home *** CD-ROM | disk | FTP | other *** search
-
- Course Maker version 1.0 for BBSGolf
- From "FairWare"
-
- Table of Contents:
- Logo/Copyright...................................................... Pg 1
- Course Maker Overview............................................... Pg 2
- Quick Start Instructions............................................ Pg 3
- Course Maker Function Key definitions............................... Pg 6
- Function Key/Obstacle descriptions.................................. Pg 8
- Course Creation Help/Tips (PLEASE READ)
- Angled Walls...................................................... Pg 14
- Walls............................................................. Pg 15
- Sand and Water.................................................... Pg 16
- Tunnels........................................................... Pg 17
- Hills............................................................. Pg 18
- Starting Pad and Hole............................................. Pg 19
- Help with Course Creation/Editing
- Editing........................................................... Pg 20
- Arrow keys........................................................ Pg 21
- Saving a hole..................................................... Pg 22
- Exiting Course Maker.............................................. Pg 22
-
-
- ┌─────────────────────────────────────────────────────┐ Pg 1
- │ Course Maker for... │
- │ ╕ ╕ │
- │ │ │ ╕ ╒══ │ │
- │ ╞══╕╞══╕╒══╕ ╒══╕╒══╕│ ╞═ │ │
- │ │ ││ │╘══╕ │ ││ ││ │ ver 1.0 │ │
- │ ╘══╛╘══╛╘══╛ ╘══╡╘══╛╘══╛╛ ▄▄▄▄│▄▄▄ │
- │ │ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄█ │ █ │
- │ ╛ █ │
- │ o ▄▀ │
- │ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ │
- └─────────────────────────────────────────────────────┘
- Written by: James Fair
- Compiled in Turbo Pascal v6.0
-
- BBS Door game written for
- ───────────────────────────
- RA/QBBS/RBBS - Spitfire - PCB12.x
- PCB14.x - Wildcat v2.x - Wildcat3.x
- ───────────────────────────
- (c)Copyright 1993
-
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 2
- ╔════════════════════════════════════════════════════════════════════════╗
- ║ ■ Course Maker Overview ■ ║
- ╚════════════════════════════════════════════════════════════════════════╝
- ═ Overview ═
- The Course Maker program is an easy to use interface to create your own courses
- for the great "FairWare" Door game BBSGolf. Quite simply it is a program which
- brings up a screen much like the door game itself, with the hole shown on the
- left side of the screen and a key legend on the right. This allows you to be
- as creative as you wish and make up to 10 courses (9 holes each) of your own.
- You may alter the holes as often as you like, or even create entire new courses
- as often as you see fit. If you change just one hole (even the par for that
- hole) all aspects of that hole are carried over immediately. That is, the par
- for the course will change accordingly as well as users scores, and the next
- player on the game will see the new hole just as you saved it. No additional
- changes are necessary.
- Course Maker uses the F1 through F10 keys and Shift-F1 through Shift-F10 keys
- to place the obstacles on the hole. This allows you almost unlimited
- possibilities for courses. Put lots of water/sand etc. just as you see fit!
- Please take a few minutes to fully read the instructions and suggestions below
- for best results when creating new holes/courses. But most of all...Enjoy!
-
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 3
- ╔════════════════════════════════════════════════════════════════════════╗
- ║ ■ Course Maker Quick Start Instructions ■ ║
- ╚════════════════════════════════════════════════════════════════════════╝
- We will get you started quickly here but Please read the rest of this document
- for all of Course Maker's functions and the tips/hints for course creation. To
- start Course Maker simply type "CRSMAKER" at the dos prompt. The course maker
- main menu will come up. At the left will be the list of courses numbered 1
- through 10. Existing courses will be shown and numbered. Any open slots will
- be numbered and have "Open" next to the number. At the bottom will be the
- options to Load (N)ew / (E)xisting Course or e(X)it. Simply hit an N, E, or X.
-
- ┌─────────────┐
- │(N)ew Course:│
- └─────────────┘
- Pressing N will clear the hole and allow you to start creation of a New Course.
- The cursor will be at the top left corner. Use the arrow keys to move the
- cursor around the hole. PgUp/PgDn will take you to the top or bottom of the
- current cursor position and Home/End will take you to the far left or right of
- the current cursor position. Once at the desired location hit the Function Key
- for the obstacle you want. Continue this for all obstacles you want to appear
- on this particular hole. Press Esc when done editing.
