2IMGSHEP@@@ 8L xC)pJJJJ IH(ȱH:=IH[H`@H^H 2 9 @   I/H`JLNGȄBȄF aK ' faaFF  RJm# KKJ qJ )J ۈJJm  JFȱJGJKaȄM ' 5aaNNJFLGJ`a  XL LG &PRODOS`DaElH$?EGvѶK+`L XX LU ŠϠĠӥS)*+,+`F)) (*=GJFjJJA QE'+ '== `@ STSP8QSS8 m P o R(8RGSDOM10.89818-' @+TEXTDISPLAY? *GSDOM10.894 4 APPLE.RX6 8/SECTORINSPECTORF1 8/DAVES.ICONS3 8/HD.ICONS'2 8/DESKTOP.LORD_4 8/DECISION.GS+ 80LOTTO.GS' 80ROMULANSc) 81LOTTO6.49 . 81HANOIz( 81?  ,@ c "  -" "z -" "@ -" " -" ""H"h*"{-""hhH/"hߩ ) |  S-l5 2"hChEH"hEHCH " hx(Ic "c 8"MSYg"MQHOHW H "hh +hh]"h []O_Qa"S"Y"g"HH  "h h }HH H HE"ᭅHH H HG"i ii  H H "1"0" HH7H5H"h9h;M9099"95;7=7H5H"M 0͝  k H H?""}HH H HE"ᭅHH H HG" H H H HA"9"᭹HH" "M5055"=75M 0͝  k H H?""}HH H HE"ᭅHH H HG" H H H HA"9"᭹HH"   I0 ͝  H H "" L HH"hh]"h?8 kH,"`K -[ "==7H5H"ᭁ/ZZ) /m//͹ zO+kzZ/H:"z) OZeiHڭH" 1)"zO m1+k ;[)ɰ +;ik1)"1mH:"`K""H"hW HH W H "hhHW H""""22:"_ "iHW H"w "E z hL$ "W HiH"W H"9"W HiH"W HiH"W H"W HiH"W HiH"" ""`"( H2 "h` Insert the volume:OKAbort" """""""""""W H"""")Y Loading RAM-based tools Nݡ f  P f> @\N1X ##About this program....\N256V ##Help using Textdisplay\N261V > File \N2 ##Open\N257*Oo ##Close\N255V ##Quit\N258*Qq > Edit \N3 ##Reset High Bits\N262VD*Rr ##Undo\N250V*Zz ##Cut\N251*Xx ##Copy\N252*Cc ##Paste\N253*Vv ##Clear\N254 > Fonts \N4 ##Choose new font\N259*Ff ##Return to system font\N260 . W % c { STextdisplay V1.3S + (C) 1988 Chuck McGavern8C Based on examples fromG R Exploring the Apple IIGSW b= Written by Gary B. Littleozo Assembled using ORCA/M GS$ End of Credits v>c  Help using STextdisplayS"#,YTo display a file: Select the SOpenS item from the SFileS category(3#XTo use different fonts: Select SChoose New FontS item from SFontsS category?Jq UIf a file you display shows up as inverse question marks (non-displayable characters)OZk{\and/or garbage, try using the SReset High BitsS option under the SEditS category_j#OThe other items under the SEditS category are for use by desk accessoriesw7 V Done F%~[w*  Continue ES:Out of memory/cannot allocate memory for the selected file?Data too large for QuickDraw - will display as much as possibleSelect a file to display: i   ;8[:IȅIFejf0I{ih[k{ih[@k   1z 4z N@ Q@ k n -S  -l5 5 )C-E?ECCNZI]I`clcocyc~MSYgMQOW ]][ ] O_QaS(Y2g7= @ K O R}VZ ^ imq u iii  759;99 9#9&5);,72=5795J R W h l w{}        555=75  ( - ; ? JN}RV Z eim q |             =4 7 BCFEXE\Cgq-uOyyyy{   qsiimiqoks Su}S!w%q(u+/s2w58 M PS V[bOglp sz }}S  ]] -==75/./14/7/:AOO/[^koOv|11O1111 .W 9W `W _ _ W w w z $ W W  W $ W 6 W A W S W           3 W Q Y    C G W K % O S W [ c o {    1 = c o   >  c      , o{JVkowi AppleLink Personal Edition Apple User Group Forum October 1989 Disk Of The Month Apple RX 2.4 - a SHAREWARE virus detector. Copyright 1989 by Glen Bredon. Sector Inspector - new disk editor by John Wiegley for the Apple IIe (enhanced), IIc, and IIgs. Now shareware. Has more features than any other sector/block editor on the market. Dave's Icons - a set of icons intended to replace or supplement Apple's Finder icons. Over fifty new or redesigned icons are included, all with small icons and many with colored masks. DeskTop Lord NDA - allows you to use different patterns as a desktop in GS/OS applications. A couple of patterns, a patern maker, the NDA itself, and documentation is included. Decision Maker GS 1.1 - everything is FINE. DECISION MAKER GS is another version of the original. This is all for the GS because it has COOL SUPER HI-RES graphics!! Just get into basic and at the "]" prompt type RUN DECISION.GS and have fun!!! Lottery Number Generator GS 2.1 - is a fun way to have your IIgs make your Lotto picks. The program can be configured by the user for whatever Lottery he/she may be playing. Now includes the ability to store actual Lottery data from earlier drawings and will do a frequency analysis listing the ten most frequent (HOT) and ten least frequent (DUE) numbers. Romulans GS - a 'hide and seek' type game. It's based on the Star Trek episode where you try to pinpoint a cloaked romulan ship given only it's relative distance and the angle from your last shot. Includes some animation and sound to liven things up a bit, but you can turn the sound off if you like. Lotto 6/49 - a lotto program that works on the 6/49 lottery system. Towers of Hanoi GS - GS version of the classic "Towers of Hanoi" game. Move all the pieces from the first stack to the last moving only one piece at a time and never placing a larger one on a smaller one. The AutoPlay feature can show you how it's done. Gives minimum number of moves possible and your score as well as timing you from first move to last. Shareware. APPLE.RXv8.' '(APPLE.RX"v  1&RX.DOC1'&x)1 !"#$%&'()*+,-./0LD !RX.FILE" 7 L!΍ / X0" л dd­" " "! "L d$   I;    ! 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ĜAEDE?HJ>h Ԝ ՜ ՜ ՜`HJ>݌h Hh݌`葠葠ȔЖȔЖȠHIHHHHhHH݌hHhHh݌H6 VDP (ED Z $0x8x D- ܘDD# H8`?E Vk *f???0xE Hh D#-EEE8` D ܘx D - ܘx8`-0ݩ?ʥD EEE`   LDcpq` [` ~  L Sector Inspector 1.0 Program Requirments: Uses 128k of RAM Works on a IIc, enhanced IIe, and IIgs Apple Computer Program memory map: Main Memory: $0000-$07FF - Computer usage $0800-$09FF - Bitmap for changed bytes in the true buffer $0A00-$0BFF - XBuffer2 (working buffer) $0C00-$0DFF - Buffer used to compare against true buffer for bitmap $0E00-$0FFF - XBuffer $1000-$1FFF - Buffer space $2000-$96FF - Sector Inspector 1.0 code $9700-$9FFF - DOS 3.3 RWTS $A000-$A4FF - Reserved for user use (making of RWTS subroutines) $A500-$A7FF - Macro storage memory $A800-$A9FF - Buffer Contents memory $A900-$A8FF - Labels memory $AA00-$AAFF - Trace Table memory $AB00-$ABFF - SI variable page $AC00-$AFFF - File buffer for File Follower and Info On File $B000-$B9FF - Search memory $BA00-$BEFF - Scratch memory for the Disk Copy $BF00-$BFFF - ProDOS MLI Global Page $C000-$FFFF - Computer usage Auxiliary Memory $0800-$AFFF - Used by Copy Routine $0800-$1FFF - Used by Save All command $3000-$3FFF - Used by Bitmap, Read in buffer storage $xx00-$yyFF - Used by RWTS Options save command Over view of features: 16 Buffers, 1 XBuffer 1 RWTS Entry point ($97B5) so that total alteration of all other locations is allowed. Little Use of Moustext, but extensive use of 65C02 specific opcodes. 100% Machine Language, no Basic routines are used. ProDOS and DOS 3.3 editing (buffers remain intact while switching) 22 Labels for disk position definitions 3 View modes (hex, text, both) Display of buffer contents (will show which block/sector of disk was read into current buffer. Erased when new disk is recognized) 85 last positions viewed on disk are displayed (Trace Table) Up to 9 strings simultaneous Search and Replace with prompting or not. Range of disk to be search may be entered. Printing of occurances found. Universal strings optionals and number of times string found printed. Wildcards, and mixed text/hex strings also. Use of last string in a repeat search Quick incrementing or decrement of buffers, sector/blocks, tracks. Continuous scan of disk (for no byte string). This is for perusing a disk in the text mode. Conversion of Binary, Decimal, Hexadecimal to other two. Buffer manipulation commands (Move, Copy, Fill, Compare, Load, Save). With option of partial displaced operations. Alteration of DOS 3.3 Prologs and Epilogs with Wildcard capability and ability for partial sectors Ability to read Half Tracks Screen Dump available at any input point Loading and Saving of foreign RWTSs (range of memory is selectable) 5 pages ($A000-$A4FF) of free user memory for user RWTS routines Bi-Windowed Monitor with screen dumps, 2 input/output windows (with toggling between the two), or 1 input, 1 ouput. Partial Displaced Disk Copying (Blocks $30-$40 of one device may be copied to blocks $80-$90 of another device. Devices need not match in size) Internal repeating keystroke Macros (macros which may be set to repeat themselves up to 255 times) Movement within a file to edit its blocks/sectors specific to that file and display of the files relative true disk blocks Disassembly of a selectable number of lines (not on a IIgs) Nibble Reads of disk to diplay actual, undecoded information on the disk Logical Operators (or/eor/and) on bytes, ranges, buffer, all buffers. Quick entry of True Monitor, Quit Code, and Main Menu Configuration of program defaults via an external segment Editing log to print changes to a buffer at write Bytes changed in a buffer are highlighted until written Undo of bytes changes via range, single byte or whole buffer Disk Compares with 10 second read times Format a track, range of tracks, or whole disks Features listed by menu appearance: ...Main Menu...: View Modes: Hex : displays buffers in hex Text : displays buffers in text Both : displays buffers with hex on the left and text on the right Filter : prints only a selected range of characters, wiping out the unwanted ones with a specific character Buffer Options: Fill : Fills byte, range, buffer, or all buffers with a selected byte Move : Moves data of one buffer to another, erasing original Copy : Copies data of one buffer to another, preserving original Jump : Moves to a selected buffer. This option will display the disk contents of the buffer (i.e. what block was read into it) Load All : Loads a file from disk containing SI buffer information This will load from disk, or Auxiliary memory (if flag set) Save All : Saves a file to disk, or auxiliary memory which contains: All buffer data Bitmap data (the bitmap tells you via highlighted bytes, which bytes you have changed inside a buffer) The XBuffer It does NOT preserve the Undo buffers Transpose : Flip the data in two buffers (x to y and y to x) Verify(Compare) : Compares two buffers or a range of data in two buffers and reports the difference in the form: xx:yy/zz where xx is the location, yy is the first buffer, and zz is the second Put Memory Page : This brings any memory page from the computer into the buffer Buffer - XBuffer : Stores the data of a buffer in the temporary buffer. If an XBuffer is in memory, an X will be displayed in the upper right of the status window XBuffer - Buffer : Recalls the temporary buffer into the current buffer Whole/Partial Toggle : This will turn on/off questions for partial ranges within a buffer Monitor: This is a 2 windowed monitor with an arrow at the top pointing to the current selected window. oa-Q will quit to Main oa-Tab will switch windows in TWO mode oa-1 will switch to ONE mode (1 input, 1 output window) oa-2 will switch to TWO mode (2 input/output windows) This monitor has ALL features of the real monitor Search: This is a VERY powerful search command. It has the following features: You may search a selected range of the disk You may include Replace strings, which, when finding a string on the disk, can rewrite a replacement back to the disk You may have up to 9 strings Searching and/or Replacing simultaneously This strings may have Hex data, Text data, or Both at the same time. They may have wildcards, which in the Replace mode will just write back whatever was found in the Search. You may stop when you find a string, or search continuously, while reporting findings When reporting search findings, you may do this either to the screen, or to the printer You may prompt when replacing, or do a continuous replace. Prompting will display the data in the search buffer, and highlight the byte the replace string begins at The editor will also return the number of times it found every string The editor will put your cursor on the first byte of the string in the buffer when it finds it (if you are on stop mode) You may use the string from the last search, and use its replace strings optionally When entering a string, press Oa-? to enter a wildcard, which will be ?? for hex, and an inverse ? for text. Press Oa-Tab to switch from hex to text, or vice versa. When entering a replace string, it will only let you enter as many characters as were in the search string. You may press sa-' or sa-" in text entry mode to enter high or low ascii. Entering [Control-A] as the first character of a search string will make the rest of the string Universal (i.e. John would be found as JOHN, JoHn, jOHN, or any combination of inverse/normal/high ascii/low ascii) All other selections are via Yes/No bars Labels: A label is a position on the disk which has an ASCII name defined to it. You can then quickly jump to the position on disk using the name instead of entering the block/sector name with Read Disk Goto Label : Jump to a disk position that has been previously defined Define Label : Give a disk position a name which you can jump to View Labels : Gives a list of current labels and their positions Purge Lables : Wipe out the label list You may only have 22 labels. When the list is full, you must then Purge them to enter more Number Converter: This will let you translate numbers to different base number systems Hexadecimal : Go from Base 16 to Base 10 and Base 2 Decimal : Go from Base 10 to the other two Binary : Go from Base 2 to the other two Trace Table: This will display the last 85 position you have been to on the current disk. Entry 1 is the most current, and entry 85 is the least current. Entry are not updated during a search Disassemble: This lets you display buffer data in PNEUMONIC form, from the current cursor position. It will also let you select a variable number of lines on the IIe/IIc Edit Buffer: You may edit a buffer in any view mode. For each mode, you may move through the buffer with all 4 cursor keys. You must press [Space] to begin entering data In Hex, you must continue to move all 4 directions while in data entry mode In Text data entry mode, you have an string which you may edit using the line entry edit commands, and pressing [Return] will enter the string into the buffer In Both, you have a selection of either mode, which is chosen by press T for Text, or H for Hex Esc will always return you to the menu in movement mode, or take you to movement mode from edit mode In Text edit, it will display the maximum length your string may be before it is automatically terminated. You will not be notified on reaching the end, nor will it stop you from entering data beyond the limit In all modes, you may select any main, or option menu command by pressing [Oa-key] for main menu commands, or [Sa-key] for option menu commands Read Disk: This will let you read a position on the disk, reference by track and sector, or block When you are entering a BLOCK number, you may press [Tab] at the first byte to enter the block number in Decimal Write Buffer: