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1993-02-02
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****** * ******
* * *
* * ***
* RUNCH * EAGUE * OOTBALL
****** ****** *
----------------------------------------------------------------
Crunch League Football
Networking Utility v1.0
Copyright 1993 by Stephen V. David
----------------------------------------------------------------
Guess what?!? Crunchware has come out with a new utility to
add new dimensions of excitement to Crunch League Football. If
you're running CLFB version 2.0 or later, now you can network
your games with other bulletin boards. The whole concept is
pretty simple, but a little effort is left to you, the sysop, to
get the network started and to keep things going. Just read the
following instructions and soon you can start your own network,
distributing teams to participating bulletin boards any way you
like.
How CLFB Networks Work
You might notice that CLNET10.ZIP contains only three files:
CLNET.EXE, CLNODE.EXE, and this file (CLNET.DOC). They're all
you need to get a network going. Just copy them into your CLFB
directory.
A CLFB network can be set up with up to 255 BBSes, each
assigned a number. Node number 1 is known as the main node while
all others are called sub nodes. All games in the network are
played there. The network functions following a relatively
simple system. Whenever a season begins or a set of games is
played, the main node generates files containing all the current
information about the league which it then makes available for
each of the other nodes to download. Before the next set of
games is to be played, the sub nodes must upload the modified
information from their teams to the main, where it is read in and
used for playing games. After games are played, the main node
redistributes updated data to the other nodes, and the process
starts over again.
Setting Up a Network
Since a CLFB network really consists of only one set of
teams (with all games played at the main node), the only place
where the game has to be set up completely (i.e., number of teams
set, names of leagues defined, etc.) is at the main node. Each
sub node, however, MUST run CLCNF to create a CLFB.CNF that
contains information about its particular system. The sysop, for
instance, of a sub node, will not be the same as that of the main
node. The number of teams, etc. in a sub node setup is
arbitrary, and will be written over by network information once
the network is active. Note that the sysop of a sub node can
change information about the BBS (e.g., change sysop name, enter
a registration code, edit gambling info). Be aware that
registration codes are ONLY meant to be used by the sysop of a
BBS who has registered. A single code is NOT meant for use over
an entire network.
**************************************************************************
******* Read the follwing O N L Y if you are the main-BBS *********
The main node is controlled by CLNET.EXE. CLNET performs
three functions, depending on the parameter specified with it
when it is run. Denote the parameter in the form CLNET /#,
where # identifies the function to perform (e.g., CLNET /S for
setup). Each of the parameters works as follows:
/S: Setup the network. If a network already exists, this
function allows you to edit which team is assigned to which node
number. Node numbers can range from 1 to 255, where 1 is the
main node. Any team can be assigned to any node. If you really
feel like it, you can even skip numbers you don't like (e.g., For
a 4 team league, you may assign team 1 to node 1, team 3 to node
4, and teams 2 and 4 to node 5). Once you're done assigning
teams to nodes, press <cr> to quit and save. Press ctrl-break to
abort.
/E: Extract network files. Once a network has been set up,
after each set of games has been played, or after a season has
been reset, you must run CLNET -E to create node files for sub
nodes to download. They are assigned file names "NODExxx.CLF,"
with data pertinent to each node assigned to each number file.
Sub-node BBSes should then call and download their files for
their use. This must be run in a directory containing CLFB.CNF
and all other CLFB data files.
/C: Combine network files. When sub nodes have uploaded their
separate data files ("BNODExxx.CLF"), CLNET -C combines all of
them into one set of data files for use by PLAYFB to play games.
All BNODExxx files must be located in the CLFB directory with
CLFB.CNF.
A sample maintenance batch file is included in this archive as:
CRUNCH.BAT
If you decide to use it please change all the paths according to
your settings.
****************************************************************************
************ Read the follwing one if you are a NODE participating
in an Inter-BBS Crunchleague game:
CLNODE.EXE is for use by sub nodes to extract information
from received NODExxx files to CLFB data files for use by the sub
node to edit team setup etc., and it then combines edited team
files into BNODExxx files for uploading to the main node. NOTE
that the sub node never needs to run PLAYFB. All the game
playing/reporting is done by the main node. CLNODE commands are
the following:
/R: Interpret received data files. Using the format "CLNODE /R
<file path/name>," decodes the CLFB data contained in the <file
path/name> (i.e., a NODExxx file) and transfers it into CLFB data
files for use by a sub node.
/S: Prepare to send data. Combines CLFB sub node data into a
BNODExxx file for uploading to the main node and for games to be
played. Must be run in a directory containing CLFB data.
File transfers of NODExxx and BNODExxx files are left up to
the sysops of the nodes. Some BBS programs can perform these
functions automatically, but it is up to sysops to organize the
transferring. The simplest system might be for the main node
sysop to generate NODExxx files and make them available for
download. Sub nodes could then call, download the files, edit
them until soon before the next set of games, and upload BNODExxx
files back. The main node can then play games and continue the
process.
A sample batch file is provided within this package as:
FBMAINT.BAT
Please change the paths according to your settings.
******************************************************************************
We also recommend that you mechanize the up-/downloading of the files:
BNODExxx.ZIP
FNODExxx.ZIP
within your communication program.
Some mailers like Robocomm or Frontdoor can totally mechanize this step
for you.
Warnings and Dangers
Remember (as mentioned above) that each sub node MUST have a
CLFB.CNF file before CLNODE can work to decode a NODExxx file.
It doesn't matter what the exact setup is as long as something is
there.
Because CLFB was not written specifically for use with a
networking utility, there are also some things that sysops must
be careful to avoid for the network to act properly once it is
up. The "Edit Teams" command in CLCNF must only be used on teams
who are active on that node. PLAYFB and CLNET -C must only be
run by the main node, and only after all BNODExxx files have been
loaded. Note that it is not absolutely necessary for all
BNODExxx files to be received. PLAYFB will function without any
information from any sub nodes, but, if that happens, editing to
teams at the sub nodes will have no effect on the game.
Et Cetera
If you have any problems, questions, or comments, please
contact Crunchware for help. Crunchware Headquarters is
currently located at Entwined Realities BBS ((703) 440-5021,
2400, 8/N/1). E-mail me, Infinity #35 there, #35 @ 17302
WWIVLink, or #4 @ 7315 WWIVNet with your questions. You can also
write to:
Stephen V. David
6030 Fort Hunt Road
Alexandria, VA 22307-1203
You may also contact Roland Bulling (COCONUT) on his BBS
Leisure Land to get help:
(407) 852-8304 14.4 K
(407) 852-0737 14.4 K
The Crunch League Football Networking utility is free and
without obligation to register, but I strongly recommend if you
plan on using it that you own a registered copy of Crunch League
Football. Hours and hours of work go into all Crunchware
products, and we'd greatly appreciate any support from the people
who use them. What may only be a few dollars for you to register
will help a student make ends meet.
Hope you enjoy the added fun that CLFB networking provides
to your football game and look out for more Crunchware in the
future!
NOTE: Special thanks goes to Roland Bulling for some suggestions
about this utility as well as for all the work he's done to test
CLFB and get it working for Wildcat BBSes.