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 4
- ┌──────────────────┐
- │(E)xisting Course:│
- └──────────────────┘
- Pressing E will load an existing course and allow you to edit any hole on that
- course. You will be prompted for the Course Number and then the Hole Number.
- Once you select the hole you want, use the arrow keys to move the cursor
- around (including Home/End, PgUp/PgDn) and then use the F-Keys to modify any
- obstacles. Add or delete water, sand, walls etc. wherever you want. Press Esc
- when done editing.
-
- ┌───────┐
- │e(X)it:│
- └───────┘
- This should be self explanatory. Simply press X to exit the Course Maker
- program immediately.
-
-
- ┌───────────────┐
- │ Saving a Hole │
- └───────────────┘
- Once you have created/edited a hole and are ready to save it, Press Esc. You
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 5
- will be prompted for the course name. If this is a new course then select a
- name of your choice (20 characters max) and press Enter. If this is a hole on
- an existing course then be sure to give that same course name! Next it will
- ask for which hole number this is, and what the par is. Valid hole numbers
- are 1 - 9 and par is 1 - 10. If you are modifying an existing hole it will
- tell you that it exists and ask "Do you wish to OverWrite?". Press "Y" to save
- your changes, "N" to abort.
-
- *** Special Note ***
- Be sure to create 9 holes for each course. Should a hole be missing from the
- course when a player is On-Line the game will inform him/her that a hole is
- missing and the game will abort and go back to the board. A good idea might
- be to copy CRSMAKER.EXE and BBSGolf1.cfg over into another directory, make
- the new courses in that directory and when you are ready copy COURSE*.* to
- the BBSGolf directory.
- ********************
-
-
-
-
-
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 6
- ╔════════════════════════════════════════════════════════════════════════╗
- ║ ■ Course Maker Function Key definitions ■ ║
- ╚════════════════════════════════════════════════════════════════════════╝
- ═ Function Key Definitions ═
- Below is a quick reference of all function key definitions for Course Maker.
- The character within ( ) is what will be drawn on the course when that
- key is pressed.
-
-
- Key Obstacle Name Character Description Color
- ─── ─────────────── ─────────── ─────────────────────────────── ───────────
- F1 Greens ( █ ) This is a full Green Block Dark Green
- F2 Water ( █ ) This is a full Water Block Dark Blue
- F3 Sand ( █ ) This is a full Sand Block Brown
- F4 Wall ( █ ) This is a full Wall Block Light Gray
- F5 Down Hill Left ( ) This is a Down-Left arrow Black
- F6 Down Hill Right ( ) This is a Down-Right arrow Black
- F7 Down Hill Top ( ) This is a Down-Top arrow Black
- F8 Down Hill Bottom ( ) This is a Down-Bottom arrow Black
- F9 Hole ( O ) This is the Hole Black
- F10 Tunnel In ( ) This is the Tunnel In Light Green
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 7
-
- With Shift Key
- ──────────────
-
- Key Obstacle Name Character Description Color
- ─── ─────────────── ─────────── ─────────────────────────────── ───────────
- F1 Green/Water ( ▀ ) Green on Top/Water on bottom Green/Blue
- F2 Water/Green ( ▄ ) Water on Top/Green on bottom Blue/Green
- F3 Green/Sand ( ▀ ) Green on Top/Sand on bottom Green/Brown
- F4 Sand/Green ( ▄ ) Sand on Top/Green on bottom Brown/Green
- F5 Water/Sand ( ▀ ) Water on Top/Sand on bottom Blue/Brown
- F6 Sand/Water ( ▄ ) Sand on Top/Water on bottom Brown/Blue
- F7 Green/Wall ( ▀ ) Green on Top/Wall on bottom Green/Gray
- F8 Wall/Green ( ▀ ) Wall on Top/Green on bottom Gray/Green
- F9 Starting Pad (███) Starting Pad-ball placed here Black
- F10 Tunnel Out ( ) This is the Tunnel out Black
-
-
- Now a brief description of each obstacle and some course creation tips/hints:
-
-
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 8
- F1 - Greens ( █ )
- This is quite simply the greens for a hole. No roughs are used in BBSGolf. This
- will draw a green block and the ball will roll over this block with no effect
- other than slowing down from normal friction.
