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1990-02-12
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├┴─╓2.─╧├
─╧├╒═┼╬╘┴╘╔╧╬ ╞╧╥ ╘╚┼ ├┴─ ╙┘╙╘┼═ ╓2.0
BY ╙TEPHEN ╬YE
70366,1316
╘HE ├┴─ SYSTEM WAS WRITTEN TO DO ELECTRONIC SCHEMATICS AND OTHER LINE DRAWINGS
ON THE ├OMMODORE 64. ╔T IS BASED ON A PACKAGE OF ╒╙╥ CALLS (╒╙┼╥═╠) FOUND ON
THE ├OMMODORE ╙╔╟.
╘O OBTAIN A WORKING COPY OF THE PROGRAM PACKAGE FOLLOW THESE INSTRUCTIONS.
1. ─OWNLOAD '┴╥├220.╔═╟' FROM ─╠ 0 ON THIS ├┬═┴╥╘ ╞ORUM.
2. ╧N A FRESH DISKETTE DOWNLOAD '├┴─╓2.╔═╟' AND NAME IT '├┴─╓2.┴╥├' ON YOUR
DISKETTE. ┴LL ┴╥├HIVED FILES MUST BE DOWNLOADED AS ╨ROGRAM ╘YPE FILES,
SO PLEASE BE CERTAIN TO DOWNLOAD ├┴─╓2.╔═╟ AS A ╨ROGRAM FILE.
3. ╫HEN OFFLINE '╠╧┴─' ┴╥├220.╔═╟ (LOAD"ARC220.IMG",8 OR LOAD WHATEVER
FILENAME YOU NAMED ┴╥├220.╔═╟ WHEN YOU DOWNLOADED IT).
4. ╨LACE THE DISKETTE CONTAINING ├┴─╓2.┴╥├ INTO THE DRIVE AND ╥╒╬ THE ┴╥├220
┴╥├HIVE PROGRAM. ┴T THE '╥EADY' PROMPT ENTER THE FOLLOWING COMMAND:--
ARC/X/A CADV2.ARC
EXACTLY AS IT APPREARS ABOVE.
╘HE ┴╥├220 ┴╥├HIVE PROGRAM WILL CREATE A PACKAGE OF APPROXIMATELY 50 ┬┴╙╔├
AND ═╠ PROGRAMS ON THE DISK.
╬╧╘┼: '├┴─╓2.┴╥├' ╫╔╠╠ ╬╧╘ ╥╒╬ ┴╙ ╔╙...╔╘ ═╒╙╘ ┬┼ ╙┼╨┴╥┴╘┼─ ╒╙╔╬╟ ┴╥├220.╔═╟.
╘O USE THE ├┴─ "╠╧┴─ '┬╧╧╘',8" AND "╥╒╬".
╬╧╘┼: ╘HE ├┴─ SYSTEM IS VERY DISK INTENSIVE. ╔T IS CONTINUOUSLY ACCESSING NEW
INFORMATION ON THE DISK DRIVE. ╞OR THIS REASON IT IS VERY IMPORTANT NOT TO
REMOVE THE DISK FROM THE DRIVE UNLESS PROMPTED BY THE PROGRAM TO DO SO.
╘HE BOOT PROGRAM WILL PROMPT YOU FOR '┼RASE PRESENT SCREEN'. ╞OR THE PRESENT
ANSWER 'Y' TO THIS PROMPT.
╬╧╘┼: ─╧ ╬╧╘ FOLLOW COMMANDS TO ├┴─ WITH A CARRIAGE RETURN. ┴LMOST ALL INPUT
(EXCEPT FILE NAMES) IS SINGLE KEYSTROKE.
╘HE ├┴─ SYSTEM USES A JOYSTICK PLUGGED INTO PORT 2 OF THE COMPUTER. ╘HE
JOYSTICK IS USED TO MOVE A CROSSHAIRS AROUND THE HIRES SCREEN AND MARK CERTAIN
POINTS FOR THE DRAWING ROUTINES.
┴FTER A SHORT TIME THE MAIN MENU WILL APPEAR ON THE SCREEN. ╘HE SYSTEM IS
DESIGNED SO THAT NO MATTER WHERE YOU ARE IN THE SYSTEM A SERIES OF CARRIAGE
RETURNS (├ /╥) WILL RETURN YOU TO THIS MENU. ╫HEN IN DOUBT AS TO WHAT TO DO
JUST PRESS THE ╥┼╘╒╥╬.
