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1993-02-20
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┌───────────────────────────────────────────┐
│ BALLSTAT Version 3.0 │
│ Copyright 1993 by James P. Habel Jr. │
│ All rights reserved │
└───────────────────────────────────────────┘
┌────────────────────┐
│ LICENSE AGREEMEMT │
└────────────────────┘
The enclosed BallStat 3.0 disk may be used on any IBM compatible
computer provided that the disk is used on only one computer and by
one user at a time. You may however make as many copies as you deem
necessary for back-up or archival purposes. You may not alter, mod-
ify, translate or adapt the programs on the enclosed BallStat 3.0
disk. The author shall not be held responsible for any direct or in-
direct damages arising out of the use of the BallStat 3.0 program.
This program is NOT shareware. Please do NOT distribute.
Note : The file named BS3DEMO.EXE that is included on disk #2 may be
freely distributed. This is a compressed file that contains
all files needed to run the demo. If you want to upload the
BS3DEMO.EXE file to bbs' or other on-line sources you have the
authors permission to do so. However BS3DEMO.EXE is the ONLY
file on either disk that may be distributed.
┌─────────────────────┐
│ SYSTEM REQUIREMENTS │
└─────────────────────┘
Computer : Any 100% IBM or compatible computer.
Memory : 512K minimum. 640K recommended for large leagues.
Video : Mono, CGA, EGA and VGA supported.
Disk : Hard disk HIGHLY recommended. Program NOT tested or
guaranteed to work properly when run from a floppy
disk.
Mouse : Fully supported but not required.
┌────────────────────────┐
│ HARD DISK INSTALLATION │
└────────────────────────┘
1. Insert the BallStat 3.0 disk #1 in either floppy drive.
2. Change your directory to the floppy drive.
EXAMPLE:
From the C prompt type
A: <ENTER>
to change to drive A
3. From the A prompt type
install <ENTER>
When all files from disk #1 are copied to the hard drive
you will be prompted to insert disk #2. Insert disk #2
and press <ENTER>. Type Y when asked if you want to install
to the c:\ball3 directory. After all the files on disk #2
are copied to the hard drive you will be asked which direct-
ory you wish to exit to. Move the cursor until C:\Ball3 is
highlighted and press ENTER. Type ball3 to run the program.
If you must run the program from a floppy disk then no installation
is necessary. Simply type, ball3 <ENTER> to run the program. The above
examples assume you are installing from drive A to drive C. If your are
installing to a hard drive other then C, just substitute the hard drive
letter (D,E, etc.) instead of C in the examples above.
Switches are commands typed on the command line following the program
name when you go to start a program. If you encounter any problems when
running the program you can try one of the following switches. Note that
use must use spaces ONLY to seperate the switch and the program file
name.
co80 Resets video mode EX: ball3 co80 <ENTER>
mono May be needed for some mono displays. EX: ball3 mono <ENTER>
ms=off Use this switch if the program finds a mouse but it is not
Microsoft compatible and the program fails to run correctly.
EX: ball3 ms=off <ENTER>
ega If the program fails to detect your video card then use one
vga of these four switches to override the automatic detection.
cga Note however that if you actually have an CGA card and you
mono start the program with the EGA or VGA switch your computer
may lock up.
┌───────────────┐
│ PROGRAM FILES │
└───────────────┘
Files located on the BallStat 3.0 disk ( or created when running ):
File Purpose
──── ───────
ball3.exe The main program file. This is the file name you type
at the command line to start the program.
configtt.exe This is a program used in conjunction with the main
program to configure your top ten reports.
printcnf.exe This is a program used in conjunction with the main
program to configure your printer so the main pro-
gram can use certain features of your printer.
ball3.doc The file you are reading right now.
data.hlp The on-line help file. This file must be located in
the same directory as the ball3.exe file to be able
to access on-line help.
tt.cnf The file created when you run the configtt.exe program.
print.cnf The file created when you run the printcnf.exe program.
league.dat A file created by the main program containing all the
information about each league you create.
?.tms A file created by the main program containing the
information about each team you add to a league.
?.ply A file created by the main program containing the
information about all the players you add to a
specific team.
?.gme A file created by the main program containing the
stats saved for a teams individual games.