This will write the current buffer onto the disk. [Control-W] will write the buffer, without prompting for disk sector/block Goto Byte: This will jump to a specific byte in the buffer And/Or/Eor: This will preform the related logical operation onto a byte, range of bytes, or the whole buffer, or all buffers Change Device: This will change the current Slot/Drive. If you are in ProDOS, it will scan the new device Other Options: Alter DOS : This will let you change the disk prologs and epilogs searched for by DOS 3.3. It will also change error flags, and how the disk writes. This is for DOS 3.3 only. When entering the hex data, press left arrow to move back to the last byte Nibble Read : This will display the encoded raw disk data of any disk. Whole/Half Tracks : This will change your drive head position to read disks in Whole or Half tracking Printouts : This will change the printer slot for all printouts Disk Utilities : This will allow you to Duplicate, Format, or Compare a disk, or range of tracks on a disk Duplicate has the feature of copying in partial displaced copying. You can copy block $02-$06 of your hard drive, onto blocks $112-$116 of a 5.25 disk. The copier does not check device sizes and operates at the block level, or the track/sector level, depending on editor status Comparing will displays * and ., * means no match, and . means a match. It uses a double checksum, and is very accurate. RWTS Options : This allows you to Load or Save a foreign RWTS to or from disk Editing Log : This will allow you to print out all changes you make to buffer at write. The format printed will be xx:yy/zz, xx being position, yy being original value, zz being new value. This option only works if you have a printer in the correct slot, and it is ON. If this option is active, it will print an inverse L near the title in the upper right on the left side Macro Definitions : This allows you to define up to 8 keystroke macros, these will be interpreted as if you typed in the keystrokes from the keyboard. It uses all line edit commands, and use [Sa-Key] to enter a control character, such as Esc or Return. When editing an old macro, it will position you to the end of it without erasing it. You will then select the number of times you want it to execute File Follower : This will allow you to edit the indiviual blocks of a file in the ProDOS mode. You can preform ALL editor functions on the file as if it were a disk (except those such as Change Device). To return to editing the disk, just select the File Follower option a second time. When editing a file, it will use relative blocks. It will print the true disk block in the prompting window when it tells you what the current buffer contains Info On File : This will give all the disk directory information of a file, subdirectory, or volume directory. It will give the block index on the left, the real data, the description of its meaning, and the decoded data on the right Toggle Prompting : This will select/deselect the Yes/No prompting used throughout the editor on functions potentionally harmful to data in the computer. Such as Purge Labels. It will prompt because this could erase labels you did not want erased Switch Editors : This will switch you between ProDOS and DOS 3.3 Quit: This will return you to the ProDOS quit code [Sa-Control-Q] will allow you to "Quick-Quit" from anywhere You will always be prompted when quiting, no matter what the status of the prompting flag Commands having no menu entry: = - Increment Block/Sector - - Decrement Block/Sector + - Increment Track (does not function in ProDOS) _ - Decrement Track ("") . - Increment Buffer , - Decrement Buffer ] - Continuous Increment (to scan disk in text mode) [ - Continuous Decrement ("") > - Buffer/Sector Increment. Increments Buffer and sector while reading/writing the buffer into the sector depending on current status mode < - Buffer/Sector Decrement. Same as option above \ - Return default in hex entry [Tab] - If buffer cannot be diplayed all at once, this will change diplay to next highest section of buffer oa-P - Print screen from any input location [Control-W] - Entered at main menu, will Quick Write (skip asking for block number) [Control-X] - If entered while typing a string, will erase string and restart entry (like Ctrl-X on the Apple) sa-[Delete] - Enter true Monitor sa-[Cntl-Q] - Quit to ProDOS from any location sa-[Esc] - Will quick jump to main menu and redraw screen from anywhere sa-[1],[2] - Instant change to drive 1 or 2 Escape - Will abort any function, or return to previous function Arrows - Move cursor when one is given Return - Selection key Delete - In input routine, will backup cursor Misc. Features: Status bar contains current Block/Total Blocks/Buffer/Byte in ProDOS, Track(and .50 or .00 if half or whole tracks)/Sector/Buffer/Byte. Also contain current Slot/Drive/Printer Slot/Checksum of buffer (useful for comparing edits between people)/Disk status (whether read or write is active (affects [<], [>] commands))/Flags. PBR stands for Prompting, Buffers, and RWTS. Will be "o" if inactive, or a check mark if active. If prompting is active, yes/no question will be asked at crucial points in the program. If Buffers is active, there are buffers contained in the Aux Memory (turned off if loaded from it). If RWTS is active, An RWTS has been saved to Aux memory. Entire sectors will be displayed in the hex/text modes, whiles halves displayed in Both. In ProDOS, half buffers will be displayed in Hex, full in Text, and quarters in Both. Location of cursor will be highlighted and byte index numbers will be along the top and left side of the buffer (except in Both). Menus are cursor bar selectable with arrow control. If top of menu is reached, it will scroll back to the bottom. If return is pressed on a highlighted option, that option will be selected. The first letter of an option may also be pressed to select it to provide faster control and use of the program. Any selected option will return to after pressing escape (ie. if you highlight Labels, press return, the press escape, Labels will be highlighted) Yes/No selections are similar to AppleWorks and highlight the current answer. Arrows (and any other key besides Y and N) changes highlight from Yes to No and back and return selects. Presses Y or N will automatically select. Input of ascii data does not allow escape, delete, or certain control characters to be pressed. All characters are interpreted literally with solid apple (option) + (Control)-Key except single quote ['] and double quote ["] which toggle between low and high ascii (respectively). Control codes used are : [Control-B] to jump to beginning of string, [Control-N] to jump to end, [Control-D] and [Delete] to delete characters (from position and moving backward, respectively), and [Control-F] to insert spaces. [Control-X] will erase and restart the string Input of hex data is done by entering in digits desired and press space or return (there is a distinction in some parts of the program). Entering more than 2 digits will scroll the byte, so that entering 1 then 2 then 3 will go from 00 to 01 to 12 to 23. Pressing return without entering data will accept the number that was there upon allowing your entry. Escape will abort entry. Pressing of "\" will return default. Buffers with disk data read into them will report the block/sector and the label name if the block/sector is found within the Label Table All bytes that have been changed in any of the 16 buffers will be highlighted when that buffer is viewed. Printouts made with oa-P will return user to the point of execution as if they never left so as not to disturb the program. Seperate module: SI1.0.CONFIG: Will allow user to configure the following: Track entered on, Maximum number of Tracks (up to $FF) Sector entered on, Maximum number of Sectors (up to $FF) Buffer entered on, Byte entered on Printer slot, Device Slot, Device Drive Whether Prompting, ProDOS, Edit Log on, or Linefeeds at Carriage Return or not If left arrow is pressed on a hex byte, the cursor will move to the last hex byte Pressing "C" at title page will print credits (me and beta testers) DAVES.ICONSv8/' '+DAVES.ICONS7j1--DAVES.ICONS.A1"/DAVES.ICONS.DOC*TQ1/1/t*NTITLED * *?????0??0 * /APPLEWORKS/APLWORKS.SYSTEMEM*@ @00/APPLEWORKS/APLWORKS.SYSTEMEM*@ @/APPLEWORKS/APLWORKS.SYSTEMEM*@ @*NTITLEDB00000  ??*P  / //APPLEWORKS/APLWORKS.SYSTEMEM*Q  / //APPLEWORKS/APLWORKS.SYSTEMEM*R  / 00/^*NTITLEDS"&offoff`ffoff?ww /ff`ff*NTITLEDT     *NTITLEDUffffffDDfffffDDfffffDDUUDDDDDUUDDDDDUUUUUUUUUUUU dfffEDDDQUUU*NTITLEDXDDDOODODODOOOOO @OOO*NTITLEDYOOOO OOOO*NTITLEDZ  0 < 0   ? ?0 ?  *NTITLED[  FdnL Fd Fdn*NTITLED *< ???ww?pwpww?pwwqwwwq??< ww*NTITLED`ff`f`ffff`ff`ff`ff`f`f`f```f`f```f``f`f```ffBBBB`f`BBBB`d BB&B B`BB?fd&f? d&$$ $$ $$ BB *NTITLED  *NTITLEDfff`ff`ff o` *NTITLEDffffffffffffffDDDDDDODDDDDDDOUUUUUUUUUUUUUU fffoDDDOUUU*NTITLED *330?333333330033? ? ? ? ? ? ? ? ? ?? ?30*UU_UU_UU_UU_ UUUU* ̬̬ LLV*NTITLEDDOOO@ :OOOO@ :DOOO  ODOD OOO@ODO@DOO@OOOO DOOD  : : ODOHOHDOHDH*NTITLED U_U_fofoDODO PoO*NTITLED3333333333333333333333333DDD33DfffDO33Fffd33n@33`33UUU33UUQ33_333343333333333333333333 3333?O?H4C8433*NTITLED  FdnL Fd Fdn*NTITLED𪪪 o @dO DoFdF`fDfDfOdFdFdODfDfD` FdFdFo  @`F@ d` d*    @ @        *    ? ? ? *NTITLED?< 2*NTITLEDo???o?oooofo3fffffffffo?ooooffoooooofooooffoofffffoooo????????? ??3fff6offf 0 0 <<0`*NTITLEDDDODGGOOOOODODOGDOOODDODG DOOODODOOO*NTITLED OOOOOO3OOO3OO3@3O3OOOD 0O0OO0D0OO*NTITLEDwwfffoDDDOUUU   qfoDO* ̬̬ LL*/BASIC.LAUNCHERIC.LAUNCHER*nnofffDDOUU OO@:*<????ww?pwpwwU?pwwuUwwwuU?UU?< wUwU~1*l 33333333330333333334C03330333000333033303333333333033333333330 33@0330*  𰰰   f*~DDDDDDD DDA>*DOO3333303030 @@ * 33333333333330 L3333333333333033333333333330333333333333303333333333333033333333333330 340330q*OO@@O @NOO@Oq*ODDODDOO@@O @@OO@Os*  Finder.Def   33000033>*.SNGLED?< *ffffDDDDUUU^ N  !"#$%& DDDD A V V EEEEE ' SSSS IIIII CCCC OOO N N SSSS ! D D A A V V E S I C O O NN N S ! D D AAAAA V V EEEEE SSSSS I C O O N N N SSSSS ! D D A A V V E S I C O O N NN S DDDD A A V EEEEE SSSS IIIII CCCC OOO N N SSSS ! Version 2.1 ---------------------------------------------------------------------- Icons the Way They Were Meant To Be! Gobs and Gobs of Handy Icons! Icons Just Like Grandpa Used To Make! A Veritable Plethora of Icons! Icons from $00 to $FF! Icons for All Occasions! Icons Galore! ---------------------------------------------------------------------- Another fine product from Eightball Enterprises Unlimited! Cheerful Introduction --------------------- Greetings, fellow Apple IIGS enthusiast! YOU are now the proud owner of Dave's Icons, the icon package designed with YOUR needs in mind. Well, actually it was designed with MY needs in mind, but I thought I'd pass it around. There are two reasons why Dave's Icons came into being: 1) Apple's Finder icons are amazingly boring. 2) I see many different filetypes in the course of maintaining my own and my users' group's software libraries, and I just HATE a desktop full of those generic blank dog-eared document icons. Dave's Icons are a collection of icons designed to supplement or replace Apple's Finder icons. You can install them as is, or pick and choose to create your own custom icon files. The Dave's Icons package includes over fifty entirely new or redesigned icons, plus a few of Apple's for completeness. All are intended to be interesting, easily recogizable, and usable not just as a novelty but as a practical aid to your computing. None of Dave's Icons are made for specific applications; instead, each is made for a filetype or device type. While having a separate icon for each application you use is a lot of fun (and many icons of this kind are available from AppleLink and other such sources), it will fill up your system disk and your memory fast. Devoting your icon budget to icons like those in this package will give you the most bang for your buck. If each filetype has a distinctive icon, you'll know what your files are as soon as you see them and you'll be able to point n' click around the Finder a lot more efficiently. The extra decoration won't hurt, either! Dave's Icons were designed with Apple IIGS System Disk 5.0 in mind, but are compatible with System Disk 3.0 or later. They are more or less consistent with the September 1989 release of Apple's Filetype Notes. An Apple IIGS with 512K and System Disk 3.0 or later are the only requirements for use, but 768K or more and an icon editor are recommended for maximum enjoyment. For the latter I recommend Paul Elseth's IconEd V1.3, which excels at moving icons within and between files. Dave Lyons' DIcEd is another good program with some unique features. Both are shareware and can be obtained from any worthwhile public domain source. Only the highest quality materials and workmanship have gone into the construction of Dave's Icons. ALL of the icons in this package have small icons. Several use colored masks to put color in the selected, grayed, and hatched versions. Some even use sneaky dithering techniques to put lines and colors where they're not supposed to be. In fact, I'm so sure you'll get your money's worth out of Dave's Icons, I'll give you back every penny you paid me if you're not completely satisfied! Dave's Icons are, of course, public domain. Enjoy! What You Get With Dave's Icons ------------------------------ The Dave's Icons package is neatly bundled into a folder called (cleverly enough) DAVES.ICONS.DIR. It contains: Daves.Icons The icon files constituting Dave's Icons, ready Daves.Icons.A for successful Finder operation. Daves.Icons.Doc This file. Please inspect your shipment immediately upon receiving to ensure that all items are in good condition. The Dave's Icons package does NOT contain a small sheet-metal hex wrench; anyone requiring such an item to install Dave's Icons needs an immediate head examination. Detailed Instructions for Use ----------------------------- The quick-and-dirty version: 1) Remove Finder.Icons and Finder.Icons.X from the Icons folder on your system disk and put them elsewhere for safekeeping. (Do this only on a backup copy, and leave Ftype.Aux and Ftype.Main alone. They have nothing to do with this.) 2) Copy Daves.Icons and Daves.Icons.A into the Icons folder. 3) Rename them Finder.Icons and Finder.Icons.A respectively. 4) If you used the Finder to do this, reboot before it notices that you've been messing with its icons and flips out. 5) Spend the rest of the day mousing around and enjoying the new look of your desktop. The do-it-yourself version (requires an icon editor): 1) Start up your favorite icon editor. 