-
- F2 - Water ( █ )
- This is a full block of water. This will draw a Dark Blue block. If the ball
- hits a block of water the game will beep and notify the user of a 1 stroke
- penalty. Then the game will drop their ball back on the green where it entered
- the water.
-
- F3 - Sand ( █ )
- This is a full block of Sand. This will draw a Brown block. If the ball hits a
- block of sand it will stop almost immediately depending on how hard the ball
- was hit when it entered the sand trap. You must hit it hard to get out too!
-
- F4 - Wall ( █ )
- This is a full block of Wall. This will draw a Gray block. If the ball hits a
- full wall block it will bounce off accordingly. If the ball is moving north
- when it hits a full wall block, the ball will bounce back south. If moving
- SouthEast and hits a wall below, it will bounce back up NorthEast etc.
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 9
- F5 - Down Hill Left ( )
- This is a Down hill block pointing Left. This will draw a black Left-hand arrow.
- If the ball hits a down hill left arrow and is moving West, it will increase
- the ball's roll speed. If it is moving East it will decrease the ball's speed.
- If moving any other direction, and moving slowly enough the ball will be pulled
- West. That is, if the ball is moving North and is about to stop when it hits a
- down hill left arrow, it will be pulled West and start rolling that direction.
-
- F6 - Down Hill Right ( )
- This is a Down hill block pointing Right. This will draw a black Right-hand
- arrow. If the ball hits a down hill right arrow and is moving East, it will
- increase the ball's roll speed. If moving West it will decrease the ball speed.
- If moving any other direction, and moving slowly enough, the ball will be pulled
- East.
-
- F7 - Down Hill Top ( )
- This is a Down hill block pointing Up. This will draw a black Up arrow. If the
- ball hits a down hill top arrow and is moving North, it will increase the
- ball's roll speed. If moving South it will decrease the ball speed. If moving
- any other direction, and moving slowly enough, the ball will be pulled North.
-
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 10
- F8 - Down Hill Bottom ( )
- This is a Down hill block pointing Down. This will draw a black Down arrow. If
- the ball hits a down hill bottom arrow and is moving South, it will increase the
- ball's roll speed. If moving North it will decrease the ball speed. If moving
- any other direction, and moving slowly enough, the ball will be pulled South.
-
- F9 - Hole ( O )
- This is the Hole! Your objective on each course. The ball must roll directly
- over it to go in, so line up your shots well. If the ball rolls on the hole and
- does not go in (actually share the same block) then it is sitting on the edge of
- the cup. You must hit it out elsewhere on the course and then back in. Be
- careful not to hit it too hard though, It will jump right over the cup!
-
- F10 - Tunnel-In ( )
- This is the Tunnel-In block. It will draw a Light Green tunnel ( ) character.
- If your ball hits this directly, it will go into the tunnel and come out at the
- Tunnel-Out block and continue the same direction as when it entered the
- Tunnel-In. Be sure when creating a hole to include both a Tunnel-In and
- Tunnel-Out!
-
-
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 11
- Shift+F1 - Green/Water ( ▀ )
- This is a Half Greens/Half Water Block. It will draw a Half Green/Half Blue
- block. Use this for making little streams of water where you don't want it to
- be an entire block of water. When the ball rolls over this it will not go into
- the water since it is a half block of greens as well. The ball will roll over
- it as if it were greens (giving you the benifit of the doubt and avoiding the
- water).
-
- Shift+F2 - Water/Green ( ▄ )
- This is a Half Water/Half Greens block. It will draw a Half Blue/Half Green
- block. It acts exactly like the Shift+F1 with the water being on the top half
- of the block. Again, the ball will roll over this block and not go into the
- water.
-
- Shift+F3 - Green/Sand ( ▀ )
- This is a Half Greens/Half Sand Block. It will draw a Half Green/Half Brown
- block. Use this for making half blocks of sand where you don't want it to be
- an entire block of sand. When the ball rolls over this it will not go into the
- sand since it is a half block of greens as well. The ball will roll over it as
- if it were greens (giving you the benifit of the doubt and avoiding the sand).
-
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 12
- Shift+F4 - Sand/Green ( ▄ )
- This is a Half Sand/Half Greens block. It will draw a Half Brown/Half Green
- block. It acts exactly like the Shift+F3 with the sand being on the top half
- of the block. Again, the ball will roll over this block and not go into the
- sand.
