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1996-10-06
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CwEditor
Version 6.5
Copyright (c)1995-1996
By Steven W. Lucey
All rights reserved.
Support boards are:
The Power Board BBS
- Steven W. Lucey -
- Main Number 502.447.6649-
C O N T E N T S
=================
Warranty ............................................ 2
Copyright notice .................................... 2
Distribution ........................................ 2
Description ......................................... 2
Setup................................................ 3
Main Menu............................................ 3
Game.dat............................................. 3
Puzzle#.dat.......................................... 4
Matrix Chart......................................... 6
Reset/Clear.......................................... 8
Importing New Puzzles................................ 8
Contacting the Author................................ 8
Warranty
This product is provided "as is" without warranty of any kind. The entire
risk as to the results and performance of the program is assumed by you.
Futhermore, the author does not warrant, guarantee, or make any other
representations regarding the use of, or the results of the use of the
program, and you rely on the program and results solely at your own
risk. The author cannot and will not accept responsibility for system
damage, loss of profit, or any other special, consequential or incidental
damages resulting from the use or inability to use this product.
Copyright
CwEdit is Copyrighted (c) 1995-1996 by Steven W. Lucey
Distribution
You are encouraged to distribute CrossWords provided that all files
contained in the archive are distributed in their original and
unmodified state.
Description
CwEdit is an offline editor for registered users of the door program CrossWords
version 6.0 or higher. This program will detect whether you are using a shareware
copy of CrossWords and terminate abruptly if so detected.
Registered sysops will find CwEdit an invaluable tool for creating new puzzles,
editting existing puzzles, and/or clearing and restarting current puzzles for reuse.
CwEdit was compiled with QUICKBASIC (tm) 4.5
==========================================
SETUP
=-=-=
Extract the .zip file CWORDSxx.zip into its own directory. Edit your config file according
to the directions contained in the file CWORDS.DOC. As stated earlier, only registered users
will be able to use the CwEdit program.
You can launch the CwEdit program from the DOS command line by typing:
CwEdit
You will be prompted to enter your configuration file name (be sure to include the file extension).
MAIN MENU
=-=-=-=-=
The Main Menu contains the three options: Edit Games.dat file, Create/Edit Puzzle#.dat file,
and Clear/Reset Puzzles.
Edit Games.dat File
-------------------
Your Games.dat file holds specific information relative to the 5 puzzles you currently
have available for your users to solve. As you rotate puzzles or create new puzzles, you
will need to edit your Games.dat file to reflect the changes made. When importing puzzles
from a puzzle pack see the inclosed "readme.1st" file for the values you need to input into
these fields.
When you select option #1 from the Main Menu, you are asked for which puzzle these values
are for (Puzzle 1-5). Having selected a Puzzle#.dat file you are then presented with a
screen containing 2 lines:
Total number of Across Clues: xx
Total number of Down Clues: xx
You are then prompted to input the new values for those 2 lines...which in turn reflect
the values for the puzzle#.dat file you chose at the beginning of this option.
For example, suppose you chose Puzzle #1; and the program displays the following:
Total number of Across Clues: 39
Total number of Down Clues: 39
First, you would set 'Total number of Across Clues' to a value equal to the total
number of Across Clues you have in your new puzzle (or the value indicated in the
"readme.1st" file, if importing a puzzle-pack such as PUZ_A.ZIP).
And secondly, you would set 'Total number of Down Clues' to a value equal to the total
number of Down Clues you have in your new puzzle (or the value indicated in the
"readme.1st" file, if importing a puzzle-pack such as PUZ_B.ZIP).
Again, these changes would only affect puzzle #1; puzzles 2-5 would still retain there
values.
Edit/Create Puzzle#.dat file
----------------------------
The puzzle#.dat files are the heart of each individual puzzle. With this option you
can either edit current puzzles or create new ones.
