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1995-01-14
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▀███████████████████████▀
▀███████████████████▀
BERLIN SOFTWARE ▀███████████████▀ BERLIN SOFTWARE
(C) 1990 ▀███████████▀ VERSION 1.00b
ALL RIGHTS RESERVED ▀███████▀ AUGUST 15, 1990
▀███▀
▀
C O M P U T E S C O R E - I I
NAME : _______________________________ DATE : ________________
ADDRESS : _______________________________ PHONE (H) : (____)__________
_______________________________ PHONE (W) : (____)__________
_______________________________
** CIRCLE OR WRITE IN ANSWERS **
DISK TYPE : 5.25" or 3.5"
HARDWARE : _____________________________________________________
(MODEL, TYPE OF DRIVES, PRINTER, ETC.)
ARE YOU A USER OF THE FIRST VERSION OF COMPUTE SCORE? YES / NO
DID YOU TRY COMPUTE SCORE II STARTER PACK? YES / NO
WHAT WEEK ARE YOU CURRENTLY ON? __________
WHERE DID YOU HEAR ABOUT COMPUTE SCORE II:
MAGAZINE: (NAME ________________________________)
BROCHURE: (WHERE ________________________________)
BOWLING CENTER: (NAME ________________________________)
REGISTERED USER: (NAME ____________________________ SERIAL # _________)
FRIEND: (NOT A REGISTER USER OF COMPUTE SCORE)
OTHER: _____________________________________________________
PRICE QTY TOTAL
======== === ========
COMPUTE SCORE II $45.00 ___ ________
UPGRADE FROM COMPUTE SCORE-SERIAL #__________ $20.00 ___ ________
SHIP & HAND __$5.00_
Berlin Software
4841 Woodbury Drive SUB TOTAL ________
Erie, PA 16510
(814) 825-1122 PA TAX (6%) ________
TOTAL ========
COMMENTS: _______________________________________________________________
_______________________________________________________________
Contents
Berlin Software's License Agreement 1
Disclaimer of Warranty 1
Hardware & Software Requirements 2
League Parameters / Requirements 2
Ordering the Actual Program 2
Chapter 1 INSTALLATION 3
1.1 Making a working copy . . . . . . . . . . . . . . . . . 3
1.2 Data Disk . . . . . . . . . . . . . . . . . . . . . . 4
1.3 Removing the Copy Protection . . . . . . . . . . . . . 5
1.4 Running Compute Score II . . . . . . . . . . . . . . . 5
Chapter 2 Starting a New League 7
2.1 Choosing a File Name . . . . . . . . . . . . . . . . . 7
2.2 File Parameters . . . . . . . . . . . . . . . . . . . 7
Chapter 3 Profile / Setup 9
3.1 General Information . . . . . . . . . . . . . . . . . 9
3.2 League Parameters . . . . . . . . . . . . . . . . . . 9
3.2.0.1 Number of Teams . . . . . . . . . . . . . . . 9
3.2.0.2 Number of Bowlers . . . . . . . . . . . . . 10
3.2.0.3 First Lane . . . . . . . . . . . . . . . . 10
3.2.0.4 No. for Last Avg . . . . . . . . . . . . . 10
3.2.0.5 Absent: Average minus pins . . . . . . . . 10
3.2.0.6 Improved Average . . . . . . . . . . . . . 11
3.2.0.7 No. Games for this year average . . . . . . 11
3.2.0.8 Handicap Type . . . . . . . . . . . . . . 11
3.2.0.9 Use Differences in Handicap . . . . . . . . 11
3.2.0.10 High Team Scores . . . . . . . . . . . . 12
3.2.0.11 Over Game & Over Series . . . . . . . . . 12
3.3 Point System . . . . . . . . . . . . . . . . . . . . 12
3.4 Division / Handicap . . . . . . . . . . . . . . . . . 13
3.5 Schedule Builder . . . . . . . . . . . . . . . . . 14
3.6 Yearly Schedule . . . . . . . . . . . . . . . . . . 14
3.6.0.1 Inserting and Deleting Dates . . . . . . . 15
3.6.0.2 Position Round & Split Season . . . . . . 15
3.7 Award Setup . . . . . . . . . . . . . . . . . . . . 16
3.7.0.1 Once Only . . . . . . . . . . . . . . . . . 16
3.7.0.2 All the Time . . . . . . . . . . . . . . . 17
i
3.7.0.3 In a Row, 100 over Average, 150 over
Series . . . . . . . . . . . . . . . . . . 17
3.8 Printer Setup . . . . . . . . . . . . . . . . . . . . 17
3.8.1 Testing your Printer . . . . . . . . . . . . . . 18
3.8.2 Understanding Printer Codes . . . . . . . . . . 18
3.8.3 Reset Printer . . . . . . . . . . . . . . . . . 19
Chapter 4 Entering New Information 20
4.1 Team Information . . . . . . . . . . . . . . . . . . 20
4.2 Player Information . . . . . . . . . . . . . . . . . 21
4.2.0.1 Name . . . . . . . . . . . . . . . . . . . 21
4.2.0.2 Address . . . . . . . . . . . . . . . . . . 21
4.2.0.3 Phone, Birth & Sanction . . . . . . . . . 21
4.2.0.4 Division . . . . . . . . . . . . . . . . . 21
4.2.0.5 Last Year Average . . . . . . . . . . . . . 22
4.2.0.6 Previous Scores . . . . . . . . . . . . . 22
Chapter 5 Entering Scores 23
5.1 A Look at the Main Screen . . . . . . . . . . . . . . 23
5.1.1 Team Columns . . . . . . . . . . . . . . . . . 23
5.1.2 Current Info Window . . . . . . . . . . . . . . 24
5.1.3 Team Totals Area . . . . . . . . . . . . . . . . 24
5.1.4 Other Items of Interest . . . . . . . . . . . . 24
5.2 Swapping Bowlers . . . . . . . . . . . . . . . . . . 25
5.2.1 View Team Mode . . . . . . . . . . . . . . . . . 26
5.2.2 Adding Subs . . . . . . . . . . . . . . . . . . 26
5.2.3 Blind Bowlers . . . . . . . . . . . . . . . . . 27
5.3 Typing in Scores . . . . . . . . . . . . . . . . . . 27
5.3.1 Cursor Movement . . . . . . . . . . . . . . . . 27
5.3.2 Adding Scores . . . . . . . . . . . . . . . . . 27
5.3.3 Absent Bowler . . . . . . . . . . . . . . . . . 28
5.3.4 Saving Two Teams . . . . . . . . . . . . . . . . 28
Chapter 6 History/Personal Files 29
6.1 Understanding these files . . . . . . . . . . . . . . 29
6.2 Calling Up History . . . . . . . . . . . . . . . . . 29
6.3 Looking at a History File . . . . . . . . . . . . . . 30
6.4 Editing a History File . . . . . . . . . . . . . . . 31
Chapter 7 Printed Reports 33
7.1 Report & Printer Info Window . . . . . . . . . . . . 33
7.2 Standing Sheets . . . . . . . . . . . . . . . . . . . 34
7.3 Input Sheet . . . . . . . . . . . . . . . . . . . . . 34
7.4 Confirmation Report . . . . . . . . . . . . . . . . . 34
7.5 History Report . . . . . . . . . . . . . . . . . . . 35
7.6 High Score Report . . . . . . . . . . . . . . . . . . 35
7.7 Award Report . . . . . . . . . . . . . . . . . . . . 35
7.8 Player Information Report . . . . . . . . . . . . . . 35
7.9 Yearly Schedule Report . . . . . . . . . . . . . . . 36
7.10 Team Schedule . . . . . . . . . . . . . . . . . . . 36
Chapter 8 File Routines 37
8.1 New File . . . . . . . . . . . . . . . . . . . . . . 37
8.2 Backup File . . . . . . . . . . . . . . . . . . . . . 37
ii
8.3 Cloning A File . . . . . . . . . . . . . . . . . . . 38
Chapter 9 League Awards 39
Chapter 10 Choosing Two Teams 40
Chapter 11 Advance Features 41
11.1 Exchange (Swap) Bowlers . . . . . . . . . . . . . . 41
11.2 Team Order . . . . . . . . . . . . . . . . . . . . . 42
11.3 Absent but not all Games . . . . . . . . . . . . . . 42
11.4 Adding Your Own Schedule . . . . . . . . . . . . . 43
Appendix A Installing from a BBS 44
Appendix B Starting in the Middle of the Season 45
Index 47
iii
Berlin Software's License Agreement
Compute Score II purchased program (not the Starter Pack) is
licensed for the exclusive use of the original purchaser ("you")
on one computer. The Starter Pack may be passed out freely as
long as none of the files are changed, modified or deleted in any
form or manner and as long as there is no charging for the program
(maximum of $5.00 for the disks).
You are free to move the purchased program from one computer
location to another, as long as there is no possibility of it
being used at one location while it is being used at another.
Just like a book can not be read by two different people at the
same time neither can this software be running at the same time
(unless, of course, Berlin Software's license agreement has been
violated).
Disclaimer of Warranty
Both the software and documentation are provided solely "as is"
and without warranty of any kind. Berlin Software disclaims all
warranties, expressed or implied, including, but not limited to
implied warranties of merchantability and fitness for a particular
purpose with respect to defects in the diskette(s) and
documentation, software and the license granted herein. In no
event shall Berlin Software be liable for any loss of profit or
any other commercial damage, including but not limited to special,
incidental, consequential or other damages.
Manual and software are subjected to change without notice and
does not represent a commitment on the part of Berlin Software.
- 1 -
C O M P U T E S C O R E - I I
Hardware & Software Requirements
o 2 disk drives are preferred (hard disk highly recommended)
o Espson/IBM (tractor feed) compatible printer
even though they are not supported other will work if you
understand printer codes
o 300kb (memory will vary depending on the size of the leagues)
o STARTER PACK WILL ONLY WORK FOR 6 CONSECUTIVE WEEKS
League Parameters / Requirements
o 1-4 game leagues
o 1-6 man/woman team
o up to 48 teams (including subs)
o 8 players per team
o up to 5 different divisions
o 99% all handicap system, including scratch
o team and player point systems by games and series
o any number of position rounds and split seasons
Ordering the Actual Program
Only after trying the "Starter Pack" and seeing if Compute Score
II will meet your needs the actual program can be purchased.