2) Open Daves.Icons, Daves.Icons.A, and any other icon files containing icons you'll want to use. 3) Put all of the icons which have auxtypes other than $0000 and/or filenames other than "*" into a single new icon file, and save it with any name but "Finder.Icons". (I use "Finder.Icons.A".) 4) Put all the icons with auxtype zero and filename "*" into a second new icon file, making sure that the generic blank dogeared document icon is last. (This is important!) Save it with the name "Finder.Icons". 5) Move the old icon files from the Icons folder on your system disk to another disk or folder for safekeeping, and replace them with the new Finder.Icons and Finder.Icons.A. 6) If you used the Finder to do this, reboot before it notices that you've been messing with its icons and flips out. 7) Enjoy as above. Helpful Hints ------------- When the Finder tries to match an icon to a file, it searches through all available icon files until it finds the first match. Icon files are searched in the same order as they appear in the Icons folder, but the file Finder.Icons is always searched last. An icon with a filename of "*" will match any filename if the filetype and auxtype match. Similarly, the filetype $00 and auxtype $0000 will match any filetype and auxtype respectively. The generic icon, which has filename "*", filetype $00, and auxtype $0000, will match ANY file for which the Finder hasn't already found a match. It must be the last icon searched, i.e. the last icon in Finder.Icons. Icons must be placed so that the Finder will search them in the proper order. You want the Finder to search all icons which attach to nonzero auxtypes and/or names other than "*" (which I put in Finder.Icons.A) before searching icons with filename "*" and auxtype $0000 (which I put in Finder.Icons). If Finder.Icons.A and Finder.Icons are kept separate, Finder.Icons will always be searched last and you won't usually have to worry about the position of the icons within each file except for the generic icon in Finder.Icons. Conflicts may still occur within Finder.Icons.A if you have a pair of icons with identical filetypes, identical or $0000 auxtypes, and filenames containing "*", but the three or four people in the world who need icons that specific can figure them out on their own. One large icon file will load faster than several smaller ones. Icons for single applications should be put in the Icons folders on the same disks as those applications, so that they will only be loaded when necessary. Icons for filetypes (including all those in the Dave's Icons package) will be used more often, and belong in Finder.Icons or Finder.Icons.A on your system disk. If you own a hard drive there is no distinction, since the system disk and application disk will be one and the same. The complete set of Dave's Icons will probably take up too much memory in a 512K system, so make up your own files as described in the do-it-yourself instructions and put only the icons you absolutely need in Finder.Icons and Finder.Icons.A. The icon file on System Disk 5.0 named Finder.Icons.X, and any other icon file with that name, will be loaded by the Finder only if you have more than 512K of memory. There is no need to name any of your custom icon files Finder.Icons.X, unless you want to use the same system disk on 512K and more-than-512K systems. In that case Finder.Icons and Finder.Icons.A should contain the icons to be used on both systems, and Finder.Icons.X should contain the icons to be used only on the larger system/s. With this setup, 1) if Finder.Icons.X contains any icons with auxtype $0000 and filename "*" it must come after Finder.Icons.A in the Icons folder, and 2) if Finder.Icons.X contains icons with duplicate filetypes the the icons with auxtype $0000 and/or filename "*" must come last in the file. Apple's icons for CD-ROMs, network devices, and other such high-end hardware are not included in the Dave's Icons package, since I don't own or use any and you probably don't either. Apple's icons for some filetypes, such as Apple II graphics ($08), Integer BASIC programs ($FA), or the AppleShare directory subtypes ($0F/$0004 and $0F/$0008) have likewise been omitted. The standard icons for these filetypes and devices can be found in the icon file/s on your system disk if you need them, and many more interesting renditions are in the public domain. Several icons on System Disk 4.0 were changed or omitted in 5.0 (for example 4.0's clever "file server" icon became boring) so I recommend that you check both versions. System Disk 3.0's icons are a subset of those on 4.0 and can safely be ignored. Some applications also provide icons for themselves and their documents. Dave's Icons contains only a few document icons which launch their application: the icons for Applesoft BASIC programs, AppleWorks files, and icons, which launch BASIC.Launcher, AppleWorks, and IconEd respectively. This is because 1) your application pathnames are probably different from mine, and 2) I find it easier to launch applications directly anyway. You can use an icon editor to add your own application pathnames. Dave's Icons are compatible with System Disks 3.0 through 5.0 and any future releases which use the same icon file format. However, some filetypes are specific to newer system versions (e.g. CDevs exist only in 5.0 or later), and their icons will merely take up space when used with older versions. A Manifesto of the Icons in the Dave's Icons Package ---------------------------------------------------- Dave's Icons are tabulated here 1) in the same order as they appear in the actual icon files and 2) in order by filetype, which suspiciously enough turn out to be the same thing. Auxtypes are given only if nonzero and filenames only if other than "*". Finder.Icons Icon Filetype, Auxtype, Filename Notes ---- --------------------------- ----- Bad blocks $01 A yellow warning sign ASCII text $04 1 A text document Binary file $06 1 A ones-and-zeroes document Directory $0F 2 Apple's folder colored "manila" yellow AppleWorks database $19 2 A stack-of-cards document with a red dogear AppleWorks word processor $1A 2 A text document with a red dogear AppleWorks spreadsheet $1B 2 A rows-and-columns document with a red dogear Filetype names $42 3 A hexadecimal-numbers document IIGS word processor document $50 2 A text document with a desktop-blue dogear IIGS spreadsheet document $51 2 A rows-and-columns document with a desktop-blue dogear IIGS database document $52 2 A stack-of-cards document with a desktop-blue dogear Drawing $53 A line-drawing document with a pencil Desktop publishing document $54 A text-and-graphics document Hypermedia $55 A "stack" Help file $58 A question-mark document Communication file $59 A telephone handset Configuration file $5A A check-box and radio-button document Animation file $5B Three frames of film IIGS source code $B0 A document with source code-like text GS/OS application $B3 2 The standard application icon with a blue cuff and a "16" GS/OS shell application $B5 A shell GS/OS permanent init $B6 A yellow sunrise scene with a "P" for permanent GS/OS temporary init $B7 An orange sunrise scene with a "T" for temporary New desk accessory $B8 A colored apple, like the NDA menu Classic desk accessory $B9 A B&W apple, like the CDA menu Tool $BA 2 A hammer Device driver $BB 2 A "link" Generic load file $BC A IIGS monitor and CPU GS/OS file system translator $BD Binary numbers being translated to a document (a tough concept!) Super hi-res compressed picture $C0 An artist's palette Super hi-res screen image $C1 A screen with a rainbow Paintworks animation file $C2 Three frames of film Object-oriented graphics $C5 Three "objects" on a grid GS/OS Control Panel device $C7 1,3 Apple's CDev icon Font $C8 A fancy script "F" GS/OS Finder data $C9 4 A window with scroll bars GS/OS Finder icons $CA 5 An icon "suitcase" ACE compressed sound $CD 3,6 An ace of spades Music sequence $D5 A musical staff Instrument $D6 A trumpet and keyboard MIDI data $D7 Notes and hexadecimal numbers Sampled sound $D8 A speaker and a "sound wave" Archival library $E0 Four small icons "packed" together GS/OS system file $F9 A IIGS monitor and CPU Applesoft BASIC program $FC 1 Apple's Applesoft BASIC document icon ProDOS 8 application $FF 2 The standard application icon with a purple cuff and an "8" Hard disk partition $FFF3 Apple's "shadowed" hard disk 5.25" drive $FFF9 2 A 5.25" drive RAM disk $FFFA 1 A RAM card 3.5" disk $FFFB A 3.5" disk 5.25" disk $FFFC A 5.25" disk Hard disk $FFFD 2 A hard disk Full trash $FFFE 7 A black hole emitting gamma rays after absorbing a hapless piece of intergalactic flotsam Empty trash $FFFF 7 A black hole Unknown or typeless file $00 1 Apple's generic blank dogeared document icon Finder.Icons.A GS/OS Finder Data $00, "Finder.Def" 3,4,8 A window with scroll bars Music Studio song $06, "*.SNG" A musical staff with treble clef and notes GS/OS system folder $0F, $0002 2,3,9 Apple's apple-adorned system folder, colored "manila" yellow Notes: 1 These icons are part of System Disk 5.0 and/or 4.0 and are included here with no change. 2 These icons are part of System Disk 5.0 and/or 4.0 and are included here with only minor changes, e.g. recoloring and addition of small icons. 3 These icons apply only to System Disk 5.0 or later; 4.0 users do not need them. (Many more apply only to 4.0 or later, but those using a system disk earlier than 4.0 are on their own.) 4 I set the Finder to make Finder data files visible so I can get rid of them (and to not make any new ones). If you prefer these files to be invisible, you obviously don't need their icons. 5 This is Paul Elseth's icon-file icon from his IconEd package, with a small icon added. 6 According to the September 1989 Filetype Notes, ACE files have the filetype/auxtype $D8/$0001. However, the programs I've seen which deal with ACE files use the older convention of filetype $CD, and so I use this icon for type $CD. 7 I've been told the the NeXT's desktop uses a black hole for a trash can too, but I thought of it first. Nyaaah, nyaaah! 8 The Finder on System Disk V5.0 has a different set of preferences than earlier versions, and uses filetype $00 rather than $C9 to save Finder.Def. 9 The Finder determines which folder is the System folder from the location of the boot copy of GS/OS. System folders do not actually have auxtype $0002. Did You Know That ... --------------------- o Icons have absolutely no calories, carcinogens, cholesterol, or in fact any nutritional significance whatsoever? o Icons have been a tradition in Eastern Christianity for a thousand years? o Despite a suspicious similarity in names, corporate raider Carl Icahn has absolutely no connection with any of this? o In Canada, where computer users aren't as egocentric, icons are called "Yukons"? Revision History, Such As It Is ------------------------------- V2.1: New icons for hypermedia (filetype $55), help files ($58), communications files ($59), and configuration files ($5A) were added. V2.0: There were several earlier versions of Dave's Icons, none of which were numbered, documented or distributed outside of a ten-foot or so radius around Dave. Should you be one of the lucky few in possession of an earlier version than 2.0, you should immediately 1) hex-dump the files to your printer and use the printouts as bird-cage lining, 2) zero the disk they're on and give it to your dog for a chew toy, and 3) gasp in horror because you just destroyed a rare collector's item. Heck, even I don't have one. Legal Stuff, 'Cause You Never Know ---------------------------------- The Dave's Icons package is public domain; after all, they're only icons. Permission is given to distribute, edit, and otherwise mess with its contents as you the user see fit. However, should the Dave's Icons package be redistributed in whole or in part the author would appreciate recognition for his "work". If for some unlikely reason you feel this package deserves a financial reward, your tax-free contribution can be sent to The Society for the Prevention of Capital Letters in the Middles of Words, c/o Dave. Stop the madness! Several icons in this package were stolen from Apple Computer and one from Paul Elseth. If it bothers them they should let me know. Whose Fault Is This? -------------------- Dave's Icons are the creation of Eightball Enterprises Unlimited, a corporation which is totally fictitious but which Dave nevertheless likes to mention in messages like this. Comments, suggestions, and whatnot should be sent to Eightball Enterprises Unlimited c/o Dave. ________________________________________________________ / \ | Eightball Enterprises Unlimited | | | | David C. Schweisguth 406 Althouse Laboratory | | AppleLink PE: Von Mordo University Park, PA 16802 | | BITnet: DCS100@PSUVM 814-862-0806 (home) or | | GEnie: D.SCHWEISGUT 814-863-2791 (work) | \________________________________________________________/ HD.ICONSv8/' '(HD.ICONS(4eK' A '+HDICONS.TXT\*A ')*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[ PROTERM33?030303?0?30?0?10?1F0310333303?3333;03 O@C@4@A@_2 PROSEL16.V7.1 fffff`DDDDD@UUUUUP ` DOWNLOADS𙙙 𙙙  dFILLMAZE `P`UP`UUP`fUUP`ffUUP`ff UUP`ff UUP`ffUUP`fUUP`UUP`UP` mmQamQafUQafUQajQjQj"qBLU330ttp 3ttp00tDp030wwp 30tDpttpttptDp3wwp000wGptGpwGp30tDp30wwp 0tDp03ttp0330ttp DMMMDMMMMDDDrREBOOTED30 6/cms/system.switch SYSTEM.SWITCH330aV31303 dFONTASM.A.SYS16aavpggqvvpggg`0< SHRCONV*  DDDD@ DDDD@    33330 UUUP33330UUUP3333UUUP  DȈ30UFMUSICDDDDO?O?DO?DO?O3O3O , APPLEWORKS.GSffffDD?0633f`330330fo"  ,GRAPHICS333330O33O33C0D34DD3?33@DDO3DDO0DDODODDDDDOD? ,ICONSd pVOd333 ` APPLELINK33311𪪠333ff`DD330UU? , PUBLIC.DOMAIN J UTILITIES333333>000000 3333330 FPROTERM 33   33  33:0 `UPLOADSDDDDD@DDDDD@DDDDD@D@D@D@ SHRINKIT.SYSETMz$UUUPUP0?3?????????????3333333 ,DOCSS   D D D D D ,NDASDM0MM330D3030 J COPYIIPLUS 3333313130 ICONEDED UUUUUPfofoDODOPUUUUUP   PLAYSONGS0033333333333300@@@@0033333333030  JACK.GOLF????????????????0?????0?????????? ?0, JACK.GOLFFffff333?333303330 VACCINEAINTDDD@DD@DD@@@DD@DD@DDD@ &DIRMAP@ wwUUUUUU wwUUUUUU wwUUUUUU "𙙙f"𙙙f"𙙙fw"𙙙f wppwp pww ppwwp pwwwp p0 wU]wU" /STUFF/GAMES/LOTTO2LOTTO.GS F F n] n] F `   ,PD.GAMESffffDOOOfoaHoDOoofo PAINTWORKS.GOLDO3?O> FSystem𙙙""""  `PICTURES""""UPeP_fPV`_f`3fof`Od@"f`/OD@/ ` DARK.CASTLE0333 fGAMES𪪪@?0??0?3???3333"3333"/ F PROSEL.16UUUU """fffUUU FSYSTEM𙙙""""  SHRINK.IT3333 FTETRISUUUUDDDDDDDDDDDNDUPNDDUPDNDNDNDPDDDPDDNDNDPNDDNDPNDDDDDDDDD FDUEL3333?? ,SHANGHAI , SLIDE.SHOW𙙙DDDFDff dc*ITLEDDDDDODODODDODDDO DDOD<D30DDO30DO   ]^Hard Drive Icons: These are a set of Icons I made for any Hard Drive using System 4.0 or 5.0 or both. I made two system folders, one for 4.0 and one for 5.0, when using system switch the right folder will show up on the desk top. This is a great help to see what system your running on ( the folder says 4.0 or 5.0 on it). These icons took many hours to draw, some are real good, while others are so-so. Use any icon editor to delete or change the ones you don't like. MarcZ E-mail: ALPE: MarcZ GEnie: MarcZ DESKTOP.LORDv8/' ',DESKTOP.LORD`"j A _/DESKTOPLORD.DOCsoA _-PATTERN.MAKER'KNA _MORE.PATTERNSHe-e9_(PATTERNSB$A _-PTRNMAKER.DOCo A _abcdefghijklmnopqr. ,@ main .6  Desktop Lord\H** ;8[i{iHHH"{iH "heH"h{iH{iH{iH"V{i{iTH{iHY"h{i+  ;ik%^#0% ;8[i" ,"{i+k ;8[iHH"h߆,H*H"hH,H*H."hկ!