╘HE SYSTEM RESPONDS TO SINGLE KEY COMMANDS. ╫HEN CHOOSING A FUNCTION JUST PRESS
THE KEY ASSOCIATED WITH THAT FUNCTION. ╔F YOU FOLLOW THAT KEY WITH A RETURN YOU
WILL END UP AT THE MENU AGAIN. ╞OR OUR EXAMPLE WE WILL USE THE 'B'OX ROUTINE.
┴T THE MENU PRESS 'B'.
╫HEN YOU PRESS 'B' THE SYSTEM WILL ACCESS THE DRIVE FOR A SHORT TIME AND SOON A
CROSSHAIRS WILL APPEAR ON THE SCREEN. ┘OU ARE NOW IN THE BOX DRAWING MODE. ╘O
DRAW A BOX ON THE SCREEN MOVE THE CROSSHAIRS TO THE POINT WHERE ONE CORNER OF
THE BOX WILL BE AND PRESS THE FIREBUTTON. ┴ SMALL CROSS WILL APPEAR TO MARK
THAT POINT. ╬OW MOVE THE CROSSHAIRS TO THE POINT THAT WILL BE THE DIAGONALLY
OPPOSITE CORNER OF THE BOX AND PRESS THE FIREBUTTON AGAIN. ╘HE SYSTEM WILL NOW
DRAW A BOX IN THAT POSITION. ┘OU WILL REMAIN IN THE BOX DRAWING MODE UNTIL YOU
CHOOSE ANOTHER FUNCTION BY PRESSING A KEY. ╔F YOU ARE IN DOUBT AS TO WHICH KEY
TO PRESS USE THE CARRIAGE RETURN, WHICH WILL TAKE YOU TO THE MENU.
╞ROM WITHIN THE BOX PROGRAM (OR MOST OTHER PROGRAMS) YOU MAY ADJUST THE SPEED
WITH WHICH THE CURSOR MOVES ACROSS THE SCREEN. ╨RESSING A NUMBER KEY (1 TO 9)
WILL CHANGE THE SPEED. ╬OTE THAT THE NUMBER PRESSED IS THE NUMBER OF DOTS THAT
THE CURSOR SKIPS. ╞OR EXACT POSITIONING OF THE CROSSHAIRS USE '1'. ╘HE SYSTEM
DEFAULTS TO 6.
╫HILE OTHER FUNCTIONS (CIRCLE, LINE, RAY, ETC) DRAW DIFFERENT OBJECTS THAN 'B'
THEY ALL WORK APPROXIMATELY THE SAME. ╒SE THE FIREBUTTON TO MARK THE POINTS
FOR THE OBJECT AND THE SYSTEM WILL AUTOMATICALLY DRAW THAT OBJECT. ╔N CERTAIN
ROUTINES (RAYS, FOR INSTANCE) THE FIRST MARK REMAINS AFTER THE LINE IS DRAWN
AND IS USED AS THE STARTING POINT FOR SUBSEQUENT LINES. ╘O MOVE THE FIRST
MARKER PLACE THE CROSSHAIRS ON THE MARKER AND PRESS THE FIREBUTTON. ╘HIS WILL
FREE THE FIRST MARKER SO YOU CAN MOVE IT TO A NEW LOCATION.
╫HILE MOST OF THE ROUTINES WORK MUCH LIKE 'B' AND THE MENUS ARE FAIRLY STRAIGHT
FORWARD THERE ARE CERTAIN FUNCTIONS THAT ARE NOT AS OBVIOUS:
1. ╔N THE CIRCLE PROGRAMS YOU MAY TOGGLE ON A CENTER MARKER BY PRESSING '+'.
╘HIS WILL DRAW A SMALL CROSS ON THE SCREEN AT THE CENTER OF THE CIRCLE. ╔
FOUND IT USEFUL WHEN DRAWING MACHINE DRAWINGS WHERE CENTER LINES ARE USED.