Please allow at least two weeks for delivery, meaning the program
should be ordered after the fourth consecutive week of use (Berlin
Software is not making or implying that the two week delivery is
guaranteed). The current price for the 1990-91 fall bowling season
is $45.00 plus $5 for shipping and handling. Please call after
this time frame to ensure the correct price and address:
BERLIN SOFTWARE
4841 Woodbury Drive
Erie, PA 16510
(814) 825-1122
- 2 -
C O M P U T E S C O R E - I I
Chapter 1
INSTALLATION
1.1 Making a working copy
Compute Score II can be ran with just about any type of IBM or
compatible system. A hard disk system is highly recommended. If
the computer system does not have a hard disk it should have two
drives, one drive will contain the program disk while the data
disk is in the other drive. The data disk can be the same disk as
the program disk if a high capacity disk is used or if your league
is small. There is no rigid format that you must follow except to
make sure there is enough room for the data. If this program is
the "Starter Pack" and you are familiar with the DOS commands to
make a subdirectory and copy files you may use the DOS commands.
However the actual program does contain an invisible copy protect
file that must be moved with the INSTALL program.
To install a working copy of the program three things must be
known:
1) Source drive (A:)
2) Destination drive (B: or C:)
3) Subdirectory (CSII) - For hard disk system only
NOTE : ( ) shows normal default values
The source drive is the drive where the original disk is placed.
The destination drive is the drive or hard disk you wish to place
the working copy of the program. For hard disk systems the proper
way of installing the program is into a subdirectory which should
be "CSII", unless, of course, you have a good reason to put it
into another subdirectory.
Assuming the source drive is (A:) place the MANUAL DISK in that
drive and type the following command:
A:INSTALL <Enter>
The MANUAL and PROGRAM disk is the same disk for the 3.5" inch
disks. After the install program is loaded replace the MANUAL
disk with the PROGRAM disk. Answer the above questions by using
your arrow keys to move to each answer or press <Enter> after each
answer. When all the questions are answered correctly press the
<F10> key to continue.
- 3 -
C O M P U T E S C O R E - I I
If this is the actual program and NOT the starter pack another
question will appear. This refers to the copy protection on the
purchased program. It is important to understand how this
protection works. The protection is a separate item from the
program. The program looks for the protection on the disk it is
being executed from. If it can not find it the program will not
work. However if the program itself is placed on a disk that
contains this protection file or the protection file itself is
moved to the disk the program will start to work. In other words,
if an upgrade of the program was sent to you it would not work on
that particular disk. Once copied to the original disk or your
working disk (that contained this copy protect file) it would
start to work.
The question that will appear if this is not the Starter Pack is
"Move Copy Protection". Type <I> for "Install" to move the
protection to the working disk. Another note: the program itself
can be in any subdirectory or moved around on the same disk and
will still work, the protection is not limited to any one
subdirectory.
The next menu will ask to copy certain files. This first question
deals with the program itself. Answer yes to copy this file. The
next question refers to the on-line help. It is wise to copy this
file in all cases unless your system only contains one normal size
disk drive in which you need room for your data. The third
question refers to the printer parameters, answer yes to move them
to the working copy.
Compute Score II comes with all ABC schedules ranging from 4 to 48
teams. These files are relatively small in size and if there is
ample room they should be copied over to the working disk.
However, once again, if using a single drive system where you are
trying to reserve room for the data, copy only the files you need.
Enter the first schedule you wish to copy (4 or greater) and then
the last schedule you wish to copy (48 or less). All schedules
between and including this number will be copied. When all the
questions are correct press <F10> to continue. If you are
familiar with the DOS commands you may copy or delete schedule
files on the working disk as you feel fit.
1.2 Data Disk
The data disk is the disk where the information pertaining to a
league is stored. It may be stored on any formatted disk as long
as there is enough room to store all nine files Compute Score II
creates for each league. It is difficult to say how much room a
league needs because it is determined by the amount of "team
files" and the number of weeks the league bowls. However, a
blank normal 360Kb disk should handle any size league.
- 4 -
C O M P U T E S C O R E - I I
If the computer system has a hard disk drive it is highly
recommended that you save the data to it. It will increase the
speed considerably. However if you must store the information on
floppy it must be formatted first. Refer to your DOS manual under
the "FORMAT" command for more information.
1.3 Removing the Copy Protection
This section only refers to the purchased program. It may be
necessary to remove the protection from the working program. Some
of the reasons why it would be: moving the program to a new
computer, reorganizing / optimizing your hard disk, or when the
program is not going to be used for awhile. The thing to
remember is that the protection copy file is an item by itself
which can be moved anytime. The program files can be moved or
copied as much as you want (this statement does not imply or mean
you can pass out copies of the purchase program, see the beginning
of the manual for the legal conditions). It will not work if it
can not find the protection file. This file can be added anytime
and the program will start to work as soon as it can find this
file.
To remove the protection file run the INSTALL program. Answer the
first three questions just like in the original case: Original
program disk, Working copy and Subdirectory. Then type <U> at the
question "Move Copy Protection" for uninstall. No program files
will be move just the hidden copy protection file. Note: the copy
protection file can only be moved from or to the original program
disk. To move the protection file from computer A to computer B
first uninstall it from computer A to the original disk and then
install it from the original disk to computer B.
1.4 Running Compute Score II
If you have a hard disk system you first must go to the
subdirectory with the DOS command for "Change Directory" (CD),
type:
C:>CD\CSII <Enter>
Compute Score will normally detect what type of monitor you are
using (Color versus Black & White). In most cases just type:
CSII <Enter>
to get the program running. If you have a color monitor and it is
coming up in Black & White you can force color. If you have a
Black & White monitor and you can not read everything, can not see
the cursor or it just seems everything is screwed up you need to
- 5 -
C O M P U T E S C O R E - I I
force the Black & White mode; use the following commands instead
of the above command:
Force Black & White mode : CSII B <Enter>
Force Color mode : CSII C <Enter>
For advance users: if you are installing CSII to a menu program or
part of a BAT file use the above force commands to eliminate any
problems. It may come up in color most of the time and then out
of the blue it will come up in Black & White. This is due to
programs that are executed before CSII and they do not properly
set the monitor type when returning to DOS.
- 6 -
C O M P U T E S C O R E - I I
Chapter 2
Starting a New League
2.1 Choosing a File Name
After typing the "CSII" or equivalent command the Compute Score II
logo will appear. Press any key to continue. To start a new
league file create a file name (up to eight letters or numbers).
If you are only keeping track of a few leagues then pick a name
that relates to the league. It would also be helpful to included
the year as part of the file name. This will enable you to keep
track of the different files from year to year. If this program
is used by a bowling center then setting up a coding system will
help in organizing the file names. Example would be to use the
first lanes a team bowls on followed by the first two letters of
the day followed by the shift.
The format for typing a new league file name is to type the drive
in which the data is going to be stored followed by a ":" followed
by the new league file name. Note NO spaces between these
parameters. Also if the data drive is the same as the program
drive just type the name of the new league file. Examples are as
follows:
B:SAMPLE90 (Data is different than the program drive)
SAMPLE90 (Data is the same as the program drive)
After typing in the new league file name type <Enter>. Compute
Score will display a message if this file name is correct; press
the <Y> key if correct.
2.2 File Parameters
After entering a correct new league file name the "File Parameter"
window will appear on the screen. Each file created has certain
information so that it limits the size of the file it creates.
Once these parameters are set and F10 (CREATE FILE) is pressed
they can not be changed. So answer the 3 questions that are
display with care.
"Max weeks bowled" are the total amount of weeks the league could
possible bowl for the season. If in doubt always go with the
highest number. It never hurts to go higher, it just eats up more
- 7 -
C O M P U T E S C O R E - I I
disk spaces. To go to the next question press the <Enter> key.
If you need to go back to anyone of the questions use the <Up> and
<Down> arrow keys. Also if you ever need help in any section of
the program press <F1>. This will give help for a particular
section. Pressing <F1> twice or anytime in the help window will
bring up the complete help index.
Notice when the highlight moves to the "Max file size" the cursor
disappears. This is standard throughout Compute Score when there
are answers inside a pop up window. To view all possible answers
to this question press the <Enter> key. A pop up window will
appear with all possible answers. PLEASE NOTE: THIS QUESTION
DOES NOT REFER TO HOW MANY TEAMS IN A LEAGUE. It refers to how
much file space to reserve for the maximum number of teams a
league might have plus SUBS. You can enter up to eight subs per
extra team. Also notice the team file space that can be reserved
are in lots of six teams. A good rule of thumb is add at least
two extra teams over the actual number of teams in the league.
Once again, it will not hurt to go to high, it just eats up more
disk space.
The last question is straight forward. Enter the number of games
that are bowled in a given night or day. Once all the questions
are correct; review them one more time; and then press <F10> to
continue. Compute-Score will create and reserve all the space
need for the entire season.
- 8 -
C O M P U T E S C O R E - I I
Chapter 3
Profile / Setup
Compute Score II handles the differences between leagues within
the Profile Menu window. After a new league file is created or
<Alt> P is pressed from the main screen this window will appear.
There are seven sections of information: General Info, League
Parameters, Point System, Division/Handicap, Schedule Builder,
Award Setup and Printer Setup. Move the highlighter on the screen
with the <Up> and <Down> arrow keys. Press <Enter> to view and
edit the questions of a given section. Press <Esc> or <F10> to
leave a section. Pressing the first letter on the menu will move
the highlighter to that category.
3.1 General Information
General Information is information that will appear on the reports
such as secretary's and president's names and phone numbers. The
last question "BACKUP DRIVE" will prompt Compute-Score II to
automatically backup every time you quit a file. Leave this field
blank if you do not wish to be prompted, else place the letter of
your backup drive (ex: A or B). Press <F10> when finished with
this section.
3.2 League Parameters
This is the main section where you setup Compute Score II to
handle the many variation of Leagues. Each question should be
answered with care before proceeding to any other part of the
program. This section will require you to have full knowledge of
your league rules concerning scoring and handicap procedures.
3.2.0.1 Number of Teams
The first question is "Number of Teams" which is the actual
number of teams that bowl in the league. This must be an even
number ranging from 2 to maximum file size (48 teams at the most).
