :( but I collected a few codes so here they are: ___________________________ | Lv code | =type1 | type2 | Type1 means the number of ammunitions of +---------+-------+-------+ type 1 ( gun and machinegun ammo) | 54AD | 99 | 14 | | 94AC | 98 | 14 | Type2 means the number of ammunitions of | 40A8 | 00 | 14 | (guess ?) type 2 ...( Rockets ) | 91ED | 91 | 14 | | 519D | 87 | 10 | | 5000 | 64 | 00 | | 45B9 | 53 | 14 | | 56A5 | 99 | 28 : | | 5C8D | 99 | 42 | | 5E85 | 99 | 56 | | 742D | 99 | 70 | | 7625 | 99 | 84 | | 7C0D | 99 | 98 | | BC0F | 99 | 99 | +---------+-------+-------+ When I foud out BC0F I stop searching new codes because it'd be pointless: BC0F is the best code to use to start every level with the max ammo and so... I often use it... If you manage to find out how ammo numbers are coded into this 4 digit w Yell... DONT let me know!!!! ;-) I really don't care much adout it.... Well now .... ------------------------------------------------------------------------ | Explanation of the FIRST group of a level code ( the first 4 digits) | ------------------------------------------------------------------------ Here the thing is a bit tricky : It envolves the use of Binary to Hexadecimal conversions and so if you dont know much about it .... Jump to the conclusions ;-) In the first 4 digit  ,rs are coded the level number, the type of weapons and the number of lives. The code number is a Hexadecimal number, so it can be written in binary: D8F5 -> 1101 1000 1111 0101 and the meanings of each group of bit is: xxxx 100x x11x xxxx \__/ \____/ \__/|\_ =1 if you have the machinegun (0 else) \ \ \ \__ =1 if you have the rocket launcher (0 else) \ \ \____ in this triplet is coded the level : \ \   111 = level 1 110 = level 2 101 = level 3 \ \ 100 = level 4 011 = level 5 \ \_________ this is a sort of checksum to see if the code is valid: \ I had not foud out how this works but you can try \ some combinations and use the only one that works \___________ in these bits is coded the number of lives you have:   D)\ 1111 = 0 lives 1110 = 1 life 1101 = 2 lives 1100 = 3 lives ..... ....... 0111 = 8 lives 0110 = 9 lives Here are some codes I found out: I calculated them first and then I tried to insert them as password in the game and they all worked well | Leve $Ql | only Gun | Gun+Machinegun | gun+Machinegun+ | | | | | rocket launcher | +-------+-----------+----------------+-----------------+ | 1 | | | 6D7F | 9 LIVES +-------+-----------+----------------+-----------------+ | 2 | F8F8 | F879 | | 0 LIVES | | E878 | E8F9 | | 1 LIFE | | D9F8 | D979 | (*) | 2 LIVES |  k1 | C978 | C9F9 | | 3 LIVES | | BAF8 | BA79 | | 4 LIVES (*) .... | | (*) | 7C79 | | 8 LIVES | | | 6CF9 | 6DFB | 9 LIVES +-------+-----------+----------------+-----------------+ | 3 | F974 | F875 | | 0 LIVES | | E9F4 | E8F5 | w_ | 1 LIFE | | D874 | D975 | (*) | 2 LIVES | | C8F4 | C9F5 | | 3 LIVES .... | | (*) | (*) | 6C77 | 9 LIVES +-------+-----------+----------------+-----------------+ | 4 | | F971 | F873 | 0 LIVES | | | E9F1 | E8F3 | 1 LIFE | | | .{QD871 | D973 | 2 LIVES | | | C8F1 | C9F3 | 3 LIVES | | | | BA73 | 4 LIVES | | (*) | (*) | AAF3 | 5 LIVES | | | | 9B73 | 6 LIVES | | | | 8BF3 | 7 LIVES | | | | 7C73 | 8 LIVES | | | | 6CF3 | 9 oLIVES +-------+-----------+----------------+-----------------+ | 5 | | | FBEF | 0 LIVES | | | | EB6F | 1 LIFE | | | | DAEF | 2 LIVES | | | | CA6F | 3 LIVES | | | | B9EF | 4 LIVES | | (*) | (*) | A96F | 5 LIVES | | | F | 98EF | 6 LIVES | | | | 886F | 7 LIVES | | | | 7FEF | 8 LIVES | | | | 6F6F | 9 LIVES +-------+-----------+----------------+-----------------+ (*) I Have no code for this combinations of level,lifes,weapon_type because I have no time to spare on this silly things :) (And, most important fact, finding out new codes is really boring, when4S# you know how to do it) If You really need them (I cant immagine why), Well found them out yourself!!! ----------------- | CONCLUSIONS | (The most waited part......) ----------------- The complete codes to start a level with all ammo, all weapons, 9 lives are: level1: 6D7FBC0F level2: 6DFBBC0F level3: 6C77BC0F level4: 6CF3BC0F level5: 6F6FBC0F *++++++++Ending note.... - Forgive my Spagetti-English.... but I'm a Spaghetti-eater (i.e an Italian boy) - All th~ese codes works well on my version of FEARS, but in the building of the codes there is room to have a different set of codes for different copy of the game... If it'd happen, these codes won't work (obviously) but I think that the logic behind won't change... Try to change the '100' part in the checksum nibble, or the '11' bits between checksum and level nibble. - Let me know your opinions on this. - You can use this doc and the informations inside it as you want, but dont Ȏsteal the credits !!! - You can reach me preferably on snail-mail but you can also e-mail. Snail-Mail: Giovanni Meroni Via G.Ferraris 39 20025 Legnano (MI) ITALY e-mail (only for few month, until January 1996, I think) piu1950@cdc8g5.cdc.polimi.it please include as subject the words 'Per Gionna' (Yeah I have to share this address with a friend of mine... These stupid Politecnico's rules...) _ // /\ |/|/| | / _ /\ o |nF+ ! BUST ! \X/ /--\ | | | | \_/ /--\ o ALWAYS THE BEST, FOREVER ! MICROSOFT ! Via G.Ferraris 39 20025 Legnano (MI) ITALY e-mail (only for few month, until January 1996, I think) piu1950@cdc8g5.cdc.polimi.it please include as subject the words 'Per Gionna' (Yeah I have to share this address with a friend of mine... These stupid Politecnico's rules...) _ // /\ |/|/| | / _ /\ o  U#"! 31pertennisDOXp88$ -- --- --> sUPER tENNIS cHAMPS <-- --- -- --> DOCS! <-- Super Tennis Champs offers a fresh and exciting tennis arena where sixteen very individual characters battle for the honours. You can play exhibition matches and leagues in singles tournaments, or compete for the gruelling grand slam to decide the super tennis champion. Main Menu --------- Exhibition - Play singles or doubles with any players on any surface in a match ohâf 1,3 or 5 sets. League (singles) - Complete in a league for either 4 or 8 players, any number of whom can be human-controlled. League (doubles) - Complete in a league for either 8 or 16 players (4 or 8 pairs), any number of whom can be human-controlled provided you have a suitable four-player parallel port adaptor. If not, then only one pair, or one player out of each pair can be human-controlled - otherwise when two human-controlled pairs meet you`d have a problem!. Singles Tou/rnament - Challenge for the one of the big four tournaments. Choose from Paris, New York, London or Melbourne. Up to sixteen human players Grand Slam - participate in the grand slam which combines all of the major singles tournaments and takes you all around the world. Up to ten human players can take part. Options - Allows you to turn certain features on or off, view the player profiles or create a save game disk. Playing a Singles or Doubles Exhibition Match --------------------------------------------- Firstly, select the type of match and the number of humans players (two hum- an players can play on same side or on opposite sides). Move the cursor to a player and press fire to select. Then move the joystick left or right and press fire to select a grass, clay or indoor court and the number of sets. Do not choose three or four players unless you have a suitable parallel-port joystick adaptor. Setting up a Singles League --------------------------- QA league can have 4 or 8 participants, any number of which can be human players. Now set the match length and how many times each player will face each opponent. The next step is to choose the characters who will play - move the cursor to a player push fire to select. Do this for each of the spaces in the league. Once each space has been filled move the cursor up and down the list and push joystick left or right to change the control of any player from computer to human. NB: no ch3aracter can enter a league more then once. Setting up a doubles League --------------------------- First decide how many pairs will play (4 or 8), then decide the match length and how many times each pair will meet. Next choose the pairings - move the cursor to a player and push fire to select, then choose his partner. Do this for each of the pairs in the league. Once each space has been filled you can select which players are to be human controlled (remember - if you don`t haEve a four-player adaptor then only one pair, or one player in each pair can be human-controlled). Move the cursor up or down to the pairs to change, then move the joystick left and right to cycle throught the control options. NB: if a pair comprises one human-controlled player and one computer-controlled player, then the human-controlled player must be the first player. Playing a Singles Tournament ---------------------------- All 16 characters play in a tournament. As each fir L._st round match is played you can choose which players are human-controlled - select a player and push up or down on the joystick. You cannot change the control selections once the first round matches have been played. Challenging for the Grand Slam ------------------------------ To complete the grand slam you must wil all four tournaments. As in a singles tournament you only change between human and computer control in the first round, in this case the first round of the paris  !b?q~open. Since the grand slam is ultimate challenge, the top six players cannot be human-controlled. Saving ------ Before loading the, make sure that you have at lease one blank formatted disk to use as a save disk. Before you can use this it must be initialised using the relevant selectino on the options screen. Follow the instructions on the screen. Games can saved in between matches during a league or the grand slam. Move the cursor to the SAVE option, press fire and then foll "/=ow on-screen instructions. NB: A save disk can only hold one saved league and one grand slam. Loading a Saved Game -------------------- The option to LOAD a saved game appears at the start of a singles or doubles league and also if you choose the grand slam. Select LOAD and follow the on-screen instrctions. The Courts ---------- Three surfaces are included in the super tennis champs, and each one has a different effect on play. The ball bounce on a hard court is fast and h #ʭnigh; on grass it is fast and low; on clay it is slow and high. To win the grand slam will require expertise on each surface. The Players ----------- Each character provided with the game has a distinct personality that is reflected in their play. You will soon come to recognise all players strengths and weaknesses and be able to play th these accordingly. However, to provide some initial help here are laest super tennis champs rankings. You will also find it useful to read the Y! short profile of each player (accessed from the options menu). KEYS ---- ESC - Quit match or return to main menu (in front end) SPACE - Display match stats Right AMIGA - Pause R - Replay (Up on the joystick = freeze frame, Down = slow motion, Left = rewind, Fire = Exit) ------------------------------------------------------------------ here are laest super tennis champs rankings. You will also find it useful to read the$%]*)('&% $12berforce.nfop$&֙ [ CYBER FORCE from MIRAGE ] GAME TYPE :ADVENTURE/FLASHBACK STYLE # OF DISKS :3 RELEASE DATE :23.11.95 CRACKER :BEER OF COURSE ;) SUPPLIER :SPOONMAN PROTECTION :SOME TRACK CHECKING ROUTINE VERSION :OCS/ECS/AGA/1MB/ALL AMIGAS [ SHORT COMMENT ] $'Ns Hi mates , hemm so we're back after 1 month of holidays , you saw us on saturday with Teenagent preview , I heard that mystic released this to on saturday .I don't know who was first but I can say that we will be first with Teenagent full version and english patch maybe . OK , some words about this release . It's nice game , like flashback but animations and gfx are worst ;( . There is also a prob. with undmsin' 79th track of 3rd disk $(( dms iz freezing . But game runs and it's ok , but if you'll be undmsin' it RAD: you'll have some probs , bcoz after reboot you don't have your RAD: so try to mount hF0: or use df0..... ;( This is not our fault , i have dms'ed it from orginal disk hundred of times , and i had always such probs. Ok , so C U & NJOY! P.S: Polish language make some probs with understanding intro and other parts of game . P.S: You can expect new releases from uz$)Td in saturday or sunday or even earlyer. Some Cyber Force controls : JOYSTICK - left , right , jump , shot etc . UP/DOWN CURSORS - lift up/down , selection of tool ENTER - you can do may thigs with this usefull key hehe so : take and use things , examine things without using them ( ex. lock in doors ) , open closed doors ( sometimes you need a key ) , examine and steal corpse , talk with people ( course $*:T of this call dependts from : money , active tool , degree of completed mission etc. ) , use tools etc , make on a computer terminal if you are near of it . M - music on/off P - pause of coz R - when you made a big mistake in game use this to reset screen SPACE - take out / hide a gun LSHIFT - use a cover ( only when you have activated gun ) When you have entered to a computer terminal you can use some commands to have a menu of them simply use DIR . If I $J0made some mistakes in my english I'm sorry . I'm not very good in this language . -SPOONMAN- u are near of it . M - music on/off P - pause of coz R - when you made a big mistake in game use this to reset screen SPACE - take out / hide a gun LSHIFT - use a cover ( only when you have activated gun ) When you have entered to a computer terminal you can use some commands to have a menu of them simply use DIR . If I + ,43210/.-,27NGuin.DOCp+-1 Full documentation to PENGUINS! How to play the game... The idea of the game is to get the penguins to the exit, which is obviously not as easy as it sounds! There are various switches on each level that operate different objects such as lifts, conveyor belts, doors, ladders, etc. You can use these objects with the penguins or with other objects like the movable block, which can then be used to `put out` a flame jet or to cover up some spikes! There are loads of different ways in +.)which to use each object. Your task is to work out which object to use, the best way to use it, and in what order should you use that object. The penguin also have their own special abilities. The penguin with the blue coat can collect two different type of keys to open doors, the red key for small doors, and the silver key for larger doors. the penguin with the club will take care of any baddies. Just guide him in front of a baddie and he will do the rest! You also have bombs at y+/ܳ2our disposal. They are limited to a maximum nine at any one time, but you can pick up more as the game progresses. The bombs can be used to blow up the destroyable blocks, or to remove a baddie, you could aso use them to kill a penguin. This is useful if he is stuck in a hole, and don`t want to restart the level again. To use a bomb, hold , then press fire. If you move you will see the bomb, which will explode after a short period of time. You can also `SLIDE` the bombs. To do+0 this hold , then hold the direction to slide the bomb in (left or right), and finally press fire. The bomb will slide along the floor until it comes in contact with something, but it willnot explode until the timer runs out. At the beginning of each level you are presented with a screen giving you information on that level. This also gives you a level code which you can use on the options screen, allowing you to restarton that level when you load that game up next. There are+1X7 also fifty eggs scattered around the sixty levels. You do not ned to collect these to complete the game but if you do not collect all fifty then you will not be able to see the End Game Animations. This is just an incentive to play the game again once you have completed it! IN GAME HINTS AND TIPS... To make things easier when thinking how to complete a level, there are `MAP` screens placed throughout the levels. These allow you to scroll around the level with the joystick. To use +2T~a `MAP`, simply stand in front of a `MAP` screen and press fire. You should see a message flashing in the middle of the screen saying `MAP MODE`. You can now use the joystick to scroll around the level. If you press fire again, then you will automatically be taken back to the `MAP` screen, and taken out of `MAP MODE`, allowing you to continue play. You can also `TRACK` the penguins. To do this, press key F8 or F9. The screen will now be split into two, with th etop half showing you +3Bzand the bottom half showing one of the penguins. To put the screen back to normal press F10. If you leave the title screen running the game will load up various demos. You can also boot from disk 3. This gives you a brief description of most of the objects and how they COULD be used! If you change the game mode in the options menu to TRAINER, then you will be able to play levels 1 to 8 without loosing any lives. These levels also introduce the main objects in the game. Although yo+4 yu have a time limit (show top right of the screen), it does not make much difference to the early levels, so take your time and thinkthings through one step at a time. If you make a mistake and find you cannot complete the level, then press the key to restart the level. THE KEYBOARD ------------ The following keys have various functions. HELP....Will PAUSE the game. The TIMER will stop. ESC.... Will RESTART the current level. If you have any lives left. SHIFT+ESC.... Will+ B a QUIT back to the title screens. F8.... Will `TRACK` the key penguin. F9.... Will `TRACK` the club penguin. F10... Will turn `TRACKING` off. ugh one step at a time. If you make a mistake and find you cannot complete the level, then press the key to restart the level. THE KEYBOARD ------------ The following keys have various functions. HELP....Will PAUSE the game. The TIMER will stop. ESC.... Will RESTART the current level. If you have any lives left. SHIFT+ESC.... Will56m*̊KJIHGFEDCBA@?>=<;:9876)21LLSEADOXp57 Full Documentation To Hillsea Lido! THE OBJECTIVE The Seaside Management Simulator. Your business proposals have been approved by the local authorities and we hereby wish you every success with your seaside development project. You have been granted 20 meters of Beach and corresponding Promenade, plus full ownership of the Pier Theatre. You will have the opportunity to expand your resort up to a maximum size of 200 meters in the future. How you choose to58ԝ manage your resort is entirely your concern, however the authorities maintain the right to reward or penalise you in areas that remain under their jurisdiction. THE ROAD TO SUCCESS Hillsea Lido is a seaside management simulator. In effect this means you are given access to all the elements needed to turn an empty stretch of Beach into a thriving resort. It sounds easy enough but the reality is far more complicated. You will need to show real flair as an entrepreneur in order to us59:e the different elements of the game to your advantage. Calculating decision making is of paramount importance as you will discover. Every decision you make will have an impact on how many people visit your Beach, how happy they are and how much money they spend on your Promenade shops and on your Beach facilities. All the elements you will need to consider are described in detail on the following pages. TECHNICAL INITIATIONS PLAYING FROM FLOPPY Switch on your computer and your m5: onitor, at the disk prompt insert "disk one". Please ensure "disk two" is not write protected. INSTALLING ON HARD DRIVE Boot your system in the normal manner, insert "disk one" into your floppy drive. Double click on the disk icon to reveal the contents. Drag the Hillsea Lido icon and the Vulcan icon into any drawer on your hard drive. Repeat this procedure with "disk two". Remove all floppy disks and simply double click on the HILLSEA LIDO icon to play the game. CONTROL TIPS Hil5;^_lsea Lido is a mouse driven game, most of the icons in the game have two or three functions, for example when increasing the selling price of lets say the candy floss you can use the left mouse button (LMB) to increase the total by (1) or the right mouse button (RMB) to add (10) or both mouse buttons to add (100) also scrolling the action area can be speeded up by using combinations of both mouse buttons. If in doubt of any controls just experiment and you will soon find various shor5?ottom of the screen. These two areas are known as the Action Areas and are where the results of all your decisions take place. When your resort eventually expands you will then be able to scroll left and right along its entirety by using the arrow icons at the bottom of the screen. As well as providing valuable information on your achievements, the Action Areas also a constant source of entertainment as you can sit back and watch the tourists enjoying themselves in your resort. THE5>Q` MAIN ICONS The Main Icons are situated beneath the Action Area. These allow you to access the different elements of Hillsea Lido. From left to right they represent, the SeaDreams Ltd Icon where you can purchase your shops and Beach facilities, the Stock Happy Ltd Icon where you can order and consult the price of your stock needed for all your shops, the Bank Icon which gives you access to your bank statements, the Theatre Icon which allows you to book your weekly shows, the Casual5 ?Ƕ Labour Icon which allows you to choose workers at your discretion, the Beach Icon which changes your view to the Beach and finally the People Icon which allows you to find out more about the people on your resort. SEADREAMS LIMITED AND SALESMAN SeaDreams wares are displayed in a catalogue which is relevant to whether you are viewing the Beach or the Promenade when you chose this icon. You can scroll through this catalogue of shops and facilities by clicking on hte salesman`s hand,5 @ or the bottom of the catalogue. Each page shows you a picture and a description of the shop or facility. If you wish to but one simply click on the pile of cash and your mouse pointer will be exchanged for a rectangle to represent the size of the shop or facility. You must then paste this rectangle on the scaled down representation at the bottom of the screen. If you change your mind you can click on the RMB to escape before pasting. To purchase more land simply click on the sand mo5 AJP'und and for more information about SeaDreams Ltd click on their logo. SHOPS AND FACILITIES Once built you can click on the Shop or Beach hire facility in the Action Area with your LMB to access their individual information screens. In here you can set the price of your stock or your rides by clicking on the arrows and you can change the commission payed to the employee in the same way. If he feels like you are paying him enough the yellow bar will climb, the higher the bar, the mor5 BQ;Me polite he will be to your customers. The bleach bar is an indication of how clean your shop is, or the spanner, in the case of your Beach hire facilities indicates how safe they are. You can clean your shops by clicking on the brush icon and you can fix your rides by clicking on the spanner icon, these are situated on the right of the screen. The Demolish Icon speaks for itself. STOCK HAPPY LIMITED THE WHOLESALER All the different types of stock you will ever require for your Pr5 CPONM35T-SOCCER.NFOpLN`Z ULTiMATE SOCCER MANAGER UPDATE DiSKS! iNFO FiLE Info: Name..........: Ultimate Soccer Manager Update Game Type..: Sport Sim Company.......: Impressions Protection.: N/A Requirements..: ECS Disks......: 1 Supplied By...: DEMoNLoRD Date.......: 1 DEC 1995 Cracked By....: N/A LOZ Notes: New Features As well as updating your original version of Ultimate Soccer Manager with team changes and big name-transfers since last season and the Italian League Version, the following new features have been added to the game... . Club ground names are now editable, using the editer at the start of the game. Click on the button labelled 'Managers Name' to veiw and change the ground naLPRme. . When starting a new game, you can choose to start with as munch, or as little cash as you like. Simply click on the 'Variable' button and enter the amount you require. . Man Of The Match is now highlighted in the 'Match Statistics' information, at the end of a match . The graphs showing player statistics, in Training and Team Selection are now easier to read as they have been calibrated with a 'norch' eLIvery five percent. . Your top performing player and record player transfer fees are now recorded in the 'Club' records in the Manager's Offive filing cabinet. . You can now click on 'future' fixtures on thefixure list to view the details of teams that you are scheduled to play. Previousy you could only click on past results. [ARaDDer v3.4 By ARc] brated with a 'norch' eQRFponmlkjihgfedcba`_^]\[ZYXWVUTSR:07TADEL.DOCpQSv Full Documention for - THE CITADEL - ENGLISH UNIT 1 - BACKGROUND The year is 2303. The earth lies within a web of conquest and economic gain. On the outer most points of this web lie the bridgeheads, they are the points of extreme strategic importance with regard to the Earth's defence and inter- planetary communication systems. One of these bridgeheads was situatedon a small distant planet, the planet was marked on the stella maps as B104-GS12. Following the galQTa actic expansion the military base situated there lost its military significance and existed for some time as a trans-shipping station and as a fuelling point for inter stella cargo travelling across the galaxy. This did not last as the colony was situated much too far from the main communication routes. Further structures were added tothe base and the site was transformed into a harsh penal reform colony. Two years later the penal colony was officially closed because B104-GS12 wasQUM supposedly placed in the path of a huge meteor storm, this was not so, the storm was a fabrication sourced from the Military Galaxy Council, they had their own plans for B104-GS12. Shrouded in mystery the base was known among certain transporters arrived at the Citadel bringing laboratory equipment and the raw materials required to modify and expand the base. (sevbtrlalehtanfoernzmalkfyagebdkslatruvn) Inmates on death-row from other penal colonies were transferred to the Citadel QV셬and were used as slave labour to complete the modifications to the base. A few months later in secrecy a huge military laboratory began to function. Forbidden research took place on new kind of bio-research involving many dangerours experiments. At the start 2305 all communication between the Citadel and Earth stopped without reason. All efforts to restore the link failed, causing the military council to convene and decide to send a special landing force to B104-GS12 to establish whQWcat had happened. A modern operational space ship of destroyer class christened X16 with a crew of over 950 was dispatched to B104-GS12. The crew were only briefed on its mission wehn its destination appeared on the ships monitors. The orders read. "The situation on the Citadel must be controlled at all costs. If this is not possible then you must destroy the Citadel" AS X16 approached the planet it could not make voice or data contact with the Citadel. Final preparations for landinQX$g were made: wehn the supposedly in- fallible communication systems ceased to function. Despite these difficulties it managed to send a scoutto B104-GS12 to make close observation. Scout 01 was launched of which you are a membeer. Being wary of the Citadel's defence mechanism you and your co-pilot orbit the planet several times to take pictures and make readings of it. As your scout ship makes a sweep ot the planet something goes drastically wrong, a rocket launches from the CitadeQY3܆l and heads directly for your mothership. It comple- tely blasts the X16into oblivian causing an almighty explosion sending a horrorfying shudder down your spine as you are forced to make a crash landing on the planet's surface. Unfortunately, your co-pilot has not survived the crash landing as he has been fatally wounded due to your ship landing on tis side. YOU are the only survivor and you head towards an emergancy entrance to the Citadel situated underground. Knowing that your QZj^5only chance for survival and of getting home is to ged rid the Citadel of the cancer that has developed inside. Driven by revenge you are ready to do anything that will ensure your survival. (vyhgoreauyewpqwqojvadncuytqwvfnvsliusalf) UNIT 2 LOADING THE PROGRAM SKIPPED!!! IF YOU DO NOT KNOW THIS GO AND BUY A PC! (zmcjhavfwaytdlwhwqfdqofvsgafggdjkwpretla) UNIT 3 - INTRODUCTION A full screen introduction leads you straight to Citadel's World. You can stop it at anytime by cliQ [ cking the left mouse button or joystick button or the ESCAPE key. The spacebar and F10 key changes the smoothness of the picture. UNIT 4 - PROTECTION While playing the game you may be asked to prove that you own an original version of Citadel. This protection is inconvenient but it is necessary due to computer piracy. After a frame with a word "protection" appears on the screen, you will be asked to enter five letters taken from this manual. The program will show you a page number Q \uof the manual and a letter which is the first to be entered. And please remember: The requester refers to THE SPECIAL TEXT LINE AT THE BOTTOM OF EACH PAGE OF THE MANUAL: An Example: The request is: Enter five letters beginning from the third one on page 1. The answer is: Find a special text line on page 1. The five letters are: VBTRL. You have to enter them and press RETURN key. If the answer is correct, "OK" will appear on the screen and the program will continue. If the answer iQ ]k%s incorrect you will be given two more chances. If the answer is still incorrect it will suspend all activity. If you own the original version of the game it is probable that you have made a mistake while entering the letters. Otherwise go to a shop and buy an original version: Then you will be sure that it works in a correct way: UNIT 5 - MAIN MENU After the game has been loaded the main menu will appear. You can select particular options using a joystick or the mouse and then prQ ^XJY essing RETURN key or LEFT MOUSE BUTTON key or FIRE button. The options of the main menu are as follows: (zmdbvcvsacytadelaxcngfsvfklsauyegfvwufvs) -START - Starting a game -LOAD - Loading the game file saved After selecting this option the next menu will appear which will let you select one of the saved files. If you want to return to main menu select the option "MENU". Selecting a file will let you resume the game where you left off. The option "FREE" means that you cannot seleQ _#ct this area to laod. OPTIONS: shows the menu and its options. You can select a level of the game's diffi- culty and define its configuration in accordance with your equipment. In submenu there is an option: DIFFICULTY: big and small. The difficulty is constantly settled "big" but you can change it into "small", if you wish. Then the game becomes easier (there are less enemies which are less aggres- sive, the hero can rest in breaks between the stages, you are not losing energy whiQ`3Fle bumping against the walls, more resistant weapons and so on). WINDOW SIZE: Size from 1 to 5. This defines the on-screen size of the game. While playing the game it is possible to select additional sizes 6,7 and 8 (see: game run). DETAILS: Maximum, medium, minimum. This defines thenumber of details appea- ring during the game. FLOORS: yes or no. This switches floors and ceilings of rooms on and off while playing. MENU: return to the main menu The window QaH^psize, details and floors have a tremendous influence on the game's speed. Changing them can adjust the speed of the game to your preference and power of your equipment. It is also possible to change these parameters while playing (see: game run). But please remember - selecting worse parameters makes the game less attractive. TRAINING: Enables you to select one of the five available training levels which will let you train with your weapons and confront the difficulty of survival iQb^n the Citadel. INFO: Information about the game. (cncbfshgdspapakdhaytaaalfsajuywbvyqmzlai) UNIT 6 - THE AIM OF THE GAME'S The aim of the game goal is to destroy the Citadel and escape from it. You can do this after you have found six components of an annihilation bomb. There is one of the bomb components in each of Citadel's Complexes, which you can find in and after the third stage. There is no component of the bomb in the first complex (in the basement, just leading into the Qcinterior of the Citadel). Before leaving each complex remember to make sure you take the bomb component along with you. There is no possibility of going back to the once entered complex. You will be able to penetrate the centre to detonate the bomb and escape fram the Citadel but not before putting the bomb together. GAME RUN A. AN OUTLINE The Citadel has been divided into eight huge complexes: a basement, a power station, stores, a hanger, laboratories, drains, a prison and the cQduentre. In all these complexes, except for the basement and the centre, there are bomb components which you have to take along with you (see: the aim of the game). B. THE SCREEN The screen has been devided into several parts: A window showing a three-dimensional area ofthe game takes up the biggest partof the screen. The bottom part of the screen is taken up by a control panel. This shows from the left: - The stage you are at in constructing the bomb - a meter of your life's energQey - a graph of your heart rate (influences stress, tiredness and lack of concentration - a compass showing your direction - a window showing the weapon you have chosen - a counter showing the amount of ammunition you possess for the weapon shown - three counters showing the numbers of the magnetic keys you possess red, green and blue (ieagdjvnshgefkflelovcvspwauambvncuqgdqii) There is a dialogue window at the very bottom of the screen where messages appear C. AVAILABLE WEAPOQf+NS FIRE POWER RANGE MAGAZINE Gun- convent.weapon, fires single shots 5 8000 10 cartridges Rifle - enorm.disperis. 