?.all A file created by the main program containing a
players individual stats for every game played.
?.tot A file created by the main program containing a teams
information used in creating league standings.
display.cus A file created by the main program containing infor-
mation saved after you create a custom display.
mono.dat A file containing data needed to correctly run the
main program on a mono system.
colors.dat The file containing the new colors if you saved them
from the main program.
ega.pal The file containing the new PALETTE colors if you
saved them from the main program.
view.exe This is a seperate program used in connection with
the ball3 program that allows all player individuals
for each game to be displayed at the same time.
┌─────────────────────┐
│ GENERAL INFORMATION │
└─────────────────────┘
When you run the main program it will check for the following
conditions while loading and take the appropiate actions depending
on what it finds.
1. Check for video type:
Mono : Mono is supported by the program.
CGA : Allows the use of 16 colors, customizable by the user.
EGA,
VGA : Allows the use of 16 colors from a palette of 64 colors,
customizable by the user.
If you changed the colors or the palette from the main program
and saved your changes to disk then the program will will load
your changes into the program each time it is run. For CGA, EGA
and VGA the colors are stored in the file <colors.dat> and the
palette is stored in the file <ega.pal> (EGA and VGA only).
If you are running the program on a mono system the file
<mono.dat> MUST be located in the same directory as the main
program. If you have a EGA or VGA system and the program fails
to detect it then see above section on using switches.
2. Check for a mouse and mouse driver.
Mouse found : The mouse will be enabled automaticly if it is
found by the program. If you have a mouse instal-
led and you don't want to use it then you have to
start the program with the folowing switch. Be
sure to seperate the program name and the switch
with a space. EXAMPLE : ball3 nm <ENTER>
No mouse : If the program does not find a mouse and you have
one installed then it is not a Microsoft
compatible mouse. The program will only recognize
a Microsoft or compatible mouse and driver.
┌───────────────────────────────────────────┐
│ BALLSTAT Version 3.0 Documentation │
│ Copyright 1993 by James P. Habel Jr. │
│ All rights reserved │
└───────────────────────────────────────────┘
┌─────────────────────┐
│ LIMITATIONS OF DATA │
└─────────────────────┘
BallStat Ver 3.0 has certain limitations as to how much data can be
created or displayed. They are:
1. No more then 100 teams can be created in each league.
2. No more then 300 players can be created for each team.
3. No more then 2000 games can be displayed for each league.
4. No more then 3000 individuals can be displayed for each team.
5. No more than 300 individuals can be displayed for each player.
┌──────────────────────────────┐
│ EXPLANATION OF CERTAIN TERMS │
└──────────────────────────────┘
Player Totals
The season totals for each player. The player totals are accumulated
each time you save stats for a player.
Individuals
These are a players individual stats for each game played. For example
if you saved 50 games for Joe Smith then he will have 50 sets of individ-
uals stats. His player totals will contain the accummulative sums of all
his individual stats. This will allow you to see how Joe did in EVERY
game he played.
┌────────────────────────┐
│ SETTING UP YOUR LEAGUE │
└────────────────────────┘
To easily set up your league just follow the steps below:
1. Create your league.
2. Add teams to your league.
3. Add players to your team.
4. A. Enter each players stats after each game.
B. Enter game stats after each game.
5. Print or display stats.
Player totals, player individuals, and league standings are all created
automaticly by the program. Note however that the accuracy of the stats
stills depends on the accuracy of the data that you supply to the program.
┌─────────────────────────────────────────────────────────┐
│ ADDING or CREATING DATA (ADD menu on main title bar) │
└─────────────────────────────────────────────────────────┘
IMPORTANT: Before any data can be displayed or printed it must first
be created using the ADD menu from the title screen. To
change data that was already created you must use the EDIT
menu from the title screen.
Creating Leagues
1. Choose ADD from the title bar at the top of the screen.
2. Choose LEAGUE from the pull down menu.
3. Fill in all information that the screen requests.
4. Press either:
<F3> to save the data to disk.
<ESC> to abort and return to the title screen.
<F10> for on-line help.
If any data or information is unknown at the time you are creating
your league you may skip it and come back later by choosing EDIT from
the main title bar. Please read the following notes about creating
leagues.