ѥՅ8pI0'㪧" тH,H*H."hեՅѥ8pI0{iH8 i'H8 iEH%J" I  % ! / 8pI % 7" ? 㪧HH0"㪧" E2' : eH0"  :H7" {iHT"I %& 7"{iHS" тF6"ߢ"{i+k ;8[i WW2 %~J"K%~J"HHH2"h*,"/H"h"/8pIH,H*HWH."h,H*H "{i+k ;8[i{iHHH"HH(H "h  H"h2@ԗJ"{idd{iH"  {iH"{iH"}7H"h)EA{iMTH{iHY"h  " ԟԝ"   d {i+;ikM34/This picture seems to be in the wrong graphic mode. Use it anyway?/#2/^#3 ;8[i9HH""  8pI0;H0H.H."h8pI  2x # {iH{iBH "BIH{iHH"hI 8pI0X~  "h H"h>@@H>H"Ⴈ/"H " H"h8pI24 eH"hH "H H@"hH"hH "8pI0- $$eH""  H"h8pI0:!<8pI0'::" :<8pI0- $$eH":<HH "HH"hH " {i+kChoose a PICT file: ;8[i40H.H " 4 {i+k ;8[i4.03+HH "h$&٩8pI0-٥ $$eH"قH"h ԰ԥԉ ""'ddCHH(H "hՆׯ(HH"&"'բ"dd &"$h  &$ % "'ddf {iH<<}J"HH{iHv{iH "h.0٩8pI010H.H: 7H5H3"ق#,HH0H.H"hH" 4 0H.HK"0H.H"36 3  0H.H/"".0{i+k Desktop Lord ;It would be very unwise to fiddle with the Finder's desktop*Desktop lord is unable to start toolset 23)Desktop lord is unable to load toolset 23 ;8[i  1HH H H"hH"  &H$H "HH/"8pI0- $$eH"{i+;ik ;8[iH"h8pI.H"h" `D۩8pI0n /#C )8"hHHH0H.Hۢ"hH" ۂHHH"DhHHH{iH{iH"Dhgݦ.0Sۂ)"E ":ۢ/"#80 sH`07BBB  " {i+;ikCanceldisk v4.0 or later to operate.#Sorry, Desktop Lord requires System ;8[i+"(H"(H!"" HP "h( 3 H"h8pI 24  (H"  dd{iH" #  # {i{iH"  PTRN  #< {iH" # 2i iʅ{iH"{iH" # HH$(iH "h!2  8pI0{iH"Q # g{iHԖ"h{iH{iH"V{iH"' ȥ󥘅HH$(H "h6ԚԘ" #  ȯ! {iH""0H"02HI"h H+"h {i+;ik*/SYSTEM/DESK.ACCS/DESKTOP320*/SYSTEM/DESK.ACCS/DESKTOP640Error reading pattern nr */SYSTEM/DESK.ACCS/PATTERNS ;8[i{i+k ;8[ii{i+;ik ;8[iH"{i+k ;8[iH"{i+k ;8[iHH H "h׆٠תׅȯ׏ُ{i+ ;i k ;8[iׯ٠תׅJתׅ ׆٥#,","c8pIH."hۥתׅۂתׅۂתׅۂۥ8pIdۂ۠תׅ88pI 8ۂתׅ۠8ۥ8pIdۂvתׅ۠w۠תׅ88pI 8ۂ,)8 0 |H`[q_ ۅ{i+  ;ikHHH ;[ HHHHH &"  Ȁ8: ))e:  +  ;ik ;[ 1 2 :T+  ;i k"k ;8 [  d) e )e     ;e iHZ"kH"k H;[IIʩ FeI+kcck##k6   pS  q   8 v$*gI+2sKt;!'-suwy{|~DFXay)dC^!w_> 2=n@w!$EOT`dqv?Ty >Tlp 5Ujpu 2DIUZae2q #/4@Hfky [`"m\ntx} !)COU^| 4ISb)]ch  !17;GL[ci #'27CRY]diu7z$T ,0> Any commercial distribution of the Desktop Lord is expressly >> forbidden without prior written permission from the author. Here is the shareware deal: When you send your money, we will send you back a disk with the latest version of Desktop Lord, plus the next update free. After you register your copy of Desktop Lord with us, you may use any future updates free. The shareware fee is $10 for Desktop Lord alone, or $15 for both Desktop Lord and the Pattern maker application. Pattern maker is described in its own documentation, and can't be registered alone. You can use patterns with Desktop Lord even if you aren't buying rights to Pattern maker, but you can't own and/or use Pattern Maker to draw your own patterns. Registered owners are also entitled to full support via CompuServe, or Mail. Send your money to: VideoCOM Via Fasolo, 98 27100 PAVIA - ITALY CompuServe: 72411,1250 - WHAT TO DO TO USE Desktop Lord. To use Desktop Lord, you must first copy it in the */System/Desk.Accs directory of the GS/OS disk (or disks) that you boot up your computer with. You should also copy the PATTERNS file in that same directory; anyway, Desktop Lord can work even if there are no patterns on the boot disk. Next, restart or reboot the computer using the disk you have copied Desktop Lord onto. IMPORTANT NOTICE: Desktop Lord requires Gs Os as operating system. It exploits the power of the new operating system, and can't work with the older ProDos 16. Once you have properly installed Desktop Lord, you may use it by selecting it from the multi-colored Apple menu. You'll face a modeless dialog (that is, a window with quite a few buttons). You can choose between a (top to bottom) picture, pattern or color for your desktop. Make your choice pressing one of the three radio buttons (the round buttons), and then press Ok. If you didn't put the Patterns file in your boot disk, the Patterns radio button is disabled. If you choose the Pictured desktop, you'll next have to locate (using the Standard file dialog) a picture file. The current version of Desktop Lord only supports unpacked graphic files (filetype $C1, with a size of 65 blocks); future versions will allow you to use any of the popular graphic file formats. You can also cancel the operation from the file dialog. If the application that you are using and the graphic file you have selected aren't in the same graphic mode (both 320 mode, or 640 mode), an alert dialog will appear, suggesting that you could cancel the operation. Most pictures look ugly in the wrong mode, and quite a few can render the display nearly incomprehensible. The pattern and the dye (color) buttons bring you to a dialog where you can choose among the available patterns and/or colors. The desktop lord main window also has a button named "reset". This button will let you revert to the desktop that your application had produced at first, before desktop lord was activated. This is useful for undoing a wrong choice, and for dropping loaded pictures, that will otherwise remain in memory. ADVANCED OPTIONS If you put graphic files named DESKTOP320 and DESKTOP640 in your Desk.Accs folder, Desktop Lord will automatically load the appropriate picture at application startup time. You will have to open the Desktop Lord from the Apple menu for the change to take effect, though. MIND WELL! The DESKTOPxxx pictures MUST be in the right mode. If they aren't, Desktop Lord could crash. The Patterns file format is described in the docs for Pattern maker. When the Apple IIgs system software will include a resource manager, we will update Desktop lord to use PTRN resources. - COMPATIBILITY Desktop Lord is compatible with most program that follows the Apple standards for desktop applications, under Gs Os. It won't work within the Finder and any other applications (we don't know any) that directly draw their desktop texture. If you choose Desktop Lord from the Apple menu of any such program, it will refuse to start, and will present you a note dialog saying "Fiddling with the Finder desktop wouldn't be wise". Desktop lord won't work well with multi-modal applications (that is, applications that work in either 640 or 320 mode). We could overcome this limitation, if we would, but doing so would produce a much slower and bulkier NDA. When using multi-mode applications (such as Paintworks gold), limit your use of Desktop Lord to the time spent in the graphic mode that the application started in (usually it is 320 mode). KNOWN BUGS: Desktop lord will sometimes stay completely deactivated (grayed) following the Alert dialog that advises against using a picture in the wrong mode. Closing and re-opening Dialog Lord's window will recover. The Patterns file included with the current version of Desktop Lord doesn't include patterns for 640 mode. This way, the Patterns radio button will stay grayed in 640 mode. When you are clicking on the paging regions of the scroll bar in the Color and Pattern Picker dialog, the colors and patterns shown won't be refreshed. A click on the thumb (that is, the white region of the scroll bar) will redraw the patterns. This is due to a bug in the Apple IIgs Dialog Manager, which doesn't communicate the event to Deshtop Lord, and will likely be remedied in the next updates of the system software. We hope you like this program and find it as useful as we have. If you have ANY questions, criticisms, compliments please contact us. NEXT FROM ITALY: We are translating into English our Allegro NDA. Allegro will let you change the system beep to any sound, any time you wish. Allegro supports all sound file formats (including sounds packed with the new ACE toolset, for much smaller sizes), and comes with Cruncher, an application for converting the sounds between those formats. And then, Fontain. And then...DB= ,@ main 8 ".")"0") ;8[i{iHHH"/H{iH"፠hߩ38"1zH:"፠{iH"፠{i+;ik ;8[i i {i+;ik ;8[i`b)[ "ia "V ""፠>`b)"፠ H`biH"፠he,8pI "HH:"፠e`biH"፠H"dh {i+k ;8[iHHyyH2"፠h"፠HH"፠hӆ"፠ 7"፠{iHfJ"፠{iHT"፠7"፠{iH2J"፠{iHT"፠d{iH<"፠6"፠"፠"፠VHTH"፠'"!ZHXH"፠^H\H"፠"፠"! /"፠H "፠h٩`bH"h^H\H"፠H"፠h "፠Ӣ"፠{i+k$Shareware software by Luca AccomazziPattern Maker v1.0 ;8[i{iHHH"/{iH".h{iH{iH{iH"N0{i{iTH{iHY"፠h  {i+;ik%#0%^#14% ;8[i3{i[;TH{iHY"፠h{i+k;64/Do you want to save your work before closing?/#2/#3/^#1 ;8[i{iHHH"/{iH".h{iH{iH".h{iHf{iH`{iH"N0{i{iTH{iHY"፠h{i+  ;ik%^#0% ;8[iW{iHH".h{iH{iH"N0{iH"  d {i+k occurred.Sorry, system error ;8[iH7"፠ ,"፠ "1hiH "1hiH:"፠="፠{i+;ik ;8[i8opIHH"፠hHH"፠6"፠{iH hhJ"፠{iHS"፠ѩ8pI0ө8pI0qs "1ze "1hق6dق1 ق)ق!80 H`ainv եم8pI0JץՂ)"ӂBт{iHuJ"፠{iHqsHHW"፠"፠{i+k ;8[i8pI0& qs8pI0 "|{i+k ;8[ie .:"፠"-R .:"፠"-I  {i+kHide the clipboardShow the clipboard ;8[iH ":h?qs" qs&$$Ȋqs&$qs" Ȋ8opI5qsqs&$qs"|"፠oo8mpImHHU"፠  {i+kSure to delete? ;8[iHH(iH "፠hoB㪧$ȥ㪧 ȥuwm㪧qs&$$Ȋ㪧 qȭsqs$ȥ㪧&$ ȥqs"U omHHU"፠{i+k ;8[iH{iHHH"፠h8pIHߢ"፠h8pISѩ8pI0< эHHU"፠тHH"፠h͆ϭHH"፠ۆ{iH"፠8 "1zѥ8 "1zӥ8pI  8pI  8pI  8pI  6 " e"1z"1hL׭ ق\׭قO׭ ق6׭ ق!80 mH`%> qs qs 7٤{iHuJ"፠{iHqsHHW"፠͢"፠{i+;ik ;8[i  ]!_#a%c 'e   {iH*"፠8pI + H"፠h {i+kQuitand the System disk v4.0The Pattern Maker requires GsOsPATTERNS ;8[i{iH"N0{iTHHH-"፠hH "፠mS<! {iH "N0{iTHHH-"፠hH  "፠og{iH "N0{iTHHH-"፠hH "፠U= {iH"N0{iTHHH-"፠hH, "፠ "፠ "፠H"፠h*"፠{i+k==Previous pattern\N502*<,.==Next pattern\N501*>.>> Special \N500\N302.Show the clipboard====Invert pattern\N301==Clear\N254V==Paste\N253*VvD==Copy\N252*Cc==Cut\N251*Xx==Undo\N250*ZzV>> Edit \N300==Quit\N413*Qq.==Transfer...\N412==Delete pattern\N407*DdV==New pattern\N406*Nn==Save ASM code...\N405V==Save as...\N404*Aa==Save\N403*Ss ==Close\N255==Open...\N401*Oo>> File \N400==About...\N801V. >>@\N800X ;8[iHi H:"፠{iHmH".h{iH{iHoH".h{iH{iH"N0{iH"፠H7"፠ ,"፠0:"፠="፠{i+ ;i k out of Color: Pattern ;8[iHH"፠"|{i+k ;8[iN   "$d&(:<>@BDFHH7- J"፠PRTVHH   "፠h8pI0D8pI0!{iH"1hiuH"1hiH"1hiH"1hi&HJ"፠ eH"1hXeX I) HHHH{iHH"1hXeXH "፠hႼ{i+k Pattern maker ;8[i ]]{iQH "፠QI{i3T{i3H{iWH"12*{i3H"4{i3H"4M{i3H"4{i3H"4*{i3H"4{i3H"4{i3H"45{i3H"4{i3H"4uMwOIo8IpI03{i3H"4-{i3H"4{iHI".h{iH{i3H"4'{i3H"4{i3H"4K8KpI0MMK H{i4H ""፠{i3H"4{i3H{i3H"4'{i3H"4{i3H"4KK{MM&$MOII {i3H"4{i3H"4{i3H"/{iW{iH"፠{iH"፠{i+k END dc h' ANOPPatternPTRNDATA DATA ~globals3* Pattern source code created by Pattern maker v1.0AkkoSave ASM65816 file as: ;8[iI ]]{iH "፠I]{iT]]dddd{iH"፠H"hhy]]dd{iH"፠H"hhGPTRN {i{iH"፠H"hhoo{iH"፠H"hhu w  {iH"፠H"hhr &$ uwd{i{iH"፠H"hhI   {iH"፠{i+;ikSave pattern file as: ;8[iI/H!":hiH"፠Ac   & !{iH{iH "፠I]{iT]]{iH"፠H"hhI{i{iH"፠H"hhPTRN!"Boo{iH"፠H"hhHH(iH "፠huw o8pI0񅧆{iH"፠H"hh$Ȋ ȥHH(H "፠h.HH"፠$uȭwuw ȥ  {iH"፠uqwsmqs==HH "/"|HHU"፠{i+;ikNot a pattern fileFind a patterns file:3You will lose the patterns in memory. 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No zeropage I need tool 32!!! = n @#qdK19JY -03BM{!$(+@CGJ_ilo} #&BTWs}PTRN   NININIOOINININOOzyzyDtttDttwDttDDtwwDtDDDwwwDDDDDDDD33331s313wS33333C34C9333333333vfFffdfgfFfvfdfgvfFffdffFf&fdfbPTRN NNNNDDDDDDDDNNNNDDDDDDDD_UUU_UUU_UUUUU_UUU_UUU_U_UUU_UU_UU_U DDODOODODDDOODDDDKKDDDDDDDDDDDDKKDDD?333?333?333?3?3?3?3////////ofoofoo____뻻뻻뻻뻻뻻DDONODDODDDDNODDODDOThe Pattern Maker Shareware software by Luca Accomazzi (MisterAkko) Produced and distributed by VideoCOM - Italy. Version 1.0 of 10-Mar-89. The Pattern Maker is an Apple IIgs application, running under Gs/Os, that will let you create your own patterns for use with the Desktop Lord desk accessory. Please note that Desktop Lord and Pattern Maker are _shareware_, not public domain. You are welcome and encouraged to give copies away to anyone and everyone. If after using our software for a trial period you find is useful, you should send in the shareware fee of $15 (see below). If you do not want to pay the shareware fee, you should stop using Desktop Lord and the Pattern Maker. >> Any commercial distribution of Pattern Maker is expressly >> forbidden without prior written permission from the author. Use of this application is very obvious, and we will cover only the basics. Note that Pattern Maker will only work under Gs/Os: if you launch it from ProDos 16, Pattern Maker will kindly but firmly refuse to work. In the Apple menu you'll find an about item (we worked hard on this one, and you'd be better looking at it if you had the Monaco.9 and Shaston.16 fonts in your system) and the desk accessories. In the file menu you'll find the usual stuff for opening a pattern file, saving it, and quitting to the Finder. Using the "Save as ASM code" menu item you can create an APW Asm65816 file with the source code for the patterns you have created. This is handy if you wish to use a pattern you've created in your programs. New pattern will let you add a pattern to your file. The pattern starts in a single color. Delete pattern will work only if you have at least two patterns, and will destroy the pattern you are currently viewing (it requires you to confirm the action). In the Edit menu you find all the usual stuff. You can use the Undo, Cut, Copy, Paste, Clear items with Ndas, but they also have significance within the program. Undo will destroy the changes you made to a pattern: note that the undo action is not undo-able itself! Cut and copy put a copy of the current pattern in the clipboard. Paste puts the copied pattern onto the current one. Clear will erase the current pattern to the current color (shown in the information bar of the window). Show/hide clipboard works as in the Finder, and Invert pattern will exchange each color in the pattern with its opposite: white with black (and vice versa), red with green... In the special menu you are given the option to go to the next or the previous pattern. The pattern list is circular: from the last going onward you will reach the first. In the special menu you will also find the toggle from 640 and 320 mode. When working in 640 mode most colors aren't available, and all colors except for black and