3 cartridges 5*6 1000 5 cartridges Machine gun - rapid-fire, open space 2*3 1000 10 cartridges Flame-thrw. - shoots fire bullets 20 12000 5 bullets Blaster - shoots charges of compr. energy 20 12000 5 charges Rocket launcher - lauQguݏ nches small rockets 40+explosion 12000 single rockets All weapons are available only after they are found. After time, every weapon becomes damaged and you will be forced to look for another one. If you try to shoot with a damaged weapon you will be informed about its damage. The damaged weapon will be automatically thrown away after you change to a new weapon. You should also collect ammunition. The magazines add as much ammu- nition as mentioned above. However, you can findQh%6 many things like: - First aid kit: adds 30 units of energy - Red, green and blue keys - necessary at special slots - Nutrient, quickens the metabolic rate and our hero's abilities - Beer bottle: Brand beer, causes troubles with hero's balance and his accuracy of aim - A piece of the bomb (see: the games goal) D. COLLECTING THINGS To pick up an item on a floor or on a barrel or anywhere else you just have to walk voer it or come close to it. (ncysjqlkcbwytevdwlgjhstqpqirhzmzbthQimstrqw) E. CONTROLLING THE GAME Moving: turn left/right - use cursur keys, joystick or mouse move foreward/backward - " " " " " move left/right - use 4 or 6 on numeric keyboard! to shoot, examine the surroundings, press a button, or use a card, press the right mouse button, the FIRE button, ENTER, RETURN or SHIFT keys. The other functions of the keyboard: The spacebar: using a hand examine surroundings and press buttons F1 - F7 choosing a weQjǚapon (if available) F1 - nothing (empty hands) F2 - a gun F3 - a rifle F4 - a machine gun F5 - a flame thrower F6 - a blaster F7 - a rocket launcher F8 - F10: choosing keys F8 - a red key F9 - a green key F0 - a blue key ESC: immediate exit to the main menu TAB or M: hand map 1-8: change of the game window P - Pause (ppwidnkanenvibygosianiybflfwjhwnbvsnuues) F - switching floors and ceilings on/off D - details level - max, med, min Z - vision disturbance on/off switch N - NTSC QkYsystem on/off switch F. THE MAP Pressing TAB or M key will show you a map showing you where you have been. Only the areas you have walked through and the areas which are close to you are marked. Walls and doors in the way are marked on the map. G. SAVING THE GAME After finishing each level you are presented with statistics. You can now save the game. The games are saved on Citadel disk 4. It would be a good idea to make a backup copy of the disk before the first game laoding. WQl+hile saving the game, your energy status, the weapons status, the position status and so on, will be saved. It allows you to load and continue the saved game at any time. H. SOLVING RIDDLES You will be forced to solve many riddles in Citadel. There are doors which may be closed or opened only wiht handles or magnetic keys, walls which may be moved in the same way,door blockades, teleports and many others. Opening door wiht handle: turn yourself so that you are more or less facingQml~ the handle - press the spacebar or select a hand (F1) and then press the LEFT MOUSE BUTTON, FIRE BUTTON, ENTER of SHIFT KEYS You can press a button or move a lever in any of the two positions. In the basement, for instance, the handles placed on the walls are little rededged skulls. Using a key: - turn yourself so that you are more or less facing a key slot on the wall - choose the right key (see above) You can place only one key in one slot and after this the slot is blocked. SQnuro it can fulfil one function only. Then the key becomes useless. If the key you would like to place in a slot is wrong you will be informed about it. Using the Teleport: - to use a teleport you just have to enter it. You will be teleported to the destination place. I. ENEMIES AND FIGHTING You will be meeting different enemies all the time. To kill off an enemy, select a weapon (see above), aim at your enemy and press the shoot key as many times as necessary. The enemies are oQoaf different levels of aggression, power and intelligence. It will be easy to defeat some of them but the others will be deadly enemies. Some of them leave pieces of ammunition, so it is worth casting a glance at the defeated. With time your training will enable you to work out many different fighting tactics for each kind of enemy. You can for instance, demolish the barrels which will burn the enemies close to them. But remember to be far away from them. You can also set the enemiesQpKw on to each other. It is up to you. Pay attention to the heart rate showing your tiredness. Please remember that tired or beaten, you move slower and can miss your aim. And when you are under the influence of drink you are not able to do anything sensible. Some enemies do not die after certain types of weapon have been used. For example, fier does not harm metal robots. J. FINISHING A LEVEL There is a final teleport on each level which takes yu to the next level. After finishing eQi ach complex, which usually consists of three levels, you will be given a possibility to choose the next complex. You do not have access to all of them at once - you have to penetrate other ones to gain access. END. ou are not able to do anything sensible. Some enemies do not die after certain types of weapon have been used. For example, fier does not harm metal robots. J. FINISHING A LEVEL There is a final teleport on each level which takes yu to the next level. After finishing eqr(#r-38EELSPIN.NFOpq-9; WHEELSPIN * ECS & AGA * (c) BLACK LEGEND ---------------------------------------- Here we go again with Wheelspin ECS & AGA Version...Its a nice car racing game like skid marks... U can find the HD INSTALL on disk 5 (ECS) or disk 4 (AGA)! Have phun!  supertennisps#tZ~}|{zyxwvutA37EELSPIN.DOCpsu Full Documention for Wheelspin AGA/ECS - ENGLISH CONTROLS: For selection screens: Joystick During Play JOYSTICK: Fire - Accelerate Up - Nitro Down - Brake Left - Turn Left Right- Turn Right KEYBOARD: Spacebar - Pause Spacebar + ESC - Quit race and return to Options Menu. MAIN MENU: Players 1-2 - Number of players Laps 3-5-8 - Number of laps (per track) Options - Options Menu (see below) In this menu, pressing FIRE on PLAYERS or LAPS brings upsv * the next Menu. Pressing the same key on OPTIONS brings up the Options Menul. OPTIONS MENU: Load Game - Each time the player wins a League, a menu comes up allowing the game to be saved. By using this option you can start the race again from where you left off. Load Records - Load the best times previously saved on DATA DISK. Save Records - Save the best times onto DATA DISK. Records on/off - When this option is ON, every time a rswp7ace is completed the times will come up for every lap and every player. If a driver establishes a record, he will be allocated extra cash. If this Option is OFF, best times will not be shown. End pics on/off - If you haven't got a hard disk and want to reduce the amount of disk swapping, set this option to OFF Practice - Pratice Menu (see below) Level - Sets the skill level:sxyK low/medium/high Exit - Exit to Main Menu DRIVING CONDITIONS: By using this Option you can alter the cars behaviour, and the driving techniques. There are five choices: Normal - the default mode, where cars behave normally Bio-Yoghurt - Poor grip on track, very hard going off-track Jumping Nitro - if you switch on NITRO, the car shoots forward Pinball - Collisions between cars produce rebounds, as on a pinball table Spasybce - Virtually no drag, yery poor grip. PRACTICE MENU: Here you can practice on any track with any car. You will be allowed to spend up to $500.000 in the "Spinparts" shop (we'll explain about this later) so you can try out your car modified to all available specifications. Note that the number of players and laps will be as already set in the Main Menu. You may choose the track, and any type of car. Press "GO" to start practice. To quit practice, just press SPACE + ESCsze. LEAGUES MENU: The game is split into LEAGUES. A LEAGUE involves racing on seven different tracks in one of the four available types of car. The LEAGUES are arranged in order of difficulty, but you can win the first three in any order. You must win all three to be eligible for the WORLD LEAGUE. CHARACTERS MENU: The personality of the driver you choose will make a great deal of difference to how your car performs. In this menu, you can choose between eight drivers of different s{+Enationali- ties, each with his own strengths and weaknesses. Detailed descriptions are in APENDIX A. SPINARTS: Before tackling each track, you may check and modify your cars specification by using the SPINARTS Menu. The components you can change are the engine, tyres and suspension. You can also buy Nitro. In the column of boxes on the leftof the screen, the various components are shown in order of potency. You can scroll through them by using the arrows on the right. If you want s|p0Ndetails of a component that you are interested in, just place the cursor on the picture. A brief description will appear in the lower part of the screen, and its price in the box entitled COST. If you want to buy it, press the FIRE button and anwer YES wehn asked to confirm your choice. In the boxes on the right, you will see the components you have bought. The ones you are using are marked with a pink dot. If you move onto one of these boxes, details will come up of the component as }nd its second hand value. This is so you can sell any parts you don't want, to increase your credit. But bear in mind that you'll only get back half the price you originally paid. If you want to do this, press FIRE and answer YES in confirmation. You can't sell a part unless you've already got at least two. In the bottom left there is a picture of the Nitro tank, showing how much it holds. You may buy a bigger tank by using the arrows to the side and choosing the size you want. To fs ~ ind out the price, just go back to the box. If you want to buy it, press FIRE. Also shown are the measures of nitro available. Again using the arrows to the side, choose how much you want. Find out the price by going back to the box. You can make your purchase by pressing FIRE. At the bottom centre there's a list of options. Here's what they do: Buy/Sell mode - When this is ON, you may buy and sell spare parts, as already described. Setup mode - This allows yous oK) to choose which components you plan to use for the next race. The ones in use are marked with a pink dot. Track - Provides a brief description of the track on which you are going to race. Exit - Quit SPINPARTS. You may also quit by pressing ESC. Note: In Appendix B you'll find the details of every component that is available MAKING A DATA DISK: We've already mentioned using a DATA DISK to save best times as s m3dwell as games. To make a DATA DISK you just need to format a disk with the title WSDATA. Here's how to do it, starting from WB SKIPPED! If you do NOT know this, then go and buy a PC!!!! THE RACE: The aim of the game is towin the first three leagues and get into the final - the WORLD LEAGUE - and then become the outright champion of WHEELSPIN. This is no easy challange. You'll have to drive on every type of surface: snow,sand, desert, tars ɺ.mac, ice and shingle. Each has to be tackled in a different way, and you must also take account of your car's engine,tyres and suspension. Your starting capital is $5.000. If you prove to be a good driver you'll soon increase this and start investing it to develop your car's capabi- lities to the absolute ultimate. At the end of each race you'll be shown a screen with all the results: - The first page shows the finishing order and the total times. - The second page shows the provs6,isional points allocation and the money won in this race. Points and money are allocated thus: 1st place - 9 points - $9.000 2nd place - 5 points - $5.000 3rd place - 3 points - $3.000 4th place - 1 point - $1.000 - The last four pages will appear only if you've selected RECORDS ON in the OPTIONS MENU. These show each players times for each lap. the name of the driver who has achieved the fastest lap is marked BL (Best Lap). He gets $2.000 extra. If he also beats the worlsGgd record, WR (World Record) will appear beside his name. To win a League, you must be in the overall lead after you've raced on seven tracks. Once you've achieved this, a Menu will come up inviting yu to choose another League. You cannot have another go at the one you've just succesfully completed. Against its name there will now be a little cup. If you don't get to first place, the game ends and you're asked if you want to go right back to the beginning (restart) or repeat the ls Ŵeague which you've just lost (Retry). In the second case, any other leagues whivh you've already succesfully comleted will still be valid. You'll also be allowed to keep the credits and the spares which you've acquired in SPINPARTS. SAVING THE GAME: After you've won a league and got your prize, you'll see the Save Screen. If you want to save the game, put the DATA DISK into a drive and choose one of the eight available slots. If you don't want to save the game, press ESC. APPENDIXsļ 2 A - DETAILS OF DRIVERS RASHID OWITA -Reflexes - Very low -Skill - Very low -Fighting Spirit - Very High Born in Nigeria, exact data unknown, estimated 1966, A member of the Bulti Tribe, but expelled because of his wild passion for hunting, using off road vehicles but rather unorthodox methods. He subsequently decided to dedicate his life to motor racing. Not a first class track driver in terms of skill, but amazingly tenacious. NORMAN BULL -Reflexes - Lsbow -Skill - Very Low -Fighting Spirit - High Born (date unknown) and brought up in a tough part of Liverpool. His involve- ment in the motor racing world was at first sporadic. He took up racing seriously at around the age of 30. It's said that his sole aim is to win a major prize and so pay off a gambling debt. An extremely violent character, well-known in the racing world for causing spectacular accidents. At his best he's capable of turning a quiet race into hell on whes.u ,els. MICHELLE CRATON -Reflexes - Low -Skill - Low -Fighting Spirit - High Born in Paris on 12 march 1964 into a wealthy aristocratic family. At 19 she left hometo get away from her parents and their plans for her future, which was to be perfect by their standards but deadly boring as fas as she was concerned. She went off to pursue her obsessive craze for motor racing and painting. An attractive but cold person. On the track she manages an extremly high level of csob{oncentration, enabling her to achieve surprising results. Rumour has it that she's recently been spending all her prize money in indulging her artistic bent, apparently buying priceless paintings which she adorns with childish sketches of houses, little trees and stylised people. LUCA RUGGERI -Reflexes - Normal -Skill - Normal -Fighting Spirit - Normal Born in Venice on 3 August 1966. While still a child he learned to drive speedboats, becoming so skilled n this tshat he was Italian Offshore Champion at only 19. AFter a serious accident at sea, which affected him deeply, he decidedto concentrate on motor racing. He very soon became a superb driver. He's a safe and skillful driver who sticks to the rules. He always looks calm, and often misleads his opponents. KLAUS KOLL -Reflexes - High -Skill - Normal -Fighting Spirit - Normal Born in East Berlin on 22 March 1971. His Family was very poor, which meant his early life wasn'ts~R easy. He left home at 15 and found work in a motor workshop in West Berlin, becoming a skilled mechanic. His life changed completely when one of the managers suggested he should take up racing. Aggressive and determined, he rapidly became one of the world's leaders. He drives with little regard for either conventional standards or the safety of his fellow drivers, by whom he is greatly feared. ANDREII NATOLI -Reflexes - Very High -Skill - High -Fighting Spirit - s9Very Low Born in Moscow on 15 December 1954. At 17, he volunteered to join an elite division of the red army. His military career took him to Afghanistan, where he was several times decorated for bravery on the battlefield. He was seriously wounded in an ambush and , after a long convalescence, decided to leave the Army. since then motor racing has been his whole life. Initial enthusiasm soon developed into an obsession with winning. This makes Andreii a highly popular figure wherevsNSer he appears. He's a highly skilled and fast driver, but never risks his opponents' lives unnecessarily. TAKASHI HINORI -Reflexes - High -Skill - Very High -Fighting Spirit - Low Born in Kyoto on 7 August 1965. Descended from an ancient Ninja dynasty which vanished after the second World War. He worked for some years in a toothpick factory, and then suddenly became a millionaire after winning a lottery. He decided to invest his money in a craze which he'd never bsS5efore been able to pursue - motor racing. His Ninja reflexes quickly made him a world class driver. At the wheels he's absolutely ruthless, and exploits his opponents' every mistake. STEVE JONES -Reflexes - Very High -Skill - Very High -Fighting Spirit - Very Low Born in Disneyland on 1 April 1967. Even as a teenager he was difficult. His tremendous love for motor engines caused his parents much concern: he would try out cars which he had tuned, regurarly smashings them up during his so called tests on the streets of his home town. As soon as he could, he enlisted in the Army, but was cashiered after des- troying an armoured car. Finding himself unemployed, he built up a car which he began to race in amateur events. His skill rapidly enabled him to achieve international standards. He's a reckless driver, but his superb re- flexes allow him to extricate himself from the trickiest of situations. APPENDIX B - SPINPARTS Engines: Model - shsDE-1900 Max Speed - 105 m.p.h. Acceleration - 0-62 m.p.h. - 10.5 secs. Weight - 91lbs/200kg Cost - $18.000 Model - ENG-2150 Max Speed - 117 m.p.h. Acceleration - 0-62 m.p.h. - 9,5 secs. Weight - 100lbs/220kg Cost - $29.000 Model - TU-2900 Max Speed - 136 m.p.h. Acceleration - 0-62 m.p.h. - 6 secs. Weight - 141lbs/310kg Cost - $50.000 Model - T01-340Z Max Speed - 160 m.p.h. Acceleration - 0-62 m.p.h. - 8 secsGYs. Weight - 114lbs/250kg Cost - $74.000 Nitrous Oxide: Nitro Tank - 10: $ 5.000 20: $10.000 Nitro per measure $ 500 Tyres: Model - G-10 Description - Normal grip tyres for low speeds Cost - $12.000 Model - ICE-3000-Nailed Description - High grip tyres, for ice and snow Cost - $23.000 Model - SW-300 Description - High grip tyres Cost - $38.000 Model - P660H Description - Maximum grip tyrest>}s, suitable for all conditions Cost - $59.000 Suspension Systems: Model - SUN-999 Description - Normal grip and speed Cost - $22.000 Model - SUS-Z700 Description - More speed and acceleration Cost - $32.000 Model - AS-1000 Description - High grip and speed Cost - $50.000 Model - PRO-SUS Description - Super high grip and speed Cost - $65.000 APPENDIX C - Details of Tracks Speedway Track: Location s6 - Belgium Track - Tarmac, loose surface Off track conditions - Soil, patchy vegetation Points of watch - Medium speed. Don't leave the track Sea Track: Location - Hawaii Track - Paved surface Off track conditions - Not applicable Points of watch - Medium to low speed. Inadvisable to use nitro Death Track: Location - Australia Track - Paved Surface Off track conditions - Stony Points of watch - MsydRedium to High speed. Slow down for the chicane Desert Track: Location - Tunisia Track - Tarmac and Sand Off track conditions - Sandy with stones and vegetation Points of watch - High speed. Nitro recommended. Off track conditions very uneven Lake Track: Location - USA Track - Tarmac Off track conditions - Sandy with vegetation Points of watch - High speed. A section of the track passes alongsids 3>e a lake Ice Track: Location - Finland Track - Earth and Ice Off track conditions - Frozen Points of watch - Medium to low speed. Very poor grip. Fall Track: Location - Scotland Track - Hard Earth Off track conditions - Grassy, with occasional trees Points of watch - High speed. Nitro recommended Snowy Track: Location - Canada Track - Hard snow Off track conditions s!- Soft snow Points of watch - Medium to low speed. Inadvisable to use nitro. Pay Attention to the markers Oasis Track: Location - Egypt Track - Tarmac Off track conditions - Sandy with lots of vegetation and other obstacles Points of watch - Medium speed. Very difficult bends. Canyon Track: Location - Arizona, USA Track - Smooth Tarmac with some gravel Off track conditions - Stony/Sandy Points s"gtof watch - High speed. Slow down for the crest. Credits: Giuseppe Orofino - Programming Gabriele Gabrielli - Programming - Graphix Gianluca Orofino - Graphics - Music Nick Guerra - Character Graphix Pietro Salerno - Additional Graphix Our special thanks to Richard Holmes, Mark Sheehan, Jamie Barber (of Kompart UK) Stefan Piasecki, Rolf Neumann, Marion Kollorz (of Black Legend GmbH) Simon Martin (of The Complete Design Service) for packaging design and type- ss#U*etting. And also to Alberto Mansili, Alessandro "psyke", Gabriele Lazzarotti, Alessandro Mauri, Slider (our faithful dog), as well as all our friends who have worked with us. END uerra - Character Graphix Pietro Salerno - Additional Graphix Our special thanks to Richard Holmes, Mark Sheehan, Jamie Barber (of Kompart UK) Stefan Piasecki, Rolf Neumann, Marion Kollorz (of Black Legend GmbH) Simon Martin (of The Complete Design Service) for packaging design and type- s>[.i%$#"!      t0632-TipspPyg+Von : S.REDEL@KDS.han.de (Stefan Redel) Betr.: CD32-Trips,_Tricks,_Cheats_17 An : /Z-NETZ/RECHNER/AMIGA/SPIELE Datum: 09.06.95 12:12:46 S+2 Bytes: 29722 Id : Route: istda.north.de!bionic.zer.de!ldb.han.de!a-link-h.zer.sub.de!kds.han.de ___________________________________________________________________________ Nr. 17 vom 09.06.95 \.-------------------------------------------------------./ . ?? . -- TIPS, TRICKS, CHEATS, MAPS, ???, ... NUR fr das CD32 -- . . /.-------------------------------------------------------.\ Folgende Sachen sind dazugekommen oder gendert: Banshee FIFA International Soccer Ultimate Body Blows --------------------------------------------------------------------------- Alien Breed 2 CD32: Levelcodes: 2 634197 3 795166 4 049813 r% 5 175992 6 830521 7 174170 8 123459 9 666666 10 710515 11 680518 12 266162 13 261057 14 054076 15 711222 16 470914 17 490902 642064 = 10 Extra-Leben 128128 = 50.000 Credits 767747 = Alle Waffen mit F1 bis F10 whlbar 720223 = Kein Mangel mehr an Schlsselkarten --------------------------------------------------------------------------- Alien Breed Tower Assault CD32: One Player Mode: Civilian: EEBBLGDAHDCAAAEH Engin[5eering DeckFKASMCEADDCAAADG Main: LABCLCECSDCAAADJ Military: EPAIKCECKDCAAADF Science: JGAALCDANDCAAAEA Storage: EJAGLKDAGDCAAADC Man gebe als Level-Password dieses ein: POIUYTREWQ654321 . Nun kann man folgende, nette Sachen machen: F9 Man kann nun durch Wnde gehen. Help L +1 Leben M Karte (Funktioniert nicht berall) 1 different starting position 2 " 3 " F1 Weapon types F2 " F3 " F4 " F5 " F6 unk+nown F7 unknown Numblock 1 2 Enter Get Area Password getestet! --------------------------------------------------------------------------- Banshee CD32: Man gebe im Titelbild oder auch schon whrend des Intros FLEV17 ein und drckt Return. Somit hat man unendlich Leben. Mit den Funktionstasten kann man nun in die Level springen. Da man den Cheat erfolgreich eingegeben hat, erkennt man daran, da der BildschsEirm kurz aufblitzt. getestet! Wenn man ein wenig Spa haben will, gebe man im Titelbild oder whrend des Intros "I AM EXQUISITELY EVIL" ein und drckt Return. Jetzt sind alle Namen in der Highscore-Tabelle leicht gendert und nun knnen Polarbren und Zivilisten gekillt werden. (Das gleiche soll passieren, wenn man sich in der Highscore-Liste als "MARY WHITEHOUSE" eintrgt.) Da man den Cheat erfolgreich L eingegeben hat, erkennt man daran, da der Bildschirm kurz aufblitzt. Wenn man sich in der Highscore-Liste eintragen kann, dann gibt man " KANNIJADE KREW" ein. Ab jetzt ist man unverweundbar und kann mit den beiden oberen Tasten des Joypads zum nchsten Level springen. Nicht getestet --------------------------------------------------------------------------- Beneath a steel sky CD32: Abschnittco?%des: 1 936842 2 192837 3 304612 4 754267 5 180283 6 052764 7 280870 8 648912 9 409626 Nicht getestet CD32-Gamer sagt dazu: 936842 - The Beginning 623875 - Factory 543961 - I Level Down 810354 - With potts 692730 - Security Building 180283 - With Mrs Piermont 986254 - With Eduardo 280870 - Subway 178931 - Linc Hideout 584439 - The End Nicht getestet ----------------- I+Y---------------------------------------------------------- Benefactor CD32: Level 1: 31QQR3PPQH 2: 3MQL4PSNQR 3: 3NQL2Q4JC5 4: 3NQLGQQLGQ Level 5: QBBIJB3HQ3 6: 3JQQTRNNQ4 7: 3QQPMHNMJ2 8: 1QQDKDTGNG Level 9: 12Q2R3PDQH --------------------------------------------------------------------------- Brutal Sports Football CD32: 4.Liga 3.Liga 2.Liga ------ ------ ------ 1.Spiel 1. FQ8OQD9KN  " 1. T1YB3G5V7 QS5WYWWWW 53TKHKKKK 2.Spiel D7BF8F!! 2. 7BX3SHCCC 2. HTD860MCM !!BGDFBBF CC95789!7 MMOX012Z 3.Spiel WH3335FKY 3. Z4KZGQVVV 3. HVF69QLLL RK7V58637 VVTKRNQRR LL1!OW2OY 4.Spiel 5B9WMTCDK 4. P8B2F4000 4. C92SNX999 WFXU9Z573 00NJLDTML 99BRFMBHG 5.Spiel WADDVHPV8 5. RG!!VCO39 5. 51HK5WRRR  t& P411GRBJC 3Q4FW311V RRYDV4Y0Z 6.Spiel 2710Z13FN 6. MFDNY8Y3O 6. 3HLGT7BBB 3N3C23XZ7 WWM5QBMPN BB9P8X823 1.Liga ------ 1.Spiel 3VVT8MK7W K77NLNNNN 2.Spiel PC2T1RSLO F39NQRSSR 3.Spiel F74PPDCK6 7QWMFKBCG 4.Spiel CTNTMWXOW !G59V6WY2 5.Spiel X0XL5M5RL 2MD5LJMPD 6.Spiel 8PXL5MK7X DNC9LHMPC nicht getestet ----------------------------  `U----------------------------------------------- Bubba`n`stix CD32: 2 7LRRF3H6G7 oder 16QTJQ7GLZ 3 9VBDM!1!DN oder ?FVN4QRCXM 4 3VTCF9JQG8 oder R9CGRB8XXG 5 !?ZZXQX769 oder P!!77GS3DP nicht getestet --------------------------------------------------------------------------- Bubble & Squeak CD32: 2: HHRFNRLT 3: HHRRBQLP 4: DHRRNMLH 5: DRRHFRPH 6: PHRHJTPH 7: HDRGBCKP 8: DDFGJCKP 9: PDFBBQTP 10: PCFBNCLM 1 \1: PQFQFCPM 12: PDFQMSPM 13: PHFDRMKM 14: PDFDMSKM 15: PQFCQMTM 16: HDFCMTTM 17: HCFNQCKM 18: HDFNMTKM 19: HCFMFRTM 20: DDFMMMTM 21: DKFPQSKM 22: DJFPNGPN 23: DLFTFRLN 24: DLFTJQLN 25: DKFJFSLK 26: PGFJSQLK 27: PRFSFRPK 28: HCFSJCPK 29: HDGLQKLK 30: HQGLSMLK HEFSBEER_________________9 Bubble`s und 9 Herzen. MAXIBABY_______Um die Schwierigkeit zu verndern. BUTTHEAD______________Unendlich Leben und Herzen. WHOCARES________Eine Nachricht voW[ m Programmierer. nicht getestet --------------------------------------------------------------------------- Cannonfodder CD32: Einfach das `load`-icon mit der Maus anklicken und fr ein paar Sekunden beide Maustasten gedrckt halten und loslassen. Dann wird ein Screen autauchen mit einer Hard-man-option und Level Select. Nicht getestet --------------------------------------------------------------------------- Chuck Rock CD32: Wer hat einen Cheat? Die CheaHsiKts von der Amiga-Version klappen nicht... --------------------------------------------------------------------------- Chuck Rock 2 CD32: Wer hat einen Cheat? --------------------------------------------------------------------------- D/Generation CD32: Wer hat einen Cheat? --------------------------------------------------------------------------- Death Mask CD32: 0 00000 1 52385 2 22428 3 84843 4 22087 5 38641 6 06395 7 33224 +ʏ 8 35527 9 48962 10 65074 11 62438 12 28283 13 85325 14 10769 15 25324 16 43542 17 62156 18 84678 19 57039 20 29264 21 47446 22 75330 23 82855 24 58474 25 38392 26 55276 27 68163 28 75156 29 70948 30 54334 31 39814 32 52262 nicht getestet --------------------------------------------------------------------------- Deep Core CD32: W tQhrend des Spieles alle vier farbigen Knpfe gleichzeitig drcken, dann an der Vorderseite die beiden Knpfe gleichzeitig, dann grn, gelb und blau. So dieses geklappt hat, sollte ein Sound zu vernehmen sein. Nun kann man einen Level weitergehen, wenn man alle Knpfe (ausser Pause!) gleichzeitig drckt. nicht getestet --------------------------------------------------------------------------- Der Clou! CD32: Level 2: 030673 썤 3: 145367 4: 823264 5: 253153 6: 569875 7: 028074 8: 361791 9: 477321 10: 786186 Beantwortet man im Lokal "Walerus" (Level 6) die Frage des Polizisten mit "James Bond", wird man zwar eingeknastet, begegnet dort aber Lukas Grull, der einen "Dimensionsbrecher" bei sich trgt. Wer sich dieses Teil ausborgt, wird mit einem lustigen Extro berrascht! -----------------------------------------t---------------------------------- Diggers CD32: Starte das Spiele und whle Deinen Charakter. Im Zonen-Wahl-Screen mut Du den Pfeil zu dem Wort FUJALE bewegen und den roten Knopf drcken. Mache das gleiche mit den Wrtern CHONSKEE und DEENA. Wenn Du es richtig gemacht hast, hrst Du den Sound, der normalerweise andeutet, da Du ein Juwel gefunden hast und Du kannst an jede Stelle des Spiels gelangen. ---------------------------------------------------------------------|Bg------ Disposable Hero CD32: WER HAT EINEN CHEAT ??? --------------------------------------------------------------------------- FIFA International Soccer CD32: Alle Codes mssen mit dem Joypad im Options-Men eingegeben werden. Falls ein Code mal nicht funktioniert, dann einfach aus dem Options-Men rausgehen und einfach nochmal ins Options-Men und noch mal probieren. `L` und `R` sind die Knpfe an der Vorderseite des Joypads. Y Y Y X A A A B - Unsichtbare Wnde X A B Yc^ Y B A X - Crazy Ball B A R B Y L - Curve Ball B A B B B B B B B B - Super Kicks A A A A A Y Y Y Y Y - Super Goalie A A B B Y Y X X - Dream Team L L L L L R L - Super Verteidigung R R R R R L R - Super Angriff --------------------------------------------------------------------------- Fire & Ice CD32: Wer hat einen Cheat? --------------------------------------------------------------------------- Flink CD32: Das Spiel starten, dann in die Hocke gehen und den Pausenknopf drcken. Whrend man nun Pause gedrckt hlt, Rechts, Rechts, Rechts, Links, Links, Links, Rechts, Rechts, Links, Links, Rechts, Links mit dem Steuerkreuz bettigen. Man sieht nun ein weiteres Menu namens Cheat Menu!. Nun kann man alle Sprche anwhlen und auch anwenden oder zum nchsten Level springen. Zudem kann man, wenn man die gelbe Taste drckt (und den Schlssel angewhlt hat) einen Heiligenschein bekommen und somit alle Level durc<dhfliegen! getestet --------------------------------------------------------------------------- Fly Harder CD32: Stage 2 PHO 3 MET 4 BLA 5 SUP 6 TRA 7 QUA 8 NEO Gebe "MEC" als Password ein, um unendlich Leben zu erhalten. Gebe "BIG" als Password ein, um das Ende zu sehen. Nicht getestet --------------------------------------------------------------------------- Guardian CD$32: Wer hat einen Cheat? Ich hatte es mal geschafft, unverwundbar zu werden, kann dieses aber leider nicht mehr nachvollziehen... --------------------------------------------------------------------------- Jungle Strike CD32: Levelcodes: 2 RX4CZJD3N6N 3 9WTNMHPZK9L 4 XTHZFB9W4H6 5 V6CBVHGZBVY 6 W76FKXTNPJK 7 TL4PGD3BRTJ 8 74PCFRVWTSV 9 NSPZBNS6MZD --------------------------------------------------------------------------- Liberation CD32: If you keep the data crystalܗ from the first mission, it will tell you the location of the captive in each successive level. --------------------------------------------------------------------------- Litil Divil CD32: Geiles Spiel! Wer hat einen Cheat? --------------------------------------------------------------------------- Lunar-C CD32: Level Codes: Security Zone---"MEBBHKSBAL" Cooling Chamber-"MFDCRHOCCS" Energy Duct-----"WJRICCDFEU" Mystery Code------"BYL ERAI" ------------ U"+--------------------------------------------------------------- Microcosm CD32: Drckt man beim booten den grnen Knopf, dann wird das Intro im Overscan-Modus abgespielt. Leider ist hierbei alles etwas grob. Dafr ist eine Musik im Hintergrund. getestet Um unendlich Energie und freie Waffenwahl zu bekommen, mu man in der ersten Flugsequenz, direkt nach dem Labor, auf Pause drcken. Dann ALLE Knpfe gleichzeitig drckeW$n (ohne pause). Dabei mu das Steuerkreuz entgegen dem Uhrzeigersinn bewegt werden. Das aktivieren des Cheats wird angezeigt durch einen Tusch. (Alles bleibt in Farbe!) getestet --------------------------------------------------------------------------- Operation Starfish CD32: (James Pond 3) Wenn das Bild mit der Karte erscheint, einfach mal folgendes eingeben: "EVAS"__________Nun kann das Spiel zu jedem Zeitpunkt abgespeichert werden. "UNCLE ROGER"__________Zdf_________Eine Nachricht vom Programmierer erscheint. "FORMAT"_____________Alle bisher gespeicherten Spielstnde werden gelscht. Whrend des Spieles, NIGHTMARE eingeben. Mit F10 kommt man dann in ein Cheatmen. Wenn Finnius gewhlt wurde, dann kann man, wenn man Pause anwhlen und mittels ESC den Level neu starten. Nicht getestet --------------------------------------------------------------------------- Oscar CD32: Im Levelauswahlbild whlt manQ den Horrorlevel (ist im zweiten Bild). Wenn der Level geladen wurde noch nicht Feuer drcken um zu beginnen! Nun nach oben drcken und K drcken. Whrend man diese beiden Tasten gedrckt hlt, drckt man noch den Feuerknopf. Man hlt diese Tasten nun solange gedrckt, bis das Spiel beginnt. Nun kann man ESC drcken um zum nchsten Level zu gelangen. Nicht getestet --------------------------------------------------------------0&------------- Overkill CD32: Wenn man sich in der Highscore-Tabelle eintragen kann, dann gibt man NZL ein. Wenn das Spiel nun erneut gestartet wird, so wird man unendlich Leben haben. Nicht getestet --------------------------------------------------------------------------- Pinball Fantasies CD32: Wenn man sichergehen will, immer den Extraball zu bekommen, drcke sofort den roten Knopf wenn der dritte Ball ins Aus geht. FalRs@ls dieses nicht funktionieren sollte gilt folgendes: Wenn man den letzten Ball verliert steht oben eine Zahl. Drcke den gelben Knopf genauso oft. Also wenn da oben 7 steht, 7 mal drcken. So man eine Tastatur hat, sollte man folgendes eingeben: extra balls - ergibt zwei Extrablle gravity - der Ball reagiert ultrasensibel auf die Gravitt --------------------------------------------------------------------------- Rise of the Robots CD32: Als erstes mit dem M Xlilitary Droid im Traings-mode verlieren. Dann die Optionen wie folgt verndern: Difficulty...HARD Timer........OFF Cinematics...ON 7 bouts Shadows......ON Screen shake.ON Zwei Spieler anwhlen. Auf dem Handicap Screen nach links drcken, so da der rote Balken etwa ein viertel des Weges in Richtung vom Spieler 1 erreicht hat, dann wieder zurck. Das jetzt sechsmal machen bis der Bildschirm aufblitzt. Jetzt kann man sich die einen anderen Roboter whlen und nach d! em Sentry Droid oder vor dem Cyborg ist dann der `Supervisor`, den man sonst ja nicht anwhlen kann. Die Special Moves hiervon sind: Mutation : Runter, auf den Gegner hin, Hoch Melt and reform : Runter, vom Gegner weg, Hoch Nicht getestet --------------------------------------------------------------------------- Roadkill CD32: 0 LQPONTQNJO 1 LQPONRHCNM 2 LQPONUPQCK 3 LQPONTMBCH 4 HQPONFSTCN 5 PQPOOEQLCL 6 PQPOOUPBCQ Alternativ dazu: Maximum Overkill GraZnz28efspxGPROGRAM NAME Prefs 2.0 AUTHOR Urban D. Mller (umueller@wuarchive.wustl.edu) SYNOPSIS Prefs FUNCTION Prefs selects the path where Inspect should extract files to, and what viewers it should use. The settings and their meaning: Extract to - The path where archives should be unpacked to. The directory must already exist. Default: RAM: LhA archiver - The archiver to unpack .lzh und .lha archives (used alkso for temporary extractions). Default: LhA Text viewer - The program used to view plain texts. If you specify AmigaGuide or Multiview, an internal amigaguide is used. Default: MultiView JPEG viewer - The program to be used for JPEG viewing. The default is FJPEG_AGA or FJPEG_ECS depending on your Amiga. Pic viewer - The program to be used for viewing all the other pictures. Default: VT Mod plagyer - The program to be used for playing music modules. Default: Player (Multiplayer). You should specify absolute paths for those viewers if they are not on the Aminet CD. All need a CLI interface, they get the files to be viewed as arguments. Starting from version 2.0 you can set the file names using a file requester by clicking the 'Set' button (OS 2.x required). SEE ALSO Inspect the other pictures. Default: VT Mod pla$ C:293Mpm PS3M 3.05 / 08.01.94 Copyright 1994-95 Jarno Paananen Guru / Sahara Surfers A Sahara Surfers Product 1994 Some words about PS3M: This little thing could be just another program to play music. It wouldn't even be the first one I have done. The only special thing $&is that it plays S3M-modules. For those to whom that word says nothing, can be told that they are the modules from all newer Future Crew demos (from Fishtro onwards), compotunes and the three Journey musicdisks from Purple Motion and Chaotic Mind from Skaven. After the recent release of Screamtracker 3.01 Beta more and more modules are obviously coming from other musicians too, as it really is the best tracker on the PC. As they use 1-32 channels (although "only" 16 digital chann0pels and 9 AdLib-channels) and 8 octaves, a normal Amiga is not capable to play them, right? Yes, until now. From version 000.9 onwards also 6-8 channel Fasttracker modules can be played with PS3M (should I change the name?!?). Although you can also play 4-channel Protracker tunes, I think there are faster programs available for that :)... In version 002.5 came support for Multitracker (MTM) modules and 1-32 channel Protracker-style modules (Taketracker and Fasttracker 2(?)). ANDb)I] AGAINST (TOO) POPULAR OPINION, WORKS FINE UNDER KS1.2! (hadn't tried on 1.1 ;) WITH APPROPRIATE REQTOOLS.LIBRARY. Reqtools and Powerpacker libraries (by Nico Franois) required. !!NOTICE!!: From version 002.0 onwards, PS3M has a config file! Use of it is _recommended_! Technical "information": This player makes quite a big difference to those "normal" Amiga players as it has to mix all those channels to, in this case two, normal channels. %This is the normal convention on the PC as for example normal Sound Blaster only has one digital channel. The only hard part is to make it fast still having great sound quality. For those interested, this mixing routine is not one of those lame ones like in Startrekker, Octamed, Oktalyzer and so on. It has real volumes and periods for each channel unlike the former ones that control the volume with hardware and have no independent volume control for channels. It mixes the sound in 16 bits for maximum quality and has a volume boosting option to make the sound louder and clearer with multiple (8+) channels. From version 002.5 onwards also a special 14-bit output mode is available. The actual mixing loop is highly optimized and has only 6 instructions (is faster than the one with 5...) per byte. All this makes it possible to play even 8 channel S3Ms with high mixing rates and great quality on a normal 000-Amiga. The better (faster) your machine is, the highC6ߠer rates you get. It is designed to use as little chip-ram as possible to fasten up on machines with real fast-ram. The system is by default disabled for the playing to get the maximum performance out of a normal stock-000. From 000.2 onwards, system friendly option is included for those with AGA- or turbomachines and even us poor mortals... On a stock A500 it jams your machine nearly completely, so be careful. Still I use it quite a lot on my A500-010-FAST, so it isn't too bad after all... The blue bars at the bottom of the screen indicate that the player has free time. This helps you to tune the maximum mixing rate for each tune separately. "Surround" or Surround? There has been some argue about whether the surround option is a real Dolby Surround or not. Therefore: IT HAS NOTHING TO DO WITH THAT DOLBY THING, it is made just to enchance the dull stereo sound by playing the two buffers from left and right with full volume and  (R vice versa with half of the volume. Like this: Channel 0 - Left buffer, full volume Channel 1 - Right buffer, full volume Channel 2 - Left buffer, half volume Channel 3 - Right buffer, half volume This should end that discussion. Thanks for the ones who contributed with pertinent response. BUT!!!! As everything changes these days, also PS3M now has Real Surround-option. It needs a little more processor power, but not that much I though. Also double the chip memory is needed  ե for extra buffers. It enchances the sound nicely with headphones and is nice also with normal speakers. And if you got the Dolby Prologic decoder (lucky you!), you should get the effect quite nicely... Some commercial advertisement: This PS3M-routine is also used in the following players, so if you are not content with the "user-interface", use these: DASMP from DAS Design (from 3.0 onwards) HippoPlayer from Hippopotamus Design (MUST for under 2. ɍn0 Kickstarts, we still do exist!) DeliTracker II already has a S3M-DeliPlayer (Hi Peter!) and should be available in near future. Update: was released with version 2.07. EaglePlayer (Version >1.52?) Accessible Player (Version 1.2? ;) Possibly in new SmartPlay (if there will be one?) Get yourself The Player 6.1, available since Assembly'94! Legal stuff: This program and all other stuff coming in this package are FULLY copyrig 2 hted by Jarno Paananen / Guru of Sahara Surfers. The author cannot be held liable for the suitability or accuracy of this manual and/or the program it describes. Any damage directly or indirectly caused by the use or misuse of this manual and/or the program it describes is the sole responsibility of the user her/him self. This program is freeware. You can distribute it as long as _ALL_ files are included  ˖xand not more than a nominal fee for copying is asked. This program can _NOT_ be used for commercial purposes (including shareware) without a written permission from the author and a contribution for development costs (like Coca-Cola :-). If you have suggestions or remarks about this program, or if you find any bugs, please let me know. All reverse engineering is forbidden and that means that you're not allowed to rip the player from this program as I'm intending to use it for commO]j7ercial purposes. If this happens I have to stop releasing these kind of programs. If you are really interested and want to use this in some production, contact me and we can discuss about it. It's up to you... THIS IS A BETA-PRERELEASE-TEST VERSION AND IS IN CONSTANT CHANGE. FURTHER VERSIONS ARE COMING IF THE ABOVE IS NOT VIOLATED. Contact address: If you for some odd reason (especially commercial stuff) want to contact me, the address is: S j J. Paananen Puskalantie 6 FIN-37120 Nokia Finland European Union ;) Or by phone: +358-31-3422147 / Jarno Or preferably via Internet: Jarno_Paananen@sonata.fipnet.fi (NO UUENCODES!) or jpaana@freenet.hut.fi At the moment the Sonata address is recommended, but allows NO uuencodes. In that case use Freenet until I get a decent Internet access. Some revision history: 3.05 / 08.01.1R\F995 ! Happy new year! We're in the European Union! Greetings to all who were at The Party'94! Especially Accessible guys and Spoon (Hi Shayera, I'll hopefully send it soon...) + PS3M can now be closed with CTRL_C signal, but unfortunately not in Reqtools-windows. Hi Urban! + You're now able to define also default playing mode for a specific module in the config file. Check it out for an example. Hi (damn I have a short memory with names... Aϋwnyway, you should know who you are ;)! - Hopefully fixed reported problems with ST3.2 modules. Worked with all (two ;) modules I tested. The other was a certain crash with 3.04... Thanks (again the same person above...) 