-
- Shift+F5 - Water/Sand ( ▀ )
- This is a Half Water/Half Sand Block. This will draw a Half Blue/Half Brown
- block. Use this for making little streams of water with sand where you don't
- want it to be an entire block of water. When the ball rolls over this it will
- not go into the water since it is a half block of sand as well. The ball will
- roll over it as if it were sand (giving you the benifit of the doubt and
- avoiding the water).
-
- Shift+F6 - Sand/Water ( ▄ )
- This is a Half Sand/Half Water block. This will draw a Half Brown/Half Blue
- block. It acts exactly like the Shift+F5 with the water being on the bottom
- half of the block. Again, the ball will roll over this block and not go into
- the water.
-
- Shift+F7 - Green/Wall ( ▀ )
- This is a Half Greens/Half Wall block. Use this to help create 45 degree walls.
- ────────────────────────────────────────────────────────────────────────────────
- Pg 13
- We will go into this in more detail below! Use this block in conjunction with
- the F4 Wall block to create angled walls or half sections of walls instead of a
- whole wall block.
-
- Shift+F8 - Wall/Green ( ▄ )
- This is a Half Wall/Half Greens Block. Also use this to help create 45 degree
- walls. Use this and Shift+F7 in conjunction with the F4 wall block to create
- angled walls or half sections of walls instead of a whole wall block.
-
- Shift+F9 - Starting Pad ( ███ )
- This is the starting pad. On the first stroke of each hole the ball will be
- placed in the center of the starting pad. When creating a new hole always be
- sure to Include the starting Pad or we will have no place to start. When I
- create a hole I always start with this and decide where the hole will begin,
- and build from that. It can be placed anywhere you desire!
-
- Shift+F10 - Tunnel-Out ( )
- This is the Tunnel-Out block. Always use it in conjunction with the Tunnel-In
- (F10) block. When the ball enters the Tunnel-In block it will come out at the
- location of this block and continue rolling the same direction as when it
- entered the Tunnel-In.
- ────────────────────────────────────────────────────────────────────────────────
- Pg 14
- ╔════════════════════════════════════════════════════════════════════════╗
- ║ ■ Course Maker Help and Tips ■ ║
- ╚════════════════════════════════════════════════════════════════════════╝
- ┌────────────────────────┐
- │ Help with Angled Walls │
- └────────────────────────┘
- To create a 45° wall Use the F4 in conjunction with the Shift+F7 or Shift+F8
- keys. Let's look at an example.
-
- █ <-- One full wall block (F4 - Full Wall Block)
- ███ <-- Three full wall blocks (F4 - Full Wall Blocks)
-
- Now let's add some Shift+F7 blocks to make a 45° wall. Below is the same wall
- with these added.
-
- █▄ <-- One Shift+F7 block (Green/Wall)
- ███▄ <-- One Shift+F7 block (Green/Wall)
-
- This will now act as a 45° wall when the ball hits it. The game will recognize
- this as an angled wall and react accordingly. If the ball is moving West and
- hits this wall, it will bounce North and continue moving North until it stops
- or hits another obstacle.
- ────────────────────────────────────────────────────────────────────────────────
- Pg 15
- Simply follow this format for angled walls in any direction. For angled walls
- facing down you would use the Shift+F8 and F4 wall blocks. Example:┐
- Just experiment a little and you will see it is quite easy to │
- make these quickly.
- ███▀
- ┌─────────────────┐ █▀
- │ Help with Walls │
- └─────────────────┘
- When using walls Please avoid using Half Green/Half Wall blocks for long walls
- or places where you want the ball to bounce off consistently. See example below:
- █ █
- █▄ ┌──── Use This █▄ Not This ┐
- ███▄ ███▄
- █████████████ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Due to the all the possibilities of walls and angles it is almost impossible to
- account for all of them consistently. If you use the full wall block you will
- have fewer problems with inconsistent bounces or the chance of the ball looking
- like it went through the obstacle. I am working on this very hard to correct
- all bugs associated with going into or through walls in conjunction with other
- obstacles. The only place these occur right now are on angled rolls. SouthEast,
- NorthEast, SouthWest, and NorthWest. If you follow this rule you should have
- no problems.