A. If DIVISIONS are not created when you first create a league
and you decide to add them later:
1. EDIT your league and enter the division names.
2. If you already added teams to your league you will have
to EDIT each team in the league and enter the name of
the division they will belong to.
B. The game length field is very important when creating leagues.
This field should contain the NORMAL length of a game in your
league. The value you enter here will be used as the default
every time you add a new team to your league. The usual values
for this field are 5 or 6 for Little League, 7 for softball and
9 for baseball. This field will accept any number from 1 to 9.
C. CUSTOM FIELD TITLES are titles you create for specific fields
that are not included with the program but which you have a
need for. You can have up to 5 CFTs. The titles you enter here
will be displayed every time you add a new player to your
roster. Some examples would be:
MOTHERS NAME
FATHERS NAME
CONTRACT RECEIVED
LAST YEARS TEAM
UNIFORM RETURNED
SISTERS TEAM
D. CUSTOM STAT TITLES are titles you create for specific stats
that are not included in the program but you have a specific
need for. You can create up to 10 different stat titles. The
stats that you create here will be accumulated the same as
all the other stats that are included with the program. These
titles will appear on the stat entry screen along with all the
regular stats and can be entered the same way. Some examples
of CSTs are:
IPL - Innings played.
3RH - 3 run homeruns.
SGM - Signals missed.
TIP: You can also use these fields to control other parts of the
program. For example you want to be able to select only
certain people to be included on a mailing list. You would
then follow these steps:
1. Create a custom stat named IML (Incude on mailing list)
2. Select ADD from the main title bar and choose E for
entering player stats in BULK MODE.
3. For each player you want to be included on the list
enter a 1 under the IML field and save the player to
disk by pressing F3. If you ever have to remove a
player from the mailing list then come here and enter
a -1.
4. To print your mailing list load the players into mem-
ory and use the IML stat as the qualifying status.
Enter 1 as the minimum QS and only the players you
want will be included on the mailing list.
Creating Teams (adding to league)
1. Choose ADD from the title bar at the top of the screen.
2. Choose TEAM from the pull down menu.
3. Select which league to add the team to from the pick box.
4. IF your league has divisions then select which division
to add the team to.
5. Fill in all information that the screen requests.
6. Press either:
<F3> to save the data to disk.
<ESC> to see the options menu.
<F10> for on-line help.
If any data or information is unknown at the time your are creating
your team you may skip it and come back later by choosing EDIT from
the main title bar. Please read the following notes about creating
teams.
A. The game length field is very important when creating teams.
This field should contain the NORMAL length of a game in your
league. The value you enter here will be used to figure many
of the statistics in BallStat 3.0. If you entered a game
length when you created your league it should already be
displayed in the game length field.
B. The NAME (ABBR) field should contain a 3 letter abbreviation
for the team you are creating. It should be different than
any other team in the league. The name will be used in most
league reports so you can tell which team a player belongs
to.
Creating players (adding to team)
1. Choose ADD from the title bar at the top of the screen.
2. Choose PLAYERS from the pull down menu.
3. Select which league to add the player to from the pick box.
4. Select which team to add the player to from the pick box.
5. Fill in all information that the screen requests.
6. Press either:
<F3> to save the data to disk.
<ESC> to see the options menu.
<F10> for on-line help.
If any data or information is unknown at the time your are adding
your player you may skip it and come back later by choosing EDIT from
the main title bar. Please read the following notes about adding
players.
A. If you created custom field titles when you created your
league they will be displayed on the bottom right side of
the screen. Now you can enter the data associated with the
custom field titles.
B. Enter names with the last name first as: Habel, James
C. If you ever plan to sort data using birthdates as a key
it is best to enter the birthdates with the year first.
September 16, 1981 would be entered as 81/09/16
D. When entering positions make sure the first letter is a
capital P if the players MAIN position is pitcher. Some
parts of the program will then display the players pitch-
ings stats as the default instead of the players batting
stats.
Creating games ( adding to team)
NOTE : Games are NOT usually added to a teams data base with
this menu. The best time to add a game is right after
you have added all the players individual stats for
a specific game. By doing it this way most of the fields
for the game will already be filled in for you. Adding
games from the ADD menu is mainly in case you want to
add a game without adding players individual stats. The
affect of using the ADD menu is the same but you will
have to enter ALL the data manually.