3.04 / 03.12.1994 - Fixed a crash when ejecting immediately after pausing in system friendly mode. Thanks K-P! - Fixed some error handling bugs. Thanks Simply! * Rationalized the command line parser, check out the changes in k; syntax! + Added primitive setup (the override option from version 2.5), which is _NOT_ going to be final, but just a quick & dirty hack for your (and mine too!) convenience ;) 3.03 / 05.11.1994 - Fixed a lock-up in the config handling. 3.03 / 03.11.1994 - Fixed that skipping, K-P! * Some clean up in the source code... Hi all of you who have asked for those sources. They are on the way... 3.02 / 30.10.1994 䔷 - Quick fix on the mixing system. 000 divide sucks. 3.02 / 28.10.1994 - System killer mode works again... - Fixes in the mixing system. * Exiting killer mode just pauses the module instead of ejecting... - Fixes in memory management. ! As you can see from the update rate, I'm pretty busy at the moment due to my approaching graduation exams. So please be patient with your e-mails and letters, I try to answer them as soon as possible even if it meaқ ns several weeks. Thank you. 3.01 / 5.10.1994 * Mixing system changed a little to get a bit more stable consumption of machine power. - Fixed to work with my machine again ;) (Simply! Dump that version on your hard disk...) - Memory management fixed once again. 3.01 / 29.9.1994 * Nearly all memory is now allocated dynamically according to current playing mode, amount of channels and such. So no waste memory used anymore! (N9*umber of hunks dropped from 9 to 7...) 3.01 / 12.9.1994 - Some memory management problems fixed. 3.01 / 11.9.1994 + 14-bit mixing speeded up by 2 cycles/byte/channel on 68000! Thanks Pauli! + 020+ optimized versions finally included! Improvement is mainly directed to 020s as is fits in to the cache, but should be faster on any 020+ machine. ? Sorry for the huge size (35 kB) ;) Its a long way from the first version and 9Ԭ kB... But I do hope its been to a better direction! 3.00 / 10.9.1994 ! Back to "normal" version numbering ;) ! PS3M now has GUI! "Ripped" from P60 player, but who cares as it has all the required features (and because Im lazy ;). Some things are still missing, like proper module list functions and configuration window (that shaded gadget), but I hope I get them done in the "near" future. Enjoy! ? A known bug: the timer goes crazy at miv6dnight ;) 002.6 / 3.9.1994 * Some fixes with the so-called "ALE"-effect and note delay. 002.6 / 28.8.1994 * Proper finetune support for MTMs although the editor doesnt support them, but is compatible with. - Fixed that "disappearing surround channels"-bug! A really stupid mistake from my side, not an actual bug... - Some other fixes I dont remember anymore. 002.6 / 11.8.1994 * Still some fixes with MTMs. q'RAll notes were played one half note too low as the MTM scale begins from C#0, not C-0... (Note 0 means no note at all and that should be C-0...) * Vol0-Optimizations are now finally correct. 002.6 / 10.8.1994 * Some fixes with MTMs. Most of the commands are run also in "set frames". * Got rid of "twisted" sound with low mixing rates. 002.6 / 26.7.1994 + Proper vol0-optimizations. - Loops are now correct also 020+ version. - ~Sample was retrigged when changing only sample in 020+ version. That's why the SuperStardust title sounded so baaaaad. 002.6 / 18-21.7.1994 * Mixing routines rewritten for 020+. Old routines which are faster on 000/010 are also retained and used when no 020+ is found. * Little changes nearly everywhere. 002.5 / 15-30.6.1994 + 14-bit output! Needs _Much_ power, but is hopefully worth it. Special 020+ optimized verؓ)sion should be included in 002.6. + Multitracker (MTM) support! + TakeTracker and similar 1-32 channel Protracker-style module support. - Some fixes with S3M-quirks. + Replay version is now also shown in info window to help comparision to other players using PS3M-play routine. * Show sample names now shows 16 names instead of 20 on one page. Don't worry about that , because this is real 002.5. It's beta just because I hadn't the time to do some improvements to the mixinjxg routines. 002.4 / 12.6.1994 + Added show sample names option. Hi Icebeat! - Fixed a bug when started from WB. + Added contact info text. - Little fixes. 002.3 / 25.5.1994 * Some speed improvements for 020+ (uses more lword access). No slow down on 000/010. * Recalculated S3M period table for NTSC (was PAL) as ST3 uses NTSC periods. + Little touches here and there (All error messages now start with capital letter, etc. :) - F5)ixes in command line parser. NOTICE: system friendly option is now just -s with no extras. If not present, disable option is used. - No more crap if no config file present. Thanks again Deadbeat! 002.2 / 9.-10.5.1994 (Four versions in three days... maybe I should give myself a break? No new versions for a week, promise!) + REAL SURROUND! - Hopefully fixed that >32 kHz bug (Yolk, tell me!) 002.1 / 8.5.1994 (Fast, eh Yolk?) Tw+ Final solution for the screen mode problem, CIA! So, now it SHOULD work also with those modes. But who uses them anyway, PAL and A500 rule :) + BTW, in Productivity mode you can get mixing rate up to 56 kHz! Thus artificial 28 kHz limit changed to 56. Note: as said works only in Productivity mode. (Yolk: You said something about working also in double-PAL (double-NTSC too?)) 002.0 / 8.5.1994 (Oops, another digit :-) + PS3M now has a CONFIG F!?ILE! It resides in S: and is called (surprise, surprise!) PS3M.config. Check it out for format and options. - Still little fixes. - Channel detection routine had some _serious_ bugs. Fixed. + At last, error messages! - Loading a non-existent file crashed the machine. Fixed. 001.1 / 7.5.1994 - Still more bug fixes in system routines. + Should work (at least better) under NTSC and Multiscan modes. (Hi Yolk!) 001.0 / 5.5.1994 ? D&t+]G EMERALD.MWBpb HI EMERALDERS!! IF THERE IS ANY EMERALD YOU WANT TO GET..... ONE DISK WILL BE 5 DM (GERMAN MARKS) SO INCLUDE THE MONEY IF THERE IS ANY EMERALD YOU WANT MWB PLK 47899 2504 CD DENHAAG HOLLAND ----------------------------------------------------- BOND MINE. 01. BONDM-01.DMS BOND MINE. 02. BONDM-02.DMS BOND MINE. 03. BONDM-03.DMS BOND MINE. 04. BONDM-04.DMS BOND MINE. 05. F BONDM-05.DMS BOND MINE. 06. BONDM-06.DMS BOND MINE. 07. (7.5) BONDM-75.DMS BOND MINE. 08. BONDM-08.DMS BOND MINE. 09. (KERST VERSION) BONDM-09.DMS BOND MINE. 10. BONDM-10.DMS BOND MINE. 11. BONDM-11.DMS BOND MINE. 12. BONDM-12.DMS BOND MINE. 13. BONDM-13.DMS BOND MINE. 14. Y BONDM-14.DMS BOND MINE. 15. BONDM-15.DMS BOND MINE. 16. BONDM-16.DMS BOND MINE. 17. (KERST VERSION) BONDM-17.DMS BOND MINE. 18. BONDM-18.DMS BOULDERDASH-EMERALD. 01. BD-EME-1.DMS BOULDERDASH. 01. B-DASH-1.DMS BOULDERDASH. 02. B-DASH-2.DMS BOULDERDASH. 03. B-DASH-3.DMS BOULDERDASH. 1/4. C64]F. BOUL-C64.DMS BOULDERDASH. 1ST.CLASS. BOUL-CLA.DMS BOULDERDASH. AMI 100% BOUL-AMI.DMS BOULDERDASH. BLUE DIAMONDS 4. B-BL-DI4.DMS BOULDERDASH. BOBBY. 01. BOULBO-1.DMS BOULDERDASH. COLL. 01. B-COLL-1.DMS BOULDERDASH. COLL. 02. B-COLL-2.DMS BOULDERDASH. COLL. 03. B-COLL-3.DMS BOULDERDASH. CONSTR.KIT. B-CONKIT.DMS BOULDERDASH. ENEMY MINEQ$S. ONLY 1.3 B-ENY-13.DMS BOULDERDASH. FOR 2.0. BOULD-20.DMS BOULDERDASH. MARATHON. 01. B-MARA-1.DMS BOULDERDASH. MARATHON. 02. B-MARA-2.DMS BOULDERDASH. MARATHON. 03. B-MARA-3.DMS BOULDERDASH. MINI. 02. B-MINI-2.DMS BOULDERDASH. MK.01. B-MK--O1.DMS BOULDERDASH. MR.BOULDER. 01. MR-BOULD.DMS BOULDERDASH. PROF. 01. B-PROF-1.DMS BOULDERDASH. PROF. 02. L, B-PROF-2.DMS BOULDERDASH. PROF. 03. B-PROF-3.DMS BOULDERDASH. PROF. 04. B-PROF-4.DMS BOULDERDASH. REVENGE YAM YAMS. 02. B-YAMS-2.DMS BOULDERDASH. ROYAL. 01. B-ROYAL1.DMS BOULDERDASH. WILLY. B-WILLY1.DMS EMERALD MINE. 01. EMERM-01.DMS EMERALD MINE. 01. PROF. E-PRO-01.DMS EMERALD MINE. 02. EMERM-02.DMS EMERALD MINE. 02. PROF. ]@g E-PRO-02.DMS EMERALD MINE. 03. EMERM-03.DMS EMERALD MINE. 03. PROF. E-PRO-03.DMS EMERALD MINE. 04. EMERM-04.DMS EMERALD MINE. 04. PROF. E-PRO-04.DMS EMERALD MINE. 05. EMERM-05.DMS EMERALD MINE. 06. EMERM-06.DMS EMERALD MINE. 07. EMERM-07.DMS EMERALD MINE. 08. EMERM-08.DMS EMERALD MINE. 09. A EMERM-09.DMS EMERALD MINE. 10. EMERM-10.DMS EMERALD MINE. 11. EMERM-11.DMS EMERALD MINE. 12. EMERM-12.DMS EMERALD MINE. 13. EMERM-13.DMS EMERALD MINE. 14. EMERM-14.DMS EMERALD MINE. 15. EMERM-15.DMS EMERALD MINE. 16. EMERM-16.DMS EMERALD MINE. 17. EMERM-17.DMS EMERALD MINE. 18.  O5 EMERM-18.DMS EMERALD MINE. 19. EMERM-19.DMS EMERALD MINE. 20. 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EATMI-03.DMS EMERALD MINE. EATER. 01. EATER-01.DMS EMERALD MINE. EATER. 02. EATER-02.DMS EMERALD MINE. EDITOR. EMERM-ED.DMS EMERALD MINE. ELVIS MINE. 01. ELVISM-1.DMS EMERALD MINE. ELVIS MINE. 02. ELVISM-2.DMS EMERALD MINE. EMPTY. EM-EMPTY.DMS EMERALD MINE. EVE CAVES. 01. EVECA-01.DMS EMERALD MINE. EXCEPTION. 01. EXCEP-01._jDMS EMERALD MINE. EXPERT. 01. EXPMI-01.DMS EMERALD MINE. EXPERT. 02. EXPMI-02.DMS EMERALD MINE. EXPERT. 03. EXPMI-03.DMS EMERALD MINE. FIRE. 01. FIREM-01.DMS EMERALD MINE. FIRE. 02. FIREM-02.DMS EMERALD MINE. FIX. -MINEFIX.EXE EMERALD MINE. FIXER. FOR 2.0/3.0. -DIVERSE.DMS EMERALD MINE. FREAK. 01. FREAK-01.DMS EMERALD MINE. FREAK. 02. FREAK-02.DMSCS EMERALD MINE. FREAKMINE. 01. FREAKM-1.DMS EMERALD MINE. FREAKMINE. 02. EASY FREAKE-2.DMS EMERALD MINE. FREAKMINE. 02. HARD FREAKH-2.DMS EMERALD MINE. FREAKMINE. JR. 01. FREAKJR1.DMS EMERALD MINE. FRUSTY. 01. FRUSTM-1.DMS EMERALD MINE. FUN. 01. FUNMI-01.DMS EMERALD MINE. FUTURE FIELDS. 01. FUTFM-01.DMS EMERALD MINE. GAZZA MINE. 01. GAZZA-01.DMS EMERALD MINE. GHOST MINE. 01. GHOST-01.DMS  EMERALD MINE. GROTTO. 01. GROTTO-1.DMS EMERALD MINE. GROTTO. 02. GROTTO-2.DMS EMERALD MINE. HAUNTED. 01. HAUNT-01.DMS EMERALD MINE. HAUNTED. 02. HAUNT-02.DMS EMERALD MINE. HAUNTED. 03. HAUNT-03.DMS EMERALD MINE. HAUNTED. 04. HAUNT-04.DMS EMERALD MINE. HAUNTED. 05. HAUNT-05.DMS EMERALD MINE. HEAD. 01. HEADM-01.DMS EMERALD MINE. HIGHLANDER. 01. HIGHL-01.DMS E\MERALD MINE. HISTORY HOLES. 01. HIS-H-01.DMS EMERALD MINE. II. EME-II-1.DMS EMERALD MINE. II. DATA. EME-II-2.DMS EMERALD MINE. JUNIOR ICE. 01. JUNIM-01.DMS EMERALD MINE. JUNIOR ICE. 02. JUNIM-02.DMS EMERALD MINE. JUNIOR ICE. 03. JUNIM-03.DMS EMERALD MINE. JUNIOR ICE. 04. JUNIM-04.DMS EMERALD MINE. KEVIN MINE. 01. KEVIN-01.DMS EMERALD MINE. KEVIN MINE. 02. KEVIN-02.DMS EME,aRALD MINE. KEVIN MINE. 03. KEVIN-03.DMS EMERALD MINE. KIDS FUN. 01. KIDSF-01.DMS EMERALD MINE. LABAN MINE. 01. LABAN-01.DMS EMERALD MINE. LADY BIRDS. 01. LADYB-01.DMS EMERALD MINE. LAW MINE. 01. LAWMI-01.DMS EMERALD MINE. MANTRONIX. 01. (MWB.) MANTR-01.DMS EMERALD MINE. MWB + EDITOR. E-MWB-ED.DMS EMERALD MINE. Mr.B. 01. E-MR-B-1.DMS EMERALD MINE. Mr.B. 02. E-MR-B-2.DMS EMERAPLD MINE. NEW. 01. NEWMINE1.DMS EMERALD MINE. NEW TO OLD NEW-OLD.DMS EMERALD MINE. NOI. 01. N-ONE-01.DMS EMERALD MINE. NOI. 02. N-ONE-02.DMS EMERALD MINE. NOI. 03. N-ONE-03.DMS EMERALD MINE. NOI. 04. N-ONE-04.DMS EMERALD MINE. NOI. 05. N-ONE-05.DMS EMERALD MINE. NOI. 06. N-ONE-06.DMS EMERALD MINE. NOI. 07. N-ONE-07.DMS EMERALD "DMINE. NOI. 08. N-ONE-08.DMS EMERALD MINE. NOI. 09. N-ONE-09.DMS EMERALD MINE. NOI. 10. N-ONE-10.DMS EMERALD MINE. NOI. 11. N-ONE-11.DMS EMERALD MINE. NOI. 12. N-ONE-12.DMS EMERALD MINE. NOI. 13. N-ONE-13.DMS EMERALD MINE. NOI. 14. N-ONE-14.DMS EMERALD MINE. NOI. 15. N-ONE-15.DMS EMERALD MINE. NOI. 16. N-ONE-16.DMS EMERALD MINE. NOI. 17. N-ONE-17.DMS EMERALD MINE. NORDLIGHT. 01. NORDL-01.DMS EMERALD MINE. NORMAL. 01. NORMAL-1.DMS EMERALD MINE. NUGGET. 01. NUGGET-1.DMS EMERALD MINE. NUGGET. 02. NUGGET-2.DMS EMERALD MINE. OH NO MORE YAMS. 01. NOYAMS-1.DMS EMERALD MINE. OH NO MORE YAMS. 02. NOYAMS-2.DMS EMERALD MINE. OH NO MORE YAMS. 03. NOYAMS-3.DMS EMERALD MINE. OH NO MORE YAMS. 04. NOYAMS-4.DMS EMERALD MINEWR. OH NO MORE YAMS. 05. NOYAMS-5.DMS EMERALD MINE. OH NO MORE YAMS. 06. NOYAMS-6.DMS EMERALD MINE. OH NO MORE YAMS. 07. NOYAMS-7.DMS EMERALD MINE. OH NO MORE YAMS. 08. NOYAMS-8.DMS EMERALD MINE. OH NO MORE YAMS. 09. NOYAMS-9.DMS EMERALD MINE. ORG. 40X. E-ORG40X.DMS EMERALD MINE. OZ. 01. OZMIN-01.DMS EMERALD MINE. OZ. 02. OZMIN-02.DMS EMERALD MINE. OZ. 03. OZMIN-03.DMS EMERALD MINE. HOZ. 04. OZMIN-04.DMS EMERALD MINE. OZ. 05. OZMIN-05.DMS EMERALD MINE. PAC MINE DELUXE. 01. PACMINE1.DMS EMERALD MINE. PAC MINE DELUXE. 02. PACMINE2.DMS EMERALD MINE. PAC MINE DELUXE. 03. PACMINE3.DMS EMERALD MINE. PAC MINE DELUXE. 04. PACMINE4.DMS EMERALD MINE. PAC MINIA. 01. PACMI-01.DMS EMERALD MINE. PAC MINIA. 02. PACMI-02.DMS EMERALD MINE. PAC MINIA. 03 PACMI-03.DMS EMERALD MINE. PAI(C MINIA. 04. PACMI-04.DMS EMERALD MINE. PAC MINIA. 05. PACMI-05.DMS EMERALD MINE. PAC MINIA. 06. PACMI-06.DMS EMERALD MINE. POOH. 01. E-POOH-1.DMS EMERALD MINE. PORNO MINE. 01. PORNO-01.DMS EMERALD MINE. PORNO MINE. 02. PORNO-02.DMS EMERALD MINE. PROF ICEMINE. 01. PROFI-01.DMS EMERALD MINE. PROF ICEMINE. 02. PROFI-02.DMS EMERALD MINE. PROF ICEMINE. 03. PROFI-03.DMS EMERALD MINE. PROF> ICEMINE. 04. PROFI-04.DMS EMERALD MINE. PROF ICEMINE. 05. PROFI-05.DMS EMERALD MINE. PROF ICEMINE. 06. PROFI-06.DMS EMERALD MINE. PROF ICEMINE. 07. PROFI-07.DMS EMERALD MINE. PROF ICEMINE. 08. PROFI-08.DMS EMERALD MINE. PROF ICEMINE. 09. PROFI-09.DMS EMERALD MINE. PROF ICEMINE. 10. PROFI-10.DMS EMERALD MINE. PROF ICEMINE. 11. PROFI-11.DMS EMERALD MINE. PROFESIONAL. 03. PROFES-3.DMS EMERALD MINE. RECYCLED. 01. RECYC-01.DMS EMERALD MINE. RECYCLED. 02. RECYC-02.DMS EMERALD MINE. RECYCLED. 03. RECYC-03.DMS EMERALD MINE. RECYCLED. 04. RECYC-04.DMS EMERALD MINE. RECYCLED. 05. RECYC-05.DMS EMERALD MINE. RECYCLED. 06. RECYC-06.DMS EMERALD MINE. RECYCLED. 07. RECYC-07.DMS EMERALD MINE. RECYCLED. 08. RECYC-08.DMS EMERALD MINE. RECYCLED. 09. RECYC-09.DMS EMERALD MINE. RECYCLED,. 10. RECYC-10.DMS EMERALD MINE. RECYCLED. 11. RECYC-11.DMS EMERALD MINE. RECYCLED. 12. RECYC-12.DMS EMERALD MINE. RUNNER. 01. RUNNER-1.DMS EMERALD MINE. RUNNER. 02. RUNNER-2.DMS EMERALD MINE. RUNNER. 03. RUNNER-3.DMS EMERALD MINE. RUNNER. 04. RUNNER-4.DMS EMERALD MINE. RUNNER. 05. RUNNER-5.DMS EMERALD MINE. RUNNER. 06. RUNNER-6.DMS EMERALD MINE. RUPPEL. 01 eb. RUPPEL-1.DMS EMERALD MINE. RUPPEL. 01. EASY. RUPPEL1E.DMS EMERALD MINE. RUPPEL. 02. RUPPEL-2.DMS EMERALD MINE. RUPPEL. 03. RUPPEL-3.DMS EMERALD MINE. RUPPEL. 04. RUPPEL-4.DMS EMERALD MINE. RUPPEL. 05. RUPPEL-5.DMS EMERALD MINE. RUPPEL. 06. RUPPEL-6.DMS EMERALD MINE. SNELMINE. 01. SNELM-01.DMS EMERALD MINE. SOLOMONSLOST. 01. SOLOM-01.DMS EMERALD MINE. SOLOMONSLOST!nJl. 02. SOLOM-02.DMS EMERALD MINE. SPACE MINE. 01. SPACE-01.DMS EMERALD MINE. SPUDMINE. 01. SPUDM-01.DMS EMERALD MINE. SPUDMINE. 02. SPUDM-02.DMS EMERALD MINE. SPUDMINE. 03. SPUDM-03.DMS EMERALD MINE. SPUDMINE. 04. SPUDM-04.DMS EMERALD MINE. SPUDMINE. 05. SPUDM-05.DMS EMERALD MINE. SPUDMINE. 06. SPUDM-06.DMS EMERALD MINE. SPUDMINE. 07. SPUDM-07.DMS EMERALD MINE. SPUDMINE. 08. "ո SPUDM-08.DMS EMERALD MINE. SPUDMINE. 09. SPUDM-09.DMS EMERALD MINE. STOLEN MINE. 01 STOLEN-1.DMS EMERALD MINE. STONEHENGE. 01. STONE-01.DMS EMERALD MINE. STYX MINE. 01. STYXM-01.DMS EMERALD MINE. STYX MINE. 02. STYXM-02.DMS EMERALD MINE. SURFER MINE. 01. SURFER-1.DMS EMERALD MINE. SUPER FREAK MINE PRO 01. S-FREAK1.DMS EMERALD MINE. TEAM AWAY. 01. TEAM-A-1.DMS EMERALD MINE. THRU-THE-YAM-CAV#+ ES. 01. THRUG-01.DMS EMERALD MINE. TOOLS. 4.6.ECS. TOOL46-1.DMS EMERALD MINE. TOOLS. 4.6.ECS. DATA 1. TOOL46-2.DMS EMERALD MINE. TOOLS. 4.6.ECS. DATA 2. TOOL46-3.DMS EMERALD MINE. TOOLS. 4.6.ECS. DATA 3. TOOL46-4.DMS EMERALD MINE. TOOLS. 5.0.ECS. TOOL50-1.DMS EMERALD MINE. TOOLS. 5.0.ECS. DATA. TOOL50-2.DMS EMERALD MINE. TOOLS. 6.0.ECS. TOOL60E1.DMS EMERALD MINE. TOOLS. 6.0.ECS. DATA. TOOL60E2.DMS EMERALD MINE. TOOLS. 6.0.AGA. $\; TOOL60A1.DMS EMERALD MINE. TOOLS. 6.0.AGA. DATA. TOOL60A2.DMS EMERALD MINE. TUTORIAL. 01. TUTOR-01.DMS EMERALD MINE. TUTORIAL. 02. TUTOR-02.DMS EMERALD MINE. TUTORIAL. 03. TUTOR-03.DMS EMERALD MINE. TUTORIAL V6.0 TUTOR-V6.DMS EMERALD MINE. VENOM. 01. VENOM-01.DMS EMERALD MINE. VENOM. 02. VENOM-02.DMS EMERALD MINE. WATER. 01. WATER-01.DMS EMERALD MINE. WATERMILL MINE. 01. %?wn WATMIL-1.DMS EMERALD MINE. WINDMILL MINE. 01. WINDM-01.DMS EMERALD MINE. WONDERMINE. 01. WONDER-1.DMS EMERALD MINE. YKIKAKOU. 01. YKIKAK-1.DMS EMERALD MINE. YKIKAKOU. 02. YKIKAK-2.DMS EMERALD MINE. YOUNG DENMINE. 01. YOUNG-01.DMS EMERALD MINE. YOUNG DENMINE. 02. YOUNG-02.DMS EMERALD MINE. YOUNG DENMINE. 03. YOUNG-03.DMS EMERALD MINE. YOUNG DENMINE. 04. YOUNG-04.DMS ROCKFORD. 01. &IV ROCKF-01.DMS ROCKFORD. 02. ROCKF-02.DMS ROCKFORD. 03. ROCKF-03.DMS ROCKFORD. 04. ROCKF-04.DMS ROCKNUTS. 01. ROCKN-01.DMS ROCKNUTS. 02. ROCKN-02.DMS S EMERALD MINE. YOUNG DENMINE. 02. YOUNG-02.DMS EMERALD MINE. YOUNG DENMINE. 03. YOUNG-03.DMS EMERALD MINE. YOUNG DENMINE. 04. YOUNG-04.DMS ROCKFORD. 01. varn, slipped to the next digit :-)... - Fixed a bug in my XPK-loader, should work better although I haven't noticed the difference... * Changed the priority to 4 to make it more usable with slower machines in system friendly mode. - Crashes with slow machines should be over! (or at least less...) * Changed to colors (now HiP-compatible :-) in system killer mode! Thanks to K-P Koljonen for these! (Hi again, sending coming sometime in the future :) - The module name wasn 잵't shown if started from command line in system friendly mode, fixed. Thanks Deadbeat! - Fixed a potential bug in sample offset command. - Now you don't have to click the stop gadget twice 000.9 / 24.04.1994 + Added FastTracker 6-8 channel and 4 channel ProTracker replay! ? Should the name be changed? Opinions been accepted. + Added command line options to bypass the requesters. See usage by typing PS3M ? 000.8 / 08.04.1994 + C!shanged the mixing loops to use 6 instructions, which made them faster (2 cycles/byte/channel on 68000). Thanks Peter Kunath! - Some potantial bugs fixed. 000.7 / 22.03.1994 + Added shortcuts for requesters + Added skipping of positions $ff, which are separators of different songs in one module. Used in TMP.S3M. 000.6 / 19.03.1994 - Added range checking to sample offset. - Implemented some bugs in STMIK. Now PANIC.S3M plays correctl"X y. 000.5 / 08.03.1994 - Some "little" fixes in retrig note. Wonder if it worked at all... 000.4 / 25.02.1994 - Ooops, Vibrato+Volslide and Toneportamento+Volslide were the wrong way around. Too much Protracker-experience? 000.3 / 24.02.1994 + Support for other than 50 Hz screenmodes (was a bug really...) + Correct CurrentDir ? Crashes under system are probably due to too slow machine as on A4000 this doesn't ha#"Rppen at all... Trying to fix it... ? Planning some support for other multichannel modules (MTM, 669, FastTracker 6 and 8 channels, etc...) Infos about these modules are appreciated... 000.2 / 10.02.1994 + Added system friendly option! - For some odd reason some tunes crash under system... ! BTW, my birthday is on the 17th! 000.1 / 09.02.1994 - Fixed a bug with volumeslide. Now Satellite One plays correctly. - Auch! I had left some$|Y8 fast-mem-only hunks in the executable. Fixed. 000.0 / 03.02.1994 ! Inital release on public pressure... els, etc...) Infos about these modules are appreciated... 000.2 / 10.02.1994 + Added system friendly option! - For some odd reason some tunes crash under system... ! BTW, my birthday is on the 17th! 000.1 / 09.02.1994 - Fixed a bug with volumeslide. Now Satellite One plays correctly. - Auch! I had left some" Yqnd Prix: LQPONTDKCH Badlands Mega Smash: HQPOOFHBCR Roadkill Eliminator: PQPOQPRONH Nicht getestet Weitere Codes aus der CD32 Gamer: LQPONTLLCQ HQPOOFMTCI PQPOQPNPCJ LQPONUGTNP Nicht getestet --------------------------------------------------------------------------- Robocod CD32: (James Pond II) Bonuslevel: Gleich zu Anfang dst man nach rechts und hpft ber die Eingangstore von Level 1 und 2 hinweg. Dann so weit wie mgl# |U ich nach rechts und hoch aufs Dach. Von hier aus fhrt der Weg nach links, und schon steht man im ersten Geheimlevel. getestet - Wer auch noch nach zwei Zusatzleben giert, tut gut daran, im Level hinter dem ersten Tor auf der letzten Fragezeichenplattform nach oben zu springen. Man gelangt in eine Nische, spaziert noch ein Stckchen nach links (oder rechts?), und schon hat man zwei Leben mehr. - Sprecht mal CHEAT rckwr$ TpQts aus. Dann kommt Ihr auf TAEHC. Springt einfach auf die Objekte mit dem passendem Namen! (Gleich am Anfang rechts oben auf der Burg.) Also: Trip (Wasserhahn), Apple (Apfel), Earth (Erde), Hammer (Hammer...) und Cake (Keks)... So dieses richtig gemacht wurde, was man daran merkt, da der Screen aufblitzt, hat der kleine Held ab sofort fr 10 Minuten einen Schutzschild. ABER VORSICHT: Er kann immer noch sterben! Jetzt sollte man schnellstens den ersten Raum bee% )fnden, denn nun sind ALLE Tren offen, so da man nun in jeden Level springen kann. geht! - Irgendwo im Spiel sind fnf Objekte, dessen Anfangsbuchstaben in der richtigen Reihenfolge das Wort POWER ergeben. Also sollte man folgendes aufsammeln: Penguin (Pinguin), Oil (l), Wine (Wein), Earth (Erde) und Racquet (Tennisschlger). getestet - Im Sportequipment-Level, nach dem zweiten Spike, sind fnf Objekte in einer Reihe,& C dessen Anfangsbuchstaben, richtig geordnet, das Wort LIVES ergeben. Also in folgender Reihenfolge aufsammeln: Lips (Lippen), Ice cream (Eis), Violin (Geige), Earth (Erde) und Snowman (Schneemann). Hat man dieses erfolgreich getan, so wird man mit unendlich Leben belohnt. - So man eine Tastatur sein eigen nennt, sollte man whrend des Titelbildes "thanks wayne" (y=z) eintippen. Nun kann man folgende Tasten benutzen: 'F'____________________Robocod bekommt Flgel. 'P'_'_____________Robocod bekommt ein Flugzeug. 'B'____________Robocod bekommt eine Badewanne. 'C'__________________Robocod bekommt ein Auto. 'X'____________________Und ab geht`s zum Exit. 'S'_____________Die Position wird gespeichert. 'G'________________Zur gespeicherten Position. 'K'______________________________Kill Robocod. 'M'_____________________________Kartenauswahl. 'RETURN'________________Unsichtbarkeit an/aus. 'F6'____________________________________50 Hz. 'F7'__________________(6__________________60 Hz. 'F9-F10'_____________________Ein paar Effekte. Whle nun die Kartenauswahl an. Jetzt kann man zu allen mglichen Punkten im Spiel springen: 01 Level 1-1 19 Bonus Level 6 37 Level 5-1 02 Level 1-2 20 Level 4-1 38 Bonus Level 10 03 Level 1-3 21 Level 4-2 39 Level 8 04 Bonus Level 1 22 Bonus Level 7 40 Bonus Level 11 05 Level 6-1 23 Bonus Level 8 41 Level 9-1 06 Bonus Level 2 24 Level 4-3 )XR 42 Bonus Level 12 07 Bonus Level 3 25 Level 7-1 43 Bonus Level 13 08 Level 6-2 26 Level 7-2 44 Bonus Level 14 09 Level 6-3 27 Level 7-3 45 Bonus Level 15 10 Level 1 & 2 Boss 28 Level 7-4 46 Bonus Level 16 11 Level 5 & 6 Boss 29 Level 7-5 47 Bonus Level 17 12 Level 7 & 8 Boss 30 Level 5-1 48 Hard Level! 13 Level 3-1 31 Level 5-2 49 Level 9-2 14 Bonus Level 4 32 Level 5-3 50 End-Anim*n#ation 15 Level 3-2 33 Level 5-4 16 Bonus Level 5 34 Level 5-5 17 Level 3-3 35 Level 5-6 18 Level 3-4 36 Bonus Level 9 - Geheimraum-Positionen: There are two hidden worlds behind the main tower, another sweets level (including a Liquorice Allsorts World, the infamous Bouncing Jelly World, another Cake World and an upside down Jelly World) and an extra scrolling section. To reach them, run along the ground floor - avoiding the doors - then go up an+Id over the first flight of stairs. From the bottom of the second (smaller) tower, make your way up to the landing above Dr. Maybe's final door and run left into the wall. You'll disappear behind the screen and arrive in the Secret Tower room. But who is Katie? Once you've finished the bath level, drop down to the bottom of the castle, and walk left until you get to the small snowman statues. Jump on these and they'll turn into a moving platform. Once you get to th,iNve top of the screen, walk left into thin air and jump. By now you should be next to some doors. Go through them for bonus city!! Go to the same place after finishing the circus room (the last room before the end of game baddy) and stand on the golden snowmen again. A platform made of two bonud blocks should float upwards, revealing a secret tunnel. At the end of this are even more extra lives and stars. Do as above after the sweets level, but go to the left of the castle.-7.es Go on the snowmen once more, and at the top of the screen grab the umbrella and collect all the goodies while you're floating down. On the second teddy bear level, keep jumping over the spikes until you see a hole above you. Jump through this and catapult yourself off the bus there. Once you've done this, get on the higher level and keep walking left, bounce on the trampoline and collect the wings. Now fly along the top of the screen to the right and you shou.[gld find a different exit. Go through this for a special bonus level. Complete a level with does not feature a guardian and you will always find something new when you return to the castle "selection" screen. In one case you will find a whole sequence of lifts and things (see above) that lead to a door that you cannot normally get to. If you go to the very right of the factory screen and look down you will see a load of crowns, which you can access after coming bac/`3"k from other levels. It is possible to finish Robocod by only doing half the levels. A choice of two new doors to enter is given when the correct level is completed. Start by completing the Fluffy Toys one and then by doing the Cars one. Finish the bath levels and as soon as you come out of the door run straight to the golden snowmen in the bottom far left outside the castle. Jump into these snowmen and you'll float upwards to the top of the screen where you'll0&q be met by a door. Getting through this door is tricky but worth it. Inside are loads of extra lives and energy stars. Go to the same place after finishing the circus room (the last room before the end of game baddy) and stand on the golden snowmen again. A platform made of two bonus blocks ahould float upwards revealing a secret tunnel. At the end of this are even more extra lives and stars. ---------------------------------------------1]7------------------------------ Summer Olympix CD32: JAVELIN (Speerwerfen): Man sollte versuchen, den Speer zu werfen, wenn der Entfernungszhler auf der rechten Seite etwa 35.00 anzeigt. Wenn man ein wenig bt, sollte man dieses schon schaffen und immer 90 Meter Wrfe hinlegen. ------------------------------------------------------------------------- Super Frog CD32: World 1: 234644 World 2: 392822 World 3: 477444 447464 446364 2( 882311 747822 984448 992334 477444 091332 World 4: 467464 World 5: 452234 World 6: 387211 818234 984841 981122 182394 383772 017632 298383 093152 398112 ------------------------------------------------------------------------- Super Methane3S Bros CD32: Um die nachfolgenden Codes einzugeben, mu man das Spiel stoppen und mit dem Pad die Buchstabenkombinationen eingeben: SCRAP = Ein Essenskampf entbrennt im Zwei-Spieler-Modus am Ende von Level 2 SHINY = Eintritt zum Juwelenraum am Ende eines Levels COINS = Eintritt zum Mnzenraum am Ende eines Levels 2HARD = Du bist fr kurze Zeit immun gegenber allen Angriffen NEXT = Sprung zum nchsten Level PREV = Sprung zum vorhergehenden Level MANIC = Die Gegner s4qind schwieriger zu erledigen SPEED = Beschleunigt das Spiel SLOW = Bremst den Spielablauf SQUASHY = Credits werden um 1 erhht PORSCHE = Die Power Ups des nchsten Spiels sind Turbos SHOCK = Die Power Ups des nchsten Spiels sind Smart Bombs ------------------------------------------------------------------------- Super Stardust CD32: Level 2: BFSUAAAADEB 3: CGSUVAARHHW 4: DJSUVWATHQL 5: EGSUUYRSGOU ----------------------------------------------------56Q--------------------- The Chaos Engine CD32: One Player Two Players World 2 L7KLW7CSS7Y# M7GPZQZNYGHN World 3 TK8V535NT94F W3PUN5R8YGXK World 4 260J230K2S63 SDTBK4J263GW --------------------------------------------------------------------------- Trolls CD32: Gehe zum Sodapop level, aber bevor dieser mittels Feuerknopf angewhlt wird, nach oben drcken und K drcken. Dann erst den Feuerknopf drcken, um den Level anzuwhlen. Den Knopf solange gedrckt 67halten, bis der Level anfngt! Jetzt kann man ESC drcken um den Level zu beenden. Nicht getestet --------------------------------------------------------------------------- Ultimate Body Blows CD32: In der Highscore-Liste eingeben: MEANTEAM - ergibt unendlich continues HARDCORE - Unsichtbarkeit --------------------------------------------------------------------------- Whale`s Voyage CD32: 01 LAPIS CASTRA 7t-h INOID SKY BOULEVARD 02 CASTRA ARBORIS NEDAX NEDAX 03 NEDAX LAPIS LAPIS CASTRA 04 ALIENSHIP INOID ALIENSHIP LOUIS 17 05 NEDAX LAPIS ARBORIS ARBORIS 06 LOUIS 17 ARBORIS NEDAX CASTRA 07 INOID CASTRA CASTRA ALIENSHIP 08 SKY BOULEVARD SKY BOULEVARD INOID ARBORIS 098 C NEDAX CASTRA LOUIS 17 LAPIS 10 ALIENSHIP SKY BOULEVARD CASTRA SKY BOULEVARD 11 ARBORIS LOUIS 17 INOID INOID 12 CASTRA NEDAX SKY BOULEVARD CASTRA 13 LAPIS NEDAX ALIENSHIP SKY BOULEVARD 14 SKY BOULEVARD ALIENSHIP NEDAX LAPIS 15 CASTRA ALIENSHIP ARBORIS CASTRA 16 LOUIS 17 NEDAX 9!{^ ALIENSHIP SKY BOULEVARD 17 INOID CASTRA INOID LOUIS 17 18 LOUIS 17 LAPIS NEDAX ARBORIS --------------------------------------------------------------------------- Zool CD32: Wenn auf dem Bildschirm `Push fire to start` erscheint, `GOLDFISH` eingeben. Danach sind folgende Tasten belegt: 'F2-F5'____Warp zum jeweiligen Level (F1=1, F2=2,...). '1'_________________________________Unendlich Energie. '2'____:"F8________________Sprung zum nchsten Unterlevel. '3'_________________________Sprung zum nchsten Level. '4'_________________________________Wieder verwundbar. Wenn man folgendes eingibt, erscheint jeweils eine kleine Nachricht: "ADE", "TONY", "GEORGE", "GREGGS", "PAT", "SIZ", "SYD", "CASSON", "SHORTIE", "MICK", "PAUL", "RITCHIE", "ASH", "MARK", "BERNI", "HILEY". Um in die Bonuszone in Level 2-2 zu kommen, mssen folgende Noten auf dem ersten Klavier gespielt werden: Bra;#Qun, Gelb, Rot, Orange, Grn. Nicht getestet --------------------------------------------------------------------------- Zool 2 CD32: Wenn auf dem Bildschirm `Press Fire for Options` erscheint, einfach was von dem folgenden eingeben: "BUMBLEBEE"___Skip stages (press 'RETURN' to skip). "CREAMOLA"________________________________10 Leven. "VISION"__________________________________20 Leben. "TOUGH GUY"______________________<$=Unendlich Energie. "OLDENEMY"__________________________Unendlich Zeit. "ALCENTO"______________99 Gegenstnde eingesammelt. "KICKASS"____________________Unendlich smart bombs. "NAPOLEAN"____________Bonus level nach jeder Stage. "MARROBONE"_________Stoppt den Ball im bonus level. "SESAME"_______________________Start in level Zwei. "RONSON"_______________________Start in level Drei. "FUNKYTUT"_____________________Start in level Vier. "HISSTERIA"____________________Start in level Fnf. "=%V7SLURP"______________________Start in level Sechs. "PLUNGER"____________________Start in level Sieben. nicht getestet --------------------------------------------------------------------------- ...uuunnd wech, Stefan. *Amiga*... simply the best! ...meiner ist lnger:-------------------------------------------------------- A4000/040, Cyberstorm 040/40, CyberVision64, 22MB RAM, Oktagon 2008, 1.78GB, Mitsubishi EUM1491A, Toshiba XM-4101TA, HP DJ 520, ext 3 1/2", 5 Muse, CD>iuѕ3, Deluxe Sound 2.5, 2 6-Button Joypads, 48 Unterhosen,... ;-8 ----------------------------------------------------------------------------- ------------------------------------------ ...uuunnd wech, Stefan. *Amiga*... simply the best! ...meiner ist lnger:-------------------------------------------------------- A4000/040, Cyberstorm 040/40, CyberVision64, 22MB RAM, Oktagon 2008, 1.78GB, Mitsubishi EUM1491A, Toshiba XM-4101TA, HP DJ 520, ext 3 1/2", 5 Muse, CD%'3@database Viewtek.guide @node Main "Viewtek Documentation" Viewtek A freely distributable picture and animation viewer for the Amiga Written by Thomas Krehbiel (Another fine UBTASITE product) Copyright 1992-1994 Thomas Krehbiel All Rights Reserved (Notice how the 'tek' in Viewtek is not capitalized in any way.) ~~~~~~~~~~~~~~~~~~~~~~~%(G~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This documentation assumes a basic familiarity with AmigaDOS and the Amiga interface. If you aren't familiar with the concepts of files, directories, gadgets, windows, etc. you should consult your "Introduction to the Amiga" manual. Another excellent source of information is your local Amiga users group. (Veteran users: Areas with new information are marked with a '*'.) Contents: @{" * Distribution, Copyrights%)@E7, Etc. " link Legal } @{" Introduction " link Introduction } @{" * Useage From CLI " link CLIUseage } @{" * Useage From Workbench " link WBUseage } @{" Viewing Commands " link ViewCmds } @{" * Configuration File " link ConfigFile } @{" Playing Anims From Disk " link DiskAnim } @{" Using Viewtek with Datatypes " link DataTypes } @{" Using Viewtek with XPK " link XPK%*/ } @{" * Viewtek for DCTV " link DCTV } @{" * Viewtek for EGS " link EGS } @{" * Viewtek for Firecracker " link FC24 } @{" * Viewtek for IV-24 " link IV24 } @{" * Viewtek for OpalVision " link Opal } @{" * Viewtek for Retina " link Retina } @{" * Viewtek for Picasso " link Picasso } @{" The MakeAnim7 Utility " link MakeAnim7.guide/Main } @{" * Known Bugs %+'OO4 " link KnownBugs } @{" * Frequently Asked Questions " link FAQ } @{" Examples of Useage " link Examples } @{" The Author " link Author } @{" * Acknowledgements " link Acks } @{" * Reporting Bugs & Suggestions " link Bugs } Hope you enjoy the program! - TEK @endnode @node Legal "Distribution, Disclaimer, Etc." Copyright ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%,xa5~~~ The Viewtek executables and documentation are Copyright 1992-1994 by Thomas Krehbiel, All Rights Reserved. Viewtek is NOT public domain. The author retains all rights to the program. This software is based in part on the work of the Independant JPEG Group. Distribution ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Viewtek may be freely distributed to any bulletin board service, commercial network, public domain collection, human %-X`being, or alien race so long as the following conditions are met: 1) No fees (beyond reasonable media fees) may be charged for its sole distribution. (That is, no unreasonable fees may be charged for, say, a disk containing only Viewtek.) I would call more than $3 unreasonable. 