2. ╔N THE FIGURE PROGRAM (EXPLAINED FULLY LATER) YOU MAY ERASE A RECTANGULAR
AREA OF THE SCREEN BY USING THE FIREBUTTON IN THE SAME WAY AS IN THE 'B'OX PRG.
3. ╔N THE FIGURE ROUTINE PRESSING THE SPACE BAR WILL REDRAW THE LAST FIGURE
DRAWN. ╔N THIS WAY YOU MAY DRAW A FIGURE IN MORE THAN ONE LOCATION WITHOUT
RELOADING IT EVERY TIME.
╘HE FIGURE PROGRAM IS USED TO PLACE PRE-DRAWN FIGURES ON THE SCREEN. ╘O USE IT
YOU MUST HAVE A FILE DISK CONTAINING FIGURES PREPARED BEFOREHAND. ╞ILES
CONTAINING APPROXIMATELY FIFTY ELECTRONIC SYMBOLS AND A 5 BY 5 CHARACTER SET
HAVE BEEN UP LOADED. ─OWNLOAD THESE FILES ON SEPARATE DISKS AND SEPARATE THEM
AS YOU DID WITH THE ├┴─ SYSTEM.
╘O USE THE FIGURE PROGRAM CHOOSE 'F' FROM THE MENU (A COMMAND KEY CAN BE
PRESSED FROM WITHIN ANY DRAW MODE). ╘HE SYSTEM WILL AGAIN ACCESS THE DISK DRIVE
AND YOU WILL BE PROMPTED WHEN TO PLACE THE FILE DISK IN THE DRIVE (FOR NOW WE
WILL USE THE ELECTRONIC FIGURES). ╫HEN THE CROSSHAIRS REAPPEAR ON THE SCREEN
MOVE THEM TO THE PLACE YOU WISH TO DRAW THE FIGURE AND PRESS THE KEY ASSOCIATED
WITH THAT FIGURE. ╨RESSING A LOWER CASE 'A' WILL DRAW A RESISTOR. ╘HE
ELECTRONIC FILES CONTAIN FIGURES FOR THE LOWER CASE 'A' TO 'Z' AND UPPER CASE
'A' TO 'X'. ╨RESSING THE ┬RITISH POUND SIGN WILL ROTATE THE CROSSHAIRS 90
DEGREES AT A TIME (THE DIRECTION IN WHICH THE FIGURE IS DRAWN WILL CHANGE AT
THE SAME TIME). ╘O EXIT THE FIGURE PROGRAM PRESS A RETURN. ┘OU WILL BE
PROMPTED TO RETURN THE PROGRAM DISK TO THE DRIVE AND PRESS A KEY. ╔F YOU ARE
UNSURE WHICH KEY YOU WANT NEXT PRESS RETURN AGAIN AND YOU'LL GET THE MENU.
╞IGURES TO BE USED WITH THE 'F' PROGRAM CAN BE DRAWN USING THE 'FIGURE DRAW'
PROGRAM. ╘HIS IS A ╙╘┴╬─ ┴╠╧╬┼ PROGRAM THAT USES THE JOYSTICK TO MOVE THE
CURSOR. ┼ACH SPACE ON THE SCREEN WILL BE ONE POINT ON THE HIRES SCREEN WHEN
THE FIGURE IS DRAWN. ╘O TURN ON A POINT MOVE THE FLASHING CURSOR TO THE POINT
AND PRESS THE FIREBUTTON. ╘O ERASE A POINT MOVE TO THAT POINT AND PRESS THE
DELETE KEY. ╘O LOAD A FILE TO MODIFY IT PRESS ╞7. ╘O SAVE YOUR FIGURE TO DISK
USE ╞8. ═AKE SURE THE KEY YOU USE FOR A FILENAME IS NOT ALREADY USED OR THE OLD
FILE WILL BE REPLACED .
╘HE FOLLOWING IS A BRIEF DESCRIPTION OF EACH ROUTINE:
A-MARK A POINT AT THE BEGINNING AND END OF THE ARC. ╘HE PROGRAM WILL DRAW A
QUARTER CIRCLE COUNTER-CLOCKWISE FROM THE FIRST TO THE SECOND. ╬OTE THAT ALL
ARCS START AND END ON A MAJOR AXIS (0,90,180,270 DEGREES)
┴-MARK THE BEGINNING AND END OF THE BROKEN LINE. ╬OTE THAT ALL BROKEN LINES
MUST BE EITHER HORIZONTAL OR VERTICAL.