1. Choose ADD from the title bar at the top of the screen.
2. Choose GAMES from the pull down menu.
3. Select which league to add the game to from the pick box.
4. Select which team to add the game to from the pick box.
5. Fill in all information that the screen requests.
6. Press either:
<F3> to save the data to disk.
<ESC> to see the options menu.
<F10> for on-line help.
If any data or information is unknown at the time your are adding
your game you may skip it and come back later by choosing EDIT from
the main title bar. Please read the following notes about adding
games.
IMPORTANT: More than one game played on the same date.
If your team plays more than one game on the same date use
the following convention to be able to distinguish between
the games. Since most games are played during the same cal-
ender year use the last 2 digits in the date field to sep-
erate games played on the same date. If you use this method
then the sorting order when using date as the key will be
correct. Below are examples of 4 games played on the same
date.
Game #1 save as 06/25/01
Game #2 save as 06/25/02
Game #3 save as 06/25/03
Game #4 save as 06/25/04
A. If you want the game you are adding to be included in league
standings you MUST save the game as type L. When standings are
compiled the program ignores all game types except L.
B. Make SURE the following items are correct when you save a game
to disk: Innings, Home or Away, Your runs and Opponents runs.
These stats are used when creating statistics for the league
standings screen. Even though you can later edit these items,
the changes will NOT be reflected in the standings.
C. YOUR RUNS and OPPONENTS RUNS are used to determine the winner
of the game for league standing purposes.
D. INNINGS are used to determine extra inning wins and losses for
league standing purposes.
E. HOME or AWAY is used to determine home and away wins and losses
for league standing purposes.
F. If you added ballpark names to the ballpark names file you can
pick the ballpark name from a menu by pressing ESC then P.
G. If your opponent is in your league then you can select the
opponents name from a menu by pressing ESC then S.
H. REMEMBER it is best to save games AFTER entering all players
individual stats. Use option B from the options menu on the
player stats entry screen.
Creating Ballpark names
1. Choose ADD from the title bar at the top of the screen.
2. Choose BALLPARKS from the pull down menu.
3. Enter the names of up to 30 different ballparks.
4. Press either:
<F3> to save the data to disk.
<ESC> to exit to the main title screen.
<F10> for on-line help.
NOTE: Adding ballpark names to this screen will allow you to
pick the game locations from a menu rather than typing
the names manually when you go to save game stats.
Creating player statistics ( adding stats to data base)
1. Choose ADD from the title bar at the top of the screen.
2. Choose EITHER:
Add player game stats (Game mode)
-OR-
Enter player game stats (Bulk mode)
NOTE: Game mode is the mode you will usually use to add
player stats to the main data base. Bulk mode can
be used to edit the main data base or enter player
stats WITHOUT saving individual game stats. With
either mode player stat totals are still accumulated
and saved to disk.
GAME MODE
3. Select the type of game that was played. (Use L if game is to
be included in league standings)
4. Select whether the game was played at home or away.
5. Enter the date the game was played. (Press ENTER to use the
current date)
6. Enter the 3 letter abbreviation of your opponent.
7. Select the league that the team to update is located in.
8. Select the team that contains the players you wish to update.
9. Select the player you wish to update. ( The player you choose
here doesn't really matter because all players will be able
to be updated. Select the first player on the list to start
at the beginning of the data base)
BULK MODE
You will be prompted for steps 7 thru 9 above.
10. The player data entry screen will now be displayed
Player Data Entry Screen
------------------------
The player data entry screen (PDES) is broken in to two parts.
The top half of the screen is where you will enter each players in-
dividual stats and the bottom half will show the accumulated stats
that have been entered so far. Every time you return to the main
title screen and then come back to the PDES all the accumulated totals
will be reset to zeros.
Enter a players stats for each item that is applicable to the player.
Any stat that was not used by the player for the game being entered
should be left blank or set to zero. Use the arrow keys or ENTER to
move from field to field. If you are using a mouse you can just move
the cursor to the desired field and click the left mouse button once.
The range of values that can be entered in any field, including the
innings pitched field (INN), is -99 to 999.