2) All Viewtek-related files included in any distribution must remain unchanged from the original archive as uploaded by me. 3a) Any distribution of Viewtek must include all files as contained in%.7 the original archive as uploaded by me, with the following exception: 3b) If Viewtek is being used only as a viewer utility (ie. generally hidden from the user) for another package (commercial or otherwise), you are free to select only the files you require from the original archive. You must, however, include somewhere in your documentation (either on disk or printed), the following statement: Viewtek 1992-1994 Thomas Krehbiel, All Rights Reserved 3c) If you recei% /:ve an incomplete copy of the Viewtek distribution (such as within a larger commercial package; see 3b above), you are free to use it for yourself, but heed conditions 3a and 3b above (ie. you may not distribute incomplete Viewtek packages unless it is used only as a viewer for a 'larger purpose'). 4) There are no special limitations on distributing Viewtek with commercial products or disk magazines (beyond the above conditions, that is). (I think that covers it. Basically I % 0dwrote Viewtek for anybody that wants to use it for whatever reason; I just don't want partial archives floating around that people might mistake for a complete release.) Disclaimer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ No warranties of any kind are made as to the functionality of this program. You are using it at your own risk. @endnode @node Introduction "Introduction to Viewtek" Viewtek is a picture and animation viewer utility des% 1Yigned for Workbench 2.0 and up. It started out as a pretty simple project, but naturally it's developed into a large shambling behemoth of a program (well, sort of). Viewtek can show the following types of files: IFF ILBM (any depth, including SHAM, CTBL, PCHG) IFF ANIM (op5, op7, and op8) Compuserve GIF (GIF87a or GIF89a) JPEG (the standard JFIF format) Amiga Icons (.info files, that is) When showing an % 2Nimage, Viewtek tries to put the picture on a native Amiga display without any rendering or color reduction. If this is not possible (eg. the image is 24-bit), then Viewtek will then try to make a passable rendering of the image to a HAM mode. Or, if you are using one of the versions of Viewtek specifically made for a certain display board, the image is rendered to that display board. Animations are always shown in native Amiga modes. Starting Quickly ~~~~~~~~~~~~~~~~~~~~~~~~~% 3q$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From Workbench: Double-click the VT program icon, and select one or more files from the resulting file requester to view images or animations. See @{" Useage From Workbench " link WBUseage } for more details about Workbench operation. From CLI: Type VT followed by one or more image files or directories. See @{" Useage From CLI " link CLIUseage } for details about CLI useage. Use the left mouse button to proceed to the %4Z#Lnext image when viewing a batch of images. See @{" Viewing Commands " link ViewCmds } for details on keyboard commands while viewing pictures and/or animations. @endnode @node ViewCmds "Viewing Commands" Viewing Commands ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ESCAPE Abort viewing immediately. BACKSPACE Abort viewing current directory (when using 'ALL'). LMB/RMB Go to next picture (unless using the 'NOCLICK' opti%5DDon). SPACE Will hold on the current picture, when using DELAY. S (Picture Only) Will save the currently displayed picture as an ILBM (you will be asked for an output filename). ANY KEY Go to next picture. Arrow Keys (Picture Only) Certain versions of Viewtek use the arrow keys to scroll around in images larger than the screen. (For example, the OpalVision and EGS v%640ersions.) CTRL+Arrows Move image/anim around on the display (overscan position). Up Arrow (Anim Only) Return to beginning of the animation. Right Arrow (Anim Only) Pause/single step animation. Down Arrow (Anim Only) Resume playing animation after paused. C (Anim Only) Toggle "continuous" mode. F1 (Anim Only) Play animation as fast as possible. F2 (Anim Only) Play animation at 60fps. F3 (Ani%7VOVm Only) Play animation at 30fps. F4 (Anim Only) Play animation at 24fps. F5 (Anim Only) Play animation at 15fps. F6 (Anim Only) Play animation at 12fps. F7 (Anim Only) Play animation at 10fps. F8 (Anim Only) Play animation at 5fps. F9 (Anim Only) Play animation at 1fps. F10 (Anim Only) Play animation at rate specified in ANIM file. @endnode @node CLIUseage "Useage From CLI" Useag%8[e From CLI ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Viewtek generally works better from CLI (assuming you can type), since you have more options immediately available to you. Command lines are given in the standard AmigaDOS format used by all the system commands. The basic syntax is: VT [options] The following CLI options are available: VT @{"[ALL]" link OptAll} @{"[BUFSIZE ]" lin%9Tk OptBufSize} @{"[CONFIG ]" link OptConfig} @{"[CLIP]" link OptClip} @{"[CONT]" link OptCont} @{"[DELAY ]" link OptDelay} @{"[DEFAULT]" link OptDefault} @{"[DISK]" link OptDisk} @{"[DATATYPES]" link OptDataTypes} @{"[FOREVER]" link OptForever} @{"[FPS ]" link OptFps} @{"[HIDE]" link OptHide} @{"[HIRES]" link OptHires} @{"[ICONIFY]" link OptIconify} @{"[ILBM]" link OptILBM} @{"[INFO]" link OptInfo} @{"[LACE]" link OptLace} @{"[LOWMEM]" %: Slink OptLowMem} @{"[LORES]" link OptLores} @{"[LOOP ]" link OptLoop} @{"[MAXFRAMES ]" link OptMaxFrames} @{"[NOBUSY]" link OptNoBusy} @{"[NOCLICK]" link OptNoClick} @{"[NODISK]" link OptNoDisk} @{"[NOLACE]" link OptNoLace} @{"[NOSCROLL]" link OptNoScroll} @{"[NTSC]" link OptNTSC} @{"[PAUSED]" link OptPaused} @{"[PAL]" link OptPAL} @{"[POINTER]" link OptPointer} @{"[QUIET]" link OptQuite} @{"[REPEAT ]" link OptRepeat} @{"[SUPER72]" link OptSuper%;$72} @{"[SAVE ]" link OptSave} @{"[SCREENMODE ]" link OptScreenMode} @{"[SPEED ]" link OptSpeed} @{"[SUPERHIRES]" link OptSuperHires} @{"[UNDERSCAN]" link OptUnderscan} @{"[UNIT ]" link OptUnit} @{"[ ... ]" link OptFiles} Typing VT ? will give you a brief, jumbled display of all available options. If no files are given on the command line, a file requester will be presented from which you can select files to%<8 view. All options given on the command line will affect the files selected with the file requester. All options from CLI have two-letter abbreviations to ease your typing burden. See the details about each option for the appropriate abbreviation. @endnode @node WBUseage "Useage From Workbench" Useage From Workbench ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Viewtek may be run from Workbench in several ways. 1) Double-clicking on the %=kViewtek icon will bring up a requester asking for one or more files to view. Options are read from the Viewtek icon's tool types, and from the configuration file (see @{" Configuration File " link ConfigFile}) if present. 2) You may use extended selection to highlight several picture or animation icons and, while holding shift, double-click on the Viewtek program icon. The files selected will be shown. Options are read from the Viewtek program's icon, and from the configuratio%>n file (see @{" Configuration File " link ConfigFile} if present. In addition, options are read from the icons of each picture that is shown, so you can set options up for each picture individually through its icon. 3) You may set Viewtek as the default tool for any picture or animation project icon. Options will be read from the Viewtek program's icon, and from the configuration file (see @{" Configuration File " link ConfigFile} if present. Options will also be read from the %?֗Tpicture's project icon. The following tool types are available: @{" DEFAULTDIR= " link OptDefaultDir } @{" ALL " link OptAll } @{" BUFSIZE= " link OptBufSize } @{" CLIP " link OptClip } @{" CONT " link OptCont } @{" DEFAULT " link OptDefault } @{" DELAY= " link OptDelay } @{" DISK " link OptDisk } @{" DATATYPES " link OptDataTypes } @{" FOREVER " link OptForever } @{" FPS= " link OptLoop } @{" LOWMEM " link OptLowMem } @{" LORES " link OptLores } @{" MAXFRAMES= " link OptMaxFrames } @{" NOBUSY " link OptNoBusy } @{" NOCLICK " link OptNoClick } @{" NODISK " lin%AIUk OptNoDisk } @{" NOLACE " link OptNoLace } @{" NOSCROLL " link OptNoScroll } @{" NTSC " link OptNTSC } @{" PAUSED " link OptPaused } @{" PAL " link OptPAL } @{" POINTER " link OptPointer } @{" QUIET " link OptQuiet } @{" REPEAT= " link OptRepeat } @{" SPEED= " link OptSpeed } @{" SUPER72 " link OptSuper72 } @{" SUPERHIRES " link OptSuperHires } @{" UNDERSCAN " link OptUnderscan } If you are p%BYJlanning to put Viewtek into your WBStartup drawer and use the @{" ICONIFY " link OptIconify} option, you should also add the tool type DONOTWAIT to the icon. Otherwise, you will get a requester to the effect of "Program Viewtek not finished. Wait some more?" every time you reboot. @endnode @node ConfigFile "Configuration File (2.0)" Configuration File (2.0) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Viewtek 2.0 supports a simple configuration%C file which can be used to set commonly used options so you don't have to type them every time. By default, Viewtek looks for the configuration file as "ENV:VT.defaults", however you may change this with the @{" CONFIG " link OptConfig} option. Note that command line options override whatever is in the configuration file. Also note that if you specify a switch in the configuration file there is no way to "undo" that switch from the command line. Each line in the confi%D#guration file must contain its own option (ie. you cannot put more than one option on a line) just as you would specify them on a CLI command line. However, note that you cannot abbreviate options in the configuration file, they must be spelled out. Blank lines and lines beginning with a semi-colon (;) are ignored. A sample configuration file: ; Sample Viewtek config file DELAY 2 CONT POINTER The file "VT.defaults", included with the archive, contai%E`Nns a template for building your own configuration files. Simply uncomment the lines that you want to include (by removing the leading semi-colon). @endnode @node DiskAnim "Playing Animations From Disk" Playing Animations From Disk ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Viewtek can play animations directly from disk... sort of. How well it works depends on many factors: - The speed of your computer. - The speed of your hard dr% FTive and/or controller. - The complexity/resolution of the animation. - The chosen playback rate. - The chosen buffer size. - How much you're willing to fiddle with parameters. Here's an overview of how it works: Playback from disk is done with two tasks; one task is responsible for reading data from disk, the other task is responsible for decoding and displaying the frames. Basically, while the disk reader is getting data from disk, the playback task is %!G&playing the frames from the previous batch. Buffer Size. The buffer size is very important to the performance of the playback. The idea is to make the buffer size such that a new batch of frames can be read from disk faster than VT can play the frames from the previous batch. If the buffer size is too small, VT will end up stuttering during playback because it has to wait for the disk reader to catch up to the playback task. However, if the buffer size is too large, a lot of %"H-wasted time will be spent reading from the hard drive (on my system, reading from the drive for extended periods of time also causes the animations to stutter - not sure if this is just my own HD or a universal problem tho). (Buffer size is set with the @{" BUFSIZE " link OptBufSize} option.) (NOTE: Animations with large deltas will require larger buffer sizes. Viewtek will inform if you need to increase the buffer size (and give you an approxiamate target size).) Playback R%#Ihate. A good way to smooth out the playback is to slow down the playback rate. This will give the disk reader task more time to read from the disk. Animation Complexity. Let me be blunt: If you think a 736x480, HAM8 animation of a camera pan is going to animate well, you're crazy. The Amiga's good, but it ain't *that* good. :) Computer Speed. Obviously, the faster your computer, the better the results are going to be. I personally haven't tried VT on a system equipped %$J_with less than a 68040 for quite some time, so I can't really comment on whether it will even work at all on a 68000. Hard Drive Speed. I've tried HD playback on two systems: One is an A4000 with the internal IDE drive, along with a GVP SCSI controller and a Maxtor drive. The other is an A2000 with a GVP G-Force 040 (SCSI controller built-in) and a couple Quantum drives. (Funny how I have all this GVP stuff, ain't it? :) The results I get are generally pretty good, although %%KZ|0stuttering animations definitely do happen. Fiddling with the playback rate and buffer size usually helps in all but the most severe cases though. In short, if you have a 1MB A500 and want to genlock your 40MB HAM interlace animations onto videotape for production work, you'll be disappointed. This feature is strictly a novelty at this point. CAVEATS: The Up Arrow does not work when playing anims from disk, and the animations are always played in "continuous" mode; ie. if %&LgMthe anim doesn't have loop frames it's going to look pretty strange. Also, animations with small numbers of frames will not work very well (they might even crash, actually). @endnode @node DataTypes "Using Viewtek with DataTypes" Datatypes (Kickstart 3.0 And Above) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Viewtek 1.05 makes use of 3.0's datatypes.library. This means that when VT runs across a file it is not capable of reading, it then asks %'M]datatypes to try and read the file. If it can, then VT will still be able to show the file. If you want VT to use datatypes exclusively (ie. not try to identify or decode the files within VT at all), use the @{" DATATYPES " link OptDataTypes} option on the command line. This lets you, for example, use the GIF datatype instead of VT's own GIF decoding. NOTE: Processing files via. datatypes works a little differently than things normally work in VT... there is no way to abort%(N reading a file, and the file is read entirely into memory before even opening a display screen. @endnode @node XPK "Compressed Files (Using XPK)" Compressed Files (Using XPK) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Viewtek 1.05 supports the XPK compression package (a nice package, BTW), allowing it to read any kind of encoding scheme that XPK itself supports. In order to continue using iffparse.library and in general keep VT the way it %)OKis, it works a little strangely: the encoded file is decompressed to a temporary file in T:, which is then shown normally by Viewtek. Obviously, this could impose some memory problems if your T: directory happens to be in RAM:. Once you have XPK installed properly, Viewtek's handling of compressed files is totally transparent. You'll have to get the XPK package elsewhere; consult a BBS near you (I got it from BIX). @endnode @node DCTV "Viewtek for DCTV" Viewtek for DCTV %*P@| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The program "VT_DCTV" is a special version of Viewtek compiled to take advantage of Digital Creations' DCTV display gizmo. Images that cannot be displayed on your normal Amiga display will be rendered to the DCTV in 24-bits. At this time, the DCTV version does not support scrolling in images larger than your screen. (You will be able to autoscroll around in them like a regular Amiga pic, but the DCTV coo%+Q>kie and such will not update and you'll likely get a garbage display.) Note that all DCTV renderings are by necessity HIRES, which means that lores images will appear squished horizontally. Small images may not render successfully to DCTV - you will get a message that says "Cannot allocate DCTV context" if this is the case. It should work with any version of the dctv.library. @endnode @node IV24 "Viewtek for IV24" Viewtek for IV24 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%,R 3~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The program "VT_IV24" is a special version of Viewtek compiled to take advantage of GVP's IV-24 24-bit display adaptor. Images that cannot be displayed on your normal Amiga display will be rendered directly to the IV-24 in 24-bits. At this time, the IV-24 version does not support scrolling in images larger than your screen. Note that the image will not be shown until it is finished reading from disk. (In effect, the @{" HIDE " link OptHid%-Suƣe} option is always on.) @endnode @node Opal "Viewtek for OpalVision" Viewtek for OpalVision ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The program "VT_Opal" is a special version of Viewtek compiled to take advantage of Opal Technologies' OpalVision 24-bit display adaptor. Images that cannot be displayed on your normal Amiga display will be rendered to the OpalVision display in either 8-bits or 24-bits. 8-bit images (GIFs, for example) will be sh%.T1aown in an 8-bit OpalVision screen. Deeper images will use a 24-bit screen. Images larger than the screen can be viewed in their entirety by using the arrow keys to scroll around. Sorry about the flash, but I couldn't find a way to avoid this without using gobs of chip memory. Note that showing super-bitmap images requires a great deal more (Amiga) memory than normal - if enough memory cannot be allocated, you will not be able to scroll around in the image. Note that the ima%/Uĵge will not be shown until it is finished reading from disk. (In effect, the @{" HIDE " link OptHide} option is always on.) @endnode @node Retina "Viewtek for Retina" Viewtek for Retina ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The program "VT_Retina" is a special version of Viewtek compiled to take advantage of Macro Systems' Retina 24-bit display adaptor. Images that cannot be displayed on your normal Amiga display will be rendered to the Retina %0V'Wdisplay in either 8-bits or 24-bits. 8-bit images (GIFs, for example) will be shown in an 8-bit Retina screen. Deeper images will use a 24-bit screen. Super-bitmap images (ie. images larger than will fit on the screen) can be viewed in their entirety using the arrow keys. Note that showing super-bitmap images requires a great deal more (Amiga) memory than normal - if enough memory cannot be allocated, you will not be able to scroll around in the image. IF YOU USE ONE MO%1W\NITOR AND RETINAEMU: You will want to add an entry to the screen list of RetinaEmu. The screen name is called "Viewtek's Screen" (without quotes), and you will need to set it to output to Amiga instead of the Retina. In order for the "Viewtek's Screen" entry to show up in the RetinaEmu list, you will need to run VT_Retina at least once on an image that will be rendered to the Retina display (eg. a 24-bit or JPEG image, or a GIF on a non-AGA machine). VT_Retina was tested using%2Xj Retina software version 1.4, I have no idea whether it will work with earlier versions (it probably will, but I won't make any guarantees). @endnode @node FC24 "Viewtek for Firecracker" Viewtek for Firecracker ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The program "VT_FC24" is a special version of Viewtek compiled to take advantage of Impulse's Firecracker 24 display card. Images that cannot be displayed on your normal Amiga display will be render%3Y\Ned to the Firecracker display in 24-bits. At this time, the Firecracker version does not support scrolling in images larger than your screen. WARNING: This version has not been heavily tested. @endnode @node EGS "Viewtek for EGS" Viewtek for EGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The program "VT_EGS" is a special version of Viewtek compiled to work with Viona's EGS libraries. This should work on any EGS-compatible display card. Im%4Zages that cannot be displayed on your normal Amiga display will be rendered to the EGS-compatible card. Images are always rendered using the same screen mode as the default screen (but the images aren't actually rendered to the default screen). Super-bitmap images (ie. images larger than will fit on the screen) can be viewed in their entirety using the arrow keys. @endnode @node Picasso "Viewtek for Picasso" Viewtek for Picasso ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%5[b~~~~~~~~~~~~~~~~~~~~~~~~~~ The program "VT_Picasso" is a special version of Viewtek compiled to work with Village Tronic's Picasso board. Images that cannot be displayed on your normal Amiga display will be rendered to the Picasso board in 24-bits. This is a fairly late addition, and has not been tested very much (although I didn't notice any problems with it). For each picture displayed, VT lets the vilintuisup.library figure out the best scan rate and such to display in%6\ , so not all pictures will be displayed in the same resolution. @endnode @node Examples "Examples" Examples ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1> VT picdir Show all files in the "picdir" directory. 1> VT picdir ALL Show all files in "picdir", including subdirectories. 1> VT picdir SUPER72 SUPERHIRES LACE Show all files in "picdir", forcing them into Super72 800x600 mode. 1> VT myjpeg SAVE ram:mypic Show "myjpeg", and sa%7]Cpve the resulting screen to "ram:mypic". 1> VT picdir HIDE Show all files in "picdir", but don't show each picture until it is fully read into memory. 1> VT picdir FOREVER DELAY 2 HIDE Show each file in "picdir" for 2 seconds, repeat forever. A good way to do a slideshow. 1> VT picdir SCREENMODE "MULTISCAN:Productivity" Show all files in "picdir", forcing each one into Productivity mode. @endnode @node Acks "Acknowledgements" Acknowledgements ~~~~~~~~~~~~~~~~~~%8^m~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Thanks to the following people (in no particular order): o Peter Bornhall, who sent me a disk with AmigaGuide versions of all the Viewtek documentation. I didn't use his documents, but he did inspire me to create my own. o The Independant JPEG Group for their excellent JPEG decoder. o Kermit for relaying bug reports, suggestions, etc. from the nets. o Bob for "not caring"... :) o All th%9_PYe other ImageFX beta testers who got suckered into testing Viewtek. o And of course, all the people who use and like the program. @endnode @node Author "The Author" The Author ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I can be reached on BIX as "tkrehbiel". BIX is also connected to the Internet, so my Internet address is "tkrehbiel@bix.com". Note: Any email that was sent to me in February or March sorta got lost. (Warning: %:`ņI'm pretty slow responding to email these days. And please don't be offended if I answer tersely or not at all, I get a lot of email and I don't really have time to answer each one with pages of text.) (Note: I am currently not available for any sort of programming work, including, but not limited to, custom versions of Viewtek.) @endnode @node Bugs "Reporting Bugs And Suggestions" Reporting Bugs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ %;a4| When reporting bugs, it would help me a great deal if you could try to be as specific as possible about the conditions under which the program failed. For example, your configuration, what exactly you were doing, what options you were using, what else might have been running, etc. Usually whatever file caused the problems will help me out too, if it's relatively small (you can bixmail stuff to me, or uuencode stuff to me, or whatever - see my internet address below). Make sure %<byou check the @{" known bugs " link KnownBugs} before reporting a problem! Suggestions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I am always open to suggestions; however, I do have goals in mind for the program so I may not implement every suggestion I get if it doesn't really fit with my "plan". I'm also under pretty heavy time constraints these days - I don't get much of a chance to work on Viewtek. Generally, I'm more likely to implement %=cusimpler suggestions than complex suggestions. And I'm very unlikely to support reading other file formats (use DataTypes for this), or saving to other file formats, or more complex rendering algorithms. @endnode @node FAQ "Frequently Asked Questions" Frequently Asked Questions (well, some, anyway) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. Why don't you include versions compiled for 68030's or 68040's? A. The speed difference is so negli%>d6ߣgable as to not be worth the effort. Q. How come Viewtek's GIF and JPEG renderings on my A2000 don't look as good as some other software? A. Because Viewtek is not meant to be a dedicated rendering program; it is only meant to give you a fairly quick representation of the images. High quality rendering takes time. Viewtek generally works best when you are showing images that aren't deeper than your available display (unless you have a 24-bit car%?e1d). Q. Will you support display card X? A. Internally, Viewtek 2.0 is organized much better for this type of support, so the chances of supporting new display cards are much better than they used to be. Generally my criteria for picking display cards to support are: 1) how cool is the card, 2) how easy is it to support with the supplied developer info, 3) do I have one, 4) would I be likely to use one regularly. Q. Could you add a feature to%@f show images in little Workbench windows? A. Besides the fact that I think this particular 'feature' isn't even remotely useful, it would require some fairly major internal rewriting. Perhaps when every Amiga owner has a minimum 8-bit (chunky) Workbench I'll consider it. Q. Is there anything I can do to speed up GIF viewing? A. Try using the HIDE option, or find a really fast GIF datatype. Q. Will there ever be a Viewtek for 1.3 users? A. Hah! Goo%AgAd one... :) Q. What about some kind of graphical front-end? A. It's on my list of things to do at some future date. Which could be anywhere from tomorrow to never. Q. What the heck does UBTASITE mean? A. :) Q. How come you don't release new versions every other day? A. Most of my time is spent working on ImageFX / CineMorph, which is what I get paid for so I give them a little more priority. :) My spare time goes to such projects as Viewtek and%Bhy Rend24, along with about a dozen other programs that will doubtless never see the light of day. Not to mention my recently awakened all-consuming music habit. Q. What was the deal with Viewtek 2.0? A. Somehow, a beta version of the upgrade to 1.05, then called VT 2.0, was released (definitely not by me). Needless to say, it wasn't quite ready to go public, what with the GIF problems and all. I apologize for any inconvenience it may have %CiCGcaused, but unfortunately the program spread like wildfire so there wasn't much I could do about it. Q. How come the program is so S-L-O-W? A. You get what you pay for... :) Q. Is there any way to use DataTypes under 2.0/2.1? A. Not that I know of. Q. How about showing animations on some other display boards, like my super-fast wizbang zappa board? A. ANIMs are sorta optimized for bitplane-type displays, so the process of converting them t%DjVo the format your super-fast wizbang zappa board could handle would negate any speed advantage the board itself might give. Q. What about MPEG? A. Yeah, right... :) Seriously, I consider this to be totally outside the domain of Viewtek. Q. How come I can't ping-pong anims or show them in reverse? A. ANIMs are encoded to be played forwards only. To play them backwards, you'd have to actually build it that way to start with. @endnode @nod%Ek/e KnownBugs "Known Bugs In Viewtek" Known Bugs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ All: - Slight memory leaking aborting JPEGs in progress. - Memory fragmentation may become a problem when viewing a lot of JPEGs and GIFs. VT_Opal: - Horrid screen flashing when scrolling in super-bitmaps. Not sure what I can do about it though. - Opal screens seems to "jitter" whenever there's hard drive activity (at least with GVP scsi drives%Fl,K on my A2000). Don't think there's anything I can do about it, though. VT_Retina: - Regular Amiga screens (eg. HAM pics) don't show up on the Retina when using RetinaEmu and one-monitor (well, you get a black screen). Unfortunately, there's nothing I can do about this at the moment. If you have two monitors, you can set the "VT_Retina" output to appear on Amiga. - 32 bytes seem to disappear for each file shown. I'm not sure whether this is %Gm6LVT or the Retina software, though. VT_EGS: - EI_ScrollWindow() doesn't seem to scroll in negative directions, so you can only scroll down and to the right in a super-bitmap image. - The way it currently gets a black background frankly sux. @endnode @node OptFiles "File Handling Options: FILES" @{b}FILES (CLI only)@{ub} Format: [ ... ] Template: Files/M ToolType: (not available) One or more files, directories, or p%Ho ٦ atterns. If you give VT a directory, all files in that directory will be shown (in no special order). Standard AmigaDOS wildcards are supported. Basically, anything that is not a recognizable option is assumed to be a file spec. Examples: VT mypicture VT DH0:picturedrawer VT DH0:#?.pic VT DH0:#?.pic DH1: VT DH1:(~#?.info) @endnode @node OptAll "File Handling Options: ALL" @{b}ALL@{ub} Format: ALL -or- AL n~}|{zyxwvutsrqpo%%IpG Template: AL=All/S ToolType: ALL Tells VT to recursively enter subdirectories. Example: VT picdir ALL @endnode @node OptClip "File Handling Options: CLIP" @{b}CLIP@{ub} Format: CLIP -or- CL Template: CL=Clip/S ToolType: CLIP Show the contents of the clipboard. By default, clipboard unit 0 is shown. You can change this by using the @{" UNIT " link OptUnit} option. Example: VT CLIP @endnode @node OptD%Jqxelay "File Handling Options: DELAY" @{b}DELAY@{ub} Format: DELAY -or- DE Template: DE=Delay/K/N ToolType: DELAY= Number of seconds to show each picture or animation before automatically proceeding to the next one. The timer doesn't start until *after* the picture or animation has been loaded. If you decide you want to look at a picture longer, press the space bar and the timer will be stopped. You %KrL7can then press the left mouse button normally to proceed to the next picture. Example: VT DH0:pictures DELAY 3 ; hold on each picture 3 seconds @endnode @node OptDataTypes "File Handling Options: DATATYPES" @{b}DATATYPES@{ub} Format: DATATYPES -or- DT Template: DT=DataTypes/S ToolType: DATATYPES Force VT to use Datatypes to identify and display files (normally datatypes is the last thing checked before giving up on a file). %Lsz+ This lets you, for example, use a datatypes GIF converter instead of the one built into VT. This only works under Workbench 3.0 or greater. Example: VT DH0:flower.gif DT @endnode @node OptDefaultDir "File Handling Options: DEFAULTDIR" @{b}DEFAULTDIR (Workbench or Configuration File only)@{ub} Format: DEFAULTDIR Template: DefaultDir/K ToolType: DEFAULTDIR= Specify the directory where Viewtek will open its i%MtgMnitial file requester. Example: DEFAULTDIR=DH0:pictures @endnode @node OptForever "File Handling Options: FOREVER" @{b}FOREVER@{ub} Format: FOREVER -or- FO Template: FO=Forever/S ToolType: FOREVER Repeat showing the list of files given on the command line forever and ever amen (and/or until cancelled with ESCAPE). Example: VT DH0:pictures FOREVER @endnode @node OptILBM "File Handling Options: ILBM" @{b}ILBM@{ub} %Nu Format: ILBM -or- IL Template: IL=ILBM/S ToolType: ILBM Force VT to assume all files are ILBM pictures. This is really only useful in case you only want to show the first frame of an animation and not the whole thing. Example: VT DH0:running.anim ILBM @endnode @node OptNoClick "File Handling Options: NOCLICK" @{b}NOCLICK@{ub} Format: NOCLICK -or- NC Template: NC=NoClick/S ToolType: NOCLICK Disable the %Ovjstandard method of using the mouse buttons to skip to the next picture. With this option enabled, you will have to use the keyboard. Example: VT DH0:pictures NOCLICK @endnode @node OptRepeat "File Handling Options: REPEAT" @{b}REPEAT@{ub} Format: REPEAT -or- RE Template: RE=Repeat/K/N ToolType: REPEAT= Repeat showing the list of files given on the command line the number of times specified (or until %Pw icancelled manually with ESCAPE). Example: VT DH0:pictures REPEAT 5 @endnode @node OptSave "File Handling Options: SAVE" @{b}SAVE (CLI Only)@{ub} Format: SAVE -or- SA Template: SA=Save/K ToolType: (not available) Save the resulting image that VT renders to a displayable ILBM file. This allows you to use VT as a (*very*) simple file conversion utility. Note that only images rendered to Amiga scre%QxRiens may be saved this way; you can't, for example, save images that are rendered to an OpalVision. Also note that this only works on still images, not on animations. You can also hit 'S' while viewing a picture to save it. Example: VT DH0:rosebud.JPG SAVE DH0:rosebud.pic @endnode @node OptUnit "File Handling Options: UNIT" @{b}UNIT@{ub} Format: UNIT -or- UT Template: UT=Unit/K/N ToolType: %Ry UNIT= Specify clipboard unit when showing contents of clipboard. This is only useful when used in combination with the @{" CLIP " link OptClip} option. (I believe there are 256 clipboard units, or thereabouts - VT does not check to see that you have given a valid unit number.) Example: VT CLIP UNIT 4 @endnode @node OptBufSize "Animation Options: BUFSIZE" @{b}BUFSIZE@{ub} Format: BUFSIZE -or- BU %Sz! Template: BU=BufSize/K/N ToolType: BUFSIZE= Sets the buffer size when playing animations directly from hard drive, in KB (ie. BUFSIZE 128 == 128KB). VT actually allocates 3 of these buffers, so don't get too crazy. Also see the notes on playing animations from disk elsewhere in this document. Example: VT BUFSIZE 256 big.anim @endnode @node OptCont "Animation Options: CONT" @{b}CONT@{ub} Format: %T{ߦ CONT -or- CO Template: CO=Cont/S ToolType: CONT Force animations to be considered "continuous". My definition of a "continuous" animation is one that has those two looping frames stuck on the end (like the kind that DPaint always creates). Normally, VT will only consider an animation to be continuous if a DPAN chunk is found. Example: VT CONT water.anim @endnode @node OptDisk "Animation Options: DISK" @{b}DISK@{ub} Fo%U|.rmat: DISK -or- DI Template: DI=Disk/S ToolType: DISK Force animations to be played directly from disk. Example: VT DISK water.anim @endnode @node OptFps "Animation Options: FPS" @{b}FPS@{ub} Format: FPS -or- FP Template: FP=FPS/K/N ToolType: FPS= Specify animation playback rate in frames per second. Values greater than 60 FPS are meaningless. Example: VT FPS 24 water.anim @endn%V}~Ccode @node OptLoop "Animations Options: LOOP" @{b}LOOP@{ub} Format: LOOP -or- LP Template: LP=Loop/K/N ToolType: LOOP= Number of times to loop an animation before continuing on with the next file. Normally, VT will loop until you tell it to stop. Example: VT LOOP 3 water.anim @endnode @node OptMaxFrames "Animation Options: MAXFRAMES" @{b}MAXFRAMES@{ub} Format: MAXFRAMES -or- MA Template: MA=MaxFrames/K/N ToolType: MAXFRAMES= Maximum number of frames to read from an animation. This is handy if you don't quite have enough memory to load an entire animation, or for some reason the anim is corrupted beyond repair halfway through; VT will only read in the number of frames you specify before going on to show it. Example: VT MAXFRAMES 30 water.anim @endnode @node OptNoDisk "Animation Options: NODI%Xv{SK" @{b}NODISK@{ub} Format: NODISK -or- ND Template: ND=NoDisk/S ToolType: NODISK Never show animations from disk. Normally, VT will try to play an animation from disk if it sees you don't have enough memory to play the animation from RAM. If VT encounters an animation larger than you have memory for and the DODISK option is on, it will fail to play the animation. Example: VT NODISK water.anim @endnode @node OptSpeed%Y "Animation Options: SPEED" @{b}SPEED@{ub} Format: SPEED -or- SP Template: SP=Speed/K/N ToolType: SPEED= Specify animation playback rate in jiffies per frame (one jiffy is 1/60th of a second). Example: VT SPEED 3 water.anim ; 1/20th second per frame @endnode @node OptPaused "Animation Options: PAUSED" @{b}PAUSED@{ub} Format: PAUSED -or- PA Template: PA=Paused/S ToolType: PAUSE%Z(D Begin animations in paused mode; you must hit the right or down arrow to actually begin playing the animation. Template: VT PAUSED water.anim @endnode @node OptDefault "Display Mode Options: DEFAULT" @{b}DEFAULT@{ub} Format: DEFAULT -or DF Template: DF=Default/S ToolType: DEFAULT Force pictures and animations to use the DEFAULT monitor id. This is handy in a couple of cases: 1) The picture or animation you are%[Ț viewing was saved using a monitor you do not have (eg. PAL). 