white can only be used either in odd or in even pixels. You have two separate lists of patterns at every time, one for 320 and one for 640 mode. The only way to transport patterns between those is via the clipboard. NOTE: 640 mode won't work in the very first release of the Pattern Maker (we are still debugging it), but you will get the complete version free when you send us your shareware fee. The window: on the top, in the info bar, you are shown the current color and the number of patterns available for this mode. You can change the color clicking on the color palette at the right. You set pixels to the chosen color clicking on the fat pixels on the left. The pattern in the standard size is shown at the bottom. If you click on the desktop (outside the window) the desktop will be redrawn using the current pattern: the desktop will be patterned like so when you use this pattern from the Desktop Lord. This option doesn't work from 640 mode. IMPORTANT SHAREWARE NOTICE Here is the shareware deal: When you send your money, we will send you back a disk with the latest version of Desktop Lord and the Pattern Maker, plus the next update free. After you register your copy of Desktop Lord with us, you may use any future updates free. The shareware fee is $10 for Desktop Lord alone, or $15 for both Desktop Lord and the Pattern maker application. Pattern maker can't be registered alone. You can use patterns with Desktop Lord even if you aren't buying rights to Pattern Maker, but paying the reduced fee you aren't allowed to own and/or use Pattern Maker. Registered owners are also entitled to full support via CompuServe, or Mail. Send your money to: VideoCOM Via Fasolo, 98 27100 PAVIA - ITALY CompuServe: 72411,1250 PATTERN FILES FORMAT You don't need to read or understand the following paragraph to use successfully Pattern Maker and the Desktop Lord. This is meant for the technically minded. The files saved by the Pattern Maker follow the rules that we are detailing in this section, and which constitute our proposal for a standard in the field. It's very important to note that a major problem when developing software for this otherwise splendid machine is lack of standard file formats. We have at least five different formats for graphic files (unpacked, Paintworks, 816 Paint, Apple Preferred and AppleWorks Gs), three formats for sound files that we know of, and probably more, (unpacked, $E1 PackBytes format, Acer). This casual attitude is becoming a serious drawback to software developers, for it is slowing inter-application integration and it forces developers to write conversion code that makes applications bulkier, slower and less sound. It is important that standards for file formats are proposed, divulged and enforced, if possibly by Apple Computer itself, or by independent developers. The pattern files are filetype $06 (Bin) and have no information in the auxtype field (Pattern Maker puts a $0000 in the aux field). The application identifies it by reading in the first four bytes, which are a signature. Using a special filetype would make identification of such files easier, but available filetypes are a scarce commodity, and we can't afford anymore people grabbing casually available filetypes. If you aren't convinced of this, try opening with AppleWorks Gs a file created with the standard version of MultiScribe, and watch your computer die a horrible death. The signature bytes opening the file are the Ascii code for PTRN, hi bit off; in hexadecimal: $50 $54 $52 $4E. Then we have a numerical field, two bytes long, for the number of Patterns in 320 mode to follow. It is a common error to think that QuickDraw II Patterns stay the same in 320 and 640 mode. The truth is quite different: 320 patterns use 32 bytes each, and a pixel is codified in a nibble, while 640 patterns use only 16 bytes each, and a pixel is kept for each two bits. The patterns are, in other words, very small pixel maps, and their contents can be directly stuffed in video memory by QuickDraw II. So, in the file we find n*32 bytes for the 320 patterns, followed by another numerical field indicating the number of 640 patterns to follow, and then m*16 bytes with these patterns. 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""""""""""""""""."""""""""""""""""." " " " " " U,pD = ,pD = ,pD = ,pD = ,pD = ,pD = ,pD = IJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""."""""""""""""""""""""""""""""" """"""""""""""""""""""""""."""""""""""""""""""""""""""""" 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""""""""""""""""."""""""""""""""""." " " " " " U,pD = ,pD = ,pD = ,pD = ,pD = ,pD = ,pD = """""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""."""""""""""""""""""""""""""""" """"""""""""""""""""""""""."""""""""""""""""""""""""""""" 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""""""""""""""""."""""""""""""""""." " " " " " U,pD = ,pD = ,pD = ,pD = ,pD = ,pD = ,pD =  DECISION MAKER GS ----------------- v1.1 BY STEVE BERNACKI STEVEB - APPLELINK Hi! This is Steve! I've been working on this for a little while and decided to put it on Applelink. It's called Decision Maker GS. It's a bigger version of the regular Decision Maker. I made the old Decision Maker when I first started programming.(which was about 2 years ago) Anyway, the new GS version has SUPER HI-RES graphics. It is a BASIC program. To run, get into basic and type: The program will run fine. Write to me and tell me how you like this. THANKS!!!!!!!! p.s This version is totally alright!!! If something does go wrong, send me a letter!! LOTTO.GSv80'  '(LOTTO.GS/A" LOTTO.PROFILEZJٲٲLOTTO.GS.ICON[ٲ;A" ,LOTTO.GS.DOC\n ۲"A"   !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYz ,@ main "(8""""")' ;8[i"K:""""{iH"H""HH""K:""""{iH"H""HH""K:""{iH"H""HH""""""8 pI3"K:""HH"HH"" 3"K:""HH"HH""{i+k >  <  ;8[i""{iH"{iH""mHH""HH@HHH"h""{i+kWindow 1 ;8[i""""  {iH"H{iH""H{iH"H{iH"H{iH"{iH"{iH""{iH""mHH""HHH-""HH """""""""""""{i+k.G>> Settings\N5==Range\N267==Picks/line\N268==Repeats\N269==-\N377D ;8[i""H"""H"""{i+k ;8[i""" " " " "H2"""" :""HP{iH"H""HH"""{i+k ;8[i""""H2"",A:"" {iH"H"""{iH""{iH"{iH{iH "˅"8pIHH 8pIHH"")"H""{iH""H{iH"""HHH{iH"""HH"Q"A:"" {iH"H""HH"";"H {iH""""""{iH"{iH{iH "˅"H"" "hH"h"{iH""H {iH"""""="H{iH"""HHH{iH"""HH""A:"" {iH"H"""8{iH{iH " {iH{iH "{iH{iH "˅"A:"""q"#{iH{iH "{iH{iH "˩{iH{iH "{iH{iH "˩{iH{iH "{iH{iH "˩b{iH{iH "{iH{iH "d{iH{iH "{iH{iH """ 8pI "" ""8 pI " """ :""HP{iH"H""HH""""{i+k  Enter high number for range: ;8[i""{iH" """ {iH"HH""ׅ" eH"HH""i8pI" """"K-:""{iH"H""H"HH""d"h":F:""jj{iH"H""HH""{iH""1"K[:""OO{iH"H""H"HH"",A:""00{iH"H"""{iH""H{iH"""""{iH"{iH{iH "᥿"8pIHH 8pIHH"""H""{iH""H{iH"""HHH{iH"""HH"Q"A:"",,{iH"H""HH"""H {iH"""""e"H{iH"""""{iH"{iH{iH "᥿"H"" "hH"h"{iH""H {iH""""߅"o"H{iH""""="H{iH"""HHH{iH"""HH""A:"")){iH"H"""8{iH{iH " {iH{iH "{iH{iH "᥿"A:"""@"8pI""i" i"A:""!!{iH"H""HH"""{iH" "" "H"HH""ׅ" HH"HH""i8pI" ""#{iH{iH "{iH{iH "Կ{iH{iH "{iH{iH "Կ{iH{iH "{iH{iH "Կb{iH{iH "{iH{iH "Կd{iH{iH "{iH{iH "Կ"""""{i+k LOTTO.RECORD    Enter number - press [RET]: Esc to exit # Added: File LOTTO.RECORD not foundLottery Data Entry 1- LOTTO.RECORD ;8[i""""H2"",A:""{iH"H""HH""T:""  {iH"H"""{iH""{iH"{iH{iH "ͅ"8pIHH8pIHH"V"H"HH""<"i8pI""""#{iH{iH "{iH{iH "ͩ{iH{iH "{iH{iH "ͩ{iH{iH "{iH{iH "ͩb{iH{iH "{iH{iH "d{iH{iH "{iH{iH """"" :""HP{iH"H""HH""""{i+k(4-7)?: Enter number of picks per line ;8[i""""H2"",A:""{iH"H"""{iH""{iH"""HH{iH"""HH".""H"HH"""{iH"""HH{iH"""HH"+""H"HH"""h"<"i8pI"#{iH{iH "{iH{iH "ͩ{iH{iH "{iH{iH "ͩ{iH{iH "{iH{iH "ͩb{iH{iH "{iH{iH "d{iH{iH "{iH{iH """"" :""HP{iH"H""HH""""{i+knNyYRepeat picks allowed? (y/n): ;8[i"H{iH{iH "{iH{iH "Կ{iH{iH "{iH{iH "Կ{iH{iH "{iH{iH "Կ{iH{iH "{iH{iH "ԿJ""{iH{iH "{iH{iH "Կ7""HS""{i+;ik ;8[i"H{iH{iH "{iH{iH "Կ{iH{iH "{iH{iH "Կ{iH{iH "{iH{iH "Կ{iH{iH "{iH{iH "ԿJ""{iH{iH "{iH{iH "Կ7""HT""{i+;ik ;8[i"""#{iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH "ѩb{iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH """&{iH{iH "{iH{iH "ѩ {iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH "ѩ`{iH{iH "{iH{iH "d{iH{iH "{iH{iH """""""{i+k ;8[i"""""C":""''{iH"H""HH""H!8eBJ""7""HT""H{8BJ""HT""H8BJ""HT""HDLJ""HDLJ""""""""i:""HH"''{iH"H""HH""w:""''{iH"H""HH"''{iH"H""HH"''{iH"H""HH""i:""''{iH"H""HH""w:""|'|'{iH"H""HH"":""""{'{'{iH"H""HH"HH"":""""""y'y'{iH"H-{iH""H""HH"":""w'w'{iH"H-{iH""H""HH""{i+k**Printed # of Lines  - Range  NumbersLotto Number Generator ;8[i"""""i"" H{iH"{iH "{iH "{iH "{iH{iH "æ""g"8" "8"""i8pI"i8pI""8"" "8pI"8{iH{iH "{iH{iH "{iH "{iH{iH "Å""߭8"߅"e" 8pIR" " " ٝ"8"8pI~"iߥ8pI["""{i+k ;8[i"" :""HP{iH"H""HH"" :""{iH{iH "{iH "{iH{iH "ύ""8HH{iH"H""" 8 pI-",,{iH"H""" HH"HH{iH"H"""i8pI-""""{i+k ;8[i""?"3/3/{iH"""""""i"" 8 pIl"8HH{iH"H"" HH"8HH{iH"H""" 8pIl"8HH{iH"H"" HH"8HH{iH"H"""i8pI"H {iH"H""":""H{iH"H""HH"":""""HH"HH""""{i+k.PRINTER ;8[i"?"11{iH""""""11{iH"H""H{iH"H""H{iH"H""He{iH"H""11{iH"H""HH"hHH"11{iH"H""HH"hHH"11{iH"H""HH"hHH"HH""HH"":""""""11{iH"H""H{iH"H""HH"""""i8pI"{i+k0// Selections made .PRINTER ;8[i"""""A:""22{iH"H""HH""{i+kDATE ;8[i"""""(A:""33{iH"H""HH""A:""33{iH"H""HH""A:""33{iH"H""HH""""""{i+kDATEPRINT SELECT ;8[i"""""(A:""44{iH"H""HH""""""{i+k SELECT ;8[i"""""A:""2525{iH"H""HH""""""{i+kPRINT ;8[i"*{iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH "ѩn{iH{iH "{iH{iH "d{iH{iH "{iH{iH """"""" {iH{iH "{iH{iH "ѩ7{iH{iH "{iH{iH "ѩf{iH{iH "{iH{iH "ѩC{iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH """z{iH{iH "{iH{iH "ѩ7{iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH "ѩC{iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH """{iH{iH "{iH{iH "ѩ7{iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH "ѩC{iH{iH "{iH{iH "ѩ{iH{iH "{iH{iH """{i+k ;8[i"" " "4HH""JJ{iH"H""HH""HH""ZJZJ{iH"H""HH""HH""JJ{iH"H""HH""HH""II{iH"H""HH""HH""II{iH"H""HH""HH""GIGI{iH"H""HH""HH""II{iH"H""HH"HHHPH""" II{iH"eH""i8pI" " ""HH{iH"H""H""HH{iH"H""HH" eH"HH"" HH{iH""H"""("H H"h8pI""HH{iH"H""HH"{iH"HH"" {iH"{iH{iH "᥿" 8pIHH 8pIHH"" "HH{iH"H""HH"{iH"HH"" {iH"{iH{iH "᥿" 8 pIHH c8pIHH"" "XHXH{iH"H""HH"{iH"HH"" {iH"{iH{iH "᥿" 8pIHH 8pIHH"" "HH{iH"H""HH"{iH"HH""HH{iH"""HHHH{iH"""HH"" ""HH{iH"""HHHH{iH"""HH"" """i8pI ""GG{iH"H""HH""GG{iH"H"""{iH""H"HH""GG{iH"""HHGG{iH"""HH"O"GG{iH"H""HH"{iH"HH""c8pI "c"HH""]G]G{iH"H""HH""[G[G{iH"""HHYGYG{iH"""HH""LGLG{iH""""?G?G{iH" "" "H"HH"""H"HH""i8pI" ""1G1G{iH""""#G#G{iH""""GG{iH" "" "" HH"HH"" HH"HH"" HH"HH"" HH"HH"" HH"HH""i8pI6" """"""{i+k LOTTO.PROFILE LOTTO.PROFILE LOTTO.PROFILE LOTTO.RECORD LOTTO.RECORDyY+ SAVING INFORMATION TO DISK....,What is the high number of the lotto range? yY1Do you want to create a new Lottery Record file? %Typing 'Y' will clear current record!nNyY=Are repeat numbers allowed in the same selection line? (y/n) )Enter the number of picks per line (4-7) 0Enter the high number of the lotto range (9-99) .Enter the low number of the lotto range (0-1)  (16 Letters max) Enter the name of the profile #/question if less than 4 profiles will be used. JMake sure your disk is not write protected. Press [RET] at the enter nameFand asks if repeat numbers are allowed in the same line of selections.@High number of lotto range, Low number, the number of picks/line?it to appear on the Settings Menu. Example: Illinois (1-54)Ginformation: A name for the settings (usually a state name) as you wantGThe Lotto program configuration requires that you provide the following ;8[i"""H"" ""pZ:""""""ii{iH"mH""" """"""""""H"""HH HH """"HHH """""H""HiH""HiH""H""""""""{i+;ik Lotto GS v2.1 ;8[i" """""""""""""""" ""HH""H""""{i+k ;8[i""{iH"{iH""mHH""HHH-""HH """""{i+k,>>@\XN1==About Lotto GS...\N256==-\N377D. ;8[i""{iH"{iH""mHH""HHH-""HH """{i+k6>> Analysis \N4==Enter Data\N265==View Record\N266. ;8[i""{iH"{iH""mHH""HHH-""HH """{i+ke>> Edit \N3==Undo\N250D*Zz==-\N377D==Cut\N251D*Xx==Copy\N252D*Cc==Paste\N253D*Vv==Clear\N254D. ;8[i""{iH"{iH""mHH""HHH-""HH """{i+;ik:>> File \N2==Configure Lotto\N263==-\N377D==Quit\N264. ;8[i""H"""*""{i+k ;8[i""dd"N"ݍ""ύэ " """8"ύэ""""" "v""$"&"(("*"ύ,э."0"ύ2э4"ύ6э8":<">"@"B"D"HHH"hFH"ύJэLHHH """{i+;ik ;8[i ""H<J""HHH """  {iH"{iH""HFZUJ""H mH "" {iH"{iH""HnFUJ""H mH """"""F-:"" {iH"H""HH""F<:"" {iH"H""HH""FK:"" {iH"H""HH""""H"""" """"{i+ksettings to be changed.starting profile & customThis option allows theCancelOK ;8[i""H,J""HHH """{iH"{iH""HiJ""H mH """"""s:""pp{iH"H""HH""""-:""UU{iH"H""HH""<:""11{iH"H""HH""K:""{iH"H""HH""Z:""{iH"H""HH""Zs:""{iH"H""HH""Z:""{iH"H""HH""Z:""{iH"H""HH""""H""" """{i+kHamlet, Indiana 46532R.R.#1 Box 243A Conan BrownPlease send $5 to:!your picks and continue to use it#If you enjoy letting your //gs makeThis program is Shareware.Lotto GS v2.1 (c)1989OK ;8[i""H,J""HHH ""ͭ"hh{iH" """ {iH"HH""ץۅ" eH"HH"" {iH{iH "{iH{iH "eH{iH "{iH{iH "{iH{iH ""iץ8pI " """ "8pI"8{iH{iH "{iH{iH "{iH "{iH{iH "ᥱ" "ݥ8߅"݅"e߅" eH{iH "eH{iH "0t" ц" " ѝӝ"8߅"8pI0"iݥ8pI "i""""""::"";;{iH"H""HH""#-:""  {iH"H""HH""A"""ۅץ8 " eH{iH "{iH{iH "ᥱ" eH{iH "{iH{iH "{iH{iH "{iH{iH "ᥱ"8pI""+:""i "8 pI-"  {iH"H"""H"{iH"H"""8 pI-"{iH"H"""H"HH""iץ8pI"""A"ש " eH{iH "{iH{iH "ᥱ" eH{iH "{iH{iH "{iH{iH "{iH{iH "ᥱ":""i "8 pI-"{iH"H"""H"{iH"H"""8 pI-"{iH"H"""H"HH""iץ8pI#"{iH"{iH""HiJ""H mH """"""H"""͢ """{i+kOK      -Number freq. 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(i.e.- right is 0 deg., right,counterclockwise, in Angles are measured from the0 angle and distance of target. %Readouts: The lower window will give ( so do not waste them! %Photons: You only have 3 torpedoes- unlimited number of times. #Phasers: You may fire phasers an * to target your weapons. 'CrossHair: Click in the viewscreen area YOUR TOOLS:  / Romulan ship on your viewscreen. $OBJECT: Find and destroy the hiddenRules for 'Romulans!'OKTextOKCopyright 1989TML Systems, Inc. software are copyrighted by Certain portions of thisTML Systems, Inc.Copyright 1987Written in TML Pascal.by Kevin BradleyOK Romulans V1.0 ;8[i{iHHH"HHH "h,"u{i".,","HH"ۜ"HHHHH "hH,",",""HH"yۍ"  d"HH"{i+  ;ik ;8[iH{iH "h"zz"h  {iH"h{iH{iH"{iH"HH "HH" ~ H{iH"h"zz"h  {iH"h{iH{iH"{iH"HH "HH" ~ H{iH"h"zz"h  {iH"h{iH{iH"{iH"HH "HH" ~ {i+kFile Load Error: 0/PHASERFile Load Error: 0/EXPLOSIONFile Load Error: 0/PHOTON.TORPEDO ;8[i9"""0""" "v"v"f"f"["["L"L"<"<"+"+"""{iH"{iH" " "!!!!!!!!!!{iH"{iH"  "HHH-"hH "HHH-"hH "HHH-"hH "HHH-"hH ""H"h*"{i+k.==Sound\N404*SsC==Rules\N403*Rr==New Game\N402*Nn>> Play \N3X==Clear\N254.==Paste\N253*Vv==Copy\N252*Cc==Cut\N251*Xx ==-\N301D==Undo\N250*Zz>> Edit \N2XD>> File \N1X==Quit\N401*Qq./>>@\N0X==About Romulans...\N400*?/==-\N300D. ;8[iߥ߂HH" HH"hHH""""HH"""x"qH4"h3" 3" #80 #H`"##b#i# ,"{i+;ik ;8[i8ʅӆե8ʅ׆ӥӦ"hׅצ"hH"hņ{iH{iH "{iH "{iH"{i+  ;ik ;8[i8٥8ۥ 8pI0Zׂׂ8pI0ׂdׂII{iH{iH "{iH{iH "{iH{iH "{iH ".