NOTE: Use negative numbers in bulk mode ONLY. Negative numbers
are used to edit the main data base. For example, if you
saved a players AB as 5 and later discovered it should
have been 4, enter -1 for the players AB and save the
change by pressing F3. Make sure that game mode is OFF
when editing previously saved data.
NOTE: When entering innings pitched (INN) use the following
conventions :
.1 for a third of an inning
.2 for two-thirds of an inning
.0 for full innings
Examples:
For 1 and 1/3 innings use 1.1
For 5 and 2/3 innings use 5.2
For 7 full innings use 7 or 7.0
When all of a players stats have been entered press F3 to save
the stats to disk. The program will then advance to the next player.
Pressing TAB will also advance you to the next player but the player
stats for the player currently on the screen will NOT be saved. Use
TAB to skip players that need not be updated.
Pressing ESC will show the options menu. All the option are ex-
plained below.
UPDATE ANOTHER PLAYER
Choosing this option will present a pick box of all the players
on the current roster. Select the player you wish to update.
ENTER GAME STATISTICS
Use this option after ALL the players have been updated for the
current game. This is where you enter the game totals to be used
for league standings.
DATE
If you need to change the date the current game was played on
select this option. Enter the correct date and press ENTER.
HOME or AWAY
Use this option to change whether the game was played at home
or away.
CHANGE GAME TYPE
This option allows you to change the type of the current game.
Select the new game type.
OPPONENT
Use this option to change the 3 letter abbreviation for your
opponent. Enter the abbreviation and press ENTER.
GAME MODE TOGGLE
This option will toggle between Game Mode (ON) and Bulk Mode
(OFF). The status of this toggle is very important. When
Game Mode is on, all a players individual game totals are
saved to disk along with the players individual team totals.
Other important data such as the date, type, home or away
and opponent are also saved when Game Mode is ON.
Below is the information that is saved under the two modes:
GAME MODE
Player team totals (total AB,H,R, etc)
Player game data (game AB,H,R, etc including date,
type, opponent, and home or away)
Progressive stats (Current hitting streak etc)
BULK MODE
Player team totals (total AB,H,R, etc)
TOGGLE PLAYER STATS
This option will display a players team totals when entering
stats on the PDES. This can be a real help when editing stats
from the main data base.
QUIT
This will return you to the main title screen. Make sure you
saved the game data before returning as the team totals at
the bottom of the screen will be set to zeros if you come
back later.(If you have not yet saved the game data then a
warning message telling you so will appear at the bottom of
the menu)
Creating Custom Displays
1. Choose ADD from the title bar at the top of the screen.
2. Choose CUSTOM from the pull down menu.
Custom displays allow you to display or print only the statistics
you want. Each display can contain any of the following data:
Any batting stat
Any pitching stat
Any fielding stat
Any personal information data
1-5 spaces
Team abbreviation
A custom display will always contain the players name at the begin-
ning of the line. You can save up to 300 different custom displays
and each display may contain 1 to 14 different stats besides the
players name. You have 61 spaces that can be filled in on each dif-
ferent display. Depending on what data you choose each field will
use between 1 and 8 spaces. Below are the amount of spaces used by
the different display data.
Batting (Integer) (AB,R,H, etc) 5
Pitching (Integer) (ER,R,W, etc) 5
Fielding (Integer) (PO,A,E, etc) 5
Batting (Decimal) (BA,OBP, etc) 8
Pitching (Decimal) (ERA,OBA,etc) 8
Fielding (Decimal) (FLD%, etc) 8
Team Abbreviation 5
Personal Information variable (5-27)
Spaces variable (1-5)
To create a custom display, select any of the on screen options by
pressing the letter enclosed by the <>. All the options are explained
on the screen. If a display will be used by more than one team at the
same time be sure to include the <T> option somewhere in the display.
To delete the last field entered press <D>. Press <C> to clear all the
stats and start over. When your display is finished press <S> to save
the display to disk. Saved displays will be shown at the bottom of the
screen.