- ────────────────────────────────────────────────────────────────────────────────
- ┌──────────────────────┐ Pg 16
- │ Help with Sand/Water │
- └──────────────────────┘
- When using Sand and Water it is best to use full blocks of each. However, Half
- Sand/Half Water blocks and Half Sand/Half Greens or Half Water/Half Greens
- blocks are available and you are encouraged to use them. Because I have only
- ANSI characters to work with this is where I am most vunerable (Half blocks of
- Sand,Water, and Greens). These were added mostly for asthetics. That is, they
- help allow you to make a nice rounded looking sand trap or water hole.
- For Example: ▄▄▄
- ███▄ <─┐
- ▄████▀ <─┴─ Rounded edges of water or sand
- ▀▀▀
- However, if the ball rolls over one of these blocks that is Half Water/Half
- Green or Half Sand/Half Green it will continue to roll over it as if it stayed
- on the Green. But if it rolls on into a full block of Sand or water it will
- stop accordingly. If a ball rolls into the water, the game will Beep, Drop their
- ball back on the green (or half water/half green) where it entered, and give the
- player a one stroke penalty. If it hits a full block of sand it will stop and
- react as any sand trap would.
-
-
-
- ────────────────────────────────────────────────────────────────────────────────
- ┌───────────────────┐ Pg 17
- │ Help with Tunnels │
- └───────────────────┘
- Tunnels are a very fun part of creating a hole and provide you with the ability
- to force a player to use them. You may choose to block off a section of a hole
- and force the player to use it to get out of the blocked off section to where
- the hole is in another section.
- ██ █
- ██████████████████ <─Tunnel-Out █
- █ ▀█████ Hole █
- █ ███ ▀███ │ █
- █ ███▄ O █
- █Tunnel-In─> █████▄ █
- ███████████████████████████████████████████████████
- If you look at this closely, you see we force the player to use the tunnel to
- get out of the enclosed block. The ball(if hit East) would bounce off the
- angled wall and go south into the Tunnel-In. Come out of the Tunnel-Out rolling
- South and bounce off the second angled wall and roll East again toward the hole!
- If hit with the right strength, it would be a hole in one! Just be sure to only
- use One Tunnel-In and One Tunnel-Out. If you do not I cannot guarantee where
- the ball will go. The one thing to keep in mind with tunnels, as you create, is
- that the ball will continue rolling the same direction from the Tunnel-Out as
- it was going when it entered the Tunnel-In. SEE SPECIAL NOTE BELOW.
- ────────────────────────────────────────────────────────────────────────────────
- *** Special Note *** Pg 18
- You may place the Tunnel-In anywhere you wish, against a wall, next to water,
- or whatever. However, the only restriction I ask is that you PLACE THE TUNNEL-
- OUT AT LEAST ONE SPACE AWAY FROM ANY OTHER OBSTACLE. That is, DO NOT PLACE THE
- TUNNEL-OUT DIRECTLY NEXT TO A WALL OR WATER. IT NEEDS ONE BLOCK TO BE ASSURED
- THAT IT REACTS CORRECTLY TO THE NEXT CLOSEST OBSTACLE, OTHER THAN HILLS.
- ********************
-
- ┌─────────────────┐
- │ Help with Hills │
- └─────────────────┘
- Hills are another really fun part of creating a hole. Use these to pull the
- ball in or away from water, sand, the hole etc. There are four hill characters:
- Down Hill UP , Down Hill DOWN , Down Hill LEFT , and Down Hill RIGHT . Use
- these however you wish. Use them in combinations to pull the ball up then left,
- etc. The ball must be moving slowly to be pulled another direction. Example:
- ███████████████████████████████████████████ Assuming the ball was hit
- █ █ North off the starting pad,
- █ O █ it would be pulled UP and
- █ █ then (if it is moving
- █ slowly enough) be pulled
- █ LEFT toward the hole.
- ███ █
- ────────────────────────────────────────────────────────────────────────────────
- Pg 19
- Have fun with the hills. They can be used anywhere and really make the hole
- more interesting or challenging. In the example above, instead of using an
- angled wall, I used hills to pull the ball West.
-
- ┌─────────────────────────────────┐
- │ Help with Starting Pad and Hole │
- └─────────────────────────────────┘
- Always try to place the starting pad in a strategic place which allows the
- player to hit the ball the direction needed to get to the hole. That is, don't
- place it where they will always hit an angle that knocks them back, or won't
- allow them out etc. This is the only place the player is forced to have the
- ball located for him/her. Don't frustrate them! The only limitation here is
- that the Starting Pad is Three blocks wide so it can't be placed two spaces
- away from a wall etc. The ball will always be placed in the center block of
- the starting Pad.