- 9 -
C O M P U T E S C O R E - I I
3.2.0.2 Number of Bowlers
"Number of Bowlers" refers to the actual number of players that
can actual bowl on a team on any given night, usually 4 or 5.
Must range between 1 and 6.
3.2.0.3 First Lane
In small clubs or where the league uses the whole house the answer
to "First Lane" will be 1. However, if your league starts in the
middle of the house enter the first (lowest) lane number. If your
league rotates in the middle of the season enter the first lane at
the beginning of the season. When it comes time to rotate to a
different section of the houses then at that point enter the new
first lane.
3.2.0.4 No. for Last Avg
"No. for Last Avg" is a complicated question. It is complicated
because this question applies to a situation that does not usually
come about. As a result it never really gets considered. If it
confuses you leave this parameter set to 1.
This question refers to a bowler showing up for his/her first time
of the season with his/her handicap (or team handicap) being based
on last year's average. In a normal situation all the games are
bowled. The following week his/her average is based on the new
games that were just bowled. What happens if the person did not
bowl ALL the required games, he/she only bowled one game the first
week. Do you base the handicap for the second week on that one
gamed bowled or do you still base it on last years average.
Compute Score II handles both situations. The parameter should be
set to 1 if the handicap is to be based on that one game. If your
league requires that you complete 3 games before using the average
for the new season then set this parameter to 3. In a few cases
some leagues base their handicap on last years average until 21
games are bowled. In this case set this parameter to 21.
3.2.0.5 Absent: Average minus pins
The "Absent: Average minus pins" question refers to the amount of
pins that are subtracted from a bowler's average when absent. The
normal ruling for most leagues is use their average minus ten
pins. If this is the case set this parameter to 10. If this
parameter is set above 50 it places a "%" sign after the number.
When marking a bowler absent it will take their average times that
percent, rounding the result (.5 or greater will be rounded to the
higher value). For example if your league rule states to take 90%
of a bowler's average when that bowler is absent then enter "90"
in this field.
- 10 -
C O M P U T E S C O R E - I I
3.2.0.6 Improved Average
Notice when the highlighter is at the "Improved Average" question
the cursor disappears. This is standard in the program meaning
that there are a limited amount of answers to the question. To
view and then choose one of these answers press the <Enter> key
when at this field. If the answer is correct press either the
<Up> or <Down> arrow key to skip over the question.
There are two choices to this question. When calculating "Most
Improved Average" Compute Score II can base it on last year
average. If this is the case pick "Last Year" else choose "This
Year". If "Most Improved Average" is based on "Last Year" but a
particular bowler does not have a last year average his/her
improved average will be based on this years average after a given
amount of games.
3.2.0.7 No. Games for this year average
"No. Games For Avg" is the number of games needed to establish an
average for "Most Improved Average" if the above question is set
to "This Year" average or a particular player does not have a
lasts year average. Compute Score II needs to know how many games
it takes to establish an average for "Most Improved Average".
Normal for most leagues is 21 games.
3.2.0.8 Handicap Type
Once again, the cursor will disappear at this question. Press
<Enter> to view and choose the options: Player, Team or None.
"Player" handicap is a handicap system that the base score is
based on an individual bowlers average. Example of this is if the
base score is 190 or 200. "Team" handicap is a handicap system
were all the players averages are added and then they are based on
a team score of something like 900 or 1000. If your league is a
scratch league which does not use any handicap choose "None".
"None" handicap may also be used if you need to enter the team
handicap manually (In case of complex handicap rules that Compute
Score II does not currently handle). If "Team" handicap or "None"
is chosen then there will not be any individual handicap making
all individual high scores based on handicap useless.
3.2.0.9 Use Differences in Handicap
Some leagues, when looking at the two teams that bowl each other,
one team will always get zero handicap. This mainly happens when
a league is almost like a scratch league where by the team high
scores are based on the actual team totals not the handicap team
totals. In any case, if one team ALWAYS gets 0 as a handicap set
the parameter to "Use Diff. in Hcp" to "Yes".
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3.2.0.10 High Team Scores
"High Team Scores" are based on the games that are save into the
team history file. The two options are: the team total scores
with the team handicap add to it or the actual team total scores.
When viewing a team's history you will see a column labeled "Hcp".
If you choose to save the actual team total scores then adding the
number in the "Hcp" column to the team's scores will give the
team's total score after handicap. However, if you decide to save
the team total scores after adding in the handicap than subtract
the "Hcp" from the team's history scores gives the actual team
score. Chose "Actual" to save the team totals before handicap or
choose "Handicap" to base the team high scores on the handicap
team totals.
3.2.0.11 Over Game & Over Series
Compute Score II keeps track of the number of games a bowler will
shoot over or equal to a given score. Set the "Over Game"
parameter to that game. A good number for this field would be
"200" but if the league is a women or junior league you might go
with a smaller number.
Compute Score II does the same for series with the exception that
there are three different ranges. Compute Score will only credit
one game to one range. For example if the parameters are set to
500, 600, 700. A series of '625' would increase the number of
600's by one but it will NOT increase the 500's. If an 800 series
was shot, with the given parameters, it would increase the number
of 700's by one. Common parameters for an average league would be
500, 600, 700; a junior or women league would be 400, 500, 600;
and a classic league would be 600, 700, 800. When finished press
<F10> to get back to the "Profile Menu".
3.3 Point System
From the "Profile Menu" move the highlighter to "Point System"
and press the <Enter> key. This is where Compute Score II will
know how many points to give a team or player for winning their
games and series. It is broken down into two main sections; team
points and player points. Each section is then broken down into
two questions; points per game and points per series. Assuming
its a three game league with no player points, the parameters for
a 4 point league would be 1 point for team game, 1 point for team
series with both the game and series for player points set to 0.
For a 3 point league only set team game points to 1 and the rest
of the questions to 0. For a 7 point league set team points per
game to 2 and team points per series to 1.
If your league gives points for bowler A on one team beating
bowler A on the other team, bowler B beating bowler B, etc. set
player points in the same manner. If not, these parameters must
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be set to 0. If player points are set then answer the question
"Use hcp for Player Points". Note: you can only use handicap for
player points if the team handicap is a player handicap.
3.4 Division / Handicap
In the "Division / Handicap" section, from the profile menu,
allows up to five different divisions. Divisions are mainly used
to segregate the players' high scores. Normal divisions are: Men
and Women; Bantams, Juniors & Seniors; etc. In case of a "player
handicap" league (refer to above section under "Handicap Types")
each division can have different handicap rules.
After pressing <Enter> at "Division / Handicap" from the profile
menu the cursor will be at "Division Name" question. Place any
name up to ten characters in this field. The next question is the
"Handicap Base". Note: If "Handicap Type" is set to "None" under
the "League Parameters" the cursor will not move to any other
questions. If your league handicap type is "Player" then enter a
three digit value for the handicap base; 180, 190 or 200 are good
examples. If your league handicap type is "Team" enter the team
base for handicap; 800, 900 or 1000 as good examples. If your
league uses the difference between the team averages (it may then
use a percentage of that difference) use 0 as the base score.
"Percent Under" refers to the percent of pins used for the
handicap if the team's or player's average is lower then the base
score.
For "Team Handicaps" a percentage over handicap may be used. When
a teams actual total averages are over the base it will give the
other team that certain percentage over the base. If this happens
one team in this given example will have 0 handicap.
Leave "Minimum Score" and/or "Maximum Score" set to 0 to leave in
active. If however your league, in this given example, has a
"Player Handicap" and will only reward a handicap values for
scores as low as 150 pin average then set "Minimum Score" to 150.
This means if a bowler as a 140 average Compute Score II will
base the handicap for this person on 150. "Maximum Score" works
just like "Minimum Score" but in the opposite direction. Leave
set to zero to keep inactive. If "Percent Over" is set to 0 the
maximum score will be the base score.
To enter the name of another division press <Page Down> key to go
to the next division and <Page Up> to get back to the previous
division. With "Player Handicap" you may have each division have
its own handicap rules. However just division #1 handicap rules
have to be filled in if they are all the SAME. If any of the
division handicap rules are the same as #1 just leave the rest of
the parameters, with the exception of "Division Name", blank.
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3.5 Schedule Builder
Need to enter your schedule quick and fast with little headaches?
From the "Profile Menu" go into "Schedule Builder". This is a
quick away to enter a lot of dates with a few questions. It only
needs to be ran once and you do NOT need to be a 100% sure of your
schedule. After running the schedule builder dates will be added
to your schedule which then can be modified later to handle any
unique situations which may cause the league schedule to
fluctuate.
You may build a schedule for leagues that bowler once a week or
once every other week. Press <Enter> at the "Bowl Every" question
and choose either "1 - Week" or "2 - Week" respectively. The next
question is the "Number of Weeks" to generate dates for. After
answering this question type the "Starting Date" in the format of:
MM/DD
07/01
If there are any dates that your league does NOT bowl for the
season type up to five date with the same format. Once again it
is NOT critical that you know all the dates at this time, they can
be modified with easy later. Just enter as much information as
you know about the schedule at this time. When all finished with
the questions move the highlighter at "G O" and press the <Enter>
key. The dates will be generated for you.
3.6 Yearly Schedule
After pressing <Enter> at the "G O" prompt or holding down the
<Alt> key while pressing the <Y> key for "Yearly Schedule" (at the
main screen), the "Yearly Schedule" window will appear. It will
show all the week numbers followed by the dates followed by
special codes, if any.
To type in a new date or change a date move the highlighter to
that week number and press <Enter>. A window will appear that
will show which team will bowl on which lane for that given week.
The week number is shown in the center top of the window. To go
forward to the next week press the <Page Down> key. To go back a
week press the <Page Up> key. Once to the correct week number
that needs to be modified or change type in the new date. Once
again you may go to the next week number with the <Page Down> key.
Pressing <F10> or <Esc> will return you back to the "Yearly
Schedule" window. Press <F10> if the date has been changed
because by pressing the <Esc> key right after typing the new date
will return the old date.
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3.6.0.1 Inserting and Deleting Dates
At the main "Yearly Schedule" window, not the individual week
window hold down the <Alt> key while pressing the <I> key will
insert a space for that date pushing out all the dates, from that
week, by one week. The last week number date will be lost. To
enter the new date for this week press <Enter> to pop up the
individual week schedule and refer back to the above section.