B-MARK DIAGONALLY OPPOSITE CORNERS OF THE RECTANGLE.
┬-DRAWS A SOLID RECTANGLE AS IN 'B'.
C-MARK TWO POINTS ON THE CIRCUMFERENCE OF THE CIRCLE. ╘HESE POINTS MUST BE
DIAGONALLY OPPOSITE EACH OTHER (ON A DIAMETER LINE).
├-THE FIRST POINT MARKED WILL BE THE CENTER OF THE CIRCLE. ╘HE SECOND WILL
DETERMINE THE RADIUS.
D-DRAWS A SOLID CIRCLE AS IN 'C'.
─-ERASES A CIRCULAR AREA AS IN 'C'.
E-TWO POINTS MARK THE BEGINNING AND END OF THE ERASED LINE.
┼-TWO POINTS MARK THE DIAGONALLY OPPOSITE CORNERS OF THE ERASED RECTANGLE AS IN
'B'.
F-THE FIGURE ROUTINE EXPLAINED ABOVE.
╞-A FREEHAND DRAWING PROGRAM. ╚OLDING THE FIREBUTTON AS THE CROSSHAIRS ARE
MOVED WILL DRAW WHEREVER THE CROSSHAIRS ARE LOCATED.
╟-DRAWS A GRIDWORK ON THE HIRES SCREEN. ╬OTICE THAT A GRID OVERLAYED ON THE
WORKING SCREEN CANNOT BE REMOVED. ╚OWEVER, BY DRAWING THE GRID ON THE SECOND
SCREEN YOU CAN ADD THE TWO SCREENS ('&'), LOCATE THE CROSSHAIRS WHERE YOU WANT
THEM, AND THEN REMOVE THE GRID WITH '─┼╠'. ┬E CAREFUL...IF YOU PRESS THE
FIREBUTTON BEFORE DELETING THE GRID IT WILL BECOME A PERMANENT PART OF THE
DRAWING.
H-WILL DRAW A SIX SIDED FIGURE. ╘HE FIRST POINT MARKS THE BEGINNING AND
VERTICAL CENTER OF THE FIGURE. ╘HE SECOND POINT MARKS THE SECOND SIDE OF THE
FIGURE (THE ┘ LOCATION OF THE SECOND POINT IS IGNORED).
I-WILL PRINT A RULER SYSTEM ON THE LEFT AND BOTTOM SIDES OF THE SCREENS.
╔-WILL ERASE THE RULER SYSTEM.
J-WILL DRAW A RECTI-LINEAR LINE SYSTEM (SEE 'R'). ╘HE FIRST POINT WILL REMAIN
AND THE SECOND POINT MARKS THE END OF CONSECUTIVE LINE PLOTS. ╔ USE THIS
PROGRAM TO DRAW THE FANOUT FOR DIGITAL CHIPS ON SCHEMATICS.
╩-WILL OPERATE MUCH LIKE 'J' BUT IN THE HORIZONTAL DIRECTION. (╞OR PLACING THE
FANOUT ON THE TOP OR BOTTOM OF AN ╔├ DRAWING).
K-THE FIRST POINT MARKS THE HORIZONTAL AXIS AND BEGINNING OF THE ELLIPSE
(ACTUALLY A SCALED CIRCLE). ╘HE SECOND POINT WILL MARK THE WIDTH OF THE
ELLIPSE AND THE THIRD WILL MARK THE HEIGHT.
╦-THE FIRST TWO POINTS SHOULD BE DRAWN ON THE LINE YOU WISH TO DRAW PARALLEL
TO. ╘HESE TWO MARKS WILL REMAIN ON SCREEN AS YOU DRAW. ╞ROM THIS POINT ON THE
PROGRAM WILL DRAW LINES AS IN 'L' THAT ARE ALL PARALLEL TO THE MARKED LINE.
╒SEFUL WHEN A LINE MUST BE EXTENDED FROM THE WORKING SCREEN ONTO THE SECOND
SCREEN. ═ARK THE LINE ON THE WORKING SCREEN, PRESS '!' TO SWITCH THE SCREENS,
AND DRAW A LINE WHERE YOU WANT IT.