-
- And finally - the Hole! Be sure not to block the hole with too many obstacles.
- I'm not saying always make it easy for them, Just be sure the hole is
- accessable. Don't try to put it in the middle of a water hole etc. or your
- player will never get to it. You can put sand around it, walls, hills, etc. to
- make it interesting and challenging. Just use common sense here.
-
- ────────────────────────────────────────────────────────────────────────────────
- Pg 20
- ╔════════════════════════════════════════════════════════════════════════╗
- ║ ■ Help with Course Creation and Editing ■ ║
- ╚════════════════════════════════════════════════════════════════════════╝
- When you bring up Course Maker, a screen much like the game screen itself will
- come up. The Greens on the left and a Key Legend on the right. The Course Maker
- main menu will come up. At the left will be the list of courses numbered 1
- through 10. Existing courses will be shown and numbered. Any open slots will
- be numbered and have "Open" next to the number. At the bottom will be the
- options to Load (N)ew / (E)xisting Course or e(X)it. Simply hit an N, E, or X.
- = New Course =
- If you are creating a totally New course select "N" and then pick an open
- course number. The Hole will clear and be all greens. Start creating a hole
- using the Function Keys for any obstacles you wish.
- = Existing Course =
- If you are editing an existing course (Use this if any number of holes have
- been created for a given course) It will first ask for the course number. Use
- the number beside the course from the list. Next it will ask for a hole number.
- If you don't have all 9 holes done for a course simply select one of the
- existing holes and modify it any way you wish, then save it as the next hole
- number. Example: If you have 1 hole completed for a course and are ready to
- create hole number 2, Load existing course, select hole #1, and edit it any way
- you want. Then save this one as hole number 2 for that course name. Simply
- ────────────────────────────────────────────────────────────────────────────────
- Pg 21
- continue in this manner for all holes until you have all 9 for a given course.
- A GOOD TIP here might be to create a blank (all greens) hole for a course. Then
- use it to load from and edit, and save it as another hole. If you are not happy
- with a particular hole on a given course, you may use the Course Maker to make
- changes to that hole at any time. Even if you just want to change the par etc.
- If par is changed, the players scores etc. reflect the change immediately. And
- the next player to play that course will see the changes you've made as soon as
- they are saved.
-
- = Editing =
- Once you are in Edit mode, the arrow keys, F1 through F10, and the Esc keys are
- all that are needed. The FKeys (as described above) will place the particular
- obstacles on the hole in the current cursor position. Once you press a Function
- Key for a particular obstacle, pressing any other key (execpt other function
- keys or arrow keys) will repeat that character/obstacle. For example: If you
- Press Shift+F8, you can then just hit spacebar and hold it down to repeat the
- Shift+F8 character several times. You may go back over an obstacle and change
- it as often as you like simply by moving the cursor back over the location and
- pressing another Fkey.
-
- = Arrow Keys =
- Arrow keys will move you around the hole without drawing any obstacles. The
- ────────────────────────────────────────────────────────────────────────────────
- Pg 22
- Home Key will take you to the home position on the current cursor Row. The End
- Key will take you to the End position on the current cursor Row. The PgUp Key
- will take you to the top position on the current cursor column, and the PgDn
- Key will take you to the bottom position on the current cursor column.
-
- = Saving a hole =
- Once you are through editing a hole Press Esc to save it. The menu at the bottom
- left will ask if you want to "Save This hole [Y/n]". Press "Y" to save it or
- "N" to abort. If you Press "Y" it will ask for which course name you are saving
- it to. If this is a New course, select a unique course name (20 characters max).
- Next it will ask for the Hole number (1 through 9) and the par (1 through 10).
- If you are editing an existing hole, be sure to give the existing course name.
- Then the hole number, and par of your choice. If that hole exists it will ask
- you if you want to "OverWrite [Y/n]". Press "Y" to overwrite, "N" to abort.
-
- = Exiting Course Maker =
- From the Main Menu you may Press "X" to exit Course Maker immediately. After
- entering the Edit/Create function the options at the bottom will say:
- (C)reate/Edit another hole or (E)xit. Press "E" to exit, "C" to continue
- editing.
-
- ─=(Thanks very much for Playing BBSGolf and for using "FairWare" programs!)=─
-