Holding the <Alt> key down while pressing the <D> key will delete
the date at the highlighter moving all the dates forward a week
from that particular week number. The last week number date will
be blank.
3.6.0.2 Position Round & Split Season
Compute Score II schedule defaults to zero weeks for position
round but it allows a league to have as many as it needs. It does
the same for split season. A split season is (in the case of a
half season) were the middle of the season the league will have
the team with the highest points bowl against the team with the
highest points for the second half of the season. Compute Score
II will not be able to tell who won the season in the case of a
split season but it will keep track of the team order by number of
points for that particular season. To pull up these questions
along with a few other questions press <Enter> at any particular
week (a week that you want a position round or split season).
This will call up the individual week schedule. Press <Enter> one
more time to call up the above questions.
The first question is "Starting Lane for Position Round". The
default is 0 which means no position round for this week. Compute
Score II wants to know what lane is the first lane for the team
with the most points for that week. Normally the first position
round, the team with the most points starts on lane one, the next
position round, the team with the most points starts on lane three
and so on. Some leagues draw for the starting lane. If this is
the case type in one for starting lane to tell Compute Score II
there is a position round for that week. When that week comes
around or you know what the exact starting lane is then change
that value at that time. The starting lane must be an odd value.
If the value is not zero it is displayed in the "Yearly Schedule"
window to denote that there is a position round that week.
The second question is "Split Season for this Week". The default
is "N". If you want the team points to reset to zero for that
week, type "Y". If your league supports player points, a split
season will not affect them. When printing out reports that show
the team order it will be based on the season highest points not
the total highest points. If set to "Y" it will display a "S" on
the "Yearly Schedule".
The last three questions deal with tournaments or bowling for
averages. If your league has a tournament which none of the games
will count for team points and player averages do not count, than
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as far as Compute Score II is concerned it should not be
considered in the schedule. Image its a week that the league does
not bowl. It should be a skip date if running the "Schedule
Builder". However if it is a tournament where points or averages
are kept than have this week in the schedule.
If "Count Team Points for this Week" is set to "N" then Compute
Score II will let all the total team points for the week be zero.
If "Count Team Games for the Week" is set to "N" than all team
scores will equal zero for that week. These two questions are good
for the first night of bowling if your league bowls for averages
only. If the last question, "Count Bowler Points for this Week"
is set to "N" it will let all player points equal zero for that
week. This question will have no effect if there are no points
awarded for individual players. If any or all of these questions
have "N" for an answer then the following codes are displayed on
the "Yearly Schedule" window, respectively: "T", "G" and "B".
Press <F10> to get out of each section.
3.7 Award Setup
Each division can have their own type of awards. The assignment
of awards may be used for official patches or just for internal
league recognition. League types differ in many ways; for this
reason Compute Score II award section should be used for
indication purposes only especially if used for official patches.
In other words, its up to the secretary to determine if a person
really should get an award. For example: Compute Score will
recognize games over "100 pins over average" and display an award
for that bowler but a lot of rules state that you need 21 games
before the award is valid. Its up to the secretary to make these
types of decisions.
In the "Award Setup" menu in the top right part of the window the
division is displayed. All the questions refer to that division.
Change the division with the <Page Down> and <Page Up> keys.
Please note that the division names must be first typed in the
"Division / Handicap" section. In this section use the <Tab> key
to move vertically down to the next group of questions while
holding down the <Shift> key and then pressing <Tab> will move up
to the above question. Use the <Enter> key to move horizontally
within a group of questions.
3.7.0.1 Once Only
The two questions, "Hi Game Once" and "Hi Series Once" are awards
that a bowler can only get once in a season. Not only that, they
need to be bowled in order. If "Hi Game Once" is set to 200, 225,
250, 275 and a bowler shoots a 250 or greater before hitting any
games in the range of 200 to 249 then he will get the 250 award
and not be eligible for the 200 and 225 award. He / She would
still be eligible for the 275 award. This games must be entered
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in order with the lowest high game and high series in the left
most column.
3.7.0.2 All the Time
"Hi Game All" and "Hi Series All" are awarded to bowlers every
time that score or better (as long as it's lower than the next
highest score in that category) is shot. These categories lowest
game have to be higher than the highest scores in the "Once Only"
categories. Likewise, these two categories must contain the
lowest high score in the left most column and be consecutive from
there. There could be scores that fall between these two types of
categories. If so, it is suggested to place the games in the "All
the Time" category. This will alert the secretary of any bowler
who might be eligible for an award, letting the secretary make the
final decision.
3.7.0.3 In a Row, 100 over Average, 150 over Series
The question "In a Row" should only be used if your league bowls
the standard three games a night. If so, most leagues give award
for triplicate scores. In the junior leagues under the bantam
division duplicate patches are awarded for the first two games
(only) if they are the same (this question can be set to duplicate
if it is a two game league). If it is a three game league it only
looks at the very first two games. This award is only recognized
once per bowler.
"100 over Avg" refers to when a player bowls 100 pins over his/her
current average. Due to the differences in rules, Compute Score
II will give this award every time a bowler shoots 100 pins over
their average. Its up to the league secretary to look and
determine if they have already received the award (if allowed once
only) and if they bowled enough games to establish a valid average
for this award. "150 over Series" works in the same manner as 100
pins over average. However it should only be used in conjunction
with a three game league.
3.8 Printer Setup
The "Printer Setup" is one of the most difficult sections to
understand if your printer is not working properly. This will
require some knowledge of how printer codes work. At this time
Compute Score II is advertised for an IBM/Epson compatible
printer. These are the only codes supplied and tested. However,
if you are familiar with printer codes you may setup Compute Score
II to handle almost any printer. If this is the case and you wish
to share your results with others make a "Print Screen" copy of
the codes, after fully testing the printer, include a listing of
the dip switch settings and emulation mode to Berlin Software. It
will be added in future versions.
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To switch from the "GENERAL" printer driver (which is Epson
compatible) to "IBM_PRO" which is for the IBM Pro Printers press
<F2> to list all the printer drivers. Highlight "IBM_PRO" and
then press <Enter>.
3.8.1 Testing your Printer
After entering this section press <F8> to test your printer. The
first line should be the normal pica print, 10 characters per
inch. The next line should be shorter than the first because it
is elite print, 12 characters per inch. The next block of text
will be printed at six lines per inch. Take out a ruler and
measure the first six lines. It should equal an inch. Measure
the next 8 lines. This should also equal one inch, because it
should be in 8 lines per inch spacing. The next line will be bold
followed by a double wide line followed by a normal line. If your
printer did not print properly the power should be turned off and
then back on before proceeding. If the printer is not compatible
with the displayed codes it may cause abnormal results and the
only way to be sure your printer is a 100% clear of the old,
incorrect, codes is to reset your printer (turn it off/on).
3.8.2 Understanding Printer Codes
If your printer is not working properly you may still want to
review your manual and try to setup the codes properly. Here are
a few hints: Look under the index for the command that is not
printing properly. Under each command most manuals give the
printer codes in three forms. One is in somewhat English terms:
Esc A. Another is in hex form: 1B 41. The last is in decimal
format: 27 65. The important thing is to remember that all of
these three formats equal the same thing. Compute Score II uses
the later format, decimal. The most common printer code is the
"Esc" code which is equal to the decimal value of 27.
A computer can only send a value to the printer between 0 and 255.
Most of this values print characters, example: if the computer
wants a capital letter "A" to be printed it sends the decimal
value of 65. The letters and symbols can be found in your printer
manual under an "ASCII table". It will show in most cases the hex
and decimal value for each letter and printed symbol. The problem
is the printer can do more than print letters and symbols, it can
understand commands like: bold face, underline, double wide
(expanded print), etc. There are more letters, symbols then 256
(0-255). The "Esc" code or the decimal value of 27 has been
reserved to tell the printer do not print the next code after
"Esc". Instead the printer will do some type of operation like
turn on bold print. Example: If the printer receives the code 65
it will print "A" under a normal situation. However if the
printer receives the value of 27 ("Esc") followed by the value of
65 ("A") it will not print a capital "A"; it may turn on underline
mode, bold face, etc. This is where printers start becoming
incompatible. Each model or type of printer has there own set of
command codes.
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3.8.3 Reset Printer
"Reset Printer" for all printer drivers will default to nothing.
Just like any other question, leave it blank to cancel the
command. The advantage of canceling "Reset Printer" is that it
enables the type of print to be set from the control panel of the
printer before printing. If the "Reset Printer" code has been
entered it would reset the printer to the original setting of the
printer every time a report is printed. The disadvantage of
canceling "Reset Printer" is that the operator must make sure the
printer knows where the top of the page is when a form feed
command is issued. The easy way of doing this is to press "Form
Feed" and then align the paper to the top of a page using the
roller on the side of the printer. An alternative method is to
align the paper to the top of the page and then turn the printer
OFF and then back ON again. If you want all reports to print with
a certain type of print or font add that particular code to the
"Reset Printer" code.
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Chapter 4
Entering New Information
4.1 Team Information
If you are still in the "Profile Menu" press <F10> until all
windows disappear and you are at the "Main Screen". The "Main
Screen" is the place that holds the two teams that are bowling
each other.
To enter a new team name from the main screen, hold the <Alt> key
down and press <E> for "Edit". An alternative method of pressing
<Alt> <E> or any other <Alt> command is to press <F10> for the
"Main Menu". All the <Alt> commands will be displayed. From this
point press the letter ("E" in this case) of the section you
desire or use the <Arrow> keys to move the highlighter to the
desired section and followed by <Enter>.
Once in the "Edit" window a list of numbers will appear ranging
from one to the maximum number of teams that were setup when the
file was created. After the team name has been added it will
appear in the team window after the team number. Move the
highlighter to the number or team name that you wish to edit or
add, followed by <Enter>. The "Team Information" window will
appear.
If there is no team name the highlighter will be at the first
question "Team Name". If there is already a name filled in at
"Team Name" the highlighter will be at "BOWLER A:". If the second
case is true press the <Up Arrow> key once to move the highlighter
to the right question. Type in a team name up to 20 letters using
any format you desire. At this point you may go to the rest of
the teams by using your <Page Down> key to move forward one team
or <Page Up> to move back one team. It is probably best to stay
at the first team and enter all the players' information first.