Move player to another team
1. Choose ADD from the title bar at the top of the screen.
2. Choose MOVE from the pull down menu.
To move a player to another team simply pick your selection from
each pick box as they are presented on the screen. What you are
currently selecting will be shown at the top of the screen. The
following prompts will be shown in this order:
1. Select the league that the player to move is located in.
2. Select the team that the player to move belongs to.
3. Select the player to move.
4. Select the league to move the player to.
5. Select the team to add the player to.
When a player is moved, all the players stats and personal infor-
mation is moved with them. The player will NOT be removed from the
original team. To remove a player from the original team you must
change the FIRST letter in the players name to an asterisk (*). The
next time the original team is loaded into memory the removed player
will not be loaded.
┌───────────────────────────────────────────────┐
│ LOADING DATA (LOAD menu on main title bar) │
└───────────────────────────────────────────────┘
Before any statistics can be displayed, printed or sorted, the data
must be loaded into memory by using the load menu. The only exceptions
are with the team coaches and league presidents information. These two
items are read directly from disk to screen and therefore can not be
sorted but can be displayed or printed without loading the data into
memory. All other data is read from disk to memory. This data includes
the following:
Team players Team games Team individuals
League players League games League standings
Division players Division games Division standings
The amount of data that can be read into memory depends on the amount
of memory actually installed in your computer. If you have 640K install-
ed you can usually load the maximums which are:
Players - 700
Games - 2000
Individuals - 3000
Standings - 100
Ballstat 3.0 does not allow data to be deleted once it is written to
disk. However you can prevent data from being loaded into memory from
disk by doing the following:
PLAYERS
To prevent a player from being loaded into memory use the EDIT option
from the main menu to select the player you wish to edit. Place an
asterisk at the FIRST location of the players name and save the change
to disk. The next time you load player data into memory this player
will be excluded.
GAMES
To prevent a game from being loaded into memory use the EDIT option
from the main menu to select the game you wish to edit. Place a cap-
ital Z in the game type field and save the game back to disk. When
games are loaded into memory, any game with type Z will be excluded.
INDIVIDUALS
To prevent an individual from being loaded into memory use the EDIT
option from the main menu to select the individual you wish to edit.
Place a capital Z in the game type field and save the individual back
to disk. When individuals are loaded into memory, any individual with
type Z will be excluded.
By using the above methods you can actually delete data without really
losing any of the information. To restore the deleted data simply replace
the asterisk or capital Z with the original information and the next time
you load the data it will be read back into memory.
Any time new data is placed in memory the old data in memory will be
erased.
┌───────────────────────────────────────────────┐
│ EDITING DATA (EDIT menu on main title bar) │
└───────────────────────────────────────────────┘
Any data that has been saved to disk can be edited at any time by using
the EDIT command from the main title bar. In most cases editing data will
be done the same way you originaly created it. When you created the data
all the fields were blank but when you edit data all the fields will be
filled with the original data. Just edit the fields that need changed and
save the data back to disk.
NOTE: When you edit data the changes will be made to disk only. No changes
will be made to data that is already in memory. You must reload the
data back into memory with the LOAD command to see your changes on
reports and displays.
Editing player stats
To edit player stats use option E from the ADD menu. This will assure
you that game individuals will NOT be saved to disk. Individuals can be
edited seperately by choosing option E from the EDIT menu.
To subtract from player totals use negative numbers. You can use the
show stats option to display the players totals while editing.
Editing games
If you edit the runs or opponents runs for a game and the change would
affect the outcome of the game the new result will NOT be reflected in
the league standings. So make sure these two stats are correct when you
first save the game to disk. If you do make a mistake that affects
league standings then you must edit the actual standings themselves
using the EDIT menu from the title screen.
Editing League, Team and Player information
To edit any of the above items simply change the data that need changing
and save the data back to disk.
Editing Standings
This feature is useful under 2 different circumstances:
1. To change a teams wins or losses due to an incorrect entry
when you saved a team game.
2. To create standings even though you do not want to enter
and save games for every team. You must however save at
least 1 game for each team before you can edit that teams
standings. The 1 saved game does not need to actually con-
tain any useful data.