When you select this option from the Main Menu, you will be prompted to select a
Puzzle#.dat file to edit/create (Puzzles 1-5). Next, you will be prompted to enter
the 'record number' to begin editting; the lowest 'record number' in the Puzzle#.dat
files is always '1'. The highest 'record number' in the puzzle#.dat files is
the highest value of EITHER:
'Total number of Across Clues' OR
'Total number of Down Clues'
Starting with record #1, the following will be displayed on screen:
Record #: [ex: 1]
1) Across Clue: [ex: A-1: Recoil]
2) Across Answer: [ex: JUMP]
3) Down Clue: [ex: A-1: Maxillae]
4) Down Answer: [ex: JAWS]
5) Across Status: [ex: 0]
6) Down Status: [ex: 0]
7) Across 'R' Matrix#: [ex: 3]
8) Across 'C' Matrix#: [ex: 16]
9) Down 'R' Matrix#: [ex: 3]
10) Down 'C' Matrix#: [ex: 16]
At the bottom of the screen are prompts which you can use to change ANY of the
values for this record; the 'Record #' display at the very top is there as a reminder
of which record you are currently working on.
Using Puzzle #1 & record #1 as an example above, the 'Across Clue:' field contains
'A-1: Recoil'; this is what is displayed to users. The field 'Across Answers:' contains
the answer 'JUMP'; the same applies to 'Down Clue:' & 'Down Answer:' fields. **NOTE:
Capitalization for the Across/Down Answers is not required as the program itself converts
ALL answers (both from the Puzzle#.dat file & answers input from users) to uppercase before
testing for a correct answer. Capitalization for the Across/Down Clues is done in the
above manner for display reasons.
Fields # 5 & 6 (Across Status & Down Status) can either be a '0' or '1'. As you have
probably already guessed it represents a 'switch': 0=OFF & 1=ON. If either Status is set
to '0' that Clue is considered to be unanswered; conversely, if set to '1', then the
Clue is considered already answered and is displayed on the game board.
Fields 1 & 3
------------
**NOTE: Your across clues & down clues MUST NOT EXCEED 40 CHARACTERS!
Fields 7-10
-----------
**NOTE: Before editting fields 7-10, be forewarned that these values determine WHERE
on the game board correct answers are displayed. Inserting incorrect values in these
fields will cause mass confusion on the game board; although it will do no harm to
to the data files or screen files.
---------------------------------------------------------------------------------------
**NOTE: If you are creating your own puzzles, it is recommended you first
obtain an ANSI drawing/painting program; 'TheDraw 4.xx' is highly recommended!!!
In this way, you can use the current screens as a template to change the game board
to reflect your new puzzle and save the screen (DO NOT USE BLOCK SAVE in TheDraw) using
200 characters/line. This has been the tested/proven method the author has used to
create the screens.
----------------------------------------------------------------------------------------
How does the program determine WHERE to place correct answers on the game board? Simple.
All the program needs to know is WHERE the first letter of the answer goes on the game
board; the remaining letters will naturally follow in the proper direction (Across or
Down). Again, using Puzzle #1 & record #1 as an example, the program inserts the
first letter 'J' (in 'JUMP') at 'A-1'. WHY? Because thats where fields #7 & #8 point to
on the game board. 'Across 'R' Matrix#' tells the program what (R)ow to move too; and
'Across 'C' Matrix#' tells the program what (C)olumn to move too...hence, the letter
'J' is inserted into block 'A-1'. Since this is an Across Answer, the remaining letters
(U-M-P) are inserted in blocks B-1, C-1, D-1 respectively without the program having
to know the exact matrix numbers of those letters.
Fields #9 & #10 point to the first letter of the 'Down Answer' and are used in the same
manner as fields #7 & #8. Obviously, the difference being that remaining letters of the
answer are displayed 'Down' rather than 'Across'.