Floating subs or extra bowlers that you want to keep averages for
can be placed on a separate team. Start this team one number
greater than the number of teams in the league. You must have a
team name if those bowlers should appear on the weekly standing
report. A good team name for these types of bowlers is "SUBS".
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4.2 Player Information
Assuming you are already at the "Team Information" window, if not
see the above section, move the highlighter with the <Arrow> keys
to the bowlers name you wish to add. Press <Enter> to call up the
"Player Information" window.
Enter the regular bowlers starting with the letter "A". Compute
Score II will print the standing sheet and other reports in the
same order of "A,B,C, etc.". It will also look at the first five
bowlers to get next weeks estimate handicap (assuming this is a
five player league). Subs that always bowl on the same team can
be added to the team by placing them below the normal players for
a total of eight bowlers per team. If you require more names per
team or your subs float around to different teams add them on a
separate team list starting with one team number greater than the
number of teams in the league.
4.2.0.1 Name
At the name prompt enter the first and last name of each bowler.
This can be in either format: "First Last" or "Last, First". If
there is only one name entered, Compute Score II will assume its
the last name. The way the names are entered will be the way they
are displayed and printed on most reports. The exception being
the reports that are organized alphabetically.
4.2.0.2 Address
There are three twenty space lines for the bowlers address. Enter
the address the way it should appear on a mailing label. If there
are bowlers that have the same address but you only want one
mailing label printed then leave all but one bowlers address
blank.
4.2.0.3 Phone, Birth & Sanction
The next three questions; Phone No., Birth Date, and Sanction; are
pretty straight forward. Answer them or leave them blank as you
see fit.
4.2.0.4 Division
Division is a very important question. Pressing <Enter> at this
field will call up all the divisions available for the league.
After doing this and you notice the divisions are not properly set
go back to the "Profile Menu" and do so.
Each division can have their own handicap rules (if "Player"
handicap), high award rules and bowlers' high scores will be
segregated by divisions. Use the division called "NONE" to keep
track of a bowler who does not qualify for high awards or high
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scores. Division "None" will always use the handicap rules as
setup for division #1.
4.2.0.5 Last Year Average
"Last Year Average" is an important question for the first week of
bowling and for most improved average. If a bowler uses last
years average for the first week of bowling enter that average
here or any other score that the handicap may be based on for that
week. If it is left blank Compute Score II will base that bowlers
handicap on the average of the games bowled for that first week.
4.2.0.6 Previous Scores
There is one more section under the "Player" window called
"Previous Scores" this is used if starting a league in the middle
of the season. If you are starting at the first week of bowling
for the season you will not need to worry about this section. If
not, see the Appendix called "Starting in the Middle of the
Season" for more details.
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Chapter 5
Entering Scores
5.1 A Look at the Main Screen
Before trying to enter scores your league profile should be
properly set. Team and player names (the one you know at this
time) should have already been added. The bowlers should have the
right division assigned to them and you should have some idea what
is contained on the so called "Main Screen".
The "Main Screen" takes up the full screen without having any
windows on it. It is the place where two teams are looked at and
the individual games are normally inputted. The team on top is
the team that bowled on the odd lane. The number before the team
name on the top of the screen is the league number of that team.
The player names are displayed below the team name in the black
area defaulting in order (can be changed later) starting with the
letter "A". A bowler will always contain the same letter no
matter what position he/her is in (with the exception of floating
subs).
5.1.1 Team Columns
For each player their division is shown to the right of their
name. After this there is a "COM" standing for "COMMENTS". This
is where it will be denoted if a bowler is absent (ABS) or there
is a floating sub (SUB). If a sub is on the same team it is
treated like a normal bowler.
After the "COM" field is the "AVG" field standing for "AVERAGE".
This average in this column is the average that is used to figure
the handicap for the week. After each number in the "AVG" column
there is a letter that follows. If it is a "L" it means that the
average is L_ast years average. The other letter you might see
for the first week of bowling is "S" which means the average will
be calculated based on the games that are displayed on the
S_creen. After the first week in most cases the letter following
the average is "C" standing for their C_urrent average prior to
the games bowled for the current week (the average remains the
same as games are enter unlike the "S" average which averages the
games on the screen). If your league is not a six bowler league
the last column will display the T_otal of the averages followed
by the letter "T".
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The columns after "AVG" are straight forward. The "HCP" column
stands for "HANDICAP". If your league bases handicap on a
"Player" handicap system it will display each bowler's handicap
based on their average that was previously discussed in the above
paragraph. The next columns are the scores that will be enter
plus the total of those scores. Note: If the "Type of Handicap"
is set to "NONE" use the left arrow key to move the highlighter to
this column.
5.1.2 Current Info Window
In the lower left corner of the screen is a window called "Current
Info Window". It is divided into two areas: team and player.
This window will change as the cursor on the screen moves from one
team to the other or one bowler to the other. It will always
display the current status of the team and bowler based on the
cursor position.
In the team area there are two columns for the games that have
been won and lost. The first column is denoted by the letter "S"
for seasonal. If your league has any split seasons the wins and
losses that are current for that season are displayed. The second
column are for the total wins and losses denoted by the letter
"T". These are the wins and losses for the entire season. If
your league does not have any split seasons or it is in the first
season the two columns will always equal each other.
Under the player area of the window the current total pins, number
of games, current average, high game, high series, high handicap
game and high handicap series will be displayed. This like the
team status will change and update every time a new score as been
added. This means it is not uncommon to see the player average in
the window differ from the player average in the "AVG". One is to
base the current week handicap from and the other is that players
average including the games bowled for that week.
5.1.3 Team Totals Area
At the bottom right corner of the screen is a couple of black
areas where the team totals are displayed. This first area
obviously would refer to the top team totals while the second area
is for the team that bowled on the even lane. The team names are
listed again above each area but instead of having the team number
before the team name the lane number is displayed. If this is not
correct refer back to the "Profile Menu" under "First Lane". All
the team totals including points won and lost are display here.
5.1.4 Other Items of Interest
The second line from the bottom is where the league file name is
displayed. You might see something like:
C:\CSII\SAMPLE
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The "C:" means that the file is on that particular drive. It is
in the subdirectory "\CSII\" and the file name is "SAMPLE". Refer
to your DOS manual for more information about disk drives and
subdirectory names.
To the right of the file name, the current week number of the
league is displayed followed by the date for that week.
Underneath this line, a display of the function keys operations
are shown. Anytime you need help press <F1>. Help will be given
for that particular section. Pressing <F1> again, after already
in help, will call up the "Help Index". From this point any help
issue can be viewed.
"<F3>" and "<F4>" gives the player and team history, respectively.
These commands also work when in the edit mode. Basically, when
ever Computer Score II can determine one particular bowler and one
particular team based on the cursor position, these command will
work. "<F5>-ABS" is pressed whenever a bowler is absent for that
week. "<F6>-FORFEIT" is pressed whenever one team has to forfeit
to the other team. Pressing <F8> (Quick Print) will print a hard
copy of the two teams. <F9> is pressed after everything has been
entered in and is correct for the two teams. This will save the
scores and continue to the next two teams. To pull up the "Main
Menu" press <F10>. All items in the main menu can be accessed
directly with an <Alt> key combination.
5.2 Swapping Bowlers
The bowling lineup will default to A, B, C ... which in many
cases will not be correct. If there are no personal points
awarded to each bowler then the order is not important. However,
if they are repositioned to the way they actually bowled, entering
their scores will be quicker. The chance of entering the scores
for a different bowler is minimized making this method highly
recommended.
To move bowlers from one position to the other press the letter
code given to a particular bowler when the cursor is at that
position. Example: suppose the cursor is at the 1st bowler
position which contains bowler "A" but bowler "C" should be in
this position. By pressing <C> bowler "C" will move into
position #1 and since position #3 will be open it will place
bowler "A" into that position (#3). After this command is issued
it will cause the cursor to go to the next position. If the next
position is correct use the <Arrow> keys to move to the next
position that is not correct or by pressing the correct bowler's
letter, in this case "B", will cause the cursor to move to the
next bowler position.
If your league consists of over five bowlers on a team (in the
case of a rotating team or subs that only bowl on this team) that
bowler not currently on the main screen can be added. If you know
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their bowler code ("F","G", etc.) just type their code when the
cursor is at the correct bowler position. It will replace the
current bowler at that position with the new bowler that
corresponds with the typed bowling code.
5.2.1 View Team Mode
The above case would create some problems because the secretary
would have to memorize all the bowler codes. This would cause a
need to view the entire team roster. Hold down the <Alt> key and
press <V> for "View Team Mode". This can also be accomplished,
along with any other <Alt> command by pressing <F10> for "Main
Menu" and then either pressing "V" or moving the highlighter to
"View All Players on Team". When this mode is active it will
display all players on the given team based on the cursor
position. As soon as the cursor moves to the opposing team the
window will display that team. In this mode all functions are
still available except for adding scores. To exit this mode and
get ready to start typing scores press the <Esc> key, the view
window will disappear.
5.2.2 Adding Subs
If there is a sub that does not bowl on the current team hold down
the <Alt> key and press <S> for "Sub List" or press <F10> for the
main menu. The sub list will default to the team number that is
one greater then the actual number of teams in the league. Either
type the corresponding bowler code given for the sub already on
the list or type the code that you wish to place a new sub. If
there is no name listed for the corresponding bowler code Compute
Score II will bring up the "Bowler Information" window so that the
sub can be added. Press <F10> to get back to the "Sub Window" and
press the bowler code once again. If there is a name that
corresponds to the bowler code, that sub will be added at the
cursor position on the main screen.
After choosing any sub, that sub will get a new temporary bowler
code for that particular team he/she is bowling on. Since the
normal eight bowlers per team use up to code "H" the first sub
assign to the team will use the code "I", the second sub for a
team would be "J" and so on. These subs then have the power to be
swapped around just like any other bowler (this only needs to be
done if there was a mistake in positioning the sub in the first
place).
To access another team other than the default sub team use the
<Page Down> key to go to the next higher team or <Page Up> to go
back to the previous team. This is assuming you are at the "Sub
List" window. Also a bowler can be from another team as long as
it is not the opposing team displayed on the screen. If this is
the case Compute Score II will beep and return to the "Main
Screen".