┌─────────────────────────────────────────────────┐
│ VIEWING DATA (VW/PRT menu on main title bar) │
└─────────────────────────────────────────────────┘
To view or print data you must first load the data into memory by using
the LOAD command from the main menu. Select VW/PRT from the title bar once
the data is loaded and you will see a menu listing the various options for
viewing. Any time data is shown on the screen you can send print it out by
pressing the F1 function key. Note that even if you are not on the first
screen of data when you press F1 the printed copy will still start at the
first record. The only exception is when you are displaying top ten data.
This is so you can print only the stats which you choose to print. Only
the functions that are listed at the bottom of the screen are active, de-
pending on which type of data you are viewing. The fuction available are
as follows:
F1 - Print the data that is currently being viewed to the printer.
Make sure the printer is turned on and on-line before you press
F1 or the operation will be aborted and you will usually be re-
turned to the main menu.
F5 - This key is used to sort the data in memory. You will be shown
a menu of all the sort keys you can use to sort the data. Select
the key you wish to use and whether you want to sort in acsending
or decsending order. You don't have to be on the first screen of
data to sort but you will be returned to the first record when
the sort is finished.
TIP: This is a quick way to return to the first screen of data
when viewing multiple screens. Simply press F5 and then
abort the key menu by pressing ESC.
F8 - The F8 key is used to select a qualifying status for the data
in memory. For some data you have to select the data to qualify
with and a minimum setting, for others just the data to qualify.
Any data that does not meet the minimum qualifying status will
no longer be displayed. To reset all data to qualify select the
SET ALL option from the menu.
F10 - This key will bring up the help screen.
ENTER Press enter to view the next screen if you have more than one
screen full of data.
SPACE The space bar is used to advance the top ten reports to the next
statistic.
EXIT Exit will return you to the main menu.
┌─────────────────────────────────────────────────┐
│ SORTING DATA (SORT menu on main title bar) │
└─────────────────────────────────────────────────┘
Use the SORT command to sort the data that is currently in memory. You
may find it more convenient to use the F5 key to sort data when you are
viewing data rather then using this menu. They both however give the same
results and the same speed. Sorting will of course take longer as you add
more data to the database. However on my 386sx-16 it takes less then two
seconds to sort 600 players in memory. Remember that the way data is sorted
on the screen is exactly as it will appear when sent to the printer also.
The program supplys over 110 different sort keys which should be more
than enough to meet everyones needs.
┌────────────────────────────────────────────┐
│ MISC MENU (MISC menu on main title bar) │
└────────────────────────────────────────────┘
Customize Colors
This option allows the complete customization of all program colors.
CGA users can choose from 16 different colors and EGA and VGA users can
select any 16 colors from a palette of 64 colors. The following program
attributes can be changed:
Main foreground Menu foreground Pick box foreground
Main background Menu background Pick box background
Main highlight Menu highlight Pick box highlight
Main border Menu border Pick box border
Data entry foreground Select bar foreground
Data entry background Select bar background
Border type Select bar highlight
Colors and palettes can be saved to disk and will be loaded every time
the program is run.
System information
This option displays the following information about your system:
Usable memory - The base amount of memory installed in your system
up to 640K.
Free memory - The amount of free memory available for loading data
in bytes.
Current directory - The directory you were in when you started the
program.
Video card - The type of video adapter installed in your system
such as MONO, CGA, EGA OR VGA.
Disk free space- The amount of remaining free disk space.
DOS version - The dos version that your system is running under.
Printer status - Shows whether your printer is on or off.
Time of day - Shows the time of day according to the clock in-
stalled in your computer.
Turn mouse on or off
Use this option to toggle your mouse on and off. The program will al-
ways enable a mouse if it is found. If you don't like using a mouse and
don't want the mouse cursor on the screen then toggle the mouse off. If
a mouse is not found when the program is started then this option will
be disabled.
Printer options
This option will only be available if you ran the printcnf.exe program
and saved it to disk. Select the option from the menu that you wish to
take affect. To clear all options that are currently in use select option
G Reset Printer.
Memory information
Displays the maximum players, games, individuals and standings that can
be loaded into memory.
Refresh screen
Use this option if at anytime the screen displays become messed up.
The main screen will be redrawn with all correct information.
Fancy or plain standings
Use this option to toggle standings displays and printouts between
plain displays and fancy displays. A fancy display will contain all
the available stats used for standings including W,L,WP%,GB,HW,HL,AW,
AL,1W,1L,XW,XL and MR. Plain displays will only contain W,L,WP% and GB.