L-THE TWO POINTS MARK THE BEGINNING AND END OF THE LINE SEGMENT TO BE DRAWN.
╠-THE TWO POINTS MARK THE BEGINNING AND END AS IN 'L'. ╫HEN A LINE SEGMENT IS
DRAWN THE BEGINNING MARKER IS AUTOMATICALLY MOVED TO THE END OF THE SEGMENT.
P-THREE POINTS MARK THREE OF THE FOUR CORNERS OF THE PARALLELOGRAM. ╘HE FOURTH
POINT IS AUTOMATICALLY PLOTTED AND THE FIGURE DRAWN. ╬OTE THAT THIS ROUTINE
WILL NOT ACCEPT A FIGURE WITH THE FOURTH POINT OFF THE SCREEN.
╨-WHEN YOU PRESS THE FIREBUTTON THE PROGRAM WILL PROMPT YOU FOR THE LENGTH OF
THE LINE AND THE ANGLE (IN DEGREES) YOU WISH TO DRAW AT. ╬OTE THAT THIS
PROGRAM WILL NOT TAKE A LINE THAT EXTENDS OFF THE SCREEN.
╤-WILL EXIT ├┴─ AND RESET THE COMPUTER.
R-TWO POINTS MARK THE BEGINNING AND END OF THE LINE. ╘HE PROGRAM WILL DRAW A
HORIZONTAL LINE FROM THE FIRST POINT TO THE ╪ POSITION OF THE SECOND AND THEN
A VERTICAL LINE TO THE SECOND POINT.
╥-TWO POINTS MARK THE BEGINNING AND END OF THE LINE SEGMENT. ┴FTER THE SEGMENT
IS DRAWN THE FIRST POINT REMAINS MARKED AND ALL SUBSEQUENT LINE SEGMENTS ARE
DRAWN FROM THIS POINT. ╬OTE THAT YOU MAY RELOCATE THE FIRST POINT BY MOVING
THE CROSSHAIRS TO THE FIRST MARKER AND PRESSING THE FIREBUTTON AGAIN.
S-THE FIRST POINT MARKS THE BEGINNING OF THE LINE SEGMENT. ╘HE SECOND MARKS THE
END. ╬OTICE THAT THE PROGRAM WILL DRAW THESE LINES ONLY HORIZONTALLY OR
VERTICALLY, IGNORING ONE OF THE SECOND ╪┘ VALUES. ╘HE PROGRAM AUTOMATICALLY
ASSUMES YOU WISH THE LONGER OF THE TWO POSSIBLE LINES.
W-TAKES YOU TO A WAVEFORM MENU. ╘HE WAVEFORMS ARE ALL DRAWN IN THE SAME MANNER.
╧NE CYCLE OF THE WAVEFORM WILL BE DRAWN. ╘HE FIRST POINT MARKS THE HORIZONTAL
AXIS OF THE FIGURE AND THE BEGINNING OF THE CYCLE. ╘HE SECOND MARKS THE END OF
THE CYCLE, THE AMPLITUDE OF THE CYCLE, AND WHETHER THE NEGATIVE OR POSITIVE
HALF WILL BE DRAWN FIRST.
X-MARK A RECTANGULAR AREA AS IN 'B'. ╘HE PROGRAM WILL CROSSHATCH THIS AREA
USING THE VALUES YOU SUPPLY.
Y-WILL PLACE A SMALL REFERENCE MARK ON THE SECOND SCREEN IN THE VERTICAL
LOCATION OF THE CROSSHAIRS.
┘-WILL PLACE A SMALL REFERENCE MARK ON THE SECOND SCREEN IN THE HORIZONTAL
LOCATION OF THE CROSSHAIRS.
Z-WILL DRAW A BORDER AROUND THE SCREENS.
┌-WILL ERASE A BORDER DRAWN AROUND THE SCREENS.
!-WILL SWITCH THE WORKING AND SECOND SCREENS.
#-WILL INVERT THE WORKING SCREEN (MAKE ALL ON DOTS OFF AND ALL OFF DOTS ON).
&-WILL ADD SCREEN 2 TO THE WORKING SCREEN.