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5.2.3 Blind Bowlers
Compute Score II handles blind bowlers the same as the first
release of Compute Score. However, there has been a lot of extra
work that secretaries did not need to do (probably because there
was not a good explanation in the manual how to treat blind
bowlers). There is NO need to create extra bowlers called "Blind
Bowlers". If a team does not contain a full roster then use that
bowler's code that the new bowler would use if one was added.
After this is done and scores are being added just make this empty
spot "ABSENT", <F5>. To mark someone "ABSENT" is reviewed and
explained in the next section.
5.3 Typing in Scores
5.3.1 Cursor Movement
Before physically adding scores you should become familiar with
the cursor and some shortcut movements. The basic cursor movement
is when the <Enter> key is pressed. It can move on of two ways.
The first is horizontally, going from game to game. The second
way is vertically, bowler to bowler. These modes can be swapped
back and forth by holding down the <Alt> key and pressing <M> for
mode change or press <F10> for main menu. The program is mainly
setup for the cursor to move horizontally especially when marking
a bowler absent. However, in the case of automatic score keepers
where the scores are given a game at a time, it make sense to
enter the scores vertically, game by game. In other words, use
the method most convenient to you.
The <Home> key has a special function. If pressed while the cursor
is not at the number one game it will move the cursor to the
number one game for that bowler. If pressed while the cursor is
at the number one game for a bowler the cursor will move to the
first bowler of that team. Pressing <Home> twice will always
bring you back to the first bowler of the team.
Pressing the <Page Down> or <Page Up> will move the cursor to the
opposite team keeping the cursor in the same position for that
team. The <Tab> moves the cursor to the right. This is more
effective than using the <Right Arrow> key because by using the
<Right Arrow> key the cursor only moves one digit of the score at
a time. Finally after it is at the third digit the cursor will
jump right to the next score. Hold the <Shift> key down and then
pressing <Tab> will cause the cursor to move to the left.
5.3.2 Adding Scores
With the lineup correct for both teams (except marking bowlers
absent) and the cursor is at the first team, first bowler and game
one, you are know ready to type in scores. After typing in a
three digit score Compute Score II issues an automatic <Enter>.
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This allows for the data to be entered quickly. The cursor will
either move vertically or horizontally depending on what mode you
have set. If the score is under 100 then Compute Score II may or
may not know when to add an automatic <Enter>. With the first
release of Compute Score it never added an automatic <Enter> for a
two digit score. There was two ways to enter a score like "89"
which was: <8> <9> <Enter> or <0> <8> <9>. These methods will
also work with Compute Score II but addition logic has been added
so that it will handle scores over 30 automatically.
Compute Score II will not allow any games over 300. If you try to
type in the score 89 followed by 128, Compute Score would first
see the number for the first game as "891". At this point it
would assume that the "89" was the first game and the "1" was the
first digit entered for the second game because the score is over
300. However this will not work if trying to enter a game below
30. Compute Score II would not know if you were entering "221" or
"22" for the first game with the "1" as the first digit of the
second game. If this is the case either type a "0" before "21" or
<Enter> after "21".
5.3.3 Absent Bowler
If a bowler is absent or there is a "Blind Bowler" press <F5> to
notify Compute Score II not to add those scores to that person's
history file. "ABS" will appear in the comment field. If that
bowler has an average (current or last year) it will take that
average minus the pins in the setup (usually 10) and place that
score for all the games. However, if any bowler is marked "ABS"
their scores can be change to any score you need to make the team
totals correct. This is the case mainly for blind bowlers or when
the bowler does not have an average. An example of how Compute
Score II treats someone absent is: There are a possible 8 bowlers
per team, 5 bowlers can only bowl at any given night, in this
case. The remaining 3 bowlers never get any scores added to their
history file. If 1 bowler is marked absent then there will be 4
bowlers that will not get any scores added to their history file.
A bowler or bowler's spot (in the case of a blind bowler) marked
absent is treated just like any other bowler that did not bowl for
the week.
5.3.4 Saving Two Teams
After all the scores are entered correctly press <F9> to save the
scores. A window will appear to confirm this action, either type
<Y> or <Enter> with the highlighter being at "YES". All the
scores will be saved to each individual's personal record with the
exception of any bowlers that are marked "ABSENT". The team file
will be saved in the same manner. Once the scores are in their
individual files they are treated independent of each and every
other file This means when editing an individual or team history
file it will NOT affect any other file including the team file.
For more detail see the next chapter. After the two teams are
save the next two teams will appear.
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Chapter 6
History/Personal Files
6.1 Understanding these files
Compute Score II uses two files for each bowler, one called the
history file and the other called their personal file. The
history file basically stores the week to week games and points
while the personal file contains their name, address, etc. It is
not important that you understand that there are two separate file
because from the user standpoint they act as one file. What is
important is to understand how Compute Score II uses these files
because the history file is the backbone to all the operations
(example: calculating High Game).
To really understand how this works you should have already
entered some scores into Compute Score II and be familiar with the
commands and procedures talked about so far in this manual.
Basically the information in the history files drives all the
reports, high scores, etc. This means when you are entering
scores at the main screen, it is only a tool to get the games in
the right individual history files. Once in the history files
these scores can be edited anytime and it will NOT affect any
other bowler's history file or, for that matter, the team history
file. Note: When looking at a file and "0" is seen for a game,
Compute Score II sees it as the bowler did not bowl that game.
This would mean no bowler could have a score of "0". If they did
you must give them the benefit of at least "1" pin.
The idea of the "Main Screen" being a tool to place the scores in
the individual file means that if you have a situation where all
the scores are not correct (in the case that a bowler was only
absent for one game and not all of them) try to get as many scores
correct has possible. Try to get the team scores correct in all
cases (if not then these scores must also be edited). After <F9>
is pressed, the scores are put in the individuals files. Then the
incorrect scores must be edited from the history files.
6.2 Calling Up History
To call up a bowler's history the command is <F3>. <F4> is for a
team history. These commands will work in most places in the
program. The key factor for popping up an individual history file
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is that the highlighter of any current window must be at one
particular name. At the "Main Screen" one bowler is always
highlighted so pressing <F3> at this time will always produce a
history file. If you are at one particular bowler's information
window (<Alt><B>) press <F3> at this time will also produce that
person's history file. The elementary concept is as long as
Compute Score II knows who's history file to bring up it will.
Pressing <F3> in the Schedule window will not work, is an example
when Compute Score II doesn't know who's file to bring up.
The team file works in the same fashion, as long as it knows what
team file to bring up it will. Compute Score II always knows what
team a particular bowler is on, meaning <F4> will work every place
<F3> does. In addition, <F4> will also work after press <Alt>
<E> for edit mode and the "Team Listing" window pops up. <F10> or
<Esc> will always take you out of the history file and
automatically save any changes that were made.
6.3 Looking at a History File
The team and individual files hold basically the same information
and work in the same manner. As a result both will be looked at
together in this manual and any exceptions one file has over the
other will be noted.
The first thing you may notice is that one line is brighter than
the other on a black and white monitor (providing your monitor has
enough contrast to distinguish between normal and bright text) and
on a color monitor one line is highlighted. This enables you to
read across the entire row without straining your eyes. It can be
moved up and down with the arrow keys. <Page Down> and <Page Up>
will move the scores a full window at a time. In the first column
is "DATE". These dates are taken off the main schedule for the
league. If this section is not filled out the "DATE" column will
be blank. Under the dates in the window border is a number. This
refers to the actual week number the highlighter or bright line is
on. To change a date it must be done at the "Schedule Window" and
will affect all bowlers and teams. Another thing you might notice
is that some dates have an "*" before it. This is to note a start
of a season for split season leagues. This must also be changed in
the "Schedule Window" in incorrect.
The next columns, except for "-HG-" and "-HS-" are self
explanatory and will be talked about in the next section "Editing
a History File". In the player's file there is the option of
displaying the high scores with or without handicap. The default
is the actual high score. This is noted underneath the high score
columns in the border of the window. Hold the <Alt> key and press
<M> for mode change. This will change the verbiage in the border
to read "HANDICAP" while displaying the scores accordingly.
Pressing <Alt> <M> one more time will toggle back to the "ACTUAL"
mode.
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To print a hard copy of any player or team history file press <F8>
for "Quick Print".
6.4 Editing a History File
After viewing a player or team history file you may need to edit
it. This can be done by pressing the <F2> key. After <F2> is
pressed a highlighter will appear on the screen under the "LN#"
column. Once again the important thing to remember about this
history files is: that it is the back bone for all reports,
averages and high scores; and changing something in any one
particular history file will NOT, in any shape or form, change
another history file. Meaning by changing a score in an
individual file will not change the team file, giving you total
control over each and every file on an individual bases.
The "DATE" field, as mentioned in the previous section, is the
same for every bowler therefore is not editable. "LN#" is the
first field that can be edited. It can range anywhere between "0"
and "250". The next two categories are "WON" and "LOS". These
two columns are unique. When in the view mode only it will
display the accumulative total wins and losses for each week (for
the team file it will reset the accumulative totals to "0" for
each week that starts a new season). However, when this edit
highlighter is at one particular "WON" or "LOS" field it will
display the wins or losses for that particular week. When editing
this field enter the wins and/or losses for that week ONLY and NOT
the total. As soon as the input highlighter moves off the field
the field will display accumulated totals. All wins and losses
will be adjusted automatically.
The next four columns are for the games bowled for a particular
week. As you enter a new score or change a previous one the
totals and averages will be recalculated automatically. This
means the "TOT", "GRAND", "NO", "HCP" (for player history only),
"HG" and "HS" can not be edited. For the team history files only
the handicap is not a calculated score but a score from the "Main
Screen", therefore, it can be edited.
Compute Score II will only print high scores for either actual
totals or handicap totals, not both. This should already be setup
in the "Profile Menu". The way Compute Score II handles this is
that whatever scores you see in the team history file will be used
to calculate its high scores. If the league is setup to use
actual scores for high scores then the actual scores will be in
each column. This means by ADDING the handicap to the scores will
give the handicap totals. However if your league is setup to save
the handicap totals then these scores are saved in the game
columns. SUBTRACT the handicap column from the game column will
give the actual score.
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Pressing <F2> a second time will remove the input highlighter.
This is a safety mode so scores can not be accidentally changed or
erased. All changes made will automatically be saved as soon as
<F10> or <Esc> is pressed.