On printed reports a key will be printed at the bottom of the standings
whether you use plain or fancy displays.
┌────────────────────────────────────────────┐
│ HELP MENU (HELP menu on main title bar) │
└────────────────────────────────────────────┘
The help option allows you to view selected pieces of help information
from the main screen. Help is available anywhere in the program by press-
ing the F10 function key.
When displaying help use the PAGEUP and PAGEDOWN keys to move through
the help screens. Pressing HOME will take you to the first help screen
and pressing END will take you to the last. Press ESC to exit help.
┌──────────────────────────────────┐
│ PRINTER CONFIGURATION PROGRAM │ (printcnf.exe)
└──────────────────────────────────┘
It may not be necessary to run this program if the generic printer
driver built into the program seems to run ok. If you like switching
bewteen different types (elite,pica,condensed), using double strike
and emphasized characters or being able to turn on NLQ from within the
program then you must run this program so the BallStat program can
understand your printer codes. You may also have to run this program
if your DIP settings on your printer interfere with the correct oper-
ation of printing reports and you do not wish to change them. An ex-
ample would be that the display columns may not line up right if you
have proportional print enabled.
If you do run the printcnf.exe program, simply copy all the DECIMAL
control codes from the back of your printer manual and enter them in the
correct fields in the program. Save the codes to disk by pressing the F3
function key. The next time you run BallStat the codes will be read into
the program and enable you to select various printer options from the
MISC menu. If you find you have trouble with reports after running this
program simply delete the file print.cnf from the dos prompt.
┌──────────────────────────────────┐
│ TOP TEN CONFIGURATION PROGRAM │ (configtt.exe)
└──────────────────────────────────┘
Use this program to configure the top ten reports in the BallStat pro-
gram. The space bar will toggle the check marks on and off. A check in
the USE column means the top ten report will include that stat and by
leaving the USE column blank the stat will NOT be included. Use the A/D
column to decide the sorting order of each stat. A check in the A/D col-
umn means the stat will be sorted in ascending order and a blank means
the stat will be sorted in descending order. When all the stats are set
to your liking press F3 to save the file (tt.cnf) to disk. If you do not
run this program then the BallStat program by default will include all
the stats in the top ten report.
┌─────────────────────────────┐
│ STAT VIEWER 1.0 PROGRAM │ (view.exe)
└─────────────────────────────┘
The Stat Viewer program allows you to view how every player performed
during each individual game. You must have saved a teams individual
game stats to be able to use this program. In other words you must have
saved your players stats with GAMEMODE on. All players batting stats
will be displayed at the top of the screen and pitching stats at the
bottom. Totals for the game will be displayed under their respective
columns. You can view all your games by using the following keys.
F - View first game.
L - View last game (most recent game).
N - View next game.
S - Select a game to view from a pick box.
E - Enter the date for the game you wish to view.
ESC - Exit to the main memu.
Games are always sorted by date when the data is loaded into memory
and no other sorting is available.
┌───────────────────┐
│ TROUBLESHOOTING │
└───────────────────┘
Problem
-------
1. Columns not aligned on printed reports.
--------------------------------------
You may need to disable proportional print on your printer. This
may be done in 2 ways. If you have a button to control proportional
print on the front of your printer then turn it off. The other option
is to run the PRINTCNF.EXE program and fill in the codes for term-
inating proportional print. Save the file to disk and run the BallStat
program. Select MISC, PRINTER OPTIONS then select TERMINATE PROPOTION-
AL PRINT.
2. Program can't find certain files.
--------------------------------
All files associated with the BALL3.EXE file MUST be located in the
same directory. This includes PRINTCNF.EXE, CONFIGTT.EXE, VIEW.EXE,
COLOR.DAT, MONO.DAT, DISPLAY.CUS etc.
┌───────────────────────┐
│ TECHNICAL ASSISTANCE │
└───────────────────────┘
CALL : 1-717-291-4637
DELPHI : user JHABEL
PRODIGY: user HGVR05A
-or write to-
James P. Habel Jr. (Pete)
645 West Vine Street
Lancaster, PA 17603
**END OF FILE**