=-WILL COPY THE WORKING SCREEN TO THE SECOND SCREEN.
├OMMODORE KEYS:
C-WILL ALLOW YOU TO CHANGE THE COLORS FROM WITHIN THE PROGRAM.
D-WILL ALLOW YOU TO ACCESS THE DISK COMMANDS FROM WITHIN THE PROGRAM.
P-WILL PRINT A SINGLE DENSITY COPY OF THE WORKING SCREEN.
B-WILL PRINT A LINKED SINGLE DENSITY COPY OF BOTH SCREENS.
L-WILL LOAD A ─OODLE COMPATIBLE FILE AS THE WORKING SCREEN.
S-WILL SAVE THE WORKING SCREEN AS A ─OODLE COMPATIBLE FILE.
R-WILL LOAD AN 8╦ HIRES FILE AS THE WORKING SCREEN.
W-WILL SAVE THE WORKING SCREEN AS AN 8╦ HIRES FILE.
╞UNCTION KEYS:
╞2-WILL PRINT A DOUBLE DENSITY COPY OF THE WORKING SCREEN.
╞4 WILL PRINT A LINKED DOUBLE DENSITY COPY OF BOTH SCREENS.
╬╧╘┼╙:
1. ╞ILES DRAWN BY THE ├┴─ SYSTEM AND SAVED USING ├OMMODORE 'S' ARE COMPATIBLE
WITH ─OODLE FILES. ┬E SURE TO PREFACE THE FILENAME WITH 'DD' TO BE ABLE TO
ACCESS IT FROM ─OODLE.
2. ╔N CASE OF A SYSTEM CRASH FOLLOW THESE STEPS:
A. ╨RESS ╥╒╬/╙╘╧╨-╥┼╙╘╧╥┼.
B. ├AREFULLY TYPE 'SYS64738'. ┘OU WILL NOT BE ABLE TO SEE THE CHARACTERS AS
YOU TYPE...THE HIRES SCREEN IS STILL ENABLED.
C. ╠OAD AND RUN THE 'BOOT'.
D. ╫HEN PROMPTED TO ERASE THE SCREEN TYPE 'N' (OR ANYTHING BUT 'Y'). ┘OUR
SCREENS WILL STILL BE THERE.
╘HE ├┴─ SYSTEM NOW SUPPORTS EITHER ONE OR TWO DRIVES (8 AND 9). ┴T PRESENT THE S
YSTEM DEFAULTS TO TWO DRIVES AND ASSUMES THAT THE ORIGINAL 'LOAD' OF THE BOOT
PROGRAM WAS ON THE PROGRAM DRIVE. ╔T ALSO ASSUMES THE FILES WILL BE PLACED ON A
SEPARATE DRIVE FROM THE PROGRAM DISK. ╔F YOU WISH TO CHANGE THE DEFAULT LOAD
AND LIST THE PROGRAM 'BOOT'. ╔N THE SECOND LINE THE VARIABLE 'D1' IS DEFINED. ┴T
THE END OF THIS LINE THERE IS A REM STATEMENT THAT WILL SHOW YOU HOW TO CHANGE
THE DEFAULT FOR A SINGLE DRIVE SYSTEM. ╘HE VARIABLES D0 AND D1 ARE THE PROGRAM A
ND FILE DISK DRIVE NUMBERS RESPECTIVELY.
╘HE PRINT ROUTINES HAVE BEEN PLACED ON A SEPARATE MENU. ╘HIS WILL ALLOW FOR THE
EASY ADDITION OF MORE PRINT ROUTINES AS THEY BECOME AVAILABLE. ╘O ADD A PRINT
ROUTINE, ADD THE NECESSARY PRINT COMMAND TO THE PROGRAM '├= P', AND ADD THE NECE
SSARY LETTER TO THE STRING DEFINITION IN THE PROGRAM 'PRCMND'. ╘HE PROGRAMS '├=
P' AND 'PRCMND' FUNCTION IN THE SAME WAY AS THE 'MENU' AND 'CMND' PROGRAMS IN TH
E MAIN SYSTEM.