2) The picture or animation you are viewing was saved explicitly using a monitor setting you don't like (eg. PAL). 3) You are running on an AGA machine and the picture or animation was saved explictely as NTSC or PAL, but you want the picture or animation to promote to DblNTSC or DblPAL so it won't flicker. @endnode @node OptHires %\ӕH"Display Mode Options: HIRES" @{b}HIRES@{ub} Format: HIRES -or- HI Template: HI=Hires/S ToolType: HIRES Force pictures and animations into HIRES. Use with caution; some viewmode combinations are not allowed on non-AGA machines (eg. HIRES HAM images). @endnode @node OptLace "Display Mode Options: LACE" @{b}LACE@{ub} Format: LACE -or- LA Template: LA=Lace/S ToolType: LACE Force pictures and animations into IN%]OsdTERLACE. @endnode @node OptLores "Display Mode Options: LORES" @{b}LORES@{ub} Format: LORES -or- LO Template: LO=Lores/S ToolType: LORES Force pictures and animations into LORES. @endnode @node OptNoLace "Display Mode Options: NOLACE" @{b}NOLACE@{ub} Format: NOLACE -or- NL Template: NL=NoLace/S ToolType: NOLACE Force pictures and animations into NON-INTERLACE. @endnode @node OptNoScroll "Display Mode Options: NOSCROL%^WL" @{b}NOSCROLL@{ub} Format: NOSCROLL -or- NS Template: NS=NoScroll/S ToolType: NOSCROLL Disable autoscrolling large pictures. Why would you want to do this, you ask? Beats me. :) @endnode @node OptNTSC "Display Mode Options: NTSC" @{b}NTSC@{ub} Format: NTSC -or- NT Template: NT=NTSC/S ToolType: NTSC Force pictures and animations to use the NTSC monitor. (Make sure you have the NTSC monitor in DEVS:MonitorsxNdHygnusEdTempA.904p&w$ M.W.B. DOXDISK #59 1995  ****************************************** SOME NICE SOLUTIONS FOR THE FANS P 01 ALIEN LEGACY SOLUTION P 20 INCA 2 SOLUTION P 02 ALONE IN THE DARK 2 SLV P 21 INHERIT THE EARTH SLV P 03 ALONE IN THE DARK 3 SLV P 22 JAMMIT CODES P 04 BIOFORGE SOLUTION P 23 KINGS QUEST 7 SOLUTION P 05 CYBERIA SOLUTION P 24 KYRANDIA 2 SOLUTION P 06 DARK FORCES SOLUTION P 25 HEMISPHERE SOUTH SOLV. P 07 DARK SUN 1 SOLUTION P 26 HEMISPHERE NORTH SOLV. P 08 DARK SUN 2 SOLUTION P 27 MENZOBERRANZAN SOLUTION P 09 DEATH GATE SOLUTION P 28 NOCTROPOLIS SOLUTION P 10 DISCWORLD SOLUTION P 29 SETTLERS HINTS P 11 DRAGONLORD SOLUTION P 30 SIMON SOLUTION P 12 DRAGONSPERE SOLUTION P 31 ULT.UNDERWORLD 2 SOLUTION P 13 ECSTATICA SOLUTION P 32 ULTIMA 8 SOLUTION P 14 GUILTY SOLUTION P 33 UNIVERSE SOLUTION P 15 HEIMDALL 2 SOLUTION P 34 WRATH OF THE GODS SOLV. Pu 16 HELL SOLUTION P 35 ZORK 1 SOLUTION P 17 HERO'S QUEST 1 SOLUTION P 36 ZORK 2 SOLUTION P 18 HOBOKEN FACTS P 37 ZORK 3 SOLUTION P 19 HOBOKEN SOLUTION P 38 ZORK 4 SOLUTION DRAGONLORD SOLUTION P 30 SIMON SOLUTION P 12 DRAGONSPERE SOLUTION P 31 ULT.UNDERWORLD 2 SOLUTION P 13 ECSTATICA SOLUTION P 32 ULTIMA 8 SOLUTION P 14 GUILTY SOLUTION P 33 UNIVERSE SOLUTION P 15 HEIMDALL 2 SOLUTION P 34 WRATH OF THE GODS SOLV. P%_D`.) @endnode @node OptPAL "Display Mode Options: PAL" @{b}PAL@{ub} Format: PAL -or- PL Template: PL=PAL/S ToolType: PAL Force pictures and animations to use the PAL monitor. (Make sure you have the PAL monitor in DEVS:Monitors.) @endnode @node OptSuper72 "Display Mode Options: SUPER72" @{b}SUPER72@{ub} Format: SUPER72 -or- S7 Template: S7=Super72/S ToolType: SUPER72 Force pictures and animations to use the SUPER72%` monitor. Generally only useful on AGA machines. (Make sure you have the SUPER72 monitor in DEVS:Monitors.) @endnode @node OptScreenMode "Display Mode Options: SCREENMODE" @{b}SCREENMODE@{ub} Format: SCREENMODE -or- SC Template: SC=ScreenMode/K ToolType: SCREENMODE= Specify the name of any available screen mode to show pictures and animations in. The name must be exact, as shown in the prefe%a5;rences ScreenMode program (if used from CLI, be sure to put quotes around the name if it has spaces in it). Case is not sensitive. Examples: VT SC "DBLNTSC:Low Res" VT SCREENMODE "MULTISCAN:Productivity" @endnode @node OptSuperHires "Display Mode Options: SUPERHIRES" @{b}SUPERHIRES@{ub} Format: SUPERHIRES -or- SU Template: SU=SuperHires/S ToolType: SUPERHIRES Force pictures and animations into SUPERHIRES mode. @endnode %bQJ@node OptUnderscan "Display Mode Options: UNDERSCAN" @{b}UNDERSCAN@{ub} Format: UNDERSCAN -or- UN Template: UN=Underscan/S ToolType: UNDERSCAN Disables overscan for any pictures or animations that VT shows. This lets you see all the way to the edges of super bitmap pictures. @endnode @node OptHide "Miscellaneous Options: HIDE" @{b}HIDE@{ub} Format: HIDE -or- HD Template: HD=Hide/S ToolType: HIDE Hide images%c] while they are being decoded. Normally, VT shows you the images while they are being read; this option causes VT to only show you the images when they are completely decoded. You probably want to set this for slideshow-style presentations. Setting this option also speeds up the decoding process slightly. @endnode @node OptIconify "Miscellaneous Options: ICONIFY" @{b}ICONIFY@{ub} Format: ICONIFY -or- IC Template: IC=Iconify/S T%dpioolType: ICONIFY Start VT in iconified mode. When iconified, a little AppIcon appears on your Workbench, where you can drag image icons to view them. Double-clicking the icon gives you options for quitting or showing files interactively. @endnode @node OptInfo "Miscellaneous Options: INFO" @{b}INFO@{ub} Format: INFO -or- IN Template: IN=Info/S ToolType: INFO Only display information about files, do not actually display the%e!m. This could be used, for example, to list information about pictures for a BBS system. @endnode @node OptLowMem "Miscellaneous Options: LOWMEM" @{b}LOWMEM@{ub} Format: LOWMEM -or- LM Template: LM=LowMem/S ToolType: LOWMEM Disable double-buffering of pictures. Handy if you don't have a lot of chip memory. @endnode @node OptNoBusy "Miscellaneous Options: NOBUSY" @{b}NOBUSY@{ub} Format: NOBUSY -or- NB Template: N%fжB=NoBusy/S ToolType: NOBUSY Do not show a busy pointer at any time. Effectively blanks the pointer 100% of the time. @endnode @node OptPointer "Miscellaneous Options: POINTER" @{b}POINTER@{ub} Format: POINTER -or- PO Template: PO=Pointer/S ToolType: POINTER Do not blank the mouse pointer when showing pictures. Leaves the mouse pointer visible so you can point to things in the picture (or whatever). @endnode @node OptQu%g"]\iet "Miscellaneous Options: QUIET" @{b}QUIET@{ub} Format: QUIET -or- QU Template: QU=Quiet/S ToolType: QUIET Do not print information about each file to the shell. Obviously, this is only useful when run from CLI. @endnode PO=Pointer/S ToolType: POINTER Do not blank the mouse pointer when showing pictures. Leaves the mouse pointer visible so you can point to things in the picture (or whatever). @endnode @node OptQu1$E34WERASS.LEVELCODESpM LEVEL CODES ------------- EMGENEERING TOWER Code Lives Ammo Keys Credits Weapons ------------------------------------------------------------------------------- Engineering Level 1 FKBSSSSSSDCAAASA 7 5 15 31.000 - all - FKHNSDEDSDCAAABL 7 5 15 125.000 MP3,L1,RFL3 FKBNSDEASDCAAACE 7 5 15 29.000 MP3,L1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Outdoor Sector 4 FJ R/{ SB Engineering Level 1 FKBSSSSSSDCAAASA 7 5 15 31.000 - all - Level 2 FL PS Level 3 FM PP Level 4 FN PN SCIENCE TOWER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Science Level 2 JGBSSSSSSDCAAASA 7 5 15 31.000 - all - JGHGSSEDSDCAAABD 7 5 15 118.000 MP3,L1,RFL3,P3 JGCJSDEASDCAAACH 7 5 15 41.000 MP3,L1 - - - - - - - - - - - - - - - - - - - - - - - - - -d~l - - - - - - - - - - - - - Outdoor Sector 3 JE SC Level 1 JF SB Science Level 2 JGBSSSSSSDCAAASA 7 5 15 31.000 - all - Level 3 JH PS Level 4 JI PP Outdoor Sector 4 JJ PN CIVILIAN TOWER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Civilian Level 3 EEHBSSSSSDCAAAAC 7 5 15 113.000 - all - EEHBSDAASDCAAADF 7 5 15 113.000 MP3 - - - - - - - - - - - - - - - - -$-p - - - - - - - - - - - - - - - - - - - - - - Crash Landing Site EB AF Level 1 EC AE Level 2 ED AD Civilian Level 3 EEHBSSSSSDCAAAAC 7 5 15 113.000 - all - Level 4 EF AB SECURITY TOWER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Security Level 3 FCBSSSSSSDCAAASI 7 5 15 31.000 - all - FCDBSDEASDCAAADG 7 5 15 49.000 MP3,L1 - - - - - - - - - - - - - - - - - - - - - - JA@- - - - - - - - - - - - - - - - - Level 1 FA SK Level 2 FB SJ Security Level 3 FCBSSSSSSDCAAASI 7 5 15 31.000 - all - Level 4 FD SH STORES TOWER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Stores Level 3 EJDSSSSSSDCAAASA 7 5 15 63.000 - all - EJDCSDAASDCAAADD 7 5 15 50.000 MP3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Outdoor Sector 2 E?=bG SD Level 1 EH SC Level 2 EI SB Stores Level 3 EJDSSSSSSDCAAASA 7 5 15 63.000 - all - Level 4 EK PS MILITARY TOWER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Military Level 3 EPDSSSSSSDCAAAPK 7 5 15 63.000 - all - EPASSDEDSDCAAABJ 7 5 15 15.000 MP3,L1,RFL3 EPAFSDAMSDCAAACB 7 5 15 5.000 MP3,Flame3 - - - - - - - - - - - - - - - - -w - - - - - - - - - - - - - - - - - - - - - - Outdoor Sector 3 EL PP Level 1 EM PN Level 2 EN PM Military Level 3 EPDSSSSSSDCAAAPK 7 5 15 63.000 - all - Level 4 ES PH - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Military Level 3 IPIASSSSSDCAAASD 7 5 15 128.000 - all - IPCBSDADSDCAAACI 7 5 15 33.000 MP3,RFL3 MAIN TOWER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Main Tower Level 1 (ber Science Level 4) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Main Tower Level 2 LAIJSSSSSDCAAASG 7 5 15 137.000 - all - LACJSDADSDCAAACM 7 5 15 41.000 MP3,RFL3 LAAPSDAISDCAAACD 7 5 15 14.000 MP3,Flame2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Main Tower Level 3 LBIJSSSSSDCAAASF 7 5 15 137.000 - all - = = = = P`"W = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Main Tower Level 4 HCIJSSSSSDCAAASI 7 5 15 137.000 - all - HCBPSLADSDCAAACB 7 5 15 30.000 MP3,RFL3,P2 HCAPSDADSDCAAACK 7 5 15 14.000 MP3,RFL3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 2 HA SK Level 3 HB SJ Main Tower Level 4 HCIJSSSSSDCAAASI 7 5 15 137.000 - all - Level 5 HD SH L m!evel 6 HE SG Level 7 HF SF ------------------------------------------------------------------------------- Code-Schlssel: ZX CC L PVW K DCAAA YY ---------------------- Z - Tower X_YY - Tower Level CC_YY - Credits L_YY - Lives K_YY - Keys P_YY - Body Armour (p) V_YY - Laser (L), Missiles (Mis) W_YY - Firewall (Flame), Refraction Laser (RFL) D_YY - 1 Spieler/2 Spieler-Modus CAAA - allgemeiner Codebestandteil YY - variierender Endcode  PlHVerwendet werden 16 Buchstaben (2^4): ABCD EFGH IJKL MNPS. Mit zunehmender Zahl an Lives, Keys, Credits und Waffen wachsen die Buchstaben- werte der vorderen Codes an: A --> B --> ... --> M --> N --> P --> S Gleichzeiteg nehmen die Buchstabenwerte des YY-Codeteils ab: S --> P --> N --> M --> ... --> B --> A Whrend beim hinteren YY-Codeteil die Nummerierung in diesem Sinne fortlaufend ist, werden im vorderen Codeteil die nicht im Code auftauchenden Buchstaben O, Q und R mitg ^ezhlt. D.h., da sich beim Sprung von 5 auf 6 Lives der Buchstabencode an Position 5 von N nach P ndert. Im YY-Codeteil ndert sich der Buchstabencode jedoch fr dieses eine Leben ber 2 Buchstaben, also beispielsweise von J nach H. Das nicht auftauchende O an Position 5 wird also als I im YY-Codeteil mitgezhlt. Beim Sprung von 6 auf 7 Lives verndert sich der Buchstabencode an Position 5 folglich von P nach S. Analog ndert sich der YY-Codeteil von H nach E, die nicht aufta x't^uchenden Buchstaben Q und R werden also als G und F mitgezhlt. Beim Aufruf der Level Codes werden maximal 7 Lives, 5 Amor und 15 Keys (begrenzt durch den S-Code) erzeugt, auch wenn bereits mehr angesammelt wurde. Ein gekaufter Scanner wird nicht im Level Code notiert. Auch der CAAA-Codeteil lt sich fr jeden Buchstaben separat bis zum S variieren, ich konnte jedoch keinen Effekt auf den Spielablauf feststellen. Es sind auch noch einige Variationen im levelspezifschen Codeteil  mglich, die jedoch unter Umstnden dazu fhren knnen, da der Spieler pltzlich auerhalb des Towers im schwarzen Nichts herumirrt. Code Lives Amor Keys Credits Waffen Lives - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - J L 1 5 1 15.000 MP1, L1 K K 2 5 1 15.000 MP1, L1 L J 3 5 1 15.000 MP1, L1 M I 4 5 1 15.000 MP1, L1 FKASNCEABDCAAADH 5 5 1 15.000 MP1, L1 P F 6 5 1 15.000 MP1, L1 S C 7 5 1 15.000 MP1, L1 Keys- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FKASNCEABDCAAADH 5 5 1 15.000 MP1, L1 C G 5 5 2 15.000 MP1, L1 D F 5 5 3 15.000 MP1, L1 F D 5 5 5 15.000 MP1, L1 I A 5 \` 5 8 15.000 MP1, L1 M CM 5 5 12 15.000 MP1, L1 S CJ 5 5 15 15.000 MP1, L1 Keys- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EPANSDEDNDCAAACD 7 5 13 13.000 MP3, L1, RFL3 P CB 7 5 14 13.000 MP3, L1, RFL3 S BP 7 5 15 13.000 MP3, L1, RFL3 Credits - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FKBDMDEAEDCAAAEC 4 5 4 19.000 MP3, L1 E EB 4 5 4 20.000 MP3, L1 G DS 4 5 4 22.000 MP3, L1 Credits - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FKBDNDEANDCAAADI 5 5 13 19.000 MP3, L1 G F 5 5 13 22.000 MP3, L1 J C 5 5 13 25.000 MP3, L1 L A 5 5 13 27.000 MP3, L1 M CS 5 5 j 13 28.000 MP3, L1 FKBNNDEANDCAAACP 5 5 13 29.000 MP3, L1 Panzer- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - D N 7 5 15 43.000 - all -,P0 IPCLSHSSSDCAAASJ 7 5 15 43.000 - all -,P1 L F 7 5 15 43.000 - all -,P2 S PP 7 5 15 43.000 - all -,P3 Weapons - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EEHBSDAASDCA/`AADF 7 5 15 113.000 MP3 SAA CG 7 5 15 113.000 MP3,P3 SAS BE 7 5 15 113.000 MP3,Flame3,RFL3,P3 SSA BE 7 5 15 113.000 MP3,L3,Mis3,P3 SSS AC 7 5 15 113.000 - all - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Fr alle Freunde unseres frhlichen Xenomorphs habe ich noch ein Alien Clip Art-Bild im IFF-Format beigefgt. Viel Spa. ---- 3`# S.V.G. ---- 15 113.000 MP3 SAA CG 7 5 15 113.000 MP3,P3 SAS BE 7 5 15 113.000 MP3,Flame3,RFL3,P3 SSA BE 7 5 15 113.000 MP3,L3,Mis3,P3 SSS AC 7 5 15 113.000 - all - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Fr alle Freunde unseres frhlichen Xenomorphs habe ich noch ein Alien Clip Art-Bild im IFF-Format beigefgt. Viel Spa. ----Oh him up a bit, and grab what he leaves behind. Use the device you just picked up, and you'll phase into a new, wild-looking form. In this form, pass through the blue force field, and you'll be in the company of Gen who you've read about in the runes. Access the small display and you'll be presented with another puzzle. The trick here is to make a path along the hexagons without retracing any steps. The direction the next hex will travel reverses with every step, so you'll aKneed to press the pad in the direction you want to travel, then alternate with the reverse direction. Once you've finished this, Gen will appear, get up on his soapbox, babble for an eternity, and give you a battery. IMMEDIATELY switch out your other battery so you can take this one with you. You _will_ need this one. ***It is VITALLY important that you do NOT drain more than 1/4th of the charge from this battery, as the game becomes unwinnable if you DO drain it. Exit back through the rooms, and back out to where the 8 tunnels are. Access the keypad in the center, and this time press numbers 3-4 and then the center one. Enter the tunnel, and you'll come to the gravity ring that Gen spoke off. Yet another puzzle. The trick here is to line up the rows that have the blue-lined glow on them so they are vertical on the bottom. _______ / \ Ok, so my ASCII sucks. :) | o | X is the column where you want to p/have them all \___X___/ lined up. There are 6 arrows, and 6 rows of symbols. If I remember right, the arrows on the floor make the following changes: < < < < < < Inner 2nd & 3rd 4th & 5th 6th & (1st) 5th 1st 3rd As long as you align the 2nd, 4th and 6th columns first, it's very simple. Once you've cleared the ring of debris, head back through t }S.Hhe tunnel, and access the keypad again. This time press 3-4-9 and then the center button. Toward this tunnel (it'll be flickering) you will see another panel (looks like more bricks) to the right of it. Drop your gun in a corner (away from the tunnel and pad) of the room. Access the panel, and push the top button to raise the sphere. When the marine gets curious and looks into the passage, send it crashing down onto his head. (Nasty!) Raise the sphere again, and the second!w- marine will send you a little Christmas present. QUICKLY grab the grenade, and face the tunnel it just came out of. Toss it back down the tunnel, and you'll hear it going off. (and the marine going with it) Now, making sure you're in your strange, shimmering form, grab the gun and enter the tunnel you threw the grenade into. Exit the door, and climb the blocks. Head back toward where you blew open the door with the warhead from the downed ship (using the alien cube as necess"1nary to get across the gaps in the blocks.) From here, make your way back to the Icarus inside the base. You will have to fight 4 marines, but they are all fairly easy to handle. The last marine you beat will have a log book. Examine the log book, and it will tell you the configuration needed to open the lock on the door into the base. (My game it was in twin horizontal pattern, but this may change from game to game.) Once you open the door, make your way back to level 3 th#^Sorough the elevator, and back down to the Icarus (the ship.) Pick up one of the batteries you left here earlier, and exchange it with the alien battery Gen gave you. Stick the alien battery in the ship..... You've beaten Bioforge! Shhhheah. Is this really the ending? Good game. BAD ending. What about it, Origin? Bioforge II? 3/29/95 (>Remo Williams make your way back to level 3 th/ΩW05p -+- CYBeRiA (KoMPLETTLSUNG) -+- A. The Rig The Rig is your first stop in Cyberia. You will find yourself in the Rig's docking bay. A door on the right leads to Gia and the Gunnery Chair. The door on the left leads to a lift, which connects to the hangar, where a Transfighter is ready. 1. HELP WITH GIA: When you meet Gia, she immediately tells you to turn around and disarm your weapon. To avoid being killed, press t@?$he left arrow key on your keyboard. If you hit any other key or you take to long to react, you will be killed by Gia. 2. THE GUNNERY CHAIR: This is your first big challenge in Cyberia. If you find that this section of the game is too difficult, you may restart the game and choose a lower arcade difficulty level. Pay attention to the six blue indicators on the control panel display. (bottom middle of screen) These display hull damage to the {SaRig which you are defending. If too much damage is sustained to the Rig hull, it will be destroyed. After successfully defending the Rig, Gia will congratulate you and offer a kiss. To accept her kiss, press the up arrow key or just wait. To decline, press the down arrow. Kissing Gia will cause Santos to become jealous and you will be rendered uncon- scious by a guard. There is no way to avoid this if you kiss Gia. 3. THE ELEVATOR: TJt8he elevator takes you from the upper dock to the hangar. To operate the elevator, walk to the buttons in the corner of the room. Your view will switch to a Visor View. Use the arrow keys to move your hand over the Hangar button and press the space bar to select it. The view will switch back to normal and you can walk into the elevator and ride up to the hangar. 4. GUARDS: If you don't kiss Gia, you shouldn't have too much trouble withʸ any of the guards in the Rig, as long as you follow their directions. If you did kiss Gia, Santos is enraged and will order you killed. After escaping from Santos, you will find your self in a warehouse. Be sure to get the power pack for Santos' weapon before you go on. In one of the rooms in the warehouse, you will find a ladder. After climbing the ladder and walking down a ramp, there is a door to the right which leads tgo the hangar. Once inside, you must quickly lock the door behind you or a guard will open the door and shoot you in the back. With the door locked, turn so you are facing the crates by the door and walk towards it. The view will change, showing you looking out from behind the crates. A guard is right down the hall from you. As the guard begins to walk towards your position the view changes back to a normal walking view. To fire your Hy*weapon, push the right arrow key to raise your weapon and press the space bar to fire. To be successful, you must wait until the guard is raising his weapon before you fire. If you shoot too early, you will miss and he'll kill you. 5. THE BOMB PUZZLE: There are three ways of disarming the bomb depending on the puzzle difficulty level you have selected. The directions are as follows: LEVEL 1: First do an MRI test on the bomb by p9uressing F2. There are seven switches in one row, of which only one switch is active, a vibration sensor and an on/off switch. First toggle the vibration sensor switch, then toggle the other active switch. Do not touch the on/off switch. LEVEL 2: First do an MRI test on the bomb by pressing F2. There are seven switches in one row, a vibration sensor switch and an on/off switch. First toggle the vibration sensor switch, then  J toggle the fourth switch from the left, and then the second switch from the left. LEVEL 3: First do an MRI test on the bomb by pressing F2. There are seven switches in one row, a vibration sensor switch and an on/off switch. First toggle the vibration sensor switch, then toggle the fourth switch from the left, and then the second switch from the left. Now toggle the first switch on the right, (not the on/off switch) then  2S toggle the second switch from the right, and then the third switch from the right. B. Transfighter Flying Sequences 1. OPEN OCEAN: This is the first Transfighter sequence. Your goal is to destroy a large enemy ship by exploding it's fuel tank. Your target will be designated by a blue target box. If you do not successfully destroy this ship, your ship will be destroyed. 2. MILITARY ISLANDS: You must pass over a heavily guarded enemy w1 munitions dump on your way to destroy an important enemy submarine. Destroy as many munitions buildings as possible along the way and watch out for cruise missiles as you near the sub. Take careful aim at the blue target box when you reach the sub. You must destroy it or die. 3. NORWAY: This is the third Transfighter mission. Be alert for the numerous tanks in the area as well as air defenses. A large hovercraft will rise from behind t ‹he canyon walls midway through the mission. It must be destroyed quickly or you will be toast. 4. ARCHANGEL MILITARY PORT: This is the fourth Transfighter mission. Your goal here is to fly through the military port in order to reach a freight tunnel through the mountains. Keep alert for numerous air and ground defenses in the area. You will soon learn that the entrance to the tunnel is shielded and you must disable the shield generator. Ag As you make your pass to make your attack, a large gun is readied against you from behind the generator building. You must destroy the generator building or you will be shot down by the gun. 5. FREIGHT TUNNEL: This is the fifth Transfighter mission. Your goal here is to make it through the tunnel in one piece. Do not fire upon the fuel trucks which are designated by blue target boxes. If you do, you will destroy the truck, the tunnQDel, and everything inside...including yourself. 6. ZUBROVSKA: This is the sixth Transfighter mission in which you must reach a refueling center. The trick to this mission is to be very accurate with your shots in the beginning of the mission, using as little weapon energy as possible, so you can have it available when things get hectic. Try firing individual shots instead of holding the trigger down. The hardest part of this mission co#(smes near the end, when three fast enemy planes attack with missiles. Pay close attention where each of these planes appears on the screen, then go back and try to anticipate the arrival of each; readying your controller a moment before each one appears. Once you pass this point, be sure not to shoot the helicopter which passes as your Transfighter lands, or the resulting explosion will destroy you. 7. ICE CANYONS: The seventh Transf4ߘighter mission is a very difficult mission. The most difficult aspect of the mission is to save enough shield and weapon power to defeat the huge enemy attack plane at the end of the mission. To do this you should try to shoot each enemy aircraft as soon as it is targeted with just one shot. After you make a sharp turn over the water, after battling two enemy helicopters, two targets will appear on the right side, one shortly after the  d^ other. You must destroy these ships quickly or suffer major damage to your fighter. 8. SPACE SEQUENCE: This difficult sequence requires perseverance and the memorization of target locations. Try to anticipate the arrival of each enemy target, readying your cross-hairs at the proper location moments before the target actually comes into range. Being merged with the Cyberia weapon, you will have an unlimited supply of weapon energy.œyV<..fire away! ------------------------------------------------------------------------------ A SUMMARY OF ARCADE DIFFICULTY LEVELS ------------------------------------- The Arcade difficulty level you set when first starting Cyberia adjusts the accuracy required for making hits on enemy units. The easy setting displays large target boxes, making enemy ships much easier to hit. Target boxes reduce in size as difficulty le"vel increases. While playing the Transfighter sequences there are three small indicators near the top of your screen. The scale on the top right is your Shield levels. Each hit to your ship depletes your shield levels. When the shields are at very low level, hits from enemy weapons will cause damage to your ship. Shield energy recharges when the system is not being fired upon. The scale at the top left represents weapons energy levels. As energy is dA@epleted, weapon effectiveness is reduced, until, at very low levels, firing becomes intermittent. Weapons energy recharges while weapons are not in use. Beneath the weapons energy is a scale representing actual hull damage. When this level drops to zero, the hull of your ship has been breached, and your Transfighter will explode. This scale will not recharge because damage will not be repaired during flight. All scales will return to full during the next h Transfighter sequence. ------------------------------------------------------------------------------ C. Cyberia Complex 1. GAINING ENTRANCE: The main entrance is to the north and is guarded. To get there, walk north from your landed Transfighter, always staying as far to the left as possible. The other entrance is actually a ventilation shaft, and can be found east of the main entrance, by walking from the Transfighter and staying to the right.qT4 2. VISOR PUZZLES: Your visor aids you in solving many of the puzzles in Cyberia. During each visor puzzle, the F1 key activates the Infra Red Scan (IR), the F2 key activates the Magnetic Resonance Scan (MRI), and the F3 key activates the Bio-Mass scan. The right side of you visor has as small gauge, represented by four colored blocks, indicating your energy level. The solution to the Visor Puzzles will differ depending upon the puzzle leoPOvel that you selected at the beginning of Cyberia. *LEVEL 1 VISOR PUZZLE SOLUTIONS* -------------------------------- PERIMETER LOCK OF THE COMPLEX: To open the perimeter lock on the entrance to the complex, toggle the first switch on the left, then the third switch then the second switch. THE SECURITY DOOR: First use an infra red scan on the keypad. This will display a reading of heat from the previous person to access the door. The keys are coolȺܔing off in the order in which they were touched, allowing you to read the combination, which is 2571. After punching in the code, press the enter key on the keypad to open the door. THE ELEVATOR PUZZLE: To close the elevator doors to protect you from the blast grenade you will need the combination which can be obtained on the H. Suzuki computer terminal. If you do not have the combination, you must return to that computer terminal to retrieve it. Once at theoͱK Suzuki terminal you will find dossiers for the people who work in the complex. The last record is for a new employee who has been given a temporary access code. Make not of this code and return to the elevator. You must enter the code quickly to avoid being killed by the grenade. By pressing the buttons repeatedly, you may cycle through the various shapes to enter the code. THE PUMP PUZZLE: The doors which lead to the Cyberia Weapon are out of ʖ\service and must be operated manually. To open the doors you must line up the four valves along the center line. Each valve has a pressure switch, which, when pushed, raises the level of the valve. To line up the valves you must press the switches to raise each valve in such a way that the valves will line up. When the valves line up they will lock in place and the door will open. *LEVEL 2 VISOR PUZZLE SOLUTIONS* f -------------------------------- PERIMETER LOCK OF THE COMPLEX: To open the perimeter lock on the entrance to the complex, toggle the first switch on the left, then the sixth switch and then the third switch. THE SECURITY DOOR: First use an infra red scan on the keypad. You will see the keys cooling off from a previous entry. The code is 2571. Punch in the code and press the enter key. THE ELEVATOR PUZZLE: To close the el)\Mevator doors to protect you from the blast grenade, you will need the combination, which can be obtained on the H. Suzuki computer terminal. If you do not have the combination, you must return to that computer terminal to retrieve it. Once at the Suzuki terminal you will find dossiers for the people who work in the complex. The last record is for a new employee who has been given a temporary access code. Make note of this code and return to the elevator. Yo͌Gu must enter the code quickly to avoid being killed by the grenade. By pressing the buttons repeatedly, you will be able to cycle through the various shapes to enter the correct code. THE PUMP PUZZLE: The doors to the Cyberia Weapon are out of service and must be operated manually. You must line up the four valves along the center line. Each valve has a pressure switch, which, when pushed raises the level of the valve. You must press each switch in such a way as to line up each valve along the center line. *LEVEL 3 VISOR PUZZLE SOLUTIONS* -------------------------------- PERIMETER LOCK: To open the perimeter lock on the entrance to the complex, toggle the first switch on the left, then the sixth switch, and then the third switch. THE SECURITY DOOR: First use an infra red scan on the keypad. The code is 2571. THE ELEVATOR PUZZLE: You must have a code to close the elevator doors to Ϫp:prevent being killed by the blast grenade. The code is at the H. Suzuki computer terminal. You will find dossiers for the people who work in the complex. A temporary access code has been given to a new employee who is the last record in the terminal. Obtain the code and return to the elevator. Enter the code quickly to avoid being killed by the grenade. To enter the code correctly, you must repeatedly press the buttons to cycle through the available choices.  YFb THE PUMP PUZZLE: You must align the pressure valves along the center valve to open the doors to the Cyberia Weapon. Press the pressure switches in such a way as to align the valves on the center line and they will lock into place and open the doors. 3. COMPUTER TERMINALS: While using any of the terminals located in the complex, your arrow keys move between the different selections and the spacebar selects. The information you can access through!\T the terminals will often provide game hints, so you should always check each room for any active computers. To use a terminal, simply move next to it, and if that computer is active it will come on-line with an audible tone. 4. COMPUTER PASSWORD: Only one computer terminal in the complex requires a password. The hint to obtain the password was given on one of the Video Mail's earlier in the game. The hint tells you to go to the berth".@{ing area and look for a picture on the wall. Upon entering these rooms, you find a large portrait of Albert Einstein. This is your clue. The password is Einstein. 5. *GUARDS AND GUNFIGHTING* ------------------------ *OUTSIDE THE CYBERIA COMPLEX: When you reach the main entrance of the complex, you will find a guard outside who begins shooting at you. If you get shot immediately, you have not followed the correct path to the complex. Be su# re to stay as far to the right as possible as you walk from the Transfighter to the complex. The correct path will lead to a shed you can hide behind. Correct timing is the key to killing the guard. Try to time your move in between his shots, then lean out with the right arrow key and shoot with the spacebar. *FOUR GUARDS AND A DINING ROOM: The dining room contains four guards. If $Kyou try to sneak past this room, one of the guards will open the door and shoot you. You must enter the room to deal with the guards. When you enter the room, shoot the two guards on the left, then duck behind the crate to your right. The two guards left will duck behind the tables and continue to fire at you. Perfect timing is the key to killing these two guards. To fire from this position you must raise up with the up arrow, then turn to aim and% shoot. You may use the down arrow to duck behind the crate at any time during this sequence. *GUARD BEHIND GLASS WALL: You will find yourself in a storeroom on the lower level of the complex with a guard behind a glass wall. If he sees you he will activate a Halon System and flood the room with poisonous gas. You must sneak past this guard. Watch his cycling movements from the computer terminal to his notes. Sneak past him when he turns away f& rom the window. Once past him, take the door out into the corridor. The first door on the left is the room he is working in. Enter the room and kill him. *TWO GUARDS IN THE CORRIDOR: The doors blocking the corridor which leads away from the Halon Room are guarded by to men on the other side. To pass them, you must roll to the left just as the door opens. To do this, just press the left arrow key, and Zak will somersault to the left, taking cover'׼. From this position you can lean out to aim and fire by pressing the right arrow key. *THE CONFERENCE ROOM: As you enter the conference room, you will find two men engaged in conversation about the Cyberia Project. If you try to enter the room you will be shot by the man who is standing. Wait until the conversation is finished and the standing man has left the room before you attempt anything. After he is gone, walk towards the crates to your left, (؛ to hide behind them. From this position you can lean out to fire upon the remaining guard. 