&.&{iH "{iH"ש8pI&8pI iׂ8ׂׅ8pIh8ׅץׅ{i+  ;ik3333333@ ;8[iHH%"hH""HH&& "HH"{i+kEnemy ship is moving, sir! ;8[iHH"hHH""-"""-(H"h"HH"HH'' "HH""""{i+k Good shooting, Jim! ;8[i{iH{iH "(({iH "{iH "{iH{iH "{iH{iH "{iH"{iH{iH "(({iH "{iH "{iH{iH "{iH{iH "{iH"{i+;ik3333333@3333333@ ;8[i8 H8 Hi Hi HJ"HH"h "zzцH"h{iH{iH"-"۩ 8pI0HH"եIHK"L"HH"ۂg- "{i+  ;i k ;8[iHH"hHH""8H8 HiHi HJ"HH"HHd",dJ"-"8pI0*dV"d-(H"h"8H8 HiHi HJ"HH"HH"HHh,h, "HH""""{i+k You're dead, Jim! ;8[iHH#"hH"h  % ," 4 HHHHHH"hHHHHH"hHH"hHH"߂l-"{iH+","."7"d:"HH<"-(H"h"d:"HH<"{iH*""pI  "d:H"fHH" "pI  " "HH""8pI"" {i+;ik ;8[iHH)"hHH"hHH""ץ{iH"׍Ս"HH""jH{iH"hݥ.H٢"hݥ"2 {i+  ;ik ;8[i d H{iH"hHH"hdžHǢL"h d  H̉! 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 &/?Wo|}pfdcddfffffd^XXZadROMULANS  ADADDA DADDDDDADA A D D   ( 𪪪  Info about Romulans! Romulans! is actually the second program I've written for the GS, but it's history goes back to the very first computer I owned--an ADAM. Since Coleco copied ('ripped off' some would say) Applesoft BASIC, it was easy to convert it for my second computer, a //e. Although it's a simple program, I've always found it entertaining and relaxing. I now have the //e version, the GS version, as well as a VAX BASIC version of it at work that uses 3D coordinates. I tried to make the game as self-explanatory as possible. Included is an icon to place in your ICONS folder of the system disk (or hard drive, wherever it is you boot from). The game was developed under system disk 4.0 and it seems to work fine on 5.0 as well. If you have any problems with it, drop me a line on Applelink (handle is 'EyeStrain') or on Compuserve (71520,21) or on the ABUG BBS (if you're in Kansas City). A special thanks goes to whoever it was that uploaded Photon Torpedo sounds to Applelink. When I checked for them on the off chance that they might be there, I really had no hope. Live long and prosper! Kevin Bradley Kansas City, MO Stardate 8908.16 (that's 8/16/89 to the rest of you...) xLOTTO6.49v81'  '/COMPILER.SYSTEM #CE A *LOTTO.INFO/0 ;A /LOTTO.INFO.CONT6 ;A 'STARTUP@F $A ,LOTTO.OPTIONH!! .LOTTO.OPTION.1L7"" .LOTTO.OPTION.2P"" .LOTTO.OPTION.3T ! .LOTTO.OPTION.4X A +LOTTO.PRINT]## ,LOTTO.PROG.1`R #A ,LOTTO.PROG.2h!A   !"#$%&'()*+,-.LG ASTARTUP$#   / XXύX?klmnÍoL) "6L'?"(0`6708" = ***)<JJH !h穖tp% ;"Z/݀>">"' 1" 7"5).莀/ ;" " 6" >" 1"6"$ "g"" !"""""Iz HLYL 8!9 詍` "  à4"/pŠϠŠà͠ӠàԠŬH06172839h` v97L75v^a ?/( va?LLLɍ$?`?a ɍɥAH93827160hH46576879h`,C bL ɍ b w,S0 @ lLޭBDEF޾ p ޾ p($ذ v (0 ( L?ԦʚLeةީa s  lL b,FLg,DL,C0$3 >@ Ɉ 3ɾꩈL(3ɾ;Ƀ B94 l% bʽ  ՚,S` H E$݅3`(l8L3LX>(Ƀ,`3,G0]ɾ g` H`پ_پ p _پ׾`>( p۾m׾) W)ʩ@`ɾ>(O puȾ ɾ-O ]c־Jjjj `O>0O l POپھ p H־Ǿh۰8L־Jjjjɾ)Ⱦ8 ѱ OLӜ ĤLLX>(F`־ؾپھ׾` bɄ KDEF vLl v lL bKɍKL?` w  vLl@3 @LtJ)s@J b  l`a?sa?,E30ɍФ3 E3HD F3 Ʉ%h3 bM E  lLthɍLL3`3,A0s0% Ipn DpnI:L ؅303L8933LΞAAJL ةޘг uv $ 8LƞaЌ>?@`>?@`B8` K  춼LK ҟ ҟ ( KK`HJJJJ8`HK)` #hhLJپھ pHJh` D!hgt}~p `~t}p8n~ni}tpi~~tso8pinii>j?k̈́>~|p|Ii||̈́ l - `>i>?Ek?!>Q>>>̀ `` \> ̀ `e>>?́?>?Emn(>e>ȱ>e?>Q>ؠ> ie>>?`|;}=:<~:<=;`||m};>:8o>oȑ>ppȑ>> :op`G DKpnG @p;G=po:i>?Ek?>Q>> L> \/ e>>?́?ޱ>ȥj>>m>` _m8injkiljo풼S 鸍긍$I2 U)VJ зT)`l8`a HbIJhjǾȾɾ p٭b=aIe f`8` P־ǾҾ,G0C f=W)_``\"׾پӾؾھ pD`־ǾY׾ؾOW)ݩȾɾʾ pD`8`W)CB) 5W) =)W)@! pZ}ȾȾ󰹩 p` ־ǾҾ,G 8`׾ؾ f p vۥs׾tؾE`  ( 8о(־Ǿ,G 8`_`W)H־Jjjjh p̭ fLᶢǾ ת..8 ۭ (8mȾȾmɾɾʾiʾ` Lpl8l:/,s̝sƬƀ#(ZZV4G_0=( A P FjL\5p-e9ABSAVERIFYBLOADELETEBYECATALOGOPENWRITEXECREATEFRESTORENAMEBRUNLOCKCHAIN#FLUSHREADPOSITIONOMONPR#PREFIXCLOSEAPPEND6D(!쫂8ֵ#ح#׮2}q :IC@@ -!S    !C- !ABELSDFRV@@ !$(19@EüϠž(+@ABCDEFGHIKLMNPSV     T[fouu~ՠٯ* PWN*]ĿNTz @n6VC/+A>@I5gN Oz @n[Dz @nd0,~z @`$仫@v$⩔,C[B?I>孓`仫6VtCicQĿUKqtVt Nʮq$6,⨁ K6, VtI=v!gNVt Vt  lg~TLLwLLL) `8` ԠŬLLI }ot CDE īɫʫ˫ūƫDӫԫLOVW堎栩,頩6)ڮJ[VWgh;@ GYIÍLX]I:^I";_I<`I=aIbI [i`ŠҠԠΠ̮čJqI dIr< ^u8mknlmxnyo풼Lvw`LY$085$0, Z L`H \h  ALLdɐ 릡` ɐД0榟`)==8``?L⽥H \h`- -` %`Hegheh` dԩ o L .ghgg Lgȱg uxy :xyvw :vw xu ij`MLY   L \ `8  \( \I)L 12 \0L L VW(  UL efd` mnsotpL stijLڍijL Le`u` rhhHHH`hhhLǎ$ && ee兊` &e`湬+l A,S,TL慅 ,W,P`@ A,U,RL \L \L \ dL \ LLW \ ͏L \  L \ ͏Lď \  aLH h` WL  :L  MHH \ hh`LW膄醅ф eȱe`LW L Z L Z q` \(  \0`LW \ \L\ p0(؆, L p(ɨ0- (Lstopijklmn > hhHH` @#HH  J .hhL0:)`3 FL"ȱ)389ȱ \Ą8pn ` OL L` 8e`*LYđooppmnđ`LڍȆ8L \H hȑ` ` HH hhї ȱї ї,qޗ`   L vȹ ȑ` HH \hh`  8mLL IL  HHH \hhhʊIńLW ȱ` HH hhq36 ei`LYL x) ȱȱ`L? x)HHH hhhȊȥL ML擦 +LkLY湠8 ǔHǔH hǔhHHǔz|ǔhhѕ Dѕ9ȱȱȌȔ eeȔǔкx)P ΔLkLY&q~q`xLY&& ee`湠 Lx) H HL,HH hhHH餍mzn|hhȥȥȥȌ ⎰!Ƥx)P Δ LW&mȥiHemmhenWnpoHH hhp5L>Fq]B@֏ߏS $ Q-- Quit E-- Edit the Numbers= G-- List the Last 7 Games D-- Delete the File= T-- List the TotalsFDThe menu is fairly straight forward and some of the commands should ECpresent no problems. If there are no numbers in the file then you IGwill get a message to that effect if you try to use options L, G, E or FDT. The program will then take you back to the main menu for you to input some numbers.GEOption "L" will list all the games for your evaluation. This option FDis useful if you want to see some of your favorite numbers and what HFthey hit with. When you are done with this section and don't want to IGsee all the remaining games, all you have to do is press escape and it 'will take you back to the main menu. HFOption "A" is to be used when you have new numbers to add to the data HFbase. It will ask if the numbers are correct and whether you want to IGadd some more. If the numbers are incorrect then it will let you edit 3the numbers and then ask if you want to add more.HFOption "G" will list to the screen the last 7 games for your review. IGThis is handy if you want to see what has just hit and if there is any pattern. HFOption "E" will let you edit the data base if you found that you made IGan error. The first thing you will have to do is find the game number ECof the one you want to edit. The "L" command would be helpful for IGthis, then the program will list that game for you. If it is the game IGyou want then it will ask for the correct numbers. If the game is not FDthe correct one then it will take you back to the main menu for the "L" command again. FDOption "D" should only be used if you want to play and have no real CAnumbers in the file. This option will ask if you really want to 0delete the file to give you a second chance. IGOption "T" will list all the totals in case you want to see what range =of numbers is hitting and if there is a pattern developing.789:;<=>?@O=====|====|====|====|====|====|====|====|====|====|====|====|====|====|====|===@O=====<====<====<====<====<====<====<====<====<====<====<====<====<====<====<===HOW THE PROGRAM WORKS:JHWhen you run this program it will go to an 80 column screen for ease of MKreadability. You will then be taken to the main menu screen where you will be given a choice of 8 options@ D-- Display the Occurrences O-- Return to Main MenuD A-- Display the Groups of Numbers T-- Last 10 & 5 Game SystemJ E-- Display a Range of Numbers Y-- Lucky Lotto Numbers Check OutA X-- Pick Lotto Numbers with 2 Known R-- Range of OccurrencesKIThis menu will do most of the work for you in your endevor to win in the IGlottery. It is based upon, like most of the programs you can buy, the IGnumbers repeating, as in Keno. All you have to do is find the numbers Ithat will give you the best odds and decide if you want to play them. IGOption "D" will list all the Occurrences, (number of times that it has HFhit), for each number 1 thru 49. This will let you know if a certain 'number is repeating more than others.HFOption "O" will take you back to the main menu, which will give you a KIchoice of Lotto.Prog.1 or to quit. This allows you to decide if you need to do something else.KIOption "A" will display the game totals and how many numbers have hit in that total range.CTOTALS GAMES 1-9 10-19 20-29 30-39 40-49D==================================================================5150-174 22 5 10 5 2MKThis is an example of the option. What is means is that you have 22 games IGthat have the totals in a range of 150 to 174. Out of the 22 game you LJhave 5 numbers that are from 1 thru 9 that hit in that total range. That LJyou also have 10 numbers that hit in the same range that are 10 thru 19. JHWhat this would tell you that if the numbers you like are in this range LJmost of the numbers are from 10 thru 19, and none have hit so far from 40 thru 49.KIThe option "T" will display the last 10 & 5 games. A example of what it will tell you is;:# 10 5 # 10 5 # 10 5 # 10 5;=========================================================:1 3 2 18 3 1 36 2 0 49 3 0+2 3 1 20 3 1 37 1 05 4 3 33 4 1 10 3 2IGThe # column is the Lotto game number, the 10 indicates how many times HFthat number has hit in 10 games, the 5 means how many times in the 10 JHgames it has hit in 5 games. Like numeer 1 has hit 3 times in 10 games HFand out of that 2 times were in 5 games. This will help you see what &number is repeating and what is not.KIThe option "E" will display all the games that hit in a total range that 2you choose from. You will be given ranges from;KI0 to 99, 100 to 124, 125 to 149, 150 to 174, 175 to 199, 200 to 224, 225 to 249 and 250 & on.DBYou will be askd to pick one range and then all the games will be LJdisplayed on the screen 8 games at a time. Any time you want to quit the ;listing press ESC and you will be taken back to the menu.MKThe option "Y" will ask for your lotto numbers that you like and then will MKask if they are correct or not. If not you will be shown the same numbers LJand on the 2nd line will be asked for the correct numbers. If the number MKis correct just press return and it will move on to the next number. When KIeverything is correct you will get a listing of the games number and how JHmany times your 6 numbers have hit in that game. This is useful if you Hwant to see if some numbers are more prone to hit in what game totals.MKThe option "X" is to input 2 of your favorite numbers and the program will HFlet you know what other numbers and how many times they hit with your JHnumbers. This is useful to find out what numbers are hitting with some numbers that you like.ECThe option "R" will give you a combination of options "D" & "E" as decribed above.ABCDEFG' 7 9 6m (4PR#3$ Ofl{*$fl{*$2fl{*$fl{O*$2 )4LOTTO STARTUP PROGRAM fl{$ XP(CATALOG$4PRESS ANY KEY TO CONTINUE fl{4B( fd S == Start Lotto Main Program$f d C == Catalog The Disk$f d 'O == Find two numbers that hit the most$f d R == Find the Occurrences$fd E == End$fd D == Print the Lotto Numbers$fdENTER YOUR SELECTION PLEASE 4BJSsYCHAIN LOTTO.PROG.1$JCcs JOo JRrCHAIN LOTTO.PROG.2$JEe(BYE$JDdCHAIN LOTTO.PRINT$ CHAIN LOTTO.OPTION$CHAIN LOTTO.OPTION.1$CHAIN LOTTO.OPTION.2$CHAIN LOTTO.OPTION.3$CHAIN LOTTO.OPTION.4$(4#Which Module would you like to run? fd$f d1The FULL print module that will print all numbers$f d9The MOD print module that will only print what you decide$fd:The SELECT print module that will let you pick the numbers$fd$The COMBINATION of the above modules$fdHThe GAME comparison module that will compare games for duplicate numbers$fd'Your selection please (F, M, S, C, G) ?4BJFff JMm| JSs :JCc VJGg r J  ( 4 NUMBERSf$4READING DATA INTO MEMORY f d$4PLEASE STAND-BY ONE MOMENT f l{$UNLOCK $OPEN $READ $?L?L2CLOSE $( ("This program was compiled with the$Beagle Compiler$-Copyright (C) 1986 Alan L. Bird, Beagle Bros.$$FThis program was created for ShareWare use only. It is not to be sold$&without permission by the undersigned.$$>Now that is out of the way here is the low down on the program$NThis program was made for some friends who liked it and convinced me to put on$Lthe BBS for others to use. The only quick way to write this modular program$Fwas to use Basic and compile the program for speed. Since this caused$Jthe use of a compiler I entered a license agreement with Beagle Bros. Now$Ihere comes the ShareWare cost. If you like and use the program then send$L$10.00 to the undersigned. If you want the file with the California Lottery$Bnumbers then send $15.00 to the undersigned. This program will be$Eupdated later when the lotto changes to 53 numbers if it is warrented$Jby the response. This program as it stands now is for a 6/49 lotto system$Kbut it can be used on some other systems also. If there is enough requests$.I'll modify this program to run on any system.$CSend the fee to David E. Lewis 1725 E Ave R-12 Palmdale Ca 93550$  | |ۖ|4ERROR HAS OCCUREDJ  4DISK IS FULL, CHANGE DISKS  J  4NO FILE ON DISK J  4DISK IS WRITE PROTECTED  J P 4DISK I/O PROBLEM, CHECK DRIVE  J Mt 4OUT OF MEMORY ERROR J  (4CREATING DATA FILE f l{$4PLEASE WAIT FOR A MOMENT f l{$OPEN ,L2$WRITE $$$0CLOSE $ @@@@IJK'|uw(4 dOfl{*$fl{*$2fl{*$fl{O*$24LOTTO OPTION PROGRAM fl{$  P)*+ ! l{  $"1-1J"--"J"-"-"f l{ "l{ -l{ $JX2Ji2Jz2J2J2J2J,J"-J"-J"-J"-2J"-IJ"-`Jpfd  d1st "d2nd -dTotal's ,d-Hit d7Game dFTG's $,J  2J)*"+-)fd# $fd MOST HITS  # * & + HIT ) TIMES$fl{< d1 d $ J  F  J FdfPress any key to continue 4Bfl{nB  J-1!2-J"1- /2"fd %PRESS ANY KEY TO RETURN TO MAIN MENU 4#B CHAIN STARTUP$@@@@@@@@@@MNO'|(4 iOfl{*$fl{*$2fl{*$fl{O*$2 4LOTTO OPTION PROGRAM fl{$ Cf d(What is the MINIMUM number to look for ? @fdnB P)*+, ! l{  $"1-1J"- \-"Jm2J~2J2J2J2J2J,J"-J"-J"-0J"-GJ"-^J"-uJfd  d1st "d2nd -dTotal's ,d-Hit d7Game dFTG's $,J  2J Qf l{ "l{ -l{ $ J)*"+-)fd MOST HITS #*d d& +dHIT )d TIMESl{2REQUIRED MINIMUM  $fl{< d1 d $J  F  J FYdfPress any key to continue 4Bfl{nB  J-1d2-J"1p r2"fd %PRESS ANY KEY TO RETURN TO MAIN MENU 4#B CHAIN STARTUP$@@@@@@@@@@QRS'|VX(4PR#3$ tOfl{*$fl{*$2fl{*$fl{O*$2 (4LOTTO OPTION PROGRAM fl{$ N Pf dnBf d /WHAT RANGE OF NUMBERS DO YOU WANT TO LOOK FOR ?$f d 1st Number ?$Lfd 2nd Number ?%LfdIS THIS CORRECT (Y/N) ?4&BJ&Y&yf i fdnB '()*+, ! l{  $"$%-1J"--"J"--"f l{ "l{ -l{ $J92JJ2J[2Jl2J}2J2J,J"-J"-J"-J"-J"-*J"-AJQfd  d1st "d2nd -dTotal's ,d-Hit d7Game dFTG's $,J  2J)e*"+-)fd# $fd MOST HITS  # * & + HIT ) TIMES$fl{< d1 d $ J  F  J FdfPress any key to continue 4Bfl{nB  J-12-J"1 2"fd %PRESS ANY KEY TO RETURN TO MAIN MENU 4#B CHAIN STARTUP$@@@@@@@@@@UVW'.(4PR#3$ tOfl{*$fl{*$2fl{*$fl{O*$2 (4LOTTO OPTION PROGRAM fl{$ N Pf dnBf d /WHAT RANGE OF NUMBERS DO YOU WANT TO LOOK FOR ?$f d 1st Number ?$Lfd 2nd Number ?