Since all puzzles use the same Matrix #, you can use the following chart when editting
fields #7-10:
A B C D E F G H I J K L
1 3-16 3-19 3-22 3-25 3-28 3-31 3-34 3-37 3-40 3-43 3-46 3-49
2 4-16 4-19 4-22 4-25 4-28 4-31 4-34 4-37 4-40 4-43 4-46 4-49
3 5-16 5-19 5-22 5-25 5-28 5-31 5-34 5-37 5-40 5-43 5-46 5-49
4 6-16 6-19 6-22 6-25 6-28 6-31 6-34 6-37 6-40 6-43 6-46 6-49
5 7-16 7-19 7-22 7-25 7-28 7-31 7-34 7-37 7-40 7-43 7-46 7-49
6 8-16 8-19 8-22 8-25 8-28 8-31 8-34 8-37 8-40 8-43 8-46 8-49
7 9-16 9-19 9-22 9-25 9-28 9-31 9-34 9-37 9-40 9-43 9-46 9-49
8 10-16 10-19 10-22 10-25 10-28 10-31 10-34 10-37 10-40 10-43 10-46 10-49
9 11-16 11-19 11-22 11-25 11-28 11-31 11-34 11-37 11-40 11-43 11-46 11-49
10 12-16 12-19 12-22 12-25 12-28 12-31 12-34 12-37 12-40 12-43 12-46 12-49
11 13-16 13-19 13-22 13-25 13-28 13-31 13-34 13-37 13-40 13-43 13-46 13-49
12 14-16 14-19 14-22 14-25 14-28 14-31 14-34 14-37 14-40 14-43 14-46 14-49
13 15-16 15-19 15-22 15-25 15-28 15-31 15-34 15-37 15-40 15-43 15-46 15-49
14 16-16 16-19 16-22 16-25 16-28 16-31 16-34 16-37 16-40 16-43 16-46 16-49
15 17-16 17-19 17-22 17-25 17-28 17-31 17-34 17-37 17-40 17-43 17-46 17-49
M N O
1 3-52 3-55 3-58
2 4-52 4-55 4-58
3 5-52 5-55 5-58
4 6-52 6-55 6-58
5 7-52 7-55 7-58
6 8-52 8-55 8-58
7 9-52 9-55 9-58
8 10-52 10-55 10-58
9 11-52 11-55 11-58
10 12-52 12-55 12-58
11 13-52 13-55 13-58
12 14-52 14-55 14-58
13 15-52 15-55 15-58
14 16-52 16-55 16-58
15 17-52 17-55 17-58
Clear/Reset Puzzles
-------------------
Option number 3 provides the sysop with the option of removing all answers from
a puzzles game board so that the puzzle can be restarted with a 'clean' game board.
You will be prompted to select which of the 5 puzzles you wish to clear.
Importing New Puzzles
---------------------
Although CWEDIT itself doesn't actually do the importing of puzzles, you will need to
use Option #1 (Edit "games.dat" File) whenever you import puzzle(s) from a
puzzle pack. After extracting the puzzle(s) (and corresponding screen file(s)) from a
puzzle pack, refer to the included "readme.1st" file for the values to use when editting
the "games.dat" file from within CWEDIT.
Contacting the Author
=-=-=-=-=-=-=-=-=-=-=
The Support BBS is:
-------------------
The Power Board BBS..........502-447-6649
On Prodigy:
-----------
Member ID....................ZYAH67A
On Compuserve:
--------------
Member ID....................104542,2570
Internet E-mail:
----------------
Address #1......................steven_lucey@prodigy.com
Address #2......................slucey@powerbrd.win.net
Address #3......................104542.2570@compuserve.com
Voice:
------
.............................502-447-3474 (M-F 8-2p EST.)
**NOTE: Registrations are taken from all of the above. Your registration number will
be available within 24 hours on the Support BBS and/or thru the Internet
(or online service) if you so choose (please leave your Internet address or
online service ID).
Fastest registration:
---------------------
Additionally, SysOps wishing to register a door game (via Visa or MasterCard
may also call the support BBS (at 502-447-6649) and sign on using the user-id
BBS DOORS and the password REGISTER. This will by-pass ALL the log-in files and
take you immediately to the registration screen.