6. THE RED CARD: To pass through the door into the cryo-lab you will need the red security pass key. The key is located in the infirmary, located on the lower level of the complex, locked in a patients room that has been quarantined. Along the right wall of the room you can see the red key card lying on a table. On the wall are vents which are currently )ɘD closed. Access the computer terminal in the room to open these vents. Once the vents are open, you must go back to retrieve the card. Leave this room and take the first door to the left through the storeroom to the door leading to the red corridor where the lift is located. After entering, immediately turn to the left, and walk to the steel grating blocks your path. Zak will push on the grating and it will fall, opening up a new passageway. * o#At the end of this passage you will find the two vents you opened, and can reach through to get the card. 7. THE MUTAGEN SEQUENCE: On your way through the complex you discover that an experimental virus has infected certain areas, and although a vaccine has been created, it too has become infected. Five of the eight vaccines have already been used, leaving three that you can use. To inoculate yourself against the virus you must first go through the +ۀNculture to destroy the infection. If you are playing with Arcade Difficulty level set to 'EASY', you must destroy at least 50% of the virus. On 'Medium' difficulty you must kill at least 72% and on the 'Hard' level you must kill at least 80%. If you are successful, you are informed that the culture is safe to use, otherwise the culture is still contaminated and you must try another. After you are successful, note the number of the vaccine, (,Y&)$either 6, 7 or 8) and use that culture in inoculation chamber. Note that you have very little time in the chamber before the virus will kill you, so you must enter the vaccine number in the computer and move into the inoculation booth quickly. 8. THE CHARLIE SEQUENCE: After you have inoculated yourself against the virus, you learn that some of the virus has mutated into larger creatures called Nanites and are infesting a portion of the complex. Sin-,7ce the infested areas contain the only passage to the Cyberia Weapon, you must clear this area before proceeding. The only method to kill the creatures is to fly a remote unit, named Charlie, into the infested area. You must kill EVERY Nanite before you can proceed pass this point. Note that the ENTER key on your keyboard fires a shock wave device, which will kill all the Nanites in the immediate area. An alarm in the bottom right of your s.3creen will alert you if any Nanites get past you. If this alarm goes off, hit the enter key immediately to stop the Nanite from escaping. The Charlie unit has a limited amount of energy available for its weapons systems. The shock wave device uses much more energy than your regular weapons systems, and so should only be used in emergencies. -eof- /5m, this alarm goes off, hit the enter key immediately to stop the Nanite from escaping. The Charlie unit has a limited amount of energy available for its weapons systems. The shock wave device uses much more energy than your regular weapons systems, and so should only be used in emergencies. -eof-  h"06p\;e For all you Dark Forces fans out there that don't have a clue! HERE IS THE TOTAL LIST OF SECRETS, EVERY SINGLE ONE OF THEM Q: How do I know that this is everything? A: I checked with a LucasArts on all but the codes! There may be more, but I'm not sure. Okay. Codes first, in case you don't want to see spoilers. LAPOSTAL (full weapons, objects, and revive) LASKIP (skips demo and cuts to the end) LACDS (switch: full map w/enemies and back) LAREDLITE (causes [9 objects to become transparent, a time freeze effect that causes enemies to be unaware of you presence, though you can kill them. However, they will not die until you press the code again. Perhaps this is a Force technique?) Please tell me if you can figure out what that weapon is that shows up in the inventory! And, by the way, new things are added with the LAPOSTAL code. Weapon 9 and 0 are added, and concussion rifle and assault cannon. Be sure to press the "fire secd_-ondary weapon" button (usually z ) when you use the cannon! It is a missle launcher! And the gas mask makes you sound like Darth Vader! AND NOW FOR THE SECRETS! Q: What is a secret? A: It is almost always a funny looking section of wall with many cracks in it. It takes either a thermal detonator, a concussion rifle, or a missle to open one up. Q: How do I get the thermal detonators to open a cracked wall? A: There are two ways: (1) This is the easiest, but it is rat the end, so you don't get to really enjoy blowing up the Imperials. First, go to the cargo elevator that takes you to you ship. Around the corner, there is a dead end with two power packs and an enemy. Kill and collect, then face the dead end. Turn left and press the nudge (space) key on the wall. There is a "mystery movie" secret,a turn wall that pushes you into a secret room. In the room, there are several thermal detonators, one of three weapons that bust walls.  This is the only one you can use without cheating. (2) This is the slightly harder way. Once inside the red key room (the room you got to using the red key), press the yellow switch that opens up a new part in the level, leading you to the plans. But once inside the newly opened part with the cargo elevator, tun around and you will see another switch on a column. Flip it, and return to the red key room. Go to the part with the button (now green) and look over across the c'&8hasm. Eureeka! A small closet with thermal detonators! Jump over and get them! WALL SECRETS I'm sure all of you have found the cracked wall on the inner atrium. If not, look around! There really isn't any way of directing you to it. If you go to the east balcony (accessible from the cargo elevator or from jumping from the west balcony), you must go to the columns and turn, facing the northern edge. If you look closely, you will see an open cave like ledge. Align yournoself, run, and jump. Once on the ledge, you will notice a narrow catwalk. Jump across or walk over onto it, and there will be two secrets on that catwalk, one containing the Imperial Repeater Rifle! Be sure to fire the secondary weapon button, giving you three bursts at once in a triangle formation! But the west balcony secret is the best, giving you lots of weapons. Get on the west balcony. There are two ways to do this. (1) Jump across from the east balcony. (2) Jum}pp through the left window in the red key room. This is important- go only through the left window. The following sequense was a designer's mistake and the small enough gap is on only the left window. Also, once in, you cannot go back inside. Go up to th window, hold down the crouch key, keep it held down, jump and run forward. Try until you get it! It won't be done on the first try, most likely, but don't give up! Anyway, once on the west balcony, walk up to the ltop P> lefthand corner. Over the chasm, you will see a secret wall, so toss a detonator at it! Jump in it, next. Once inside, you will notice a room with a small dead-end hall and a black door. Going to the dead end, press space to open a secret panel and flip the switch. It will open the door. In the door, flip the switch and it will lower the wall. There is an Imperial armoury, so watch out for Gamorrean guards, Ree Yees, Imperial Interrigation Droids and Jedi Training remotes. L P.S.- In the Emperor's shrine, the red "x" button is the general alarm, deadliest on easy level, and still tough on medium, with Imperial Probe Droids! Here's another, not really a secret but more of a no-no. On the platform with your ship, there is a littl alcove with a structure in the center. On one side of the structure is a white mesh screen, asseccible by pressing space. It appears to be an elevator shaft. If you jump into it, be warned that it is the same shaft y W/ou jump into at the beginning! MISCELLANEOUS Holding down either the enter key or the fire secondary weapons key longer while using the thermal detonator makes you throw it farther. Perfect for knocking down those pesky ledge snipers! The fire secondary weapon key is useful, so be sure to see what is does on all the weapons.Aww, I might as well say it here. fist -nothing special blaster pistol -nothing either blaster rifle -is it me, or does it f \ire slightly faster? thermal detonator- "bowling ball" and delayed fuse attack. Rolls it quietly over the floor and then explodes after a few seconds repeater rifle -fires a triple triangle shot fusion cutter -fires all barrels claymore mines -sets a proximity explosive, great for when you are running away! morter launcher -nothing special concussion rifle-nothing that I've noticed assault cannon -fires a missle WELL, I BELIEVE THAT'S EVERYTHING! CU o In the Bitstream, babies! rmal detonator- "bowling ball" and delayed fuse attack. Rolls it quietly over the floor and then explodes after a few seconds repeater rifle -fires a triple triangle shot fusion cutter -fires all barrels claymore mines -sets a proximity explosive, great for when you are running away! morter launcher -nothing special concussion rifle-nothing that I've noticed assault cannon -fires a missle WELL, I BELIEVE THAT'S EVERYTHING! CU o!     > ~07p0H ݲ ݲ ݲ ݱ ݱ ݱ ݱ ݱ ݱ ݰ ݰ ݰ ݰ ݰA/5 ݰ ݰ ݰ ݰ ۰ ۰G'93 ۰ I d i o t S' - C r e a t i o n s - U n l i m i t e d P R E S E N T S Documentation and Solve for DARKSUN : SHATTERED LANDS  --------------------------- Company: Strategic Simulations Inc. Release: Crack patch by PENTAGRAM! KEYS ------ 1-4 Change Leader to Char # 5 Break Party Into Formation 6 Collapse Party Into Leader F1 Save (not during combat) F2 Load F3 Exit F4 Music On/Off Esc Exit O Overhead Map I InventorKky H Center View On Leader E See Current Spell Effects C Cast Spell/Use Psionic U Cast Spell/Use Psionic COMBAT -------- G Guard (stand there until there's somebody to hit next to you) W Wait (hold's your action until the end of the turn) MOUSE CONTROLS ---------------- In main view - Primary : Do Whatever the icon shows Se&ccondary : Cycle through Move/Attack/Look/Item Note: if the icon has a red line through it, you can't do it then. Overhead map view - Primary : View centered on that area The blue dot is you. Orange dots are other guys. One tip is that whenever you enter a screen for the first time, look at the map, then look wherever there are orange dots. You can usually figure out the places to avoid, and ݜ where the good loot is, since you can see everything. Look for chests and bags. Note: if the mouse cursor shows that you can do something, but clicking does nothing, then it means that you probably need to talk to someone or do something else before you can get that stuff. However, just looking around can get you tons of stuff. Check whenever there is a skeleton, corpse, wardrobe, or even hole in the grounͬd or wall. INVENTORY SCREEN ---------------- Primary - Select Item (it becomes cursor) Secondary - Look at Item When the cursor is an item (you've picked it up), you can drop it into another character's backpack by secondary clicking on his picture on the left. Also, identical arrows can be combined by clicking on each other. I recommend getting all the arrows you can - no weight to [ł= worry about and when you get cool bows you can do tons of damage. ITEM VIEW --------- Click on Info Button - Tells you who can use it - by name Secondary on spell effect (if there is an icon) - gives you a description of the spell/power) Primary on spell effect - use item Note:if an item says "unknown" for an effect, then try equipping or using it. if it is a scroll, then it probably  8Njust has a message. Also, to learn a spell from a scroll, just use the spell while looking at it. It will say "XXX Learned the spell". EFFECTS SCREEN -------------- Clicking on an effect will cancel it. If it's a spell, then you'll have to cast it again. If it's from an item, then simply re-equipping the item will bring it back. USE/CAST SCREEN --------------- If you're in combat, th oen only the character whose portrait is surrounded by a yellow box can cast, during peace time anyone can. When something effects a character, a gold star will flash over his portrait. Notes on psionics: when the cursor is over a power, it's name and two numbers are listed at the bottom. The first is the power check number needed (out of 20) to use the power. The second is the number of psionic strength points   S needed to use the power. This charge is one time and it'll last until you rest (i think). Primary Click will cast a spell/psionic. Some can only be used on the caster, while others can be used on anyone. If it can be used on anyone, then the cursor will change into an icon of the spell. Click on a character portrait to cast it on them, and click on the little sun icon in the bottom right to cast it o 3n someone/somewhere else in view. Note - if it's an area effect spell it will give you a circle/rectangle of dots showing the area of effect. For a wall spell, you will have to anchor one end before it will show an area of effect. Also, a white box will surround everybody who will be effected by the spell. Use this to make sure that you're getting all of the bad guys and none of yours with the firebal VNFls . Secondary Click will bring up a info box on the power. Clicking on the Mage/Priest/Psionic will toggle between the options available for that character. Level/Type Of Power will cycle through available levels for spells, or through a discipline for psionics - Metabolic/Telepathy/Kinetic. Psionics: If you use a power and it says "Power check failed", then you lose half of the psionic prYoints that were needed to run the power, the second #. You can learn new powers and increase power check #'s by going up levels. When you go up a level, there will be a list of available powers, a toggle for the discipline, and an exit button. The number between the buttons will tell you how many powers you can learn at that level. It will be either 1 or 2. When you move over an icon, it will either say \g "learn XXX" or "Increase XXX to XX." Increase will improve the power #, while learn gets you the new skill. Another way to learn a power is to get a psionic bracelet. These look like giant rings without gemstones, can only be used by a psionicist, and are used the same way as scrolls. You can only have one psionic power running at a time. If you try to use another one, the previous one is canceled, and you'll have to re-start is and spend points again. If you don't have anything better to use, do Mind Blank, which costs nothing to use, and will protect you from some mental attacks from other psionicists. Note: the clerical "turn undead" power will do 1000 points of damage to any enemy undead (zombie, shadow, anything that looks really evil). WALKTHROUGH ----------- Note: You rest by looking at the little fire pits kl(look like circle of stones.) These are scattered all over the place. Also, you regain hit points and psionic points slowly over time. The only way to regain spells is through rest, though. START: When creating characters (gender doesn't matter), make a Half-Giant gladiator, an elven Thief/Psionicist, a human cleric, and a human preserver. For the cleris's sphere, fire is good for combat, water for healing, etc. Remember to max out your guys stats and Hit points as =big as they'll go. This is necessary to survive in combat. Click on the little grey boxes by each stat. SLAVE PENS: You start out as slaves in the gladiator pits. I reccomend fighting several matches in the pits each time. Set the difficultly to Easy (in game options, click on the sun in the top corner of the screen. Leave it on easy for the whole game (all this does it make the enemies have less hit points). Remember to pick up the $$ when it's thrown into the ½ pits. You don't have to wait until the end of a combat to get $$, just click on it with to "look" icon. The same goes for looting bodies - get the stuff as you kill them. This makes it a lot easier to keep track of whose stuff you've already gotten. Anyway, keep fighting so that you get up several levels. Don't worry about casting spells or using powers too much - just go up and beat the crap out of anybody. Equip anybody who can take it with 2 weapons, plus mi;RBssile weapons as you find them. When you go back to the slave pits, first rest, then kill the two gangs. They have some partially useful stuff, at least until you escape. Talk to the chick laying on the straw mat, and make sure you ask her about escaping (she'll get a headache). Talk to trustee - the guy walking around the pens - and tell him you want to see the guy in the lower rooms (the chef). Get the pot from one of the rooms and now go to the arena and fight. )uO When you go back to the pens, go to the southern door, the trustee will open it for you. Go to the east (right) room, and use the empty water pot on the water trough to fill it. Smash (attack) the grain pots in that room, too, and get the gem (you won't really need it, but it's worth $$). Another fun thing to do in the pens is to go into the rooms that are just left and then down from the door - a zombie will come out. Just use turn undead (your cleric) on him, thefƕn search the north wall for a button to open the secret door. Loot these rooms, too. When you're ready to escape, go back to the south rooms (the chef's rooms), then go through the west doors, to the fountain room. Kill the guard here (he won't be able to sound an alarm - too much noise from the water). Now keep walking west to the leader's room. Bargain with him, but when he is walking past you to lead you out, kill him (he was going to betray you anyway). Reme.mber to loot his room. IMPORTANT TIP: Get all the bags and chests you can. Each takes up only one space, but holds six spaces each. You should be full of them by the time you are through the sewers. Since it can get complicated when you try to sort through them, i reccomend having them sorted by type - fruit in one, gems in another, etc. Continue to fight you way through the place, killing and looting as you go. Remeber to search through the wardrobes seveK-ral times each, and get all the grain from the storage room in the west center wall. Eventually work your way to the northwest corner and use your biggest guy to rip open the grate. Now you're in the sewers. SEWERS: Bully your way through the rat-men who want money. Walk north and talk to the leader there. Trade your grain for $$ (the armor is too much trouble to haul around, and not worth much more). Now kill all the rat men here (lower warrens). To open the8y^> grates, turn the wheels near them. A few open by just looking at them, a few need to be forced, and for the broken ones you need a bone crank (you can get it from the temple). Now go to the grate with the other ratmen on the other side. Tell him you want to see the leader, then agree to rescue the leader's daughter. To rescue the guy's daughter, go the the temple, break through the grate, kill the rat men, open the next grate, killI) the leader (remember to loot), then get the bone crank (looks like a leg bone, on the north wall), and open the broken door in the north. Loot the room, then untie the girl. Take the girl to the leader, then agree to defend skull temple (it's in the high warrens, on the other side of a grate with a broken wheel). After this fight you'll get the helm of contemplation (useful magic item). Now go to the skull temple (the thing that you just saved) and talk to the sk [izulls. After a little pestering, they'll give you a bunch of stuff. Now look in the little hole in the north wall of this room and get the staff and stuff in there. If you have a thief, go to the northwest corner of the sewers (there's a river of sludge in there, you'll know that you're going in the right direction when you cross it. Walk at the base of the cliff with you thief as leader. Climb up the cliff (if you don't have a thief, you'll never make it. forget t f5 it). Kill the guys and look at all the skeletons and in the holes in the wall. There should be a magic axe somewhere in this area. If you don't have a thief, don't worry about it. Instead walk along the northern path along the river, looking in all the holes. Toward the east end, one of them should have a lever in it. Pull the lever (watch for traps)(it'll open a secret passage). Now go to the northeast corner of the sewers and use the Staff of Passage (the on ̍e from the hole in the skull temple). Go in here. Dagolar's Lair. Not really complicated. Just follow that guy who agrees to help, and kill everything else. Some cool loot here, including a +3 dagger and some other stuff. Plus having killed Dagolar will be useful when you're talking to other guys later in the game. The sewers (again). This time go through that secret passage. This puts you in the slave fields. Slave Fields. Walk east till you get to the p gq'6art of the bone wall that's sticking out some. Kill the guards and then break through the wall. Now escape by walking east. You are now in the broken wagon area. If you fought through the guards at the main gate then you're at the dead messenger area. The wilderness. Here's a map of the entire wilderness. From an area there will sometime be exits to one or more of the compass directions. None of them have more than one working exit in each direction. A straig >ht line is when you can travel from place to place by simply walking off the edge of the map. It will then ask you if you want to leave the area. A diagonal line is when you need to find a special entrance, such as a cave opening, grate, etc. These are not always located at the edge of the map, so you'll just have to look around. Also, the sea of silt is located off the north edge of the map. Captured Giants Gladiators Statue  n ( Mage Gedron Slaver Elven Village SSaurans Caravan Obelisk Ruins Obelisk Hot Bulette Elven Springs------Combat ------Slavers !~@C= Guarded Tequiki Oasis Wyvern Oasis Village Butterfly Castle Obelisk Wings Wyrm \ wastes Castle \ / / Cerdrite Painted Dead / Redu.`4EMoK{cpL<Sn0@##,y"|Nh#"|Nh#"|Nh#,@Ng# g y<"9$<Ng#"9$<&< N | FORMf ILBMf (Y#"<,yN:g&#й#,y"9$9&9N"9NNJgJgJg,y |N:g#"<NN*,yN|,y yN# P L y L"N y L# L lf,yNv9vsTg9f,yN|,y# l L y L"N y L# L f,yNv,y yN,y"y 9N.,y"yNb"yNb"yNbBNu"9$9&9SNNu"9$<&<NNp"9$<&<N`"9$<&< NNp"9$<&<N"9N`J,y"9$<&</NNp"9$<D&<N"9N`"9$<H&<6N`,y"9$<&<"N`Dr. Maybe from Huissense Computer Club!intuYE{ition.librarygraphics.librarydos.library@Sorry, ik kan de file '' niet vinden! 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The two most important features of BigAnim are: o BigAnim loads the animation asynchronously, 100 KByte at a time, which means that while it displays one 100 KByte part of the animation, it is loading the next 100 KByvyyte simultaneously. o If you're using Kickstart 3.0 or later, BigAnim will use the new double- buffering routines in graphics.library. If you're not, BigAnim will take over the display from Intuition, to increase playback speed. However, if you flip screens, or pull down BigAnim's screen, BigAnim will detect this, and use the old, intuition-friendly (and slow!) routines instead. Usage ~~~~~ BigAnim can only be run from a CLI or shell, and the usage is: BigAnim filename vz[LOADALL] [HIRES] [BLANK] [VERBOSE] [BUFSIZE n] [RELTIME n] [TASKPRI n] where "filename" should refer to an ANIM type 5 or 7 animation. ANIM type 8 is not supported, due to its relative inefficiency compared to ANIM type 7. For best results, type 8 animations should be converted to type 7. Options ~~~~~~~ LOADALL Tells BigAnim to load the whole animation before starting playback. Note that the animation is loaded in chunks, and the size of these chunks can bev{5h set with the BUFSIZE keyword. HIRES Forces the screen resolution to Hires/Interlace. This will only work if the original resolution was lores/nolace. BLANK Blanks the mouse pointer. VERBOSE BigAnim prints some info about the animation, such as screen size/depth, display modes, animation type, etc. Example: Explanation: File: Juggler File name Picture: 320 x 200 (48000 bytes) Picture size (width, height & bytes) Display: 320 x 200 x 6 planes Display resolution v|sC& depth Modes: LORES HAM View modes AnimType: 5 Anim type: 5, 7 (short) or 7 (long) Length: 24 frames The number of frames in the anim Speed: 48 fps Actual playback speed (frames/second) BufUsage: 94-99 % Buffer utilization percentage (min-max) Note: The actual numbers for the last four lines won't be printed until the animation has been displayed once (twice for the "Speed" and "BufUsage" numbers), simply because that information isn't available until then. The "v}BufUsage" numbers will not be printed if you're using the LOADALL switch. BUFSIZE n Sets the buffer size to n bytes. The default is 100 K (102400 bytes), which means that BigAnim loads 100 K at a time. RELTIME n Sets the playback timing, in 1/50 seconds if you're running on a PAL system, or 1/60 for NTSC systems. TASKPRI n This sets BigAnim's task priority during playback. If your hard disk controller doesn't use DMA, the playback will probably be less jerky if you use a higv~afi h task priority. The best value for priority is generally the same as the file system or the hard disk driver uses. Actually, TASKPRI can be used with good results even on DMA controllers: On my setup with an A590 and a Quantum LP240S, the playback becomes somewhat smoother when I use TASKPRI 11. Keys ~~~~ While the animation is being played, you can press the following keys: ESC - Quits BigAnim (you can also use the right mouse button) Space - Pauses the animation, orv/ restarts if already paused N - If paused, displays the next frame TAB - Toggles colour cycling Shift TAB - Turns off cycling and restores the original colour map 0-9 - Changes playback speed. By pressing one of the keys 1-9 you can directly set the RELTIME value during playback. If you press 0, BigAnim will use the timing information stored in the animation. Environment ~~~~~~~~~~~ If you want to use certain options or settv Hings as default, you can save them in an environment variable called BIGANIMOPTS. So, for instance, if you always want to use a buffer size of 204800 bytes, do: SetEnv BIGANIMOPTS BUFSIZE 204800 and BigAnim will use that instead of the built-in default of 102400 bytes. Values for BUFSIZE, RELTIME and TASKPRI set via BIGANIMOPTS can be over- ridden with the respective command line options. All options except LOADALL can be used in BIGANIMOPTS. Additional info ~~~~~~~~~~~~~~~ o v }BigAnim supports CMAP chunks internal to the animation, and changes the screen colors accordingly. o BigAnim uses the RelTime field of the ANHD chunk to decide how much delay to put between frames. You can override this value by specifying a new value with the RELTIME keyword, or by pressing a number key during playback. o BigAnim uses two sets of specially optimised decompression routines, for processors with and without code cache. How to choose the best buffer sizev M ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To maximize playback speed, do this: If you have enough memory in your Amiga to load the entire animation, use the LOADALL switch. This will lead to the fastest possible playback. If you don't have that much memory, you can try different buffer sizes with the BUFSIZE keyword. Tip: If you use the VERBOSE option, BigAnim will measure the playback speed, so you can easily see how different buffer sizes affect playback. Also, the "BufUsage" numbers wiv F5ll tell you how well the buffers are utilized during playback. When choosing buffer size, please keep these facts in mind: 1. Due to the asynchronous nature of BigAnim's loading method, using the largest possible buffer size may not give the fastest playback. 2. Certain combinations of file size and buffer size should be avoided. An example: If you use a buffer size of 300 KBytes with an animation that's 1000 KBytes long, then the first three reads will read 300 KBytes each, but tv _4ohe fourth will only read 100 KBytes. This is clearly not optimal. It would be much better to use a buffer size of 250 or 334 KBytes (or just a little bit more, to be on the safe side). So, in cases when the last read of an animation is less than half as long as the others, BigAnim will print a warning message: "non-optimal buffer size". There are two common problems often encountered while trying to find the ideal settings: Common problem #1: Sometimes the playback stops for a whilvݚ$e, then continues. Reason: Either (1) your hard disk cannot read fast enough to keep up with the playback, (2) your hard disk doesn't have enough buffers, or (3) the hard disk driver uses all available CPU time so the playback stops. Solution: (1) Increase buffer size, and/or use RELTIME to slow down play- back so the hard disk can keep up. (2) Use "AddBuffers" to add more buffers to your hard disk. BigAnim uses the DOS "Seek" function from time to time, and the "Seek" operation wiv):Vll be much faster if you have enough buffers. "Enough" is approximately one buffer for every 36 KBytes of data in the animation file. (3) Use TASKPRI to increase BigAnim's task priority. Usually, using the same priority that the hard disk driver uses will give the best results. Common problem #2: Now and then the playback slows down temporarily. Reason: Due to hard disk transfer, the decompression can't be done at full speed. Solution: Use RELTIME to slow down playback. The playbav^Xck will of course be slower, but not as jerky as before. Future additions ~~~~~~~~~~~~~~~~ I am currently working on additions to the IFF ANIM standard, so that IFF 8SVX sounds can be stored inside the animation file, and played at certain points in the animation. Future versions of BigAnim will support this, and possibly also loops, so that parts of an animation can be played back repeatedly. Disclaimer ~~~~~~~~~~ #include Distribution ~~~~~~~~~~~~ Bigv.Anim is freely distributable, as long as BigAnim and all related files are distributed unchanged. Feedback ~~~~~~~~ If you want to send me suggestions, bug reports, etc, I can be reached at: Internet: d8sunch@dtek.chalmers.se at certain points in the animation. Future versions of BigAnim will support this, and possibly also loops, so that parts of an animation can be played back repeatedly. Disclaimer ~~~~~~~~~~ #include Distribution ~~~~~~~~~~~~ Big{,zv05otToolpPROGRAM NAME BootTool AUTHOR Urban D. Mller (umueller@wuarchive.wustl.edu) FUNCTION Presents a list of all demos that have no exit, ie that force you to reboot. Every time you start a demo from this list, everything above that demo will be removed from the list. This helps you keep track which ones you've seen. Looking at the demos is especially convenient if you drag the BootTool to you WBStartup drawer. Then you'll be presented with a the list of unseen t demos every time you boot. Note that clicking a demo name here starts the demo immediately. Don't use anything but the RAM: disk as your extraction path; the demos might take over the system before the write is finished. You can go back to showing the complete list or uninstall BootTool from your WBStartup drawer by clicking the appropriate buttons at the bottom of the demo list. e BootTool to you WBStartup drawer. Then you'll be presented with a the list of unseen j"@08onerp$PROGRAM NAME Cloner AUTHOR Urban D. Mller (umueller@wuarchive.wustl.edu) FUNCTION Cloner is there there to create Clones. Clones are small programs that execute or view files from the Aminet CD. Clones pretend to be the Aminet file you created them from. You can move them around, arrange them and delete them as you like. Clones can be started from CLI or from the Workbench, where they have an icon that reflects their type. Starting a clone is equivalent toǕ clicking the according archive name in the Aminet CD index, except for the fact that the action (playing, game or demo starting) will be performed without asking for confirmation. Of course you need to have the Aminet CD in the CD-ROM drive when you start a cloned program. To create a clone, start the Cloner program. It asks you for a pattern and displays the files matching that pattern. You then click the item you would like to see cloned, maybe change the destinap/tion path in the upcoming requester, and hit 'Create' to confirm. Each clone takes about 3K of disk space. game or demo starting) will be performed without asking for confirmation. Of course you need to have the Aminet CD in the CD-ROM drive when you start a cloned program. To create a clone, start the Cloner program. It asks you for a pattern and displays the files matching that pattern. 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'XOG ޶8┼|9s QL"P?A䙦%YXV&WHP!>@1eQaeXC Ti,'^]/I`$)̩Ed=`H <#Ǟ{/ -?g8wsK' 8F&}ި g 1|O=LM (CG<]XW&ҟWD;W(~&zadmDx;CkchxɆdR~Li8\YQa&943ϟƌ{<1Z5؏(I ~q?o(ZҼphzG ܐpτut'L<#+S-% BKʤ;2t (nSL/ 䆜O?mYyU:6~Id(nA<p '`<>~Nw<4Ƙl{,/F'xN> ml W!O9/׏C 6.UQ;yL+wӃI>Z aa|x۬s̬$*''<X; ߐ+l7(+*+n3x՘|>!tG'xVNqåE//g^]%5nR"3 fp)RRf)1S(=v)7Hp A(((A-L(>ዅ;L(̗6Cθ<CI(yhy,tau߇?Wቩ<9CsTy֙ z?@jo":t4+`@A~>C߿ |ϑQyM-cG? A[Ei??s3|?aˈ73G(fiaMp9E2CC%!邀 u|{}`#',c8#|\>C֩S֩#~U=s,}v!}0&"f r*fr__bGgR'VO, 54qfx g s {O-気OGI};c0@xM0`}#< ixWC ~=Xℱt`tN0B$` Dx)Xya'-PzTM aL.+fe=llO[aS{)E0Q \=10mpresspzH COMPRESS(1) USER COMMANDS COMPRESS(1) NAME compress, uncompress, zcat - compress or expand files, display expanded contents SYNOPSIS compress [ -cfv ] [ -b bits ] [ filename... ] uncompress [ -cv ] [ filename... ] zcat [ filename... ] DESCRIPTION compress reduces the size of the named files using adaptive Lempel-Ziv coding. Whenever possible, each file is replaced by one with the extension .Z, whG^jxdL4'GWĜ9F(VBsJ=q;}65phjʜR !PF^l )YaKdGF ,D&v1\RY`Y_(<3bt0 z1<>!Fv X< ל-A ak2L4gC?̈p?p<ᛝ:8PŒ Y|˼*QEI-B;|p ]\h\h_'j{SEuՇy!H.ޅjh:PFybGZ敠Epžӗy@cxW8 HE&CKGNĤfp]ӔG=i'N/ +(T1,Y Q))9雤h !KwCO={F  :<py6< OSTcaf9?T$JcHeVB# &!d42vRJb 0D%$@JZ= /b3< [XhK`#-0gGDS3B3"夡XB$%)L x4s@! d0;kzA#Og s L     V!16ERALD.MWBplUEMERALD MINE. FIXER. FOR 2.0/3.0. DIVERSE .DMS CD-EM. EMERALD MINE. FIX. -MINEFIX.EXE CD-EM. EMERALD MINE. ARMIMINER.01.(Amiga 2.0) ARMIM-20.DMS CD-EM. BOULDERDASH. BLUE DIAMOND. 04. B-BL-DI4.DMS CD-EM. BOULDERDASH. COLL. 01. B-COLL-1.DMS CD-EM. BOULDERDASH. COLL. 02. B-COLL-2.DMS CD-EM. BOULDERDASH. COLL. 03. B-COLL-3.DMS CD-EM. BOULDERDASH. CONSTR.KIT. B-CONKIST.DMS CD-EM. BOULDERDASH. 01. B-DASH-1.DMS CD-EM. BOULDERDASH. 02. B-DASH-2.DMS CD-EM. BOULDERDASH. 03. B-DASH-3.DMS CD-EM. BOULDERDASH. ENEMY MINES. ONLY 1.3 B-ENY-13.DMS CD-EM. BOULDERDASH. MARATHON. 01. B-MARA-1.DMS CD-EM. BOULDERDASH. MARATHON. 02. B-MARA-2.DMS CD-EM. BOULDERDASH. MARATHON. 03. B-MARA-3.DMS CD-EM. BOULDERDASH. MINI. 02. 6 B-MINI-2.DMS CD-EM. BOULDERDASH. MK.01. B-MK--O1.DMS CD-EM. BOULDERDASH. PROF. 01. B-PROF-1.DMS CD-EM. BOULDERDASH. PROF. 02. B-PROF-2.DMS CD-EM. BOULDERDASH. PROF. 03. B-PROF-3.DMS CD-EM. BOULDERDASH. PROF. 04. B-PROF-4.DMS CD-EM. BOULDERDASH. ROYAL. 01. B-ROYAL1.DMS CD-EM. BOULDERDASH. WILLY. B-WILLY1.DMS CD-EM. BOULDERDASH. REO VENGE YAM YAMS. 02. B-YAMS-2.DMS CD-EM. EMERALD MINE. BALGROVE. 01. BALGROVE.DMS CD-EM. BOULDERDASH-EMERALD. 01. BD-EME-1.DMS CD-EM. EMERALD MINE. BEER MINE. 01. BEERM-01.DMS CD-EM. BOULDERDASH. BLUE DIAMOND. 04. BLUED-04.DMS CD-EM. BOND MINE. 01. BONDM-01.DMS CD-EM. BOND MINE. 02. BONDM-02.DMS CD-EM. BOND MINE. 03. BONDM-03.DMS CD-EM. "0 BOND MINE. 04. BONDM-04.DMS CD-EM. BOND MINE. 05. BONDM-05.DMS CD-EM. BOND MINE. 06. BONDM-06.DMS CD-EM. BOND MINE. 08. BONDM-08.DMS CD-EM. BOND MINE. 09. (KERST VERSION I) BONDM-09.DMS CD-EM. BOND MINE. 10. BONDM-10.DMS CD-EM. BOND MINE. 11. BONDM-11.DMS CD-EM. BOND MINE. 12. BONDM-y12.DMS CD-EM. BOND MINE. 13. BONDM-13.DMS CD-EM. BOND MINE. 14. BONDM-14.DMS CD-EM. BOND MINE. 15. BONDM-15.DMS CD-EM. BOND MINE. 16. BONDM-16.DMS CD-EM. BOND MINE. 07. (7.5) BONDM-75.DMS CD-EM. BOND MINE. 17. (KERST VERSION II) BONDM-17.DMS CD-EM. BOND MINE. 18. BONDM-18.DMS CD-EM. BOND MINE. 19. (KERST VERSION |6III) BONDM-19.DMS CD-EM. BOULDERDASH. AMI 100% BOUL-AMI.DMS CD-EM. BOULDERDASH. 1/4. C64. BOUL-C64.DMS CD-EM. BOULDERDASH. 1ST.CLASS. BOUL-CLA.DMS CD-EM. BOULDERDASH. BOBBY. 01. BOULBO-1.DMS CD-EM. BOULDERDASH. FOR 2.0. BOULD-20.DMS CD-EM. EMERALD MINE. BUGMINE. 01. BUGMI-01.DMS CD-EM. EMERALD MINE. BUGMINE. 02. BUGMI-02.DMS CD-EM. EMERALD MINE. nSBUGMINE. 