╘HREE ADDITIONAL PRINTOUT ROUTINES ARE AVAILABLE. ╘HERE IS A COMPRESSED PRINTOUT
THAT WILL PRINT THE SCREEN IN APPROXIMATELY 1 1/2" BY 2 1/2" FORMAT. ╘HE
SOURCE CODE FOR THIS ROUTINE WAS PROVIDED BY ╥OBERT ╧NDA AND IS COPYRIGHTED BY H
IM. ╞OR THIS REASON ╔ HAVE NOT, AND WILL NOT, RELEASE THE SOURCE CODE FOR
'SYSPKGII'. ╘HE ONLY CODE IN THIS PROGRAM IS FOR THIS PRINTOUT ROUTINE.
╘HERE ARE ALSO TWO PRINTOUTS FOR THE ═╨╙-801/1525 PRINTERS. ╘HE FIRST IS ├┬═├┴─
BY ┬RENT ─ANE, WHICH IS AVAILABLE ON ─╠1 OF ├┬═┴╥╘ AS AN ADDITION TO ├┴─╓2.
╘HE SECOND IS AN ADAPTATION OF ╚╥─╒═╨. ╘HIS WILL ALLOW PRINTOUT OF THE SCREEN
IN A HORIZONTAL POSITION ON THE PAGE, AND WAS ADDED IN RESPONSE TO A REQUEST FOR
SUCH A ROUTINE
╨ROGRAMS THAT ACCESS THE DISK DRIVE FOR INFORMATION, SUCH AS 'T' AND 'F', WILL P
ROMPT FOR THE DRIVE ASSIGNMENT WHEN THEY ARE FIRST ACCESSED. ╘O CHANGE THE
DRIVE ASSIGNMENT, YOU CAN PRESS '*' FROM WITHIN THE PROGRAM AND THIS WILL RESTAR
T THE ROUTINE. ╘HIS WILL ELIMINATE UNNECESSARY ACCESS TO THE DISK DRIVE.
╘HERE IS A FEATURE IN THE 'F' AND 'T' PROGRAMS THAT WAS NOT DOCUMENTED IN THE OR
IGINAL DOC FILE. ╧NCE A FIGURE HAS BEEN READ OFF THE DISK, IT CAN BE PLACED
REPEATEDLY BY PRESSING THE SPACE BAR. ╘HIS WILL ALSO ELIMINATE UNNECESSARY DRIVE
ACCESS.
╘HE ENQUIRE ROUTINE THAT WAS MADE AVAILABLE EARLIER AS AN ADDITION TO ├┴─╓2 IS I
NCLUDED. ╫HEN YOU ACCESS THIS COMMAND, YOU WILL BE VIEWING THE HIRES SCREEN
AND THE CURSOR WILL BE VISIBLE. ┘OU CAN USE THE CURSOR TO MARK TWO POINTS AS IN
MOST ROUTINES. ┴FTER MARKINT THE TWO POINTS, THE SYSTEM WILL RETURN TO A TEXT S
CREEN. ╔T WILL INFORM YOU AS TO:
THE ╪ AND ┘ LOCATIONS OF THE TWO POINTS MARKED.
THE DISTANCE BETWEEN THE TWO POINTS.
THE CURRENT DRIVE ASSIGNMENTS.
THE CURRENT COLOR CHOICES.
THE AMOUNT OF FREE ╥┴═ AVAILABLE.
╘O EXIT THIS ROUTINE JUST PRESS ╥┼╘╒╥╬ OR A COMMAND KEY.
╔ WOULD LIKE TO TAKE THIS OPPORTUNITY TO THANK ALL THE CONTRIBUTING MEMBERS OF ├
┬═┴╥╘ FOR THE PROGRAMS, SUGGESTIONS, LIBRARY FILES, AND ├┴─ DRAWINGS THAT THEY
HAVE MADE AVAILABLE. ┴ND A SPECIAL THANKS TO ┬ETTY ╦NIGHT AND THE ╙YSOPS OF ├┬═┴
╥╘ FOR ALL THEIR HELP AND CONTINUING SUPPORT OF ├┴─ ON THEIR ╙╔╟.
╙END ANY SUGGESTIONS, COMMENTS, REQUESTS FOR ASSISTANCE, ETC. TO ME ON ├═┬┴╥╘ OR
THROUGH ┼ASY╨LEX.
╙TEVE ╬YE
70366,1316