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Belgian Amiga Club - ADF Collection
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BS1 part 31.zip
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BS1 part 31
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Professional Football Simulation v3.0 (1990)(MicroSearch)(Disk 2 of 2)[cr CLS][aka Head Coach].7z
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Professional Football Simulation v3.0 (1990)(MicroSearch)(Disk 2 of 2)[cr CLS][aka Head Coach].adf
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Getting_Started.doc
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1990-11-16
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Section 2
Getting Started
It is very important to make duplicate copies of your Head Coach master
disks prior to their use. The copies can be used for all functions of Head
Coach. The master disks should be kept in a safe place.
Duplicating Head Coach
1. Turn on your Amiga. When the Kickstart prompt appears, insert your
copy of Kickstart.
Note: While Kickstart is loading you should check the Head Coach Master
Disks to make sure they are write-protected. If you are looking at the
front of a disk there should be a square opening in the upper right-hand
corner. If you cannot see through the opening, the disk is not
write-protected and could be accidently erased. Slide the write-protection
tab to the open position. It should click into place and stay. Your disk
is now protected.
2. When the Workbench prompt appears, insert your Workbench disk #1 into
the internal disk drive (df0:).
3. When the Workbench menu appears, insert Head Coach master disk #1 into
any disk drive. Select the Head Coach icon with the left mouse button (one
click) and use the right mouse button to select "duplicate" from the
workbench menu. From this point follow the on-screen instructions to
duplicate the disk. After duplication, you will need to rename the "Copy
of HeadCoach1" to "HeadCoach1", by selecting the icon with the left mouse
button (one click) and using the right mouse button to select "rename" from
the workbench menu. Delete the words "Copy of" and the space before
"HeadCoach1" and press return. Repeat the procedure for Head Coach master
disk #2. For further clarification, please refer to your Amiga Users
manual for disk copying instructions.
Contents of the Head Coach Master Disks
Head Coach comes on two disks. The disks are named Head Coach Master #1
(headcoach1) and Head Coach Master #2 (headcoach2), and contain:
Head Coach Master #1
The Head Coach program
The League Office program
And other files needed to startup the program
Head Coach Master #2
Documentation files
The Game plan editor
The Playbook editor
The Team file editor
The Stats transfer utility
The Make program
The Documentaion program
The View utility
The Special utility #1
The Special utility #2
Amiga Preferences program
The Team files
The Playbook files
The Game Plan files
Head Coach Master Screen
Boot your Amiga by inserting your Head Coach master disk #1 at the
workbench prompt. Insert Head Coach master disk #2 in the external drive
when prompted. If you have a one drive system, please be patient, there
will be a number of disk swaps necessary. When the booting procedure is
completed, the screen will display the Head Coach master screen. The Head
Coach master screen allows you to select the operation you wish to perform.
The Make Utility
You can play a game with the Head Coach disks as delivered. However, the
make program will allow you to create your own Head Coach disks complete
with the teams you want, optional printer drivers, league files, statistics
files, etc. Before running the make program, you must initialize a new
disk.
1. Turn on your Amiga. When the Kickstart prompt appears, insert your
copy of Kickstart.
2. When the Workbench prompt appears, insert your Workbench disk #1 into
the internal disk drive (df0:).
3. When the Workbench menu appears, insert the disk to initialized into
any disk drive. Select the icon for the disk just inserted (for a new disk
it will be "Bad") with the left mouse button (one click) and use the right
mouse button to select "initialize" from the disk menu. From this point
follow the on-screen instructions to initialize the disk. After
initialization, you will need to rename the "Empty" name to whatever name
you wish to use for the disk, by selecting the disk icon with the left
mouse button (one click) and using the right mouse button to select
"rename" from the workbench menu. Follow the instructions to rename your
new disk. For further clarification, please refer to your Amiga Users
manual for disk copying instructions.