03. BUGMI-03.DMS CD-EM. EMERALD MINE. CHAOS CAVES. 01. CHAOSC-1.DMS CD-EM. EMERALD MINE. CHAOS CAVES. 02. CHAOSC-2.DMS CD-EM. EMERALD MINE. CHAOS CAVES. 03. CHAOSC-3.DMS CD-EM. EMERALD MINE. CHAOS CAVES. 04. CHAOSC-4.DMS CD-EM. EMERALD MINE. COLD CAVES. (LAZ) COLD-LAZ.DMS CD-EM. EMERALD MINE. COLD CAVES. 01. COLDC-01.DMS CD-EM. EMERALD MINE. COSMO MINE. 01. COSMO-01.DMS CD-EM. Ks EMERALD MINE. COSMO MINE. 02. COSMO-02.DMS CD-EM. EMERALD MINE. COSMO MINE. 03. COSMO-03.DMS CD-EM. EMERALD MINE. COSMO MINE. 04. COSMO-04.DMS CD-EM. EMERALD MINE. COSMO MINE. 05. COSMO-05.DMS CD-EM. EMERALD MINE. COSMO MINE. 06. COSMO-06.DMS CD-EM. EMERALD MINE. COSMO MINE. 07. COSMO-07.DMS CD-EM. EMERALD MINE. COSMO MINE. 08. COSMO-08.DMS CD-EM. EMERALD MINE. COSMO MINE. 09. COSMO VY-09.DMS CD-EM. EMERALD MINE. COSMO MINE. 10. COSMO-10.DMS CD-EM. EMERALD MINE. CRUNCHER. 01. CRUNMI-1.DMS CD-EM. EMERALD MINE. CRUNCHER. 02. CRUNMI-2.DMS CD-EM. EMERALD MINE. CRYSTAL CAVERNS. 04. CRYSTM-4.DMS CD-EM. EMERALD MINE. CRYSTAL CAVERNS. 01. CRYSTM-1.DMS CD-EM. EMERALD MINE. CRYSTAL CAVERNS. 02. CRYSTM-2.DMS CD-EM. EMERALD MINE. CRYSTAL CAVERNS. 03. CRYSTM-3.DMS CD-EM. EMERALD MINE. DANMARK. 01.  ?GJ DANMI-01.DMS CD-EM. EMERALD MINE. DANMARK. 02. DANMI-02.DMS CD-EM. EMERALD MINE. DIAMOND DIGGER. 01. DDIGGER1.DMS CD-EM. EMERALD MINE. DENMINE. 01. DENMI-01.DMS CD-EM. EMERALD MINE. DENMINE. 02. DENMI-02.DMS CD-EM. EMERALD MINE. DENMINE. 03. DENMI-03.DMS CD-EM. EMERALD MINE. DENMINE. 04. DENMI-04.DMS CD-EM. EMERALD MINE. DENMINE. 05. DENMI-05.DMS CD-EM. EMERALD MINE. nE DENMINE. 06. DENMI-06.DMS CD-EM. EMERALD MINE. DENMINE. 07. DENMI-07.DMS CD-EM. EMERALD MINE. DENMINE. 08. DENMI-08.DMS CD-EM. EMERALD MINE. DENMINE. 09. DENMI-09.DMS CD-EM. EMERALD MINE. DENMINE. 10. DENMI-10.DMS CD-EM. EMERALD MINE. DENMINE. 11. DENMI-11.DMS CD-EM. EMERALD MINE. DENMINE. 12. DENMI-12.DMS CD-EM. EMERALD MINE. DENMINE. 13. DENMI-13.DMS CD-EM \. EMERALD MINE. DENMINE. 14. DENMI-14.DMS CD-EM. EMERALD MINE. DIAMONDS. 01. DIAMO-01.DMS CD-EM. EMERALD MINE. DOWNUNDER. 01. DOWNU-01.DMS CD-EM. EMERALD MINE. DOWNUNDER. 02. DOWNU-02.DMS CD-EM. EMERALD MINE. DOWNUNDER. 03. DOWNU-03.DMS CD-EM. EMERALD MINE. DOWNUNDER. 04. DOWNU-04.DMS CD-EM. EMERALD MINE. DOWNUNDER. 05. DOWNU-05.DMS CD-EM. EMERALD MINE. DOWNUNDER. 06. DOWN OU-06.DMS CD-EM. EMERALD MINE. DOWNUNDER. 07. DOWNU-07.DMS CD-EM. EMERALD MINE. DOWNUNDER. 08. DOWNU-08.DMS CD-EM. EMERALD MINE. DOWNUNDER. 09. DOWNU-09.DMS CD-EM. EMERALD MINE. DOWNUNDER. 10. DOWNU-10.DMS CD-EM. EMERALD MINE. DOWNUNDER. 11. DOWNU-11.DMS CD-EM. EMERALD MINE. DOWNUNDER. 12. DOWNU-12.DMS CD-EM. EMERALD MINE. DOWNUNDER. 13. DOWNU-13.DMS CD-EM. EMERALD MINE. DOWNUNDER. 14.q% DOWNU-14.DMS CD-EM. EMERALD MINE. DOWNUNDER. 15. DOWNU-15.DMS CD-EM. EMERALD MINE. DOWNUNDER. 16. DOWNU-16.DMS CD-EM. EMERALD MINE. DOWNUNDER. 17. DOWNU-17.DMS CD-EM. EMERALD MINE. DOWNUNDER. 18. DOWNU-18.DMS CD-EM. EMERALD MINE. DOWNUNDER. 19. DOWNU-19.DMS CD-EM. EMERALD MINE. DOWNUNDER. 20. DOWNU-20.DMS CD-EM. EMERALD MINE. ACE. 01. E-ACE-01.DMS CD-EM. EMERALD MINE1. ACE. 02. E-ACE-02.DMS CD-EM. EMERALD MINE. BABY GHOST. 01. E-BGH-01.DMS CD-EM. EMERALD MINE. E.M.C. 01. E-M-C-01.DMS CD-EM. EMERALD MINE. Mr.B. 01. E-MR-B-1.DMS CD-EM. EMERALD MINE. Mr.B. 02. E-MR-B-2.DMS CD-EM. EMERALD MINE. MWB + EDITOR. E-MWB-ED.DMS CD-EM. EMERALD MINE. ORG. 40X. E-ORG40X.DMS CD-EM. EMERALD MINE. POOH. 01. E-POOH-1.DMS CD-E*M. EMERALD MINE. 01. PROF. E-PRO-01.DMS CD-EM. EMERALD MINE. 02. PROF. E-PRO-02.DMS CD-EM. EMERALD MINE. 03. PROF. E-PRO-03.DMS CD-EM. EMERALD MINE. 04. PROF. E-PRO-04.DMS CD-EM. EMERALD MINE. EATER. 01. EATER-01.DMS CD-EM. EMERALD MINE. EATER. 02. EATER-02.DMS CD-EM. EMERALD MINE. EAT. 01. EATMI-01.DMS CD-EM. EMERALD MINE. EAT. 02. EATsQMI-02.DMS CD-EM. EMERALD MINE. EAT. 03. EATMI-03.DMS CD-EM. EMERALD MINE. ELVIS MINE. 01. ELVISM-1.DMS CD-EM. EMERALD MINE. ELVIS MINE. 02. ELVISM-2.DMS CD-EM. EMERALD MINE. ELVIS MINE. 03. ELVISM-3.DMS CD-EM. EMERALD MINE. DASH. 01. EM-DASH1.DMS CD-EM. EMERALD MINE. DASH. 02. EM-DASH2.DMS CD-EM. EMERALD MINE. DASH. 03. EM-DASH3.DMS CD-EM. EMERALD MINE. EMPTY. T\ EM-EMPTY.DMS CD-EM. EMERALD MINE. II. EME-II-1.DMS CD-EM. EMERALD MINE. II. DATA. EME-II-2.DMS CD-EM. EMERALD MINE. EMERALD MINE 1. FOR 1200. EMERALD1.DMS CD-EM. EMERALD MINE. 01. EMERM-01.DMS CD-EM. EMERALD MINE. 02. EMERM-02.DMS CD-EM. EMERALD MINE. 03. EMERM-03.DMS CD-EM. EMERALD MINE. 04. EMERM-04.DMS CD-EM. EMERALD MINE. 05. EMERM-05.DMS CD-EM. EMERALD MINE. 06. EMERM-06.DMS CD-EM. EMERALD MINE. 07. EMERM-07.DMS CD-EM. EMERALD MINE. 08. EMERM-08.DMS CD-EM. EMERALD MINE. 09. EMERM-09.DMS CD-EM. EMERALD MINE. 10. EMERM-10.DMS CD-EM. EMERALD MINE. 11. EMERM-11.DMS CD-EM. EMERALD MINE. 12. EMERM-12.DMS CD-EM. EMERALD MINE. 13. EMERM-13.DMS CD-EM. EMERALD MINE. 14. EMERM-14.DMS CD-EM. EMERALD MINE. 15. EMERM-15.DMS CD-EM. EMERALD MINE. 16. EMERM-16.DMS CD-EM. EMERALD MINE. 17. EMERM-17.DMS CD-EM. EMERALD MINE. 18. EMERM-18.DMS CD-EM. EMERALD MINE. 19. EMERM-19.DMS CD-EM. EMERALD MINE. 20. EM:L ERM-20.DMS CD-EM. EMERALD MINE. 21. EMERM-21.DMS CD-EM. EMERALD MINE. 22. EMERM-22.DMS CD-EM. EMERALD MINE. EDITOR. EMERM-ED.DMS CD-EM. EMERALD MINE. EVE CAVES. 01. EVECA-01.DMS CD-EM. EMERALD MINE. EXCEPTION. 01. EXCEP-01.DMS CD-EM. EMERALD MINE. EXCEPTION. 02. EXCEP-02.DMS CD-EM. EMERALD MINE. EXPERT. 01. EXPMI-01.DMS CD-EM. EMERALD MINE. EXPERT. 02. &zo EXPMI-02.DMS CD-EM. EMERALD MINE. EXPERT. 03. EXPMI-03.DMS CD-EM. EMERALD MINE. FIRE. 01. FIREM-01.DMS CD-EM. EMERALD MINE. FIRE. 02. FIREM-02.DMS CD-EM. EMERALD MINE. FREAK. 01. FREAK-01.DMS CD-EM. EMERALD MINE. FREAK. 02. FREAK-02.DMS CD-EM. EMERALD MINE. FREAKMINE. 02. EASY FREAKE-2.DMS CD-EM. EMERALD MINE. FREAKMINE. 02. HARD FREAKH-2.DMS CD-EM. EMERALD MIףNE. FREAKMINE. JUNIOR. 01. FREAKJR1.DMS CD-EM. EMERALD MINE. FREAKMINE. 01. FREAKM-1.DMS CD-EM. EMERALD MINE. FRUSTY. 01. FRUSTM-1.DMS CD-EM. EMERALD MINE. FUN. 01. FUNMI-01.DMS CD-EM. EMERALD MINE. FUN. 02. FUNMI-02.DMS CD-EM. EMERALD MINE. FUTURE FIELDS. 01. FUTFM-01.DMS CD-EM. EMERALD MINE. GAZZA MINE. 01. GAZZA-1 .DMS CD-EM. EMERALD MINE. GHOST MINE. 01. GHOST-01.DMS CDe-EM. EMERALD MINE. GROTTO. 01. GROTTO-1.DMS CD-EM. EMERALD MINE. GROTTO. 02. GROTTO-2.DMS CD-EM. EMERALD MINE. HAUNTED. 01. HAUNT-01.DMS CD-EM. EMERALD MINE. HAUNTED. 02. HAUNT-02.DMS CD-EM. EMERALD MINE. HAUNTED. 03. HAUNT-03.DMS CD-EM. EMERALD MINE. HAUNTED. 04. HAUNT-04.DMS CD-EM. EMERALD MINE. HAUNTED. 05. HAUNT-05.DMS CD-EM. EMERALD MINE. HEAD. 01. HϿEADM-01.DMS CD-EM. EMERALD MINE. HIGHLANDER. 01. HIGHL-01.DMS CD-EM. EMERALD MINE. HISTORY HOLES. 01. HIS-H-01.DMS CD-EM. EMERALD MINE. CHAOS CAVES JUNIOR. 01. CHAOSJR1.DMS CD-EM. EMERALD MINE. JUNIOR ICE. 01. JUNIM-01.DMS CD-EM. EMERALD MINE. JUNIOR ICE. 02. JUNIM-02.DMS CD-EM. EMERALD MINE. JUNIOR ICE. 03. JUNIM-03.DMS CD-EM. EMERALD MINE. JUNIOR ICE. 04. JUNIM-04.DMS CD-EM. EMERALD MINE. KEVIN MINE.$VÛ 01. KEVIN-01.DMS CD-EM. EMERALD MINE. KEVIN MINE. 02. KEVIN-02.DMS CD-EM. EMERALD MINE. KEVIN MINE. 03. KEVIN-03.DMS CD-EM. EMERALD MINE. KIDS FUN. 01. KIDSF-01.DMS CD-EM. EMERALD MINE. LABAN MINE. 01. LABAN-01.DMS CD-EM. EMERALD MINE. LADY BIRDS. 01. LADYB-01.DMS CD-EM. EMERALD MINE. LAW MINE. 01. LAWMINE1.DMS CD-EM. EMERALD MINE. MANTRONIX. 01. (MWB.) MANTR-01.DMS CD-EM. BOULDERDA 8#SH. MR.BOULDER. 01. MR-BOULD.DMS CD-EM. EMERALD MINE. NOI. 01. N-ONE-01.DMS CD-EM. EMERALD MINE. NOI. 02. N-ONE-02.DMS CD-EM. EMERALD MINE. NOI. 03. N-ONE-03.DMS CD-EM. EMERALD MINE. NOI. 04. N-ONE-04.DMS CD-EM. EMERALD MINE. NOI. 05. N-ONE-05.DMS CD-EM. EMERALD MINE. NOI. 06. N-ONE-06.DMS CD-EM. EMERALD MINE. NOI. 07. N-ONE-07.DMS CǟD-EM. EMERALD MINE. NOI. 08. N-ONE-08.DMS CD-EM. EMERALD MINE. NOI. 09. N-ONE-09.DMS CD-EM. EMERALD MINE. NOI. 10. N-ONE-10.DMS CD-EM. EMERALD MINE. NOI. 11. N-ONE-11.DMS CD-EM. EMERALD MINE. NOI. 12. N-ONE-12.DMS CD-EM. EMERALD MINE. NOI. 13. N-ONE-13.DMS CD-EM. EMERALD MINE. NOI. 14. N-ONE-14.DMS CD-EM. EMERALD MINE. NOI. 15. )N-ONE-15.DMS CD-EM. EMERALD MINE. NOI. 16. N-ONE-16.DMS CD-EM. EMERALD MINE. NOI. 17. N-ONE-17.DMS CD-EM. EMERALD MINE. NEW. 01. NEWMINE1.DMS CD-EM. EMERALD MINE. NORDLIGHT. 01. NORDL-01.DMS CD-EM. EMERALD MINE. NORMAL MINE. 01. NORMALM1.DMS CD-EM. EMERALD MINE. NORMAL MINE. 02. NORMALM2.DMS CD-EM. EMERALD MINE. NORMAL MINE. 03. NORNALM3.DMS CD-EM. EMERALD MINE. OH NO MOREH- YAMS. 01. NOYAMS-1.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 02. NOYAMS-2.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 03. NOYAMS-3.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 04. NOYAMS-4.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 05. NOYAMS-5.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 06. NOYAMS-6.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 07. NOYAMS-7.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 08. NOYAMS-8.DMS CD-EM. EMERALD  MINE. OH NO MORE YAMS. 09. NOYAMS-9.DMS CD-EM. EMERALD MINE. NUGGET. 01. NUGGET-1.DMS CD-EM. EMERALD MINE. NUGGET. 02. NUGGET-2.DMS CD-EM. EMERALD MINE. OZ. 01. OZMIN-01.DMS CD-EM. EMERALD MINE. OZ. 02. OZMIN-02.DMS CD-EM. EMERALD MINE. OZ. 03. OZMIN-03.DMS CD-EM. EMERALD MINE. OZ. 04. OZMIN-04.DMS CD-EM. EMERALD MINE. OZ. 05. OZMIN-05.DMS !薛 CD-EM. EMERALD MINE. PAC MANIA. 01. PACMI-01.DMS CD-EM. EMERALD MINE. PAC MANIA. 02. PACMI-02.DMS CD-EM. EMERALD MIME. PAC MANIA. 03. PACMI-03.DMS CD-EM. EMERALD MINE. PAC MANIA. 04. PACMI-04.DMS CD-EM. EMERALD MINE. PAC MANIA. 05. PACMI-05.DMS CD-EM. EMERALD MINE. PAC MANIA. 06. PACMI-06.DMS CD-EM. EMERALD MINE. PAC MINE DELUXE. 01. PACMINE1.DMS CD-EM. EMERALD MINE. PAC MINE DELUXE. 02. "W PACMINE2.DMS CD-EM. EMERALD MINE. PAC MINE DELUXE. 03. PACMINE3.DMS CD-EM. EMERALD MINE. PAC MINE DELUXE. 04. PACMINE4.DMS CD-EM. EMERALD MINE. PORNO MINE. 01. PORNO-01.DMS CD-EM. EMERALD MINE. PORNO MINE. 02. PORNO-02.DMS CD-EM. EMERALD MINE. PROFESIONAL. 03. PROFES-3.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 01. PROFI-01.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 02. PROFI-02.DMS CD-EM. EMERALD MINE. PROF ICEM# (INE. 03. PROFI-03.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 04. PROFI-04.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 05. PROFI-05.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 06. PROFI-06.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 07. PROFI-07.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 08. PROFI-08.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 09. PROFI-09.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 10. PROFI-10.DMS CD-EM. EMERALD$ MINE. PROF ICEMINE. 11. PROFI-11.DMS CD-EM. EMERALD MINE. RECYCLED. 01. RECYC-01.DMS CD-EM. EMERALD MINE. RECYCLED. 02. RECYC-02.DMS CD-EM. EMERALD MINE. RECYCLED. 03. RECYC-03.DMS CD-EM. EMERALD MINE. RECYCLED. 04. RECYC-04.DMS CD-EM. EMERALD MINE. RECYCLED. 05. RECYC-05.DMS CD-EM. EMERALD MINE. RECYCLED. 06. RECYC-06.DMS CD-EM. EMERALD MINE. RECYCLED. 07. RECYC-07.DMS % xw@] CD-EM. EMERALD MINE. RECYCLED. 08. RECYC-08.DMS CD-EM. EMERALD MINE. RECYCLED. 09. RECYC-09.DMS CD-EM. EMERALD MINE. RECYCLED. 10. RECYC-10.DMS CD-EM. EMERALD MINE. RECYCLED. 11. RECYC-11.DMS CD-EM. EMERALD MINE. RECYCLED. 12. RECYC-12.DMS CD-EM. ROCKFORD. 01. ROCKF-01.DMS CD-EM. ROCKFORD. 02. ROCKF-02.DMS CD-EM. ROCKFORD. 03. &  ROCKF-03.DMS CD-EM. ROCKFORD. 04. ROCKF-04.DMS CD-EM. ROCKNUTS. 01. ROCKN-01.DMS CD-EM. ROCKNUTS. 02. ROCKN-02.DMS CD-EM. EMERALD MINE. RUNNER. 01. RUNNER-1.DMS CD-EM. EMERALD MINE. RUNNER. 02. RUNNER-2.DMS CD-EM. EMERALD MINE. RUNNER. 03. RUNNER-3.DMS CD-EM. EMERALD MINE. RUNNER. 04. RUNNER-4.DMS CD-EM. EMERALD MINE. RUNNER. ' K205. RUNNER-5.DMS CD-EM. EMERALD MINE. RUNNER. 06. RUNNER-6.DMS CD-EM. EMERALD MINE. RUPPEL. 01. RUPPEL-1.DMS CD-EM. EMERALD MINE. RUPPEL. 02. RUPPEL-2.DMS CD-EM. EMERALD MINE. RUPPEL. 03. RUPPEL-3.DMS CD-EM. EMERALD MINE. RUPPEL. 04. RUPPEL-4.DMS CD-EM. EMERALD MINE. RUPPEL. 05. RUPPEL-5.DMS CD-EM. EMERALD MINE. RUPPEL. 06. RUPPEL-6.DMS CD-EM. EMERAL(n,D MINE. RUPPEL. 01. EASY. RUPPEL1E.DMS CD-EM. EMERALD MINE. SNELMINE. 01. SNELM-01.DMS CD-EM. EMERALD MINE. SOLOMONSLOST. 01. SOLOM-01.DMS CD-EM. EMERALD MINE. SOLOMONSLOST. 02. SOLOM-02.DMS CD-EM. EMERALD MINE. SPACE MINE. 01. SPACE-01.DMS CD-EM. EMERALD MINE. SUPER FREAK MINE PRO 01. S-FREAK1.DMS CD-EM. EMERALD MINE. SPRINT MINE. 01. SPRINT01.DMS CD-EM. EMERALD MINE. SPUDMINE. 01. SPUDM-01.DMS ) CD-EM. EMERALD MINE. SPUDMINE. 02. SPUDM-02.DMS CD-EM. EMERALD MINE. SPUDMINE. 03. SPUDM-03.DMS CD-EM. EMERALD MINE. SPUDMINE. 04. SPUDM-04.DMS CD-EM. EMERALD MINE. SPUDMINE. 05. SPUDM-05.DMS CD-EM. EMERALD MINE. SPUDMINE. 06. SPUDM-06.DMS CD-EM. EMERALD MINE. SPUDMINE. 07. SPUDM-07.DMS CD-EM. EMERALD MINE. SPUDMINE. 08. SPUDM-08.DMS CD-EM. EMERALD MINE. SPUDMINE. 09. *;c SPUDM-09.DMS CD-EM. EMERALD MINE. STOLEN MINE. 01 STOLEN-1.DMS CD-EM. EMERALD MINE. STONEHENGE. 01. STONE-01.DMS CD-EM. EMERALD MINE. STYX MINE. 01. STYXM-01.DMS CD-EM. EMERALD MINE. STYX MINE. 02. STYXM-02.DMS CD-EM. EMERALD MINE. SURFER MINE. 01. SURFER-1.DMS CD-EM. EMERALD MINE. TEAM AWAY. 01. TEAM-A-1.DMS CD-EM. EMERALD MINE. THRU-THE-YAM-CAVES. 01. THRUG-01.DMS CD-EM. EMERALD MINE. TOOLS. +74.6.ECS. TOOL46-1.DMS CD-EM. EMERALD MINE. TOOLS. 4.6.ECS. DATA 1. TOOL46-2.DMS CD-EM. EMERALD MINE. TOOLS. 5.0.ECS. TOOL50-1.DMS CD-EM. EMERALD MINE. TOOLS. 5.0.ECS. DATA. TOOL50-2.DMS CD-EM. EMERALD MINE. TOOLS. 6.0.AGA. 1 TOOL60A1.DMS CD-EM. EMERALD MINE. TOOLS. 6.0.AGA. 2 DATA. TOOL60A2.DMS CD-EM. EMERALD MINE. TOOLS. 6.0.ECS. 1 TOOL60E1.DMS CD-EM. EMERALD MINE. TOOLS. 6.0.ECS. 2 DATA. TOOL60E2.DMS CD-EM. EMERA,B'wLD MINE. TERRIBLE TUNNELS. 01. TUNNELS1.DMS CD-EM. EMERALD MINE. TUTORIAL. 01. TUTOR-01.DMS CD-EM. EMERALD MINE. TUTORIAL. 02. TUTOR-02.DMS CD-EM. EMERALD MINE. TUTORIAL. 03. TUTOR-03.DMS CD-EM. EMERALD MINE. TUTURIAL MINE. V6.0 EDIT TUTORV6 .DMS CD-EM. EMERALD MINE. VENOM. 01. VENOM-01.DMS CD-EM. EMERALD MINE. VENOM. 02. VENOM-02.DMS CD-EM. EMERALD MINE. WATER. 01. WATER-01.DMS-Ɍ CD-EM. EMERALD MINE. WATERMILL MINE. 01. WATMIL-1.DMS CD-EM. EMERALD MINE. WINDMILL MINE. 01. WINDM-01.DMS CD-EM. EMERALD MINE. WONDERMINE. 01. WONDER-1.DMS CD-EM. EMERALD MINE. YKIKAKOU. 01. YKIKAK-1.DMS CD-EM. EMERALD MINE. YKIKAKOU. 02. YKIKAK-2.DMS CD-EM. EMERALD MINE. YOUNG DENMINE. 01. YOUNGDM1.DMS CD-EM. EMERALD MINE. YOUNG DENMINE. 02. YOUNGDM2.DMS CD-EM. EMERALD MINE. YOUNG DENMINE. 03. .YM_ YOUNGDM3.DMS CD-EM. EMERALD MINE. YOUNG DENMINE. 04. YOUNGDM4.DMS CD-EM. INDMILL MINE. 01. WINDM-01.DMS CD-EM. EMERALD MINE. WONDERMINE. 01. WONDER-1.DMS CD-EM. EMERALD MINE. YKIKAKOU. 01. YKIKAK-1.DMS CD-EM. EMERALD MINE. YKIKAKOU. 02. YKIKAK-2.DMS CD-EM. EMERALD MINE. YOUNG DENMINE. 01. YOUNGDM1.DMS CD-EM. EMERALD MINE. YOUNG DENMINE. 02. YOUNGDM2.DMS CD-EM. EMERALD MINE. YOUNG DENMINE. 03. sHp{J M.W.B. DOXDISK # 61 1995  ****************************************** P 01 ALIENBREED 3 LEVELCODES P 21 HILLSEA DOX P 02 ANTS! LEVELCODES P 22 INSPECT DOX P 03 BANGBOO LEVELCODES P 23 MPEG PLAYER GUIDE P 04 BIGANIM DOX P 24 MULTI PLAYER GUIDE P 05 BOOT TOOL DOX P 25 NOSTRADAMUS FAQS P 06 CD32 TIPS & TRICKS P 26 PARADOX LEVELCODES P 07 CITADEL DOX P 27 PENGUIN DOX P 08 CLONER nDOX P 28 PREFS GUIDE P 09 COALA GUIDE P 29 PS3M GUIDE P 10 COMPRESS DOX P 30 SNES -TIPS & TRICKS! P 11 COURIER MODEM REF.CARDS P 31 SUPERTENNIS DOX P 12 CYBERFORCE INFO P 32 THESIUS XII DOX P 13 DELITRACKER MANUAL P 33 THOMAS .. PINBALL P 14 DMS GUIDE P 34 TOWER ASSAULT LEVELCODES P 15 DSOUND DOX P 35 ULT.SOCCER INFO P 16 EMERALD TOTALL LIST P 36 VIEWTEK DOX P 17 FAST JPEvG GUIDE P 37 WHEELSPIN DOX P 18 FEARS LEVELCODES P 38 WHEELSPIN INFO P 19 FIND DOX P 39 WORMS INFO P 20 FULLFIND DOXEM REF.CARDS P 31 SUPERTENNIS DOX P 12 CYBERFORCE INFO P 32 THESIUS XII DOX P 13 DELITRACKER MANUAL P 33 THOMAS .. PINBALL P 14 DMS GUIDE P 34 TOWER ASSAULT LEVELCODES P 15 DSOUND DOX P 35 ULT.SOCCER INFO P 16 EMERALD TOTALL LIST P 36 VIEWTEK DOX P 17 FAST JPE/V FILE_ID.DIZp/N _____ _______ __________ \__ \/ _/_ \/\/ _/_ _ \ / / \ / / \ \/ Y _/ / _ \ _ \ \ _ \ / \ / \_\ \_Y \ /______\/____ /_/\____ /___ / \/ \/ \/ A NEW EMERALD MINE CREATED BY: E.M.C. HOLLAND IT IS: EMERALD MINE 22sHpڤ  FILE_ID.DIZpA.560p:S _____ _______ __________ \__ \/ _/_ \/\/ _/_ _ \ / / \ / / \ \/ Y _/ / _ \ _ \ \ _ \ / \ / \_\ \_Y \ /______\/____ /_/\____ /___ / \/ \/ \/ DOX DISK NR: 61 !! 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The DISK-Masher (DMS) is a utility that allows users to compress and archive floppy disks. Version 1.11 requires at least 512k of memory, and AmigaD\_x;OS version 1.2 or later. Why a disk archiver? Many programs are available for archiving individual files and do a relatively good job. However DMS was created for the purpose of archiving whole disks. It is useful for archiving non-filing system disks which cannot be done with standard file archivers, sending distribution disks, archiving library collections, and many other uses. DMS takes much less time to put a disk back together than with a file archiver and is less wear \`f^and tear on your disk drives. Why not use other disk archivers? DMS has been tested against every other similar type programs and will provide faster execution, greater compression, more support features, and continuing user support. Once you try DMS you won't be satisfied with anything else. Among other things DMS provides: - Highly optimized compression routines offerring the utmost in speed and compression. 4 different routines to choose from to satisfy y\aour needs. - The ability to read and write to or from any AmigaDOS device conforming to the standard 80 tracks , 512 bytes per block , 11 blocks per track, 2 sides, Ex: DF0:, DF1:, RAD:, etc. - Extended Virus checking of the boot blocks. Other disk archivers just show the boot block and do not check for viruses, this is extremely stupid, most viruses do not come out and say "Look here, I'm a virus!". Without actually checking the boot block y\bA 0ou're opening up a can of worms. Therefore DMS currently checks for over 60 different viruses and custom boot blocks and can automatically install the disk. It is still Important that users monitor their system periodically with a virus checker as there are many types of viruses. - Data Security. DMS has the option to encrypt archives with a user selected password for security. ************************************************************\c***************** Command Line Options and Usage The general format for a DMS command is: DMS command file[.DMS] [OPTIONS ...] Everything in braces [] is optional. Everything else is required. file[.DMS] is a user specified filename. The .DMS ending will automatically be appended to the filename if you do not include it. This is done to avoid confusion with other archiver formats. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\d0.~~~~~~~~~~~~~~ 1.) READ This command will read and compress a disk. The basic usage for this command is: DMS Read file[.DMS] [FROM Dev:] [TEXT filetext] [CMODE mode] [LOW lowtrack] [HIGH hightrack] [NOVAL] [NOZERO] [ENCRYPT password] file[.DMS] - the output file which will contain the archived disk. OPTIONS: FROM Dev: - Will read the disk from a different device. The default device is DF0: (internal drive). You may choose any device \eqEas long as it has 80 tracks, 2 sides, 11 sectors/track, and 512 bytes per sector. Examples: DF0:, DF1:, DF2:, DF3:, RAD:, FM0:, FF0:, etc. TEXT filetext - Causes DMS to read in the file 'filetext' and add it to the archive. When the archive is extracted the text will be displayed before writing the disk. This is useful for identifying disks or giving other information about the archive. CMODE mode - Chooses the compression mode used. Mode is either\ fx/Ņ NONE, HEAVY1, HEAVY2, or BEST The default mode is BEST Available modes are: NONE - No Compression is performed (Straight Read). HEAVY1 - Heavy compression, good speed/compression ratio. HEAVY2 - Best available compression. Only available with >1meg ram. BEST - Chooses Best compression method for available memory. LOW lowtrack - Specifies the starting track to read from. The default is track 0. Lowtrack must be a value from 0 to \ g:79. HIGH hightrack - Specifies the ending track to stop at. The default is track 79. Hightrack must be a value from 0 to 79. NOVAL - Stops DMS from inhibiting the disk validator when reading the disk. NOZERO - Normally DMS will read the AmigaDOS bitmap from the disk and archive only sectors which are being used. If the disk is a non-filing system disk or has a bad bitmap, DMS will automatically archive the whole disk. In EXTREME cases DMS will make\ h e a wrong assumption about the type of disk it is archiving. NOZERO will cause DMS to archive the whole disk totally ignoring the disk bitmap. Generally you will rarely if ever have to use this option. ENCRPYT password - Causes DMS to encrypt the input from the disk using the password supplied. 'password' is any alphanumeric word you desire. Examples: Joe, Fred, ABC1234, ONLY-FOR-ME, etc. EXAMPLES: DMS read disk1 - Will compress a disk from drive DF0:\ i using the default compression mode and store the results in the file 'disk1.DMS' DMS read stuff.DMS lowtrack 20 - Will compress only tracks 20 to 79 into file 'stuff.DMS' DMS read stuff lowtrack 40 hightrack 40 - Will compress only track 40 into file 'stuff.DMS' DMS read stuff from df1: cmode heavy1 noval nozero text RAM:intro - Will compress a disk from drive DF1: using compression mode HEAVY1, not inhibiting the disk validator, not using the disk bitmap a\ =Vgnd adding the text from file 'RAM:intro' to the file 'stuff.DMS' DMS read stuff.DMS from RAD: encrypt JOESTUFF1 - Will compress a disk from ram drive RAD: and encrypting the output with the password 'JOESTUFF1' to file 'stuff.DMS' DMS read stuff.DMS text CON:0/0/640/200/window - Will compress a disk and allow you to quickly add text to the archive. 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The basic usage for this command is: DMS Write file[.DMS],,, [TO Dev:] [LOW lowtrack] [HIGH hightrack] [NOVAL] [NOTEXT] [NOPAUSE] [DECRYPT password] file[.DMS],,, - One or more input files to be extracted. Standard AmigaDOS wildcards are supported. OPTIONS: TO Dev: - Will write\? the output to device Dev: (the default is drive DF0:) The device must follows the same rules as in the READ command. LOW lowtrack - Specifies the starting track to write from. Tracks before lowtrack will be ignored. Default is track 0 HIGH hightrack - Specifies the ending track to write from. Tracks after hightrack will be ignored. Default is track 79 NOVAL - Stops DMS from inhibiting the disk validator when writing a disk. NOTEXT - Causes DMS\@9 to ignore any text to be displayed from the archive. NOPAUSE - Stops DMS from pausing after displaying any text from the archive. DECRPYT password - Causes DMS to decrypt the archive with the password 'password'. This is only used if the archive was previously encrypted. 'password' must be the EXACT same one used when encrypting the file otherwise the archive will not be processed correctly. EXAMPLES: DMS write stuff - Will extract the archive stuff.D\nkMS to drive DF0: DMS write part1 part2.dms TO DF2: NOTEXT - Will extract the archives part1.DMS and part2.DMS to drive DF2: , ignoring any banner text in the archives ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.) REPACK This command allows you to recompress an older DMS archive. It can also be used as a simple split utility. The basic usage for this command is: DMS Repack file[.DMS] [TO file2[.DMS]] [LOW lowtrack] [HIGH higA,B>mlkjihgfedcba`_^]\[ZYXWVUTSRQPONMLKJIHGFEDCBS1MWB FOR AMIGA PC C64 SNES SEGA AND OTHER FUCKINGSmwbpACoG7|@7|CNqNqA"z($I0<QA$N"z :e4"Yf`pM.W.B. 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("?:@y  ? @(s?`A,o_"C\I?8'R ^سpKC as Km˓}KY /I@`T`Y@@`il?qQq Sab膏b,jC$%ہ~E A'iRo5؂ {c ߝ * A g1z?Yy Q =.<`u <#@>NC .@Bs q_F&ˇsm2-dQFQjGz=l}Q@!AQ4U@!t> Ku.fq_.5. ( @N0>P;=0?y1oXx7$P qG0uTp@! CTG@! ܄@!1MD  3 BDyFŃ :ACbCكQBȂ A#\ @NptN?  ?__;A(j+P0 @0`Pp;P   T)? #| -G>!Û>m*{ݹO j0x707A$ %/O?ӈ23l( |8>V~^k?YڀmDb6  p9H ~ؖ @`E'e@B 1`dʠ2TaPD#rDw:+ p#x)@Kk=O1)B:.^D]b@X(A)k+r@сI vb$SeJ ? {Ap 00"`C@.PP@?|Ka  x ^` ^|  ` ^^/ٌ (0X0Z/ZjhC^Wп@D2*3 bX+P0  L>PC>* !D *qx%Z.q %!Bx>@tT>?0 w)p _r:=8\o8 @D‘c-Q D@=CRq}Ch9 I`2$x };}S?'(X=R@PE EA*lj+.,]˰~"y+ ->|{`@3ODv 9 E) wDC%؃`k, Ќ@A+mq!Q tx$ A$] @F R Ay%** Lpp8#v̌4x<B2n9`?u3A1Ǡ@!@M 8h+ A@p';w %^LF1hp@&y2806mc``^ZA,q/Bо^(`CP.@Cj / h@,/|XJprX+ /xX@-00<^-1/xX000^*-9b_(R!m !4 -V?ABxH0 60>\o@?0\oFK HFu I`#`?l ` )L~| 8 zNCA( "y 0Bо>K0Kπ ~ ^ |?>`w  ?__;\o Qhtrack] [CMODE mode] file[.DMS] - The input file to be recompressed. OPTIONS: TO file2[.DMS] - Causes DMS to store the results in file2.DMS , otherwise the results are automatically stored in a file TEMP.DMS LOW lowtrack - Specifies lowtrack to start recompression. Tracks before lowtrack will be ignored. Default is track 0. HIGH hightrack - Specifies hightrack to end recompression. Tracks after hightrack will be ignored.\puw Default is track 79. CMODE mode - Chooses the compression mode to use. Same as in the READ command. EXAMPLES: DMS repack stuff low 20 high 40 cmode NONE - Will extract tracks 20 through 40 from the archive stuff.DMS , recompress them using no compression and store the results in the file TEMP.DMS . DMS repack old.dms TO new.dms - Will recompress the archive old.DMS using the default compression mode and store the results in the file new.DMS ~~~~~~\qJ<~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.) VIEW This command will view information about a DMS archive. The basic usage for this command is: DMS View file[.DMS],,, [FULL] file[.DMS],,, - One or more input files to be viewed. Standard AmigaDOS wildcards are supported. OPTIONS: FULL - Causes DMS to display information about every track in the archive. Otherwise only the information header will be displayed. EXAMPLES: \rhgQDMS view file1 part#? full - Will display full information about the archives file1.DMS and the files part#?.DMS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.) TEST This command will test the integrity of a DMS archive. The basic usage for this command is: DMS Test file[.DMS],,, file[.DMS],,, - One or more input files to be tested. Standard AmigaDOS wildcards are supported. EXAMPLES: DMS test file1 part#? - Will \s8x,test the archives file1.DMS and the files part#?.DMS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.) TEXT This command will display any banner text in a DMS archive. This is used to quickly find out information about an archive without having to extract it. The basic usage for this command is: DMS Text file[.DMS],,, file[.DMS],,, - One or more input files to display text. Standard AmigaDOS wildcards are supported. EXAMPLES:\tM( DMS text file1 part#? - Will display any banner text from the archives file1.DMS and the files part#?.DMS ***************************************************************************** General Information DMS has been over a year in the making, the compression routines are proprietary and we have taken great care to make sure they are the very best. There is no other program even close to DMS as far as versatility, performance, and ease of use\u3. We urge users to register with us so that we continue to provide the best and continuing support of the product. This program is NOT Shareware or Public Domain, it is Copyright 1989-91 by SDS Software. We have taken a different approach in distributing this program than most people. There will always be a version of DMS available to the general public free of charge. However, we are offerring as an incentive to register, many other programs that will not be available to th\v͜e general public. We feel that you should get what you pay for and pay for what you use. Therefore if you seldom use DMS then the public version is fine for you and we thank you for using it. If you use DMS on a regular basis you are asked to register with SDS Software. Registering will enable you to receive future updates and other programs not available to the general public. Updates will be provided to users on a first-come, first-serve basis before public releases. Please m\wۣake sure that this program remains the very best by registering with us. There are 2 levels of registration to choose from: Regular: ------- For $30 you will be mailed the latest versions of DMS on disk, and will also receive: DMSWin - an Intuition version of DMS with full windowing, gadgets and graphical display. and other Public Domain SDS Software programs. Professional: ------------ For $50 you wi\xi^4|ll receive the same privileges as above but will also receive: Convert - a Warp-to-DMS converter to convert old .WRP files to the new .DMS format. ViewDMS - a small utility to view the contents of a DMS archive. TestDMS - a small utility to test the contents of a DMS archive. Convert.EXE - MS-DOS versions of the above programs. for people ViewDMS.EXE storing files on MS-DOS machines. TestDMS.EXE \yUYou will also receive free updates for a year, and any other DMS related programs that are developed or received by SDS Software. Send a Check or Money Order for the amount of registration you choose, along with your full name, address, phone number, and computer configuration to: SDS Software Suite 126 4885-A Mcknight Rd. Pittsburgh, PA 15237 It is our sincere hope that we can continue to service the Amiga community with new and innovative programs.\z}E Please allow us to do so by supporting our products which you use. Thank you. If you have any suggestions, complaints, questions, or bug reports, please write to the above address and be sure to include your full name, address, phone number, and computer configuration. For any correspondance requiring a reply, please included a SASE. The DISK-Masher (DMS) is Copyright (c) 1989-1991 by SDS Software. It is NOT Public Domain. The CLI/Shell GENERIC version is freely distri\{jbutable provided the following rules: 1. No charge excepting reasonable media costs may be charged. 2. The program and documentation may not be modified in any way. 3. Only the self-extracting archive DMSxxx.EXE may be distributed SDS Software will be in no way liable for damages, incidental, or consequential, arising from the use or misuse of The DISK-Masher or for any other claim by any other party. Use this program at your own risk. No warranty is given, ei\Tther expressed or implied. Terms of registration are subject to change without notice. ***************************************************************************** Amiga and AmigaDOS are trademarks of Commodore-Amiga, Inc. MS-DOS is a trademark of Microsoft. be in no way liable for damages, incidental, or consequential, arising from the use or misuse of The DISK-Masher or for any other claim by any other party. Use this program at your own risk. No warranty is given, ei|}_~}p15oundp|~V t DSound V1.50 DSound is Copyright 1991-1994 by Dave Schreiber, All Rights Reserved. This program is freely distributable, but may not be sold (although a small fee for copying, media, etc. may be charged). The files minrexx.o and minrexx.h, included with this distribution, are exempt from this copyright, as I did not create them. DSound is utility I wrote to play 8SVX sound samples directly off a hard drive. While it only takes up a small amount of chip RAM, it|`T can play samples of unlimited size off a hard drive (it doesn't work to well with floppies however). Currently, it cannot play compressed sound files. USING DSOUND ------------ DSound can be used from any form of mass storage (such as hard drives, flopticals, Syquest drives, etc) except floppy disks. To use DSound, type "DSound [flags] " (without the quotes), where is the name of the file that you want to play, and [flags] are any of the flags listed below|][/ under "Usage." To stop DSound before a sample is finished playing, either click on the close gadget in the DSound window (which is displayed while DSound is playing a sound sample, unless the '-w' flag is used), press CTRL-C in the Shell window from which DSound was started, type "break ", where is the number of the Shell window that DSound is running in, or use DSound's ARexx port (see below). Usage: dsound [-l][-r][-2][-f][-m][-o][-w][-n][-t] [-s]|E1[-v][-b] file Where the flags are defined as such: -l -- Play the sample using the left speaker -r -- Play the sample using the right speaker -2 -- Play the sample using both speakers -f -- Shut off the low-pass filter -m -- Load the entire sample into memory -o -- Play the sample continuously (loop) -w -- Do not open the DSound window -n -- Do not show the sample name in the window -t -- Do not show the sample times in the window -s -- Pl|ڰqay the sample at the given speed (samples/sec) -v -- Play the sample at the given volume (0-64) -b -- Use a buffer of size (default is 30K) If you don't specify any flags, the defaults are to play the sound out of the first available speaker, with the filter on, at the speed and volume specified in the soundfile. New with version 1.40 of DSound is the ability to halt DSound via an ARexx command. Specifically, sending a copy of DSound the command |=p"quit" will cause it to immediate stop playing the sample and exit. DSound's port is called "DSound.x", where 'x' ranges from 1 to 99; each instance of DSound will have a different value for 'x'. An ARexx script which demonstrates this, called "QuitDSound.rx", is included in this distribution. WORKBENCH SUPPORT ----------------- Another feature found first in version 1.40 is Workbench support. If you make DSound the "default tool" of some sound sample, double clicking on that|b sample's icon will cause DSound to play the sample. You can also play a sample by clicking once on DSound's icon, then (while holding the shift key down) double-clicking on the sound sample's icon. In either case, when using DSound from Workbench, you cannot specify the various options given under "Usage;" you need to run DSound from the CLI in order to adjust how DSound plays samples. Quitting from DSound, when run from Workbench, is accomplished either by clicking on DSound's c|{4lose gadget or using an ARexx script. With version 1.50, DSound now supports Workbench tool types. These are program options entered in the "Tool Types" box, which is part of the Workbench "Information" window for an icon. One can bring up this window by clicking on an icon and selecting the "Information..." item from the "Icons" menus in Workbench. Each tool type is in the form "=", where is a particular program attribute (such as playback volu| ZWOme) and is the value it is to take; both and have to be in all capital letters. DSound will use tool type information from both its own icon and the icon of the sound sample to be played; if there is a conflict between tool type information in the two icons, the information in the sound sample's icon takes precedence. A list of tool type attributes follows, along with equivalent command-line flags and default values used when given attributes are not sp| d+ecified: SPEAKER -- Determines which speaker the sample plays out of. The for this attribute can be "LEFT" (left speaker, "-l"), "RIGHT" (right speaker "-r"), "BOTH" (both speakers, "-2"), or "DONTCARE" (when you don't care what speaker is used). The default value is "DONTCARE". SPEED -- The playback speed (equivalent to the "-s" flag). The is a number less than 28000 which is the speed (in samples/second) at which the sample should be played. The default speed | Jis specified by each individual sound sample. VOLUME -- The playback volume (equivalent to the "-v" flag). ranges from 0 (silent) to 64 (loudest). The default volume is 64 when not specified by a sound sample. BUFSIZE -- The amount of memory dedicated to playing samples, in bytes. Default is 30000. (The remaining attributes take either "YES" or "NO" as ) PLAYWINDOW -- Determines if the DSound window is opened. Default is "YES". Equivalent to the "-w" flag. TITL| ETIME -- If the DSound window is opened, determines if it should contain sample times. Default is "YES". Equivalent to the "-t" flag. TITLENAME -- If the DSound window is opened, determines if it should contain the name of the sample. Default is "YES". Equivalent to the "-n" flag. READALL -- Determines if the entire sample should be loaded into memory at once, rather than being played off of disk. Defaults to "NO". Equivalent to the "-m" flag. FILTER -- Determines if the low| Ǵ-pass filter should enabled during playback. Defaults to "YES". Equivalent to the "-f" flag. LOOP -- Determines if the sample should be played continuously (in a loop). Defaults to "NO". Equivalent to the "-o" flag. WARNING: specifying "LOOP=YES" and "PLAYWINDOW=NO" will cause DSound to play a sample continuously without any obvious way of stopping it. Because of this, a requester will pop up and request confirmation when these two tool types have been specified so as to ensure |݇that that's really what you want. In any case, you can use ARexx to stop DSound