%LfdIS THIS CORRECT (Y/N) ?4&BJ&Y&yf i fdnBf d(What is the MINIMUM number to look for ? @fdnB'()*+, ! l{ $"$%-1J"-,--J"-<-"JM2J^2Jo2J2J2J2J,J"-J"-J"-J"-'J"->J"-UJefd  d1st "d2nd -dTotal's ,d-Hit d7Game dFTG's $,J  2J 1f l{ "l{ -l{ $ J)*"+-)fd MOST HITS # *d d & +d HIT )d TIMESl{2REQUIRED MINIMUM  $fl{< d1 d $J  F  J F;dfPress any key to continue 4Bfl{nB  J-1F2-J"1R T2"fd %PRESS ANY KEY TO RETURN TO MAIN MENU 4#B CHAIN STARTUP$@@@@@@YZ[\'$(4 iOfl{*$fl{*$2fl{*$fl{O*$2 4LOTTO OPTION PROGRAM fl{$ Cf d(What is the MINIMUM number to look for ? @fdnB P ! l{  $J_2Jp2J2J2J2J2Jfddd ddddd2d<dF$"J)"2"J:"2"JK"2"J\"2"Jm"2"J~"2"J"fddd ddddd<dF$JJJJJ!J1JAJQJaJqJJJJJJJJJJJ!J1JAJQJaJqJJJJJJJJJJfd(d2 $J I fdnJ"e2"fdnJ  2f l{ l{ l{ $ fdnJ  F  J F<fdPRESS ANY KEY TO CONTINUE 4Bfl{nB  JH J"V2"fdnJ  2fd %PRESS ANY KEY TO RETURN TO MAIN MENU 4#B CHAIN STARTUP$@@@@@^_'(4PR#3$ $ uOfl{*$fl{*$2fl{*$fl{O*$2 )4LOTTO PRINT PROGRAM fl{$ O P4'Turn on your printer and press ANY KEY f d4BPR#1$j67klmnIGAME #1 #2 #3 #4 #5 #6 #7 TOTAL HI/LO$J662J772Jkk2Jll2Jmm2Jn n2J jjJ6 0J7 @Jk PJl `Jm pJn J 67klmnJdj 67klmn$67klmnJj %Jjc2Jc2PR#0$ CHAIN STARTUP$@@@@@@@@@@abcdefg' (4PR#3$. tOfl{*$fl{*$2fl{*$fl{O*$2( (4 LOTTO PROGRAM fl{$ N P(4SAVING DATA TO DISK f l{$4PLEASE WAIT FOR A MOMENT f l{$OPEN ,L2$WRITE $$$0CLOSE $ tJV  (.3"4WHAT GAME DO YOU WANT TO EDIT fd 4NdΞ|Jd| k( ,33 }d}f.dd$}f.l{3$3324IS THIS THE RECORD Y(es N(o ? fd4BJYyX3fdnB qJNnn( t }f.l{3?L3324IS THE CORRECT Y(es N(o ? fl{4BJYyfdnB tJNn3 q J   (f .3"f.l{3GAMEl{1$f.l{2l{3$f.l{ 4l{&5$f.l{,6l{2BONUS$f.l{<TOTALl{FHI/LO$ 3f.l{$"ff.l{3"$J ff (("332"f.l{<(l{F($3..(J" Y J | (.3 ,f.d$32"  td fL-- To List Data$d f  S-- Save Data$d f  Q-- To Quit$d fG-- List the Last 7 Games$d(fA-- Add Numbers$d(f  C-- Catalog$d(f E-- Edit the Numbers$d(fD-- Delete The File$d(fT-- List the Totals$4ENTER YOUR SELECTION df4B$JNn TJQq&( JSs JGg  I JLl" JTt7 JEeL JJCca JDdv F JAa T n4#ARE YOU SURE YOU WANT TO QUIT Y/N df 4B$JYy CHAIN STARTUP$JNn t (CATALOG$  tfd PRESS ANY KEY TO CONTINUE 4B$JS t(4 ENTER DATA fl{$.3?f.d1d2$f.d3d 4d&5$f.l{,6l{2BONUS$"~<. df nBf?l{?40N%Ξ0J%%1$ %J"L??" U""2fIS THIS CORRECT Y(es) N(o) $fd#4B$JNn ' JYyfdnB  Ufd!DO YOU WISH TO ENTER MORE DATA ? 4B$JYy fdnB2JNn$  t fdnB?? (f 4&WARNING THIS WILL ERASE YOUR DATA FILE d$4.ARE YOU SURE YOU WANT TO DO THIS Y(es , N(o ? f l{$f l{A4B$JNn tJYy ~ DELETE  $ t(4 THERE ARE NO NUMBERS ENTERED YET f d$  t(4 LAST 7 GAMES fl{$Jv  f0J Jf f ( (4TOTAL OF THE 6 LOTTO NUMBERS fl{$ NJ  4 GAME TOTALfdd dd'l{4l{A$.3J{ f.l{3l{3($(..2J. .33LJ3F fl{nB.3((J 2  t@@@@@@@@@@ijklmnopqrstuvw'|(fd $4PR#3$. / Ofl{*$fl{*$2fl{*$fl{O*$2P( 74FIND THE OCCURRENCES MENU fl{$ ]fl{D-- Display the Occurrences$f l{!A-- Display the Groups of Numbers$f l{E-- Display a Range of Numbers$f l{#X-- Pick Lotto Numbers with 2 KNOWN$fl{-O-- Return to the Main Menu$f l{-T-- Last 10 & 5 Game System$f l{-!Y-- Lucky Lotto Numbers Check Out$f l{-R-- Range of Occurrences$4ENTER YOUR SELECTION ? l{f4B$JDda JAav JEe  JOo JTt JYy JRr JXx  (4)DO YOU WANT TO QUIT TO LOTTO.PROG.1 (Y/N) f d4BJYy_CHAIN LOTTO.PROG.1$(4DO YOU WANT TO QUIT (Y/N) f d4BJYy CHAIN STARTUP$ fd PRESS ANY KEY TO CONTINUE 4B$J (40 HAVE REPEATED 41 LOTTO NUMBERS 42 TIMES - 3,$ 44LOTTO OCCURRENCESJ54%RANGE OF NUMBERS -- LOTTO OCCURRENCESJ5fd1ST = 6d2ND = 7$ l{f$ l{3f#$33 2  Ol{ f=$2  '.3J5AfdMIN = 8d MAX = 9$ J5M "1f.l{3"$J"f.l{3$JJ  2''33 J' ..3'2"2"  (.4:TOTALS4#GAMES4GROUPS OF NUMBERS f.l{$..- ,$'"+! ;,<=>3?@ABCDEFGHIJKLMNOPQRSTUV,WXYZ[\]^_`af.l{:l{#l{1 - 10l{(11 - 20l{221 - 30l{<31 - 40l{F41 - 49$f.d< 100$f.d 100 - 125$f.d 126 - 150$f.d 151 - 175$f. d 176 - 200$f. d 201 - 225$f.d 226 - 250$f.d> 250$'Of.l{'=$2'((  J(dbAA  ABB--B@@@CC,,CDD$$D J(d (}b+++GG--GFF  FEEEHH,,HII$$I J(~ (X b LL--LKK  KJJJMM,,MNN$$N J( ( b !!!QQ--QPP  POOORR,,R??$$? J( ( bUU--UTT  TSSSVV,,VWW$$W J( (c bZZ--ZYY  YXXX[[,,[\\$$\ J( ( b;;--;<<  <===>>,,>33$$3 J(  b  ^^  ^]]--]___``,,`aa$$a J  --J ;  J V J (q ,,J) 1 $$J  T2fbl{$fbl{ -$fbl{* $fbl{4$fbl{>,$fbl{H$$( ,$-J 2  (.3cfl{3PRESS$fl{c FOR LOTTO RANGES$f.d1$f.dc< 100$f.d32$f.dc 100 - 125$f.d33$f.dc 126 - 150$f.d34$f.dc 151 - 175$f.d35$f.dc 176 - 200$f. d36$f. dc 201 - 225$f. d37$f. dc 226 - 250$f.d38$f.dc> 250$f.dEPRESS THE NUMBER FOR THE RANGE OF NUMBERS THAT YOU WOULD LIKE TO SEE 4BdΞJ Jdd  Jd 89cJd8d9}Jd8~9Jd(89Jd989JdJ89Jd[89Jdm89J5y ( r(e."(("J"" 2"J(8 (9 (J"2"  J" e"f.d$f.dede$f.ded ed&e$f.l{,el{2el{<(l{F($..(eJ.  ( r.2" ( 74LOTTO LAST 10 & 5 GAME SYSTEM fl{$ ]fE"g3. h iJf iJf>fjJj>ijfl{3#l{310l{3 5l{3#l{310l{35l{3(#l{3-10l{325$fl{3<#l{3A10l{3F5$Ofl{-$2"1fJ &  QJ"8ggJ i "Qhh2Jgf.l{3"l{3gl{3 h$ gh..J.. 332" ghJ"12"  (3",(4ENTER YOUR LUCKY NUMBER "f" d/"L2"(4YOUR NUMBERS ARE AS FOLLOWS4: 4#, fl{$l{3f :/#:$3324IS THIS CORRECT ? fl{4B$JYy JNn  w(4:ENTER YOUR CORRECT NUMBERS fl{:$3fl{3 LUCKY NUMBER$fl{3 CORRECT NUMBER$l{3f/$l{3f4NJ//fl{3/$J2J %Ξ/%J2fdnB (.3 67klmnopqrstu 74!PAST LOTTO HITS WITH YOUR NUMBERS fl{$ ]4 YOUR NUMBERSfl{$fl{*/$2fl{ GAME #l{HITSl{GAME #l{(HITSl{2GAME#l{<HITS$J66/2J7 7/2Jkk/2Jl/l/2Jm@m/2JnOn/"Jogo"2"Jpxp"2"Jqq"2"Jrr"2"Jss"2"Jtt"2"Juu"Jo6o7okolomon((Jp6p7pkplpmpn1((Jq6q7qkqlqmqnd((Jr6r7rkrlrmrn((Js6s7skslsmsn((Jt6t7tktltmtn((J(  ff.l{3$f.l{3 ($..(J. f.33J3Ff .3 fl{nBopqrstu(J"   2"(5  j"1((f.l{3"$J(vJ(wJ(xJ(3yJ(KzJ(c{J(vjj J  42fl{<GAME j$J89(vwxyz{fdnB vJ5 Jv6v7Jw6w7Jx6x72Jy6y7IJz6z7`J{6{7wJ  J5 (Jv"Jw"Jx"Jy"Jz"J{"J  4(vwxyz{fdnB vf.l{3$vwxyz{''33 fdnBJ' ..3'fl{< $j2"fl{< $j2"5  (4ENTER YOUR LUCKY 2 NUMBERS HEREf l{$f l{#ENTER 1ST NUMBER --- 6Lfl{#ENTER 2ND NUMBER --- 7L(589 fdMIN = 8$fd RANGE OF NUMBERS$fd<MAX = 9$fdGAMEd1d2d3d 4d&5l{,6l{2BONUSl{<TOTALl{FHI/LO$@@@@@@@@@@ NUMBERSy 0 0 HANOIv81'  '%HANOI{=x'A z)HANOI.PAS/Z(A z+HANOI.ICONS(A z|}~;VK ,@ main VK """") ;8[i{iHH"h{iH{iH"H22{iH"h"{i+kCancelRetry1The error below occurred while starting up tools. ;8[iH: HH"hߥ:Hi"hi2 8٥ eH: HH"h "h8ۥ8 ץ{iHU"A:H7"{iHT"7"{iHS"{i+;ik ;8[iH: HH"hIF: eH{iH"": eH""{i+;ik ;8[iVw odjH."h۩ 8pI /"ۅ"H."hۥ8pId/"ۅH."hۥ۩ 8pI /"ۅH."hۥ:::ۥ8pId/"ۅFH."hۥۅ)8 0 H`s{b +:"{iHH"h{iH}}{iH"{iH{iH"{iH"{i+  ;ik ;8[i7"T" 7"Y"{i+k ;8[iU""""HH"{i+k ;8[i:""{iHH"h{iH"":""{iH{iH "{iH "{iH "{iH{iH "{iH "{iH""h{iH"h{iH""{i+k Min. Possible:  Number of Moves: ;8[iddߩn{iHU"8pIm 78 i7ߩ:H7"{iHT"7"{iHS"{i+k ;8[i 8pI0MH: HH"hI": eH{iH"コ8 pI":HH"hHH""HH""HH"{i+k ;8[i$""H"h"{i+;ik ;8[iHH$"HH"HH"hHH"+:"{iHH"h{iH"HH"H"h    HH"HHH."h"HH"hHH"<"HH"{i+k ;8[i{iHHH"{iHHH"8ϥ8Åѥ8Ņӥ8Džե8Ʌץ8˅٥8pI i<ץ8pI i<ե8pI iѥHH{iH"{i+  ;ik ;8[i{iH"h{iH{iH")8pI8h h {iH{iH"{iH{iH"{iHf f {iH"{iH{iH"{iH"h{iH{iH")8pI8d d {iH{iH"{iH{iH"{iH{iHb b {iH"{iH{iH"{iH"h{iH{iH")8pI8` ` {iH{iH"{iH{iH"{iH{iH{iH"HH{iH"{i+;ik0:0:0 ;8[i "{iH"h{iH{iH"{iH"h{iH{iH"HH{iHH"h{iH "HH{iH "NHH "HH "HH""ݩ<"heH<"heH"z傴HH "HH "HH "HHzz "aHHmm "CHH`` "%80 H`4R HH$"HH"H"hHH"7HHTT "HH#" {i+k YOU DID IT! Brick Maker. Brick Layer. Draughtsman. Architect.Civil Engineer. City Planner.Beat that! (If you can...) I CAN DO IT! ;8[iHH"hHH"8pIH: HH"h8pI  H: HH"h): eHH"" ,"TH: HH"hI+": eH" ,"HH""HH""HH"5 " ,HHH"hHHH"h%"{i+;ik ;8[iNL2 {i+;ik ;8[i""0H"hߥ:H""":H"{i+;ik ;8[ij @"H"h"HHH "hHH"""iH@H" :"" "" "" moqsuwy{}{imH""H"HiH"HiH""iHH"H""HHH "hk{i+k$Seeking Enlightenment, One Moment... ;8[iN$  - x8 8 "$&(*,.02468:< >@BDFHJLHH "h"N$  -68 8 ":<6824 >@BDFHJLHH "hN < ;8 8 ":<6824 >@BDFHJLHH "h ZyHHHH "hiK"HHHH "hiK"HHHH "hHH"x5{i+kTower 3Tower 2Tower 1Towers of HanoiScore Current Piece ;8[i<HH "h"n}""HH * *H ""2HH**H ""(HH**H ""> HHH))H ""l vrHH))H ""w HH))H ""K i))))))))~)~){iH"{iH"HHH "" -*HHo)o)H ""K2HH "h"< HHb)b)H ""2sFHH X)X)H ""K"HH Q)Q)H ""  HH H ""#J-HHH)H)H ""2(HH "h"P_HH E)E)H ""LHH9)9)H ""( HH")")H ""i HHH ""-7 HH))H ""i@HHH ""AK HH((H ""KU HH((H "" 6HH "h"_sxHH ((H ""-'((((((((t(t(r(r({iH"{iH"J(J(H(H(7(7(5(5( ( ( ( (''''''''''{iH "{iH"''''s's'q'q'o'o'I'I'G'G' ' '''''{iH "{iH"HHH ""-_HHH ""xHHH "" HH''H ""PHH "h"K_ 2HH &&H ""P&&&&&&&&&&&&&&&&&&&&&&&&}&}&c&c&{iH"{iH"HHH ""{i+k 64142-2597  Kansas City, MO  P.O. Box 2597  Kevin Bradley  is appreciated. a contribution of $5 If you enjoy HANOI!,OKRULESkeys (1, 2, 3) to play. &add & remove pieces, or use the number %Click the buttons under the Towers to  & Play option to see how it is done...) %(If it seems impossible, try the AutoS IT!' THAT  on a smaller one. ) 2. You may not place a larger piece  time. ' 1. You may move only 1 piece at a Rules--The rules are simple: *all of the pieces from Tower 1 to Tower 3. 'Object--The goal of HANOI! is to moveOK Brick maker.You would make a goodTotal elapsed time:Total number of moves: YOU DID IT!OKPieces: Change No Change Change LevelCopyright 1988TML Systems, Inc. software are copyrighted by Certain portions of thisTML Systems, Inc.Copyright 1987Written in TML Pascal.by Kevin Bradley HANOI! 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E%C K%A Q%E T%U X%S _%? b%? h%&k%&%%!%? %C %A %E %&%&%&%&%&%&%&%&%&%&%&%&%&%&%&%&%&%&%&%&%&%&%&%&%}&%}&%c&%c&&F7 &7&7&Y5!&U %&S ,&? /&? 5&78&7P&X&!0*73*76*,9*,?*Y5C*7F*7I*,L*,R*Y5V*s,Y*s,\*b,_*b,b*W,e*W,h*H,k*H,n*8,q*8,t*',w*',z*,}*,*F7*7*7*Y5*,*,*+*+*+*+*+*+*F7*7*7*Y5**8*8+++8+8'+8+=+8@+8L+]+b+8e+8q++++++,] ,[ ,,Q ,O ,-a -_ --Y -W #-&-U *-S 5-8-e <-c G-J-i N-g Y-\-m `-k k-u------------- --).] -.[ 1.s5.U 9.S =.sI.4O.V._.5j.n.Ku.Y y.W }.s...'..B..M....T..s...4//7/c/////////0.*04M0S05Y0 \0 _0N2g0j0m0N2w0z0}0N20#*0%0(0h00.0 0 02000200020,d262V62 2 2323233 33$3|3+3~3A33Y33`33w333~33|333333333333B443&43+43;4 ]4 b4 i44l44z4 4 5 &5 )5 L5a5w5g5x555558?G5?;?;?u?b@<h@u?@<@u?2AC5ACGH`HLHbHUHbHZH`H ;[ !#%'):  +;ik;8 ;[     : pr ie H  HH H"2+ H) H1 H"z :    A+;ik;8" ;[(@* ,@ ~global ;[ !#%'):  +;ik;8 ;[     : pr ie H  HH H"2+ H) H1 H"z :    A+;ik;8" ;[(@**d(*)ȷȷ)ȷ)Ȅe2 4  )program HANOI; {An implementation of the Towers of Hanoi problem.} uses QDIntf, GSIntf, MiscTools, ConsoleIO, Stacks; const ABOUTitem = 400; QUITitem = 401; NEWGAMEitem = 402; PLAYitem = 404; RULEitem = 405; MaxX = 320; ScreenMode = $0; wInSpecial = $0019; type timerec = record weekday, month, day, year, hour, minute, second: integer end; var MyMemoryID, ToolError, ToolErrorNum, moves, current, level: integer; tower: array[1..3] of Stack; start, stop: timerec; first, auto, done: boolean; appleMStr, fileMStr, editMStr, playMStr, longtext1, longtext2, longtext3, longtext4, longtext5: str255; q,r,t: Rect; winDlog, aboutDlog, ruleDlog, salesDlog, setupDlog: DialogPtr; pieceport, scoreport, gameport: WindowPtr; oldport: GrafPtr; Button1, Button2, Button3: ControlHandle; ToolsZeroPage: Handle; myWindsParams: NewWindowParamBlk; procedure DoError; var Answer: integer; ToolErrorStr: str255; begin repeat ToolError := ToolErrorNum; ToolErrorStr := IntToString(ToolError); Answer := TLMountVolume(50,50, 'The error below occurred while starting up tools.', ToolErrorStr,'Retry','Cancel'); if Answer = 2 then halt; until Answer = 1; end; procedure DrawPiece(num: integer; erase: boolean); var i, mid: integer; s: Rect; begin i := Top(Tower[num]); mid := 50 + 105 * (num - 1); with s do begin left := mid - (i * 4); right := mid + (i* 4); bottom := 130 - (Depth(Tower[num]) * 10); top := bottom - 10 end; if erase then EraseRect(s) else begin SetSolidPenPat(i - 1); PaintRect(s); SetSolidPenPat(0); FrameRect(s) end end; procedure DrawStack(num: integer); var s: Rect; i, mid: integer; begin if not Empty(Tower[num]) then begin Pop(Tower[num], i); DrawStack(num); Push(Tower[num],i); DrawPiece(num, false) end end; {$LongGlobals+} function DoLevel(command: integer; dialog: DialogPtr; ID: integer):integer; var temp: integer; st: Str255; begin case command of 1: DoLevel := 1; 2: DoLevel := 10; 3: DoLevel := 0; 5: begin temp := GetDItemValue(dialog,4); inc(temp); if (temp > 9) then temp := 9; SetDItemValue(temp,dialog,4); DoLevel := temp end; 4: begin temp := GetDItemValue(dialog,4); dec(temp); if (temp < 0) then temp := 0; SetDItemValue(temp,dialog,4); DoLevel := temp end; 7: begin temp := GetDItemValue(dialog,4); temp := temp + 3; if (temp > 9) then temp := 9; SetDItemValue(temp,dialog,4); DoLevel := temp end; 6: begin temp := GetDItemValue(dialog,4); temp := temp - 3; if (temp < 0) then temp := 0; SetDItemValue(temp,dialog,4); DoLevel := temp end; 8: begin temp := GetDItemValue(dialog,4); DoLevel := temp end; end;{case} MoveTo(130,43); st := concat(IntToString(temp + 3),' '); DrawString(st) end; {DoLevel} procedure DrawDesk; {DefProc to draw desktop when it needs to be refreshed} begin SetSolidPenPat(7); PaintRect(q); SetSolidPenPat(9); PaintOval(q); end; procedure DoTowers; begin EraseRect(t); DrawStack(1); DrawStack(2); DrawStack(3); DrawControls(gameport) end; procedure DoScore; var poss: integer; begin MoveTo(5,8); DrawString('Number of Moves: '); DrawString(IntToString(moves)); DrawString(' '); MoveTo(5,17); DrawString('Min. Possible: '); poss := round(exp(level * ln(2))) - 1; DrawString(IntToString(poss)); DrawString(' ') end; procedure DoPiece; const mid = 55; var s: Rect; begin s.left := 0; s.top := 0; s.bottom := 18; s.right := 110; EraseRect(s); if current > 0 then begin s.left := mid - 4 * current; s.right := mid + 4 * current; s.top := 4; s.bottom := 14; SetSolidPenPat(current - 1); PaintRect(s); SetSolidPenPat(0); FrameRect(s); end end; {$LongGlobals-} procedure InitGame; var i,j: integer; begin first := true; moves := 0; current := 0; for i := 1 to 3 do while not Empty(Tower[i]) do Pop(Tower[i],j); for i := level downto 1 do push(Tower[1],i); oldport := GetPort; SetPort(gameport); DoTowers; SetPort(scoreport); DoScore; SetPort(oldport) end; procedure DoDlog(Dlog: DialogPtr); var itemHit : integer; begin BringToFront(Dlog); ShowWindow(Dlog); repeat itemHit := ModalDialog(nil); until itemHit = 1; HideWindow(Dlog); end; procedure DoNewGame; var itemHit : integer; begin BringToFront(setupDlog); ShowWindow(setupDlog); oldport := GetPort; SetPort(setupDlog); MoveTo(130,43); DrawString(IntToString(level)); SetPort(oldport); repeat itemHit := ModalDialog(nil); until ((itemHit = 1) or (itemHit = 3)); HideWindow(setupDlog); if itemHit = 3 then level := GetDItemValue(setupDlog,4) + 3; InitGame; oldport := GetPort; SetPort(gameport); ValidRect(t); SetPort(oldport); end; { of DoNewGame } function ComputeTime(x,y: timerec):timerec; var temp: timerec; begin temp.month := x.month-y.month; temp.day := x.day-y.day; temp.year := x.year-y.year; temp.hour := x.hour-y.hour; temp.minute := x.minute-y.minute; temp.second := x.second-y.second; if temp.second < 0 then begin temp.second := temp.second + 60; dec(temp.minute); end; if temp.minute < 0 then begin temp.minute := temp.minute + 60; dec(temp.hour); end; if temp.hour < 0 then begin temp.hour := temp.hour + 24; dec(temp.day); end; ComputeTime := temp end; function TimeStr(hr,min,sec: integer): Str255; var temp, st: Str255; begin temp := IntToString(hr); if length(temp) < 2 then temp := concat('0',temp); st := concat(temp,':'); temp := IntToString(min); if length(temp) < 2 then temp := concat('0',temp); st := concat(st,temp,':'); temp := IntToString(sec); if length(temp) < 2 then temp := concat('0',temp); TimeStr := concat(st,temp); end; procedure DoWin; var itemHit, tsec: integer; elapsed : timerec; time: str255; begin