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Chapter 7
Printed Reports
7.1 Report & Printer Info Window
All reports have a "Report & Printer Info" window. This window
contains generic questions that can pertain to any type of report.
However, because these are generic questions they may have some
what of a different meaning for each report or they may not be
used at all for a particular report. A good example of this is
the first question "Week Number". When it is used it means the
same for all reports, however, some reports, like "Player Info",
are not weekly reports. In this case it would make no difference
what the week number is.
The week number will normally be defaulted to one week greater
than the previous week on the lower right corner of the screen.
This is because after the last score of week #1 is done, Compute
Score II jumps to week #2. The default week number for reports
will be for week #1. If week number defaults to "0", it means the
report does not use week numbers.
The second question is "Copies". Enter a value between "1" and
"99". Question three is "Lines Per Inch" which can be "6" or "8".
If your printer does not support "Bold Face" or you just want to
turn it off along with the other codes, there are two question
that let you do just that: "Bold Face On" and "Page Code On".
This would mainly be done if the report was going to be placed in
a file for customization. This brings you to the next question,
"Send To" which can be either "Printer" or "File". If sent to a
file, enter the file name in the next question, "File Name".
Please note you still can save a file name and print it to the
printer with the above question. This is a good idea if the
report is printed half of the time to the printer and the other
half to a specific file.
The last two question have specific definitions for each report,
if used at all. However, the thing to remember is: if "First
Team" and "Last Team" are set to "0" it will deactivate both
questions, meaning the ENTIRE report will be printed. THERE IS NO
NEED TO SET THESE QUESTIONS EXCEPT FOR "LIMITING" PURPOSES ONLY.
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7.2 Standing Sheets
The "Standing Sheet" is the main weekly report that gets posted or
passed out each week. There are two main formats. The first is
similar to the ABC standing sheets, its a "DUAL COLUMN" format
which prints the individual information for two teams side by
side. The "SINGLE COLUMN" report gives the same information as
the first report plus other information, over 200, 500, 600,
improved average, etc by only printing one team across the page.
There are other formatting options: Print the players high scores
on the top of the report under the team high scores or at the
bottom of the report under the individual information. There are
options about what type of high scores to print (actual, handicap,
weekly, seasonal) and whether or not to skip perforations.
If, however, you can not format this report in the manner that you
desire you have the option to dump the report to a file instead of
the printer. Once in a file you can call it up in your favorite
editor or word processor. This would be considered an advance
feature because you would already have to know how to do this with
your own individual editor or word processor.
7.3 Input Sheet
If you need a tool to get the scores from the bowling center back
home so that you may enter in the scores as quickly and easily as
possible then use the "Input Sheet Report". Since this report
takes a long time to print there is the option to print a generic
report (then make copies from a copier) or if you have the time it
will make individual team sheets filling in the information.
Customize this report by setting up how many lines you need for
your league. There is also the power to print some of the top
names on the sheet but leave the rest blank. This is ideal for
rotating subs whereby you do not know who's going to bowl on what
team.
7.4 Confirmation Report
The "Confirmation Report" is ideal for that extra proof that you
inputted all the scores correctly. This gives basically the same
information as the standing sheet plus the games that were bowled
from the previous week (or in this case the games entered in for
the previous week). By passing out this report weekly to all the
team members they can confirm that their own scores were entered
correctly.
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7.5 History Report
The "History Report" is ideal at the end of the year when you need
to print all the scores for each individual. However this report
can be printed at anytime. It can be limited to one particular
team by setting the "First Team" and "Last Team", in the "Report
Menu", to the same number. If you only need one player's history,
for whatever reason, pull up that individuals history file and
press <F8> for Quick Print.
7.6 High Score Report
In the "High Score Report" 9 separate high score categories can be
printed. The key thing to remember, if you do not want a high
score category leave that particular field set to 0. If you wish
to print everyone, set that field to "999" or set the field to the
number of bowlers you wish to print on that particular report.
If the "Type of Report" is set to "ALL" and there is more than one
division Compute Score II will treat all divisions as one division
when calculating the high scores. If this question is set to
division all the high scores will be broken down to each
individual division.
7.7 Award Report
The "Award Report" will print the Awards for all bowlers for the
entire season. Remember this report is for indication use only.
Its the secretaries job to apply all the rules to see if the
awards are really applicable for each bowler. Example: Compute
Score II will always give an award for 100 pins over average. Its
up to the secretary to make sure they have enough games and they
did not already receive this award.
7.8 Player Information Report
In the "Player Information" section there is the choice of
printing mailing labels or "line information" about a bowler
(name, division, phone number, etc.). The mailing label report
assumes that you are using standard one column mailing labels.
There is also the option to print just team captain names. This
is useful when the captains are responsible to pass on information
to their team members. If the player information is printed for
all the bowlers the team captain names will have an '*' in front
of them.
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7.9 Yearly Schedule Report
The "Yearly Schedule Report" is similar to the ABC schedule
format. At the top it list the all the lanes. The dates run down
the first column with the team numbers filled in between the rows
and columns. If the report is printed before any team names or
dates are filled in, blanks "______" will be printed so that this
information on this generic report can be handwritten.
7.10 Team Schedule
The "Team Schedule" is a "blow up" of the "Yearly Schedule Report"
for each individual team. Instead of numbers being printed of who
bowls who, the actual names are printed. Along with this is a
comment line to be used in any manner each team feels fit. An
idea would be to keep track of the wins and losses for each team
they bowled against. Another use would be to keep track of the
person sitting out for the week, in the case of a rotational
lineup.
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Chapter 8
File Routines
At the File Window, <Alt> <F> from the main screen, there are
options to call up a different file or create a new file under the
"New File" selection. There is also the power to backup, clone or
delete a file.
8.1 New File
"New File" section is to open a new current file, it will
automatically close out the current file. If this is a totally
new file it will prompt you just like when you created your first
file, see that part of the manual for more details.
The same options will be available just like when the program is
first started. At the "Enter File Name" prompt press <Enter> to
get a list of all the files in the current directory, type in a
valid path to get a particular directory (Example: "B:") or type
in the complete file name.
8.2 Backup File
"Backup File" will copy the current league file to a different
drive. Please note that the backup file can not be on the same
drive as the current file. It is highly recommended that you use
at least 4 different disks for backup. The reason being, if your
original disk goes bad and you make a backup of it (not realizing
there are bad files) the back will not be any good. By using 4
disks you will have up to a month to recognize any problems. The
other advantage is that if you totally screw up a week of
information, just restore the last backup.
To call a backup file, type in the drive letter followed by a ":"
of the backup disk at the "Enter File Name" prompt (<Alt><F>
followed by "New File" <Enter>). This will display all files on
that drive. Move the highlighter to the particular file and press
<Enter>. This file will be opened. To overwrite the file on the
main drive use that drive letter to make a backup copy (Example of
replacing a file on the C: drive after the backup file is opened:
from the main screen: <Alt><F>
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highlight: Backup <Enter>
highlight: "C" <Enter>
8.3 Cloning A File
"Cloning a File" should be used in one of two cases. The first is
when you start a new season and you wish to bring in names and
averages from last season. The second reason is if you made your
league team or week files too small. It was mentioned when you
start a new file that "Number of Team Files" and "Number of Weeks"
can not be changed after a file was created. This is correct,
however, because there is always the possibility of error, there
is the option to clone this file but giving you the privilege of
resetting this values. There are only two rules that must be
followed: first there must be ample disk space to create this new
file and second this new file must have its own unique name or
path. Once the new file has been successfully created and TESTED
the old file can be deleted to avoid confusion.
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Chapter 9
League Awards
Not all awards can be mechanically realized like the "100 pins
over average", "200 games" and "700 series". There are awards
like the "7-10 Split", "11 in a Row", "Dutch 200", etc. that can
not be calculated based on a bowlers scores. However, these types
of awards have been added to Compute Score II. At the "main
screen" or a players "history file" hold the <Alt> key and press
<L> for "League Awards". The "League Awards" menu will appear
with all the awards. Highlight the desired award and press
<Enter>.
Basically when Compute Score II assigns a "League Award" it has to
know two things, who gets the award and on what date. After
assigning the award press <Alt><A> to view the awards for that
bowler, that award should now be listed.
Since these types of awards are manually assigned, there is the
power to manually delete these awards. Please note these are the
ONLY awards that can be deleted manually. The other awards will
be automatically added and deleted based on the games in an
individual history file. After pressing <Alt><A> to view the
awards press <Alt><D> to pop up the delete menu for the "League
Awards". Press <Enter> after moving the highlighter to the award
that needs deleted.
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Chapter 10
Choosing Two Teams
There may be a case to choose two teams that competed against each
other that are not the same two teams Compute Score II picked as
default. A few examples of this is if you made a big mistake in
entering scores and you want to re-enter (edit) the two team
scores. Another case would be your league as a position round
that does not follow Compute Scores II rules.
At the "main screen" press <Alt><C> to call up the "Choose Team
Window". Once in this menu there are two modes, "Automatic" and
"Manual". In the "Automatic" mode Compute Score II will pick two
teams based on the yearly schedule. Use this mode if you need to
re-enter scores for two teams. In this mode pick the desired lane
number followed by the week number. Press <F10> to choose the two
highlighted teams.
Pressing <Alt><M> will toggle to "Manual Mode". In manual mode
pick the first team which is on the odd lane, the second team, the
odd lane number, and week number. Press <F10> to choose these
teams. Note: a key thing to remember in manual mode is that the
<Arrow Keys> move the highlighter to different teams on the top
part of the window while the <Tab> and <Shift><Tab> keys move the
highlighter to the different question on the bottom of the screen.
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Chapter 11
Advance Features
This section assumes that you already know how to run Compute
Score II. Terms, definitions and key strokes will be covered
quickly without a lot of details.
11.1 Exchange (Swap) Bowlers
Compute Score II gives the power to exchange (swap) either bowlers
or teams to different positions. This is handy if their is a
rotating sub that becomes a regular team member in the middle of
the season or if someone quits. Remember, Compute Score II
doesn't really look at names, but rather the position of the
bowler, meaning blank positions can be exchanged just like two
positions with names. This is often the case when someone quits.
Exchange a blank position on a team with no name with the bowler
that is not in the league anymore. This will give the affect of
deleting the bowler from the team but really saving his/her
scores, just in case. Change the deleted bowlers division type to
"NONE" so that he/she will not appear on any high score reports.