in this instance. COMPILING DSOUND --------------- I've included the source for DSound. To compile (using SAS/C V6) type: smake GETTING IN TOUCH WITH THE THE AUTHOR ------------------------------------ If you have any questions, comments, etc. regarding DSound, you can get in touch with me via Internet e-mail at davids@cse.ucsc.edu . n when these two tool types have been specified so as to ensure 7[h 17stJPEGGUIDEpl@database FastJPEG.guide @$VER: FastJPEG.guide 1.10 (26.2.94) This is a document in the AmigaGuide format. To read it, use either AmigaGuide, MultiView, or any other AmigaGuide compatible hypertext browser. @node main "FastJPEG Documentation - Contents" --------------------------------------------------------------------------- FastJPEG 1.10 A fast JPEG picture viewer for the Amiga Copyright 1993,1994 Christoph Feck, TowerSystems All Rights Reserved. Dedicated to Stefan Schulz I hope you like it --------------------------------------------------------------------------- @{" Introduction " link Introduction} What is FastJPEG? @{" Features " link Features} What makes FastJPEG so special? @{" Requirements " link Requirements} What systems wilal FastJPEG run on? @{" Installation " link Installation} Before using FastJPEG. @{" Usage " link Usage} How to use FastJPEG. @{" Tips & Hints " link Tips} Some useful notes. @{" Known Bugs " link Bugs} What does not work? @{" History " link History} What is new in this version? @{" Acknowledgments " link Acknowledgments} Wh+o I want to thank. @{" Disclaimer " link Disclaimer} Short: Use it at your own risk! @{" Copyright " link Copyright} About legal issues. @{" License " link License} What you have to agree on. @{" Support " link Support} What I will do for you. @{" Author " link Author} Where you can reach me. @endnode @node Introduction "FastJPEG Docuymentation - Introduction" Introduction ************ FastJPEG (or abbreviated: FJPEG) is nothing less - but also nothing more - than a fast JPEG picture viewer. Let me claim that it is the fastest JPEG viewer freely available for the Amiga. Besides being fast, it has many other advantages. Just tale a look at the list of @{" features " link Features}. An important goal was to not trade quality for speed. In fact, FastJPEG is both fast and has an excellent quality. Most other J qPEG viewers either produce ugly pictures, or need ages to perform the conversion to HAM mode. The key to the improved quality is a technique called `dithering', where colors not displayable on the Amiga are approximated by giving neighboring pixels similar colors, which the eye then mixes to the desired one. A common variety of this method is the `Floyd-Steinberg' error dispersion algorithm, which is very time intensive, but produces the best pictures. FastJPEG does not use this m$#5ethod, as it would drastically reduce performance. The dithering method used in FastJPEG, however, produces pictures of similar quality. I wrote and released this program for the Amiga community, which has deserved such a program. For too many months we have been forced to use an ugly looking viewer, the name of which has momentarily slipped my mind... I have not written this for me. I prefer TowerView, which is window based, and is a real application. I will release TowerView Bwhen it is ready, but this will take longer than I had originally envisioned, because the `To Do' list currently grows faster on the end, than it shrinks on the top. If you are interested in a preview, you can get the file `TV_Preview.lha', which is on any Aminet ftp site. @endnode @node Features "FastJPEG Documentation - Features" Features ******** - It's free! - Special AGA version included (for HAM8 mode). - Both a Shell and Workbench interface. - Keyboard and mouse cont rol. - ASL file and screenmode requesters supported. - Reentrant (resident loadable). - Only 27 Kbytes in size. - Excellent quality, even in standard HAM. - Carefully selected color palettes and conversion algorithms. - Dithering to increase the number of apparent colors. - Smoothing, if the image width is halved to fit on the screen. - Minimal `fringing'. ...and of course: - It's fast! @endnode @node Requirements "FastJPEG Documentation - Requirements" Requirements ** }_********** FastJPEG runs on any Amiga. Bigger pictures might require 1 Mbyte memory, especially if you have some other programs running in the background. Most features of FastJPEG are only available if you have OS 2.0 or newer. This documentation assumes that you are running OS 2.0 or better, so some notes might not apply to you, if you still use OS 1.3. There is a special AGA version included, which performs the conversion to HAM8 mode. This version requires a 68020 processor  1"(or better), at least OS 3.0, and - surprise - the AGA chip set. @endnode @node Installation "FastJPEG Documentation - Installation" Installation ************ Choose either FJPEG_ECS (the OCS/ECS version) or FJPEG_AGA (the AGA version) and rename it to FJPEG. This is required, because icons or Shell scripts will refer to the name "FJPEG" on most systems. You can rename it by selecting either FJPEG icon, and selecting the `Rename' command from the Icon menu. After deleting th e trailing four characters, press the RETURN key. FastJPEG runs fine from both harddisk and floppy disk. If you want to copy it to another drawer, just move the icon onto it. It is adviced that you place it into the path searched by the Workbench and Shell, such as "C:" or "SYS:Utilities/". This way you can avoid absolute path names in icons or the configuration file for your favorite file manager. Deinstallation ************** In case you want to get rid of FastJPEG (why woul ?d you?), just delete it. @endnode @node Usage "FastJPEG Documentation - Usage: Contents" Usage ***** This part of the documentation has several chapters. If you press the `Contents' button in one of these chapters, you will get back here first. Pressing it again sets you back to the main contents. @{" Starting FastJPEG " link Start} How to get FastJPEG started. @{" - from Workbench " link Workbench} Starting via icon. @{" - from She2ll " link Shell} Starting via command line. @{" Running FastJPEG " link Running} What happens after start? @{" Program Options " link Options} Controlling FastJPEG's behavior. @{" Configuration " link Config} Setting default program options. @{" Keyboard Control " link Keyboard} Using FastJPEG without a mouse. @{" Errormessages " link Errors} If someF5thing went wrong... @endnode @node Start "FastJPEG Documentation - Usage: Starting FastJPEG" @toc Usage @next Running Starting FastJPEG ***************** FastJPEG can be started in two ways: - @{" from the Workbench " link Workbench}, by double clicking on its icon, then selecting the file you wish to view in the ASL file requester, or - @{" from the Shell " link Shell}, by entering the command "FJPEG" in a Shell window, and optionally the name of the picture you want to} display. For details, please refer to the specific section. FastJPEG supports multiple arguments, meaning that you can either select more than one file or name on the command line at one time. If you started the AGA version on an ECS system, you will get the error message `Requires OS 3.0'. Use the FJPEG_ECS program in this case. @endnode @node Workbench "FastJPEG Documentation - Usage: from Workbench" @toc Usage Starting from Workbench *********************** There are th2ree ways to start FastJPEG from the Workbench: - Double-click on the FJPEG icon, and select the files in the ASL file requester. You can select multiple files. - Enter "FJPEG" as the default tool in the icons of your JPEG pictures (use `Information' from the Icon menu to do this). You can now run it by double-clicking on the icons. - Click on the FJPEG icon, then hold down the `Shift' key, and select all JPEG files you wish to view. Use double click on the last icon to Nrun it. @endnode @node Shell "FastJPEG Documentation - Usage: from Shell" @toc Usage Starting from Shell ******************* FastJPEG takes as the arguments the names of the JPEG pictures you wish to view. You can specify any amount of filenames on the command line, it will show them one by one in that order. Filenames containing spaces must be enclosed in double quotes. If you don't give any names, FastJPEG will open an ASL file requester from where you can select the filmt!es. You can also specify valid AmigaDOS patterns here. For information on building patterns, check your AmigaDOS manual. The simplest is probably the #? wildcard, which replaces any character sequence. As an example: FJPEG #?.jpg This will show any files with the extension `jpg'. Using such a pattern is faster than letting FastJPEG examine all files. @endnode @node Running "FastJPEG Documentation - Usage: Running FastJPEG" @toc Usage @prev Start Running FastJPEG *****.$*********** After FastJPEG has been started, it processes each argument you supplied. It will check if the argument is a valid JPEG file (JFIF or raw JPEG), and if it is, start displaying it on a custom screen. If the picture loaded correctly, just press the left mouse button or a key to proceed with the next picture. Pressing the right mouse button quits FastJPEG without processing any remaining arguments. Keyboard addicts can use either `Escape', `Q', or `Ctrl-C'. Note that thswe clicks or keys have to be invoked while the current screen is active (the one which is rendered into). Only Ctrl-C works in the Shell window, too. If you have a three button mouse, pressing the middle button causes the program to proceed with the next argument, ignoring any remaining matching names from the current pattern, or any remaining files from your selection in the ASL file requester. On systems with two-button mice, the same can be archieved by pressing the `N' key, or }˒/the left mouse button together with the `Shift' key. Note: Version 1.0 of FastJPEG had a bug in the handling of the right mouse button. It did not abort entirely, but just skipped the current pattern. Since this functionality was not really useless either, it has been moved to the middle button. @endnode @node Options "FastJPEG Documentation - Usage: Program Options" @toc Usage Program Options *************** This section lists all options available for changing the default F(behavior of FastJPEG. As of program version 1.10, the only way to use these options is to enter them on the command line in the Shell window. Future versions might offer Workbench `ToolType' support and/or configuration files. There are two kinds of options: switches and options taking an argument. To enable a switch (indicated by an /S after the name), enter its name on the command line. The other options (they are listed with a /K behind their name) need an argument. You can pLWlace either an equal sign or a space between the option name and the argument. /N denotes numerical arguments. Although all option names are listed in mixed case for better readability, they are not case sensitive. If you must view a file with the same name as one of the options, put double quotes around the filename. Display Options =============== ScreenMode/K or SM/K Name of the screenmode to use for the display. You must enclose the name in double quotes, if it conta$wins spaces. Example: ScreenMode="NTSC:Low Res Laced" If you enter "?" as the name, the OS 2.1 ASL screenmode requester pops up, allowing you to select a mode. If you omit this option, FastJPEG uses a default screenmode. Grey/S or Gray/S Force greyscale display. Dirty/S Do not use dithering. Gives faster but lower quality results. Slideshow Options ================= Repeat/K/N Number of cycles through the list of pictures. Defaults to 1. Forever/S  Endless loop. Shows the pictures until you abort manually. Delay/K/N Timeout in seconds after each picture. If you don't specify this, FastJPEG will wait for a mouse click, or key press. Diagnostic Options ================== Quiet/S No Shell output. Time/S Print out time after completion. Info/S Only print size info, no display. Test/S Much like Info, but tests the entire file. Also, if there was any wrong file, the return code will be set to 5 (W AARN). Other Options ============= NoBusy/S Do not show the busy pointer. Pointer/S Do not blank the mouse pointer. Hide/S Decode pictures in background. If the picture is complete, the screen will be put to the front. LowMem/S If you set the `Hide' option, FastJPEG will leave the old screen on display, while the new one is opened in background. Use this option to disable this. @endnode @node Config "FastJPEG Documentation - Usage: Configuration" @to9ܷVc Usage Configuration ************* The current version of FastJPEG only provides a limit way of configuration. An environment variable can be set with the "Setenv" command to override the default screenmode. Examples (note the quotation marks): Setenv FJPEG_SCREENMODE "NTSC:Low Res Laced" Setenv FJPEG_SCREENMODE 0x11004 Setenv FJPEG_SCREENMODE "?" If you want the "Setenv" command to be executed on every startup, place it somewhere in the S:User-startup script. T7NIhe environment variable is also checked if you start FastJPEG from the Workbench. A screenmode specified on the command line overrides the mode found in the environment variable. @endnode @node Keyboard "FastJPEG Documentation - Usage: Keyboard Control" @toc Usage Keyboard Control **************** Following is a summary of the actions you can control using the keyboard. Note that they only have effect on the screen which is currently rendered into. Cursor keys: Scrolli^Mng around (normal speed). Alt+Cursor keys: Scrolling around (slow). Shift+Cursor keys: Scrolling around (fast). Spacebar: Hold on current picture when using the `Delay' option. Ctrl+C, Q, Esc: Abort FastJPEG (same as right mouse button). N: Next argument (same as middle mouse button). Any other key: Show next picture (same as left mouse button). @endnode @node Errors "FastJPEG Documentation - Usage: Errormessages" @toc Usage ErrormessaU~ges ************* If there is an error, FastJPEG will display a requester, or print the message into the Shell window. Currently, the following messages can appear: "Not enough memory" - Should be pretty self explanatory. "Can't open screen" - The picture is too big to fit into Chip RAM. "Can't open file" - The file was not found. Check the file name. With OS 2.0, the exact reason will be printed into the Shell win wRdow instead. "Can't read file" - There was a DOS error while reading. "Not a JPEG file" - You can only view JPEG files with FastJPEG. Formats such as IFF-ILBM or GIF are not supported. "Error in JPEG file" - The JPEG code reported any error, such as corrupted file, or unsupported modes. @endnode @node Tips "FastJPEG Documentation - Tips & Hints" Tips & Hints ************ Identifying JPE!w G Files ====================== If you want to use FastJPEG together with a file type detection utility or a file manager, you need to know how JPEG files can be identified. Every JPEG file starts with the two `magic bytes' 255/216 (FF/D8 in hex). The characters "" represent these two bytes. To type them use "Alt-k" then "y", and "Shift-Alt-o". If the file type detection is based on filename patterns, use the pattern #?.j[pf]#? as it matches the following extensions (all seen fo"9r JPEGs): .jpeg .jpg .jpe .jfif .jff Viewing Pictures Fast ===================== FastJPEG is already quite fast, but the speed can still be increased: Use `Hide', if you have no Fast RAM, and render into 4 Hires (ECS), or 8 Hires (AGA) bitplanes. Rendering in the background is faster. Enable the `Dirty' option to gain more speed. The quality, however, can significantly decrease on ECS machines. The difference should be marginal on AGA machines. Specify a `Lo#bres Laced' type screemode instead of a `Hires Laced' one. FastJPEG will scale the picture according to the aspect of the screenmode. Use `Grey' to force greyscale output. This is faster than color output, and can be used as a preview. Some users have noticed a speed difference when using the ECS version over the AGA version. Try it out. (Note that the ECS version is not limited to Lores HAM, but can not display HAM8 or 256 greyscales). Other Notes =========== FastJPEG is reen$0trant, and thus can be loaded resident in memory with the `Resident' command. The AGA version can be used to display JPEG pictures on graphicboards. Most cards, however, are not able to display HAM8 and FastJPEG will fall back to greyscale display. The screen is a `quiet' screen, having neither a title bar nor a window border, so that you can use one of your preferred screen grabbers to capture the rendered picture to a file. I recommend using `QuickGrab' by Steve Hines, because i%t is able to deal with interleaved bitmaps. Even though the screen seems to have no title bar, it is still `there'. You can drag and depth arrange it using the mouse like any other screen. @endnode @node Bugs "FastJPEG Documentation - Known Bugs" Known Bugs ********** My AGA beta testers have reported to me, that with the `Extra Lores' type screenmodes the pictures come up grey. This is a bug in the display database of the OS, and can not be fixed by me. FastJPEG is not able& o to display `multiple scan' files. This will probably never be fixed. @endnode @node History "FastJPEG Documentation - History" History ******* Version 1.10, released on 26-Feb-94: - Fixed the bug where pressing right mouse button did not abort FastJPEG. It continued processing remaining arguments instead. - No longer quits, if you click into the screen to activate it. - Fixed memory loosing bug. If there was an error in the JPEG file, it didn't always free already alloca'9ted memory. - No longer double buffers, unless `Hide/S' is specified. - Now prints filenames along with DOS error messages. - AGA version no longer pokes bitplanes. Uses OS functions instead. - Added `Quiet/S' option, to suppress shell output. - Added simple slideshow support. `Forever/S' wraps to the first picture, `Repeat/K/N' allows setting a repeat count, and `Delay/K/N' controls the timeout after each picture. - Added `Hide/S' option, which opens screens in the background,( c and pops them to front if rendering is completed. - Added `Time/S' option, which prints conversion time (unless `Quiet/S' is specified). - Added `Info/S' option, which just prints picture size. This option overrides all other options. `Test/S' tests the entire file. - Added `NoBusy/S' option, which disables busy pointer sprite. - Added `Pointer/S' option, which disables blanking of pointer sprite. In conjunction with `NoBusy/S', no pointer changes occur. - Added `LowMem/S')) option, which disables double buffering. - Added greyscale support. You can force greyscale output with `Grey/S'. - Added keyboard control. Cursor keys can be used for scrolling, ESC and Q abort, N skips to next argument, any other key shows next picture. - ASL file requester supported. Pops up if started without any files. - Added screenmode support. `ScreenMode/K' is used to specify the name of the screenmode to use. Optionally, a hex identifier can be given. "ScreenMod*)|e=?" will pop up the OS 2.1 screen mode requester. This option overrides the screenmode specified in the environment variable `FJPEG_SCREENMODE'. Choosing a mode incapable of HAM forces greyscale output. - Improved HAM conversion speed. Also added a `Dirty/S' option. - Added asynchronous file reading. Version 1.0, released on 15-Dec-93: - First public release. @endnode @node Acknowledgments "FastJPEG Documentation - Acknowledgments" Acknowledgments *************** Fir+Ust, I must state that this program is based in part on the work of the Independent JPEG Group. Without their priceless work, FastJPEG would not even exist. Special thanks to Tom for guiding me to the right places for possible optimizations. Thanks to all beta testers: - Frank Grimm, for his endless critique and suggestions. - Viljo Viitanen, for spending his nights testing on his A1200 ;) - Osma Ahvenlampi, for spellchecking the documentation and for testing on his 68010 Amig,]a. - Daniel Oberlin, for finding bugs and testing on his A4000. Further testing was done by Rick Gideon, Scott Ellis, and Jason N. Lee. Thanks to all of them! Last, but not least, I wish to thank everyone who mailed me and made suggestions for improvements. Without them, FastJPEG wouldn't evolve. @endnode @node Disclaimer "FastJPEG Documentation - Disclaimer" Disclaimer ********** Standard disclaimer: THERE IS NO WARRANTY FOR THIS PROGRAM TO THE EXTENT PERMITTED BY APPLICA- BLE LAW. EXCEPT WHERE OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDER AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. IN NO EVENT. HG UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PR/5٣;OGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. @endnode @node Copyright "FastJPEG Documentation - Copyright" Copyright ********* FastJPEG 1.10 is Copyright 1993,1994 Christoph Feck, TowerSystems. All Rights Reserved. It is released under the concept of `Freeware'. It has never been, nor will it ever be in the `Public Domain'. The archive may only be distributed in unmodified form. No files may be added, changed or removed0t . You may not charge for this archive, other than the cost of the media and duplication fees, as long as they don't exceed the fees taken by Fred Fish. Distribution is allowed in all forms, such as BB systems, floppy or compact disks, and ftp sites. Any inclusion in a commercial, semi-commercial or Shareware distribution requires the written permission of the author. @endnode @node License "FastJPEG Documentation - License" License ******* These are the conditions you must a1Hgree on before and while using FastJPEG: You may copy and distribute verbatim copies of the program's executable code and documentation as you receive it, in any medium, provided that you conspicuously and appropriately publish only the original, unmodified program with all copyright notices and disclaimers of warranty intact and including all the accompanying documentation, example files and anything else that came with the original archive. Except where otherwise stated in this d2ހocumentation, you may not copy and/or distribute this program without the accompanying documentation and other additional files that came with the original. You may not copy and/or distribute modified versions of this program. You may not copy, modify, sublicense, distribute or transfer the program except as expressly provided under this license. Any attempt otherwise to copy, modify, sublicense, distribute or transfer the program is void, and will automatically terminate your rig3^*}hts to use the program under this license. However, parties who have received copies, or rights to use copies, from you under this license will not have their licenses terminated so long as such parties remain in full compliance. By copying, distributing and/or using the program you indicate your acceptance of this license to do so, and all its terms and conditions. Each time you redistribute the program, the recipient automatically receives a license from the original licensor to4B copy, distribute and/or use the program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You may not disassemble, decompile, re-source or otherwise reverse-engineer the program. You agree to cease distributing the program and data involved if requested to do so by the author. @endnode @node Support "FastJPEG Documentation - Support" Support ******* No software is perfect. If there a5re any new versions available, perhaps because there is a bug fixed or a feature was added, I will announce it in the international Usenet newsgroup comp.sys.amiga.announce, and will upload it to the Aminet ftp sites. I will also send new versions to Fred Fish, to let him publish it in his wonderful Amiga software library. I'm open to suggestions and comments. Also, if you have problems with FastJPEG, you can contact me to ask for help. However, you cannot expect me to do everyth6e@ing. You get the support for free, and I must keep an eye on my CS studies, so if you don't get a reply within a week or two, I'm probably busy writing exams. @endnode @node Author "FastJPEG Documentation - Author" Author ****** To send suggestions, bug reports, comments, flames, etc., you can contact me at one of the following addresses. Even though FastJPEG is free, I certainly won't refuse any kind of donations, being a poor student :) Christoph Feck TowerSystems 7U+ Balbierstrasse 6 D-67663 Kaiserslautern Germany Email: feck@informatik.uni-kl.de IRC: Pepo (frequently on #amiga and #amigager) Happy viewing and thanks for your time reading this! 3k// Christoph Feck, TowerSystems \\X/ Amiga - Intuition inside. @endnode lames, etc., you can contact me at one of the following addresses. Even though FastJPEG is free, I certainly won't refuse any kind of donations, being a poor student :) Christoph Feck TowerSystems ę19ndpr(PROGRAM NAME Find 2.1 AUTHOR Urban D. Mller (umueller@wuarchive.wustl.edu) SYNOPSIS Find [VIEW] [IN filename] string FUNCTION Find will search an ASCII Aminet index for a case insensitive substring and output the matches as an AmigaGuide document which it displays immediately. If you enter several search strings, separated by blanks, only lines matching all strings will be printed. Wild cards are allowed if you run OS 2.0 or above. 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nsʮLĄm퍭j4'0}Cu4^KUׅf\( ho+򂨰8*\Z>)哣w{K;KKCg?nEy4dsq(·P bhIEQ=<*P_H?2;?Pͧ iSlϿb?Q}?qcIY&|<ʛ>?`"~!aȀ2\<Myyfϕ6Oy9=4]C_~%=a}~ǏA|2< 7>Ϋ!B?ꏟKirYc_b26hozŏ,)y!?ijҢ39W`ww/Ml?O@y,r?\> 3遾a~M#!-d)$b^Ҏ?w !IpSՇ222 #)9@}+a"p<~Oɼ%;Xz/q(R`TPMFC ~ՇAڀ#ǟC<(%v*&&#a0As&,H/?PL=!#2v$+K ꜜY AY#9=NaB~qHO>&Ɓɹ `ZTH~~)gIP`_Ǥ#_QU9*xPQ|Є=e@dz2*@ycBkDAH, 2tWtJE Ǎ=4π6(SQRGG%`l |^c~ؤvAW`eBiEIJl'įU8{Q(** ꂀ̂Dd)@Pu^UIHGh ?܇v!j"20(T2Rr4L5?ceKqТJ>>66.72 PBw BHM B91a'8\j,g A@x BBD#%\T( 'ȅIJq;-nWF!wCr|m%VW7 cn@:Zb'n8iVlS/LH=/<ʳ0?@A tPFF@PמEzQBǎT P܀Jur T6d$R!Ho(q'C7;\d̔\ɑKg VM Miˋj˲iN:`K; 2bXX]FVϖYr2~bhx2*r ]:INW)4@H )Q֓!fl^0W^?#~⢲3JQ )+L)+Y5ޝw`C_$ =X8[h4 y/eE$ɔ ziQ;KX&r sSJQS 6|$hPǬb o.;b` R~VZv2}jNXL% ~0 pQBl5'#9J@H+M*) iRXS8aO0ix 8|/'"'|?CQ5Q8ZO" Hɒ%vUlha2pī ] LhA User License Written by Stefan Boberg Copyright (c) 1991,92 by Stefan Boberg All rights reserved LhA License Page 1 1 Registration LhA is a copyrighted product that has been made available to you under the concept of "Shareware". It has never been, nor will it ever| be in the "Public Domain". You are granted a limited license in order to evaluate these programs. If, after a 3 or 4 week period of evaluation, you find that LhA suits your archiving needs, please register. IF YOU DO NOT REGISTER AFTER THIS PERIOD YOU ARE NOT ALLOWED TO USE THE PROGRAM (since you obviously didn't think it was worth using). By cooperating with this concept you help to ensure continued development y{of this product. Registered users will be shipped a disk with the latest release version of LhA together with a keyfile. This keyfile, once copied to your system, will disable the ShareWare reminders that always open when you start or quit the Intuition driven programs in the LhA family. The registered-user version of LhA has all the features of the evaluation version, as well as several additional commands, oAvptions and features. The registered version is also up to 50% faster than the evaluation version. Site license information for commercial and government use can be obtained directly from the author. No person(s) or businesses other than the author are authorized to accept any registration or distribution fees in any form whatsoever, except as specified by the author. The only people who will be regarded as registeJred users are those who have sent SEK 100, USD 20, 25 IRC's or more to: Stefan Boberg Rydsvgen 242 A:25 S-58251 Linkping Sweden / Europe Be sure to provide me with your name, address, fido-nodenumber/InterNet address for filing purposes. If you don't mind, this data will be stored and processed in electronic Sl form. There is a sample registration form you can fill in in the file "OrderForm". Please allow two to eight weeks for delivery. Usually you will be sent your registered version right away, but if a new version is near completion, I will wait until it has been finished unless you explicitly tell me to send a version right away. LhA License Page 2 2 Distribution $F Basically, the evaluation version of LhA may be distributed freely as long as the following conditions are met: The distributor may only charge a fee up to the costs of obtaining a public domain diskette from Fred Fish. The distributor agrees to cease distributing the programs and data involved if requested to do so by the author. The distributor may only distribute an unmodified copy of the original program, |G with all the supplied documentation and copyright notices left intact. For more details, see the "License" section. 3 Support If you have any suggestions, bug reports or questions, please contact the author of LhA at the address given earlier or at one of the electronic mail addresses below: InterNet: boberg@lysator.liu.se or : lha@augs.se FIDONet : "Stefan Boberg" at no Vde 2:204/404 When sending in bug reports, please state exactly under what circumstances the bug occurred, what equipment was used and what happened. If possible also try to give me enough information to reproduce the bug. It is very difficult to find bugs when you don't know exactly what happened. Please don't just send messages like "it can't extract files from archives sometimes", that really doesn't help me. If  HOpossible, submit the offending file/archive to me so I can test it myself, or give me a pointer where I can find the archive. 4 Program availability The latest version of LhA is always available for anonymous FTP at lysator.liu.se, in `/pub/amiga/lha_e???.run' - it is a self-extracting archive that should be executed from CLI or WB2.0 to extract the contents. It will also be available for FidoNet FReq from AUGS BBS ~H in Linkping, Sweden, under the magic filename `LHA', the Fido node number is 2:204/404. 5 License 1. This license applies to the product called "LhA", a set of programs for the Commodore-Amiga computer, published by Stefan Boberg under the concepts of ShareWare, and the accompanying documentation, example files and anything else that comes with the original distribution. The terms "Programs" and "LhA"  Yї< LhA License Page 3 below, refer to this product. The licensee is addressed as "you". 2. You may copy and distribute verbatim copies of the programs' executable code and documentation as you receive it, in any medium, provided that you conspicuosly and appropriately publish only the original, unmodified programs, with all copyright notices and  Ѐ>[ disclaimers of warranty intact and including all the accompanying documentation, example files and anything else that came with the original. 3. You may not copy and/or distribute these programs without the accompanying documentation and other additional files that came with the original. You may not copy and/or distribute modified versions of these programs. 4. You may not copy, modify, sublicense, distrAgibute or transfer the programs except as expressly provided under this license. Any attempt otherwise to copy, modify, sublicense, distribute or transfer the programs is void, and will automatically terminate your rights to use the programs under this license. However, parties who have received copies, or rights to use copies, from you under this license will not have their licenses terminated so long҇ ,O as such parties remain in full compliance. 5. By copying, distributing and/or using the programs you indicate your acceptance of this license to do so, and all its terms and conditions. 6. Each time you redistribute the programs, the recipient automatically receives a license from the original licensor to copy, distribute and/or use the programs subject to these terms and conditions. YoUu may not impose any further restrictions on the recipients' exercise of the rights granted herein. 7. You may not disassemble, decompile, re-source or otherwise reverse engineer the programs. 8. You may use the programs for a period of up to 30 days for evaluation. After that, you have to register. 9. If you wish to incorporate parts of the programs into other programs, write to the author to ask foԺr permission. 10. You agree to cease distributing the programs and data involved if requested to do so by author. 11. You may charge a fee to recover distribution costs. The fee for diskette distribution may not be more than the cost to obtain a public domain diskette from Fred Fish. LhA License Page 4 6 Disclaimer THERE IS NO WARRANTY FORP THE PROGRAMS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAMS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAMS IS WITH YOU. SHOUL~D THE PROGRAMS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY REDISTRIBUTE THE PROGRAMS AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAMS^g1 (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAMS TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. LUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAMS- :v23EGPLAYER103p\)Short: MPEG player for ECS/AGA/OpalVision/PicassoII, needs 020+,2MB,OS2.04 --- mp (mpeg_play) is a MPEG software decoder for the Commodore Amiga computer. It is derived from the UNIX/X11 MPEG decoder version 2.0 by the Berkeley Plateau Research Group. Many thanks to Lawrence A. Rowe, Ketan Patel and Brian Smith for publishing that decoder, without them I wouldn't even know how MPEG works. Since the least release I found a few things where the player could get improved. You may enjoڜy a few new output modes as well as generally faster playback speed, especially with the gray display modes. If that's not enough you can now split an MPEG into individual IFF 24bit frames and use your favourite ANIM rendering tool. ANIMs can be played back much faster and you can use more sophisticated rendering algorithms as these aren't computed in real-time, ANIMs however require much more disk space and, for fast play back, you may need to load them completely into memory. As an۸F example, the tennis.mpg animation is about 1.2MByte but when converted to HAM6 ANIM-7 format it takes 9.4MByte. On the other hand the MPEG is not much faster than 1 fps on my A3000 but the ANIM plays back at 16..20 fps using ViewTek1.05. When I added the HAM8 display mode I detected an unfortunate bug in the 39.106 kickstart which is used in most A1200s and A4000s. The player uses a simple workaround but which makes the HAM8 mode slower than it already is, sorry. Again, many thankB/;:s to all the people that contributed with ideas, code and time to test the player on as many configurations as possible. --- Requirements for the 1.03 version (same as for 1.02): - 68020 or higher CPU. Some thoughts went into that decision since it rules out many people in viewing MPEGs but IMHO a 68000 is way too slow to decode MPEG at a useful rate. Even an 68030/25MHz is quite slow, at least with this program. - about 2MB memory. The program uses table lookups for some fuݹAnctions, especially the HAM rendering code and the hybrid dithering need a large table. Other display and dithering options can live with less memory. - AmigaOS 2.0 or higher. Well, everyone should have updated to AmigaOS2.0. Compatibility to AmigaOS1.3 would have added more special cases. I also believe that people who can afford an accelerated Amiga have no problems with that requirement and it made some functions a bit easier. --- How to use the program: mp has to be =krun from the CLI/Shell. Following the UNIX tradition it accepts command line parameters in the form 'programname' '-option...' 'input-file' and reads from standard input when no input filename is given. So if you run mp without arguments it will appear to do nothing. But in reality it tries to read an MPEG bitstream from the keyboard. Since that is a bit difficult to enter you should end input by hitting CTRL-\ which sends an EOF condition. valid options are: -display displayname  this has no function and is a remnant from the X11 code that allowed to specify the name of the X server/screen to use. -dither dithermode selects a dither and/or display mode. Some displays types need special dithering so this has been combined into one option. More about the possible dithermodes below. -loop causes the player to repeat an animation for ever. You _ have to break it with CTRL-C. -eachstat this would produce verbose statistics information. Calculating the statistics however slows down the player and thus has been #ifdef'ed out. -no_display dithers, but does not display, usually used for testing and timing purposes. -shmem_off again a remnant of the X11 player with no function -quiet the program normally