with stop do ReadTimeHex(weekday, month, day, year, hour, minute, second); elapsed := ComputeTime(stop,start); time := TimeStr(elapsed.hour, elapsed.minute, elapsed.second); SetIText(winDlog,4,IntToString(moves)); SetIText(winDlog,6,time); if auto then begin SetIText(winDlog,2,'I CAN DO IT!'); SetIText(winDlog,8,'Beat that! (If you can...)'); HideDItem(winDlog,7); end else begin tsec := elapsed.second + 60 *(elapsed.minute + 60*(elapsed.hour)); tsec := tsec div moves; case tsec of 0,1: SetIText(winDlog,8,'City Planner.'); 2: SetIText(winDlog,8,'Civil Engineer.'); 3: SetIText(winDlog,8,'Architect.'); 4: SetIText(winDlog,8,'Draughtsman.'); 5: SetIText(winDlog,8,'Brick Layer.'); otherwise SetIText(winDlog,8,'Brick Maker.') end; end; BringToFront(winDlog); ShowWindow(winDlog); repeat itemHit := ModalDialog(nil); until (itemHit = 1); HideWindow(winDlog); if auto then begin SetIText(winDlog,2,'YOU DID IT!'); ShowDItem(winDlog,7); auto := false end; end; procedure DoMove(which: integer); begin oldport := GetPort; SetPort(gameport); if current > 0 then if ((current < Top(Tower[which])) or Empty(Tower[which])) then begin Push(Tower[which], current); DrawPiece(which, false); current := 0 end else SysBeep else begin if not Empty(Tower[which]) then begin DrawPiece(which,true); Pop(Tower[which], current); inc(moves) end else SysBeep; end; SetPort(pieceport); DoPiece; SetPort(scoreport); DoScore; SetPort(oldport); if first then begin with start do ReadTimeHex(weekday, month, day, year, hour, minute, second); first := false end; if which = 3 then if Empty(Tower[1]) and Empty(Tower[2]) then DoWin; end; function exclude(i,j:integer):integer; begin case i of 1: if j = 2 then exclude := 3 else exclude := 2; 2: if j = 1 then exclude := 3 else exclude := 1; 3: if j = 2 then exclude := 1 else exclude := 2; end end; procedure TheyMove(src,dst,size: integer); var newplace: integer; begin if size = 1 then begin DoMove(src); DoMove(dst) end else begin newplace := exclude(src,dst); TheyMove(src,newplace,size-1); DoMove(src); DoMove(dst); TheyMove(newplace,dst,size-1) end end; procedure StartUpGSTools; var ToolRec: ToolTable; trash: integer; begin with q do begin {SetUp global rect for desktop proc.} top := 13; bottom := 200; left := 0; right := 320 end; TLStartUp; MyMemoryID := MMStartUp; MTStartUp; ToolsZeroPage := NewHandle(7 * 256,MyMemoryID,fixedBank+fixedblk+locked,ptr(0)); QDStartUp(LoWord(ToolsZeroPage^),ScreenMode,160,MyMemoryID); LoadOneTool(18,1); QDAuxStartUp; EMStartUp (LoWord(ToolsZeroPage^) + $300,20,0,MaxX,0,200,MyMemoryID); MoveTo(10,10); SetBackColor(0); SetForeColor(9); DrawString('Seeking Enlightenment, One Moment...'); WaitCursor; ShowCursor; ToolRec.NumTools := 9; ToolRec.Tools[1].TSNum := 4; ToolRec.Tools[1].MinVersion := 2; ToolRec.Tools[2].TSNum := 5; ToolRec.Tools[2].MinVersion := 2; ToolRec.Tools[3].TSNum := 6; ToolRec.Tools[3].MinVersion := 2; ToolRec.Tools[4].TSNum := 14; ToolRec.Tools[4].MinVersion := 2; ToolRec.Tools[5].TSNum := 15; ToolRec.Tools[5].MinVersion := 2; ToolRec.Tools[6].TSNum := 16; ToolRec.Tools[6].MinVersion := 2; ToolRec.Tools[7].TSNum := 21; ToolRec.Tools[7].MinVersion := 2; ToolRec.Tools[8].TSNum := 20; ToolRec.Tools[8].MinVersion := 2; ToolRec.Tools[9].TSNum := 22; ToolRec.Tools[9].MinVersion := 1; LoadTools(ToolRec); if isToolError then DoError; WindStartUp(MyMemoryID); CtlStartUp(MyMemoryID,LoWord(ToolsZeroPage^) + $400); MenuStartUp(MyMemoryID,LoWord(ToolsZeroPage^) + $500); ScrapStartUp; LEStartUp(LoWord(ToolsZeroPage^) + $600,MyMemoryID); DialogStartUp(MyMemoryID); DeskStartUp; trash := DeskTop(5,longint(@DrawDesk)); end; procedure InitWindows; begin with myWindsParams do begin param_length := sizeof(NewWindowParamBlk); wFrame := $8224; wTitle := @'Current Piece'; wRefCon := 2; with wZoom do begin top := 27; bottom := 45; left := 10; right := 120 end; wColor := nil; wYorigin := 0; wXorigin := 0; wDataH := wZoom.bottom - wZoom.top; wDataW := wZoom.right - wZoom.left; wMaxH := wDataH; wMaxW := wDataW; wScrollVer := 0; wScrollHor := 0; wPageVer := 0; wPageHor := 0; wInfoRefCon := 0; wInfoHeight := 0; wFrameDefProc := nil; wInfoDefProc := nil; wContDefProc := @DoPiece; wPosition := wZoom; wPlane := -1; wStorage := nil end; pieceport := NewWindow(myWindsParams); if isToolError then DoError; with myWindsParams do begin param_length := sizeof(NewWindowParamBlk); wFrame := $8224; wTitle := @'Score'; wRefCon := 3; with wZoom do begin top := 27; bottom := 45; left := 145; right := 310 end; wColor := nil; wYorigin := 0; wXorigin := 0; wDataH := wZoom.bottom - wZoom.top; wDataW := wZoom.right - wZoom.left; wMaxH := wDataH; wMaxW := wDataW; wContDefProc := @DoScore; wInfoDefProc := nil; wFrameDefProc := nil; wPosition := wZoom; wPlane := -1; wStorage := nil; end; scoreport :=NewWindow(myWindsParams); with myWindsParams do begin param_length := sizeof(NewWindowParamBlk); wFrame := $82AC; wTitle := @'Towers of Hanoi'; wRefCon := 1; with wZoom do begin top := 60; bottom := 195; left := 5; right := 315 end; wColor := nil; wYorigin := 0; wXorigin := 0; wDataH := wZoom.bottom - wZoom.top; wDataW := wZoom.right - wZoom.left; wMaxH := wDataH; wMaxW := wDataW; wContDefProc := @DoTowers; wInfoDefProc := nil; wFrameDefProc := nil; wPosition := wZoom; wPlane := -1; wStorage := nil; end; gameport := NewWindow(myWindsParams); with r do begin left := 10; right := 90; top := 121; bottom := 133 end; Button1 := NewControl(gameport,r,'Tower 1',3,0,0,0,ProcPtr(0),1,nil); OffsetRect(r,105,0); Button2 := NewControl(gameport,r,'Tower 2',3,0,0,0,ProcPtr(0),2,nil); OffsetRect(r,105,0); Button3 := NewControl(gameport,r,'Tower 3',3,0,0,0,ProcPtr(0),3,nil); DrawControls(gameport); level := 3; with t do begin top := 0; bottom := 120; left := 1; right := 309; end end; procedure InitDialogs; begin {'About' dialog} with r do begin top := 25; left := 60; bottom := 165; right := 260; end; aboutDlog := NewModalDialog(r,false,1); if isToolError then DoError; with r do begin top := 110; left := 150; bottom := 125; right := 190; end; SetBackColor(15); SetForeColor(0); NewDItem(aboutDlog,OK,r,ButtonItem,@'OK',0,0,nil); if isToolError then DoError; with r do begin top := 5; left := 50; bottom := 15; right := 145; end; NewDItem(aboutDlog,2,r,StatTextItem,@' HANOI! V1.0',0,0,nil); if isToolError then DoError; with r do begin top := 18; left := 40; bottom := 28; right := 160; end; NewDItem(aboutDlog,3,r,StatTextItem,@'by Kevin Bradley',0,0,nil); if isToolError then DoError; with r do begin top := 62; left := 10; bottom := 72; right := 161; end; NewDItem(aboutDlog,4,r,StatTextItem,@'Written in TML Pascal.',0,0,nil); if isToolError then DoError; with r do begin top := 108; left := 10; bottom := 118; right := 114; end; NewDItem(aboutDlog,5,r,StatTextItem,@'Copyright 1987',0,0,nil); if isToolError then DoError; with r do begin top := 119; left := 10; bottom := 129; right := 135; end; NewDItem(aboutDlog,6,r,StatTextItem,@'TML Systems, Inc.',0,0,nil); with r do if isToolError then DoError; with r do begin top := 75; left := 10; bottom := 105; right := 190; end; longtext1:= concat('Certain portions of this', chr(13), 'software are copyrighted by',chr(13), 'TML Systems, Inc.'); NewDItem(aboutDlog,7,r,StatTextItem,@longtext1,0,0,nil); if isToolError then DoError; with r do begin top := 32; left := 45; bottom := 42; right := 150; end; NewDItem(aboutDlog,8,r,StatTextItem,@'Copyright 1988',0,0,nil); if isToolError then DoError; {SetupDialog} with r do begin top := 75; left := 50; bottom := 150; right := 270; end; {setup Dialog} setupDlog := NewModalDialog(r,false,2); if isToolError then DoError; with r do begin top := 1; left := 60; bottom := 11; right := 160; end; NewDItem(setupDlog,2,r,StatTextItem,@'Change Level',0,0,nil); if isToolError then DoError; with r do begin top := 50; left := 115; bottom := 70; right := 210; end; NewDItem(setupDlog,1,r,ButtonItem,@'No Change',0,0,nil); if isToolError then DoError; offsetrect(r,-110,0); NewDItem(setupDlog,3,r,ButtonItem,@'Change',0,0,nil); if isToolError then DoError; with r do begin top := 12; left := 10; bottom := 32; right := 210; end; NewDItem(setupDlog,4,r,scrollBarItem,@DoLevel,0,28,nil); if isToolError then DoError; with r do begin top := 35; left := 74; bottom := 45; right := 130; end; NewDItem(setupDlog,5,r,StatTextItem,@'Pieces: ',0,0,nil); if isToolError then DoError; {WinDlog} with r do begin top := 50; bottom := 150; left := 40; right := 280; end; winDlog := NewModalDialog(r, false, 3); if isToolError then DoError; with r do begin top := 80; bottom := 95; left := 195; right := 235; end; NewDItem(winDlog,OK,r,ButtonItem,@'OK',0,0,nil); if isToolError then DoError; with r do begin top := 5; bottom := 15; left := 76; right := 164 end; NewDItem(winDlog,2,r,StatTextItem,@'YOU DID IT!',0,0,nil); if isToolError then DoError; with r do begin top := 30; bottom := 40; left := 10; right := 190 end; NewDItem(winDlog,3,r,StatTextItem,@'Total number of moves:',0,0,nil); if isToolError then DoError; r.left := r.right; r.right := r.left + 32; NewDItem(winDlog,4,r,StatTextItem,@'0',0,0,nil); if isToolError then DoError; with r do begin top := 45; bottom := 55; left := 10; right := 170 end; NewDItem(winDlog,5,r,StatTextItem,@'Total elapsed time:',0,0,nil); if isToolError then DoError; r.left := r.right; r.right := r.left + 64; NewDItem(winDlog,6,r,StatTextItem,@'0',0,0,nil); if isToolError then DoError; with r do begin top := 65; bottom := 75; left := 10; right := 170 end; NewDItem(winDlog,7,r,StatTextItem,@'You would make a good',0,0,nil); if isToolError then DoError; with r do begin top := 75; bottom := 85; left := 10; right := 190 end; NewDItem(winDlog,8,r,StatTextItem,@'Brick maker.',0,0,nil); if isToolError then DoError; {Rule dialog} with r do begin top := 18; bottom := 195; left := 10; right := 310 end; ruleDlog := NewModalDialog(r,false,4); if isToolError then DoError; with r do begin top := 95; bottom := 115; left := 120; right := 180; end; NewDItem(ruleDlog,OK,r,ButtonItem,@'OK',0,0,nil); if isToolError then DoError; with r do begin top := 15; left := 5; bottom := 45; right := 295; end; longtext2 := concat('Object--The goal of HANOI! is to move',chr(13), 'all of the pieces from Tower 1 to Tower 3.',chr(13), 'Rules--The rules are simple:',chr(13)); longtext3 := concat(' 1. You may move only 1 piece at a',chr(13), ' time.',chr(13), ' 2. You may not place a larger piece',chr(13), ' on a smaller one.',chr(13), ' THAT',chr(39),'S IT!'); longtext4 := concat('(If it seems impossible, try the Auto',chr(13), ' Play option to see how it is done...)',chr(13), chr(13), 'Click the buttons under the Towers to',chr(13), 'add & remove pieces, or use the number',chr(13), 'keys (1, 2, 3) to play.'); NewDItem(ruleDlog,2,r,StatTextItem,@longtext2,0,0,nil); if isToolError then DoError; r.top := 45; r.bottom := 95; NewDItem(ruleDlog,3,r,StatTextItem,@longtext3,0,0,nil); if isToolError then DoError; with r do begin top := 120; left := 15; bottom := 180; right := 285; end; NewDItem(ruleDlog,4,r,StatTextItem,@longtext4,0,0,nil); if isToolError then DoError; with r do begin top := 2; left := 130; bottom := 12; right := 170; end; NewDItem(ruleDlog,5,r,StatTextItem,@'RULES',0,0,nil); if isToolError then DoError; {Sales dialog} with r do begin top := 30; bottom := 130; left := 80; right := 240 end; salesDlog := NewModalDialog(r,false,4); if isToolError then DoError; with r do begin top := 75; bottom := 95; left := 10; right := 50; end; NewDItem(salesDlog,OK,r,ButtonItem,@'OK',0,0,nil); if isToolError then DoError; with r do begin top := 5; bottom := 80; left := 5; right := 150 end; longtext5 := concat('If you enjoy HANOI!,',chr(13), 'a contribution of $5',chr(13), 'is appreciated.',chr(13),chr(13), ' Kevin Bradley',chr(13), ' P.O. Box 2597',chr(13), ' Kansas City, MO',chr(13), ' 64142-2597'); NewDItem(salesDlog,2,r,StatTextItem,@longtext5,0,0,nil); if isToolError then DoError; end; procedure InitMenus; var Height: Integer; begin appleMStr := '>>@\N0X\0==About HANOI!...\N400*?/\0==-\N401D\0.'; fileMStr := '>> File \N1X\0==Quit\N401*Qq\0.'; editMStr := concat('>> Edit \N2X\0', '==Undo\N250D*Zz\0', '==-\N403D\0', '==Cut\N251*Xx\0', '==Copy\N252*Cc\0', '==Paste\N253*Vv\0', '==Clear\N254\0.'); playMStr := concat('>> Play \N3X\0', '==Auto Play...\N404*Aa\0', '==New Game...\N402*Gg\0', '==Rules...\N405*Rr\0.'); SetMTitleStart(5); InsertMenu(NewMenu(@playMStr[1]),0); InsertMenu(NewMenu(@editMStr[1]),0); InsertMenu(NewMenu(@fileMStr[1]),0); InsertMenu(NewMenu(@appleMStr[1]),0); SetBarColors(144, 112, 0); FixAppleMenu(0); Height := FixMenuBar; DrawMenuBar; end; { of InitMenus } procedure ShutDownGSTools; begin CloseDialog(aboutDlog); CloseDialog(setupDlog); CloseDialog(winDlog); CloseDialog(ruleDlog); CloseDialog(salesDlog); CloseWindow(gameport); CloseWindow(scoreport); CloseWindow(pieceport); GrafOff; DeskShutDown; DialogShutDown; LEShutDown; ScrapShutDown; MenuShutDown; WindShutDown; CtlShutDown; EMShutDown; QDAuxShutDown; QDShutDown; MTShutDown; MMShutDown(MyMemoryID); TLShutDown; end; { of ShutDownGSTools} procedure ProcessMenu(codeWord : Longint); var menuNum : Integer; itemNum : Integer; begin menuNum := HiWord(codeWord); itemNum := LoWord(codeWord); if itemNum <> 0 then begin case itemNum of ABOUTitem : begin DoDlog(aboutDlog); DoDlog(salesDlog) end; QUITitem : Done := true; NEWGAMEitem: DoNewGame; PLAYitem: begin DoNewGame; auto := true; TheyMove(1,3,level) end; RULEitem: DoDlog(ruleDlog); end;{case} HiliteMenu(false,menuNum); end; end; { of ProcessMenu } procedure MainEventLoop; var Event: EventRecord; code, part: integer; theCtl: ControlHandle; begin Event.TaskMask := $1FFF; Done := false; repeat code := TaskMaster(-1, Event); case code of wInSpecial: HiliteMenu(false,hiword(Event.TaskData)); wInContent: begin part := FindControl(theCtl, Event.where.h, Event.where.v, WindowPtr(Event.TaskData)); if part > 0 then begin part := TrackControl(Event.where.h, Event.where.v, nil, theCtl); if part > 0 then DoMove(GetCtlRefCon(theCtl)) else sysbeep end else sysbeep end; keyDown: case chr(loword(Event.message)) of '1': DoMove(1); '2': DoMove(2); '3': DoMove(3); otherwise SysBeep end; wInMenuBar: ProcessMenu(Event.TaskData); end; until Done; end; { of MainEventLoop } begin StartUpGSTools; auto := false; if Create(tower[1]) and Create(tower[2]) and Create(tower[3]) then begin InitMenus; InitDialogs; InitWindows; InitGame; InitCursor; MainEventLoop; Terminate(tower[1]); Terminate(tower[2]); Terminate(tower[3]) end; ShutDownGSTools; end.HANOI<?ff?U_U_?DDDDDD??7wwwww|wwwww>=< ?0