To exchange two bowlers press <Alt> <E> to call up the "Edit
Window". Press <Enter> at the team the first bowler is one (can
be either one of the two bowlers that you wish to exchange). Once
the team window appears, move the highlighter to that persons
name. At this point press <Alt> <E> again which stands for
"Exchange Bowler". The "Exchange Window" will appear on the
screen with that person's team and player number and name (if not
blank) in the left column after the word "Exchange:". Notice his
name and number is also in the right column after the word "For:".
As you use the <Arrow Keys> to move the highlighter notice that
the name after the word "For:" changes with the highlighter. Move
the highlighter to the second name that needs to be exchanged.
Remember, if they are on a different team use the <Page Down> and
<Page Up> key to get to those teams. After getting the two names
selected for exchange press <Alt> <E> one more time. <F10> or
<Esc> will cancel the exchange process. To exchange teams is done
in the exact same manner. Move the highlighter to the team name
instead of the individual bowler's name. If this is the case the
teams along as all the bowlers on the teams will be swapped.
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11.2 Team Order
"Team Order" is a good feature for those secretaries that know the
bowlers and teams very well in the league. It probably has a very
limited value if you are a secretary of many leagues and do not
notice any patterns in the individual team lineup orders.
If you notice that any given team bowls in the same order week
after week or follows a pattern (rotating roster, 6 players on a 5
man/woman team) you have the power to have this lineup come up as
default.
To get into the "Team Order Window" press <Alt><O> from the main
screen or highlight "Team Order in the "Team Window". There are
four different types of lineup order. "None" will default to the
first five bowlers (is its a 5 man/woman team). "Fixed" will
default one of the eight lineup orders that you defined. "Rotate"
will advance one lineup order at a time for each new week.
Finally, "Show" will bring up this "Team Order Window" each time
this team bowls so that you can choose one of the eight define
orders.
Before each one of the eight orders is a place to type a name for
each order. This is optional, its to help you remember one order
from the next. If a team has six bowlers when only five can bowl
in one night it would be a good idea to use the bowler who is
sitting out that week name for the "Order Name". To pick any of
the eight orders when the highlight is on "Type of Order" just
press the order number that you desire. Please note, if the "Type
of Order" is set to "NONE" nothing will happen. If the highlight
is at any one of the eight order lines press the <+> key to make
that order the default lineup order.
11.3 Absent but not all Games
To enter scores from the main screen only, Compute Score II
assumes that a bowler either bowls all the games or no games at
all. This means that his/her scores must be edited from their
history file. There is, however, an easy approach for a bowler
who is absent for only some of the game(s). Follow the steps
bellow:
o At the main screen have the highlighter at that name.
o Press <F3> to call up their history file
o Press <F2> to edit their file
o Enter the games they bowled
o Leave the absent games set to "0"
o Press <F10> to save and return to the main screen
o Press <F5> to mark that bowler absent
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Modifying their history file first will cause those scores to be
pasted to that week bowled. Marking that person absent will fill
in any scores to that person's average minus XX pins. Remember,
once marked absent their scores can be anything because they will
not be saved to file. The idea is to get the team scores correct.
If there is the case where the handicap is different from one game
to the next there is no other choice but to get the scores as
correct as possible. You must then go back, after saving the
scores, to the affected team(s) and player(s) files and make the
corrections.
11.4 Adding Your Own Schedule
There should not be any reason to modify the schedule, however if
you have a need there is the power to do so. After calling up the
"Yearly Schedule" (<Alt><Y> from the main screen) press <Alt><M>
for mode change. This will bring up "Lane Mode" instead of "Date
Mode". In "Lane Mode" there is no dates, position rounds, etc.
This information is contained in each league file. As a result
they will temporarily disappear until <Alt><M> is pressed again to
toggle "Date Mode".
From "Lane Mode" you may start a new file with the <Alt><N>
command. Compute Score II will first ask how many teams followed
by a eight letter file name. If the file name exists it will
bring up that schedule. If not, it will create a new file.
Pressing <Enter> will pop up the details for one week. Enter the
team positions for that week. When finished with one week use the
<PgDn> key to go the the next week. When all finished press the
<Esc> key or <F10>. After the detail window disappears PRESS <F9>
TO SAVE THE FILE. Press <Alt><M> to continue in "Date Mode".
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Appendix A
Installing from a BBS
It is important to get the correct files on the right disks if you
unpacked the "Starter Pack" from a bulletin board. If not, the
"INSTALL" program will not work if you try to pass the "Starter
Pack" out to your friends.
There is no problems if you are copying these files to a 3.5"
disk. They will all fit on one disk. However, they will not all
fit on a normal 5.25" disk. Basically all the program files get
put on the first disk and labeled "PROGRAM DISK" except for the
INSTALL program and manual files which get put on the "MANUAL
DISK". If you pulled this file from a BBS then I am assuming you
are familiar with the DOS commands and I will not go into any
details on how to copy or move files.
PROGRAM DISK CONTAINS:
CSII.EXE
CSII.HLP
*.PRT (All printer default files)
ABC.* (All schedule files)
MANUAL DISK CONTAINS:
INSTALL.EXE
CSII.MAN
MANUAL.BAT
The INSTALL program (for the Starter Pack Only) is for users
convenience, there is no special packing or writing of files.
This means the DOS commands to copy and make directories work to
install the program. However, for the purchased program the
INSTALL program must be executed to move the copy protection over
to the working disk.
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Appendix B
Starting in the Middle of the Season
To begin Compute Score II in the middle of the season is quite
easy, plus it gives you the power to include all the history
scores on an individual bases at your convenience. Enter all
league profile, team, player and schedule information like a
normal full season. It is very important to add in ALL the weeks
to the schedule. If you are starring in the 8th week, the first 7
weeks must be skipped. Make sure you leave enough weeks. If not,
the individual scores can not be added. After doing all of this
(refer to the beginning of the manual) you should become familiar
with Compute Score II before proceeding to the next step.
You should have noticed that every team and player information
window contains a "PREVIOUS" section. If starting on the 8th week
to add scores you must know the team and players totals and high
games for the seventh week. Go into the "Previous" sections and
enter this information.
Get to team "PREVIOUS" section from the "Main Screen":
<Alt><E>
<Enter> at team name
move highlighter to "PREVIOUS"
<Enter>
Get to player "PREVIOUS" section from the "Main Screen":
<Alt><E>
<Enter> at team name
<Enter> at bowler name
move highlighter to "PREVIOUS"
<Enter>
After all the previous scores have been added, new scores are
ready to be added. However, it is very important that you do not
add these scores to week #1. Notice at the bottom right-hand
corner it shows what week number you are currently on.
From the "Main Screen" press <Alt><C> to choose the two teams that
competed against each other. With the highlighter at "Week
Number" type in the current week, in our example it would be week
8. If the schedule is set correctly it should bring up the
correct pair of teams that bowled against each other. If not
check the "Yearly Schedule" section. If it is correct press <F10>
to choose these two teams. You may proceed just like you would
have if you were using this program from the beginning of the
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season. Please note: the "Starter Pack" will only accept 6 weeks
of consecutive data. Please see the beginning of this manual for
ordering information after the fourth consecutive week.
The only draw back to starting Compute Score II in the middle of
the season is that the individual history files will not be
complete. However, if you desire you may go back to any
individual or team file, one at a time, clear the "PREVIOUS"
section and add in their scores. Do this at your own convenience.
Do NOT try this with the "Starter Pack". This will probably take
you over the 6 weeks of consecutive data limit.
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Index
* 30 Delete Date 15
100 over Avg 17 Division 21
150 over Series 17 division 13
Division / Handicap 13
A DUAL COLUMN 34
absent 28
Absent: Average minus pins E
10 Edit 20
ACTUAL 30 elite 18
address 21 Exchange Bowler 41
automatic score keepers 27
AVG 23 F
Award Setup 16 File Parameter 7
Awards First Lane 10
100 over Avg 17 Floating subs 20
150 over Series 17
Hi Game All 17 G
Hi Series All 17 GRAND 31
In a Row 17
awards 16 H
half season See: Split
B Season
BACKUP DRIVE 9 HANDICAP 30
Backup File 37 handicap 11
Birth Date 21 Handicap Base 13
Black & White 5 Handicap Type 13
Blind Bowler 28 hard disk 3, 5
bold print 18 HCP 24, 31
Help 25
C help 8
Choose Team Window 40 Help Index 25
Cloning a File 38 HG 31
Color 5 Hi Game All 17
COM 23 Hi Game Once 16
Confirmation Report 34 Hi Series All 17
Copies 33 Hi Series Once 16
create a file name 7 High Score Report 35
Current Info Window 24 High Team Scores 12
cursor movement 27 history file 31
History Report 35
D HS 31
data disk 3, 4
DATE 30 I
Date Mode 43 Improved Average 11
delete Award 39 In a Row 17
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Insert Date 15 Previous Scores 22
INSTALL 3 printer codes 18
Printer Setup 17
L Profile Menu 12
Lane Mode 43
Last Year Average 22 Q
League Awards 39 Quick Print 31, 35
LOS 31
R
M reorganizing 5
Main Menu 25 Report & Printer Info 33
Main Screen 23 Reset Printer 19
MANUAL DISK 3
Max file size 8 S
Max weeks bowled 7 Sanction 21
Maximum Score 13 Schedule Window 30
Minimum Score 13 SINGLE COLUMN 34
mode change 27 Split Season 15
Move Copy Protection 4, 5 split season 30
Standing Sheet 34
N Sub List 26
names 21 subdirectory 3
New File 37 Subs 21
new league file 7 subs 8
NO 31 swap See: Exchange Bowler
No. for Last Avg 10 Swap Bowlers 25
No. Games For Avg 11
NONE 24 T
Number of Bowlers 10 Team Information 20
Number of Teams 9 Team Order 42
Team Schedule 36
O TOT 31
optimizing 5 tournament 16
over average 16 Type of Handicap 24
Over Game 12
U
P Use Diff. in Hcp 11
patches See: awards
Phone No. 21 V
phone numbers 9 View Team Mode 26
pica 18
Player Information 21, 35 W
Point System 12 WON 31
Position Round 15
president's names 9 Y
PREVIOUS 45 Yearly Schedule 14
Yearly Schedule Report 36
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