After initializing as many new disks as you want, reset your Amiga with the
Head Coach Master #1 in the internal drive (df0:). In order to run the
make program, click once on the "make files/disk" gadget on the Head Coach
master screen.
Make first asks you to enter the number of disks you have on your system.
If you have at least two floppy disks, be sure to tell make. The disk
building procedure is much faster if two disk drives are available. Make
then asks a series of questions about what to copy to the new disk.
If you tell make you would like to support a printer, you will be
instructed to insert the disk containing the printer drivers, normally
Workbench Extras, into a disk drive. If you have your own drivers, you
must have your drivers stored in the same directory structure as does
Commodore. That is, the drivers must be in the "devs/printers" directory.
Simply follow the instructions and you will have Head Coach disks
customized for your use.
The Stats Utility
For league play, Head Coach maintains a statistics file for each team.
When starting a game, current statistics for both teams must be on a disk.
If you are playing an opponent using a modem and telephone line (see
Section 12, Modem Play), you may need to get the statistics file for your
opponent from your opponent. You and your opponent must use the stats
utility by clicking with the left mouse button the "stats" gadget on the
Head Coach master screen.
Pre-arrange which computer will place the call. Follow the instructions
and the stats utility will transfer statistics files as required. See also
Section 11, League Play, and Section 12, Modem Play.
Ready to Start?
The rest of this section provides information you need to get the most from
your Head Coach system. However, if this is the first time you have used
Head Coach, you may be eager to start your first game. If so, you may
select "Play a Game" from the Head Coach master screen, and turn to the
paragraph in this section titled "Playing a Game" for final instructions on
getting the game started.
At some time however, take the time to read the rest of this section and
the rest of the manual. The information will enable you to get the most
from your Head Coach investment.
Data Files
Information required to simulate games is stored in disk data files.
Because the data files are text files that can be processed using any text
editor, you have the ability to customize your Head Coach system.
There are four types of files you may edit: team files, playbook files,
league files, and game plan files. The team files describe teams. The
playbook files give easy to learn names to professional plays. The league
files describe the makeup of a league. The game plan files specify
playbook plays that are to be used in specific game situations. The files
are stored on your Head Coach disks.
Data File Names
On Head Coach disks the files are named as follows:
name.type
"Name" is the name of the file (team name for example), and "type"
specifies the type of file as follows:
team Team file
pb Playbook file
gp Game plan file
lf League file
sa Saved game file
(saved game files
cannot be edited)
stat Statistics file
(statistics files
cannot be edited)
For example, the standard game plan file is named:
standard.gp
The team file for the Bulldogs team is:
bulldogs.team
Editing Data Files
To edit a file, select the desired editing function from the Head Coach
master screen and follow the on-screen instructions. You may also choose
to use any text editor you prefer to edit data files.
CAUTION!
When editing data files, be careful not to add extra blank lines. Extra
blank lines will confuse the processing of the file.
Team File Template
If you are using a standard text editor to create a new team file, Head
Coach provides a team file template "template.team." The template contains
all the required lines for a team file, with places for data values that
you provide. The template also contains comments that explain the values
that are required. The Head Coach tream file editing utility cannot be
used to edit the template file.
The values that must be provided are either numbers or alphabetic
characters. Numbers that must be provided are indicated in the template
file by "xx". To indicate alphabetic characters that must be provided for
names, the template uses "nn". For example, the following is a template
file line for a player description:
xx nn nn xx
As described in Section 10, Team Files, the data values are: jersey
number, name, position, and ability. Properly edited, the required line
might be:
25 "JONES, B" WR 3.6
This indicates player number 25 is a wide receiver (WR) named "JONES, B"
with an overall player ability of 3.6. See Section 10, Team Files, for a
complete description of the format of team files.
The fomat of the files are described in the following sections:
Team files: Section 10
Playbook files: Section 4
Game Plan files: Section 9
League files: Section 11
Playing a Game
To start a game select "Play a Game" from the Head Coach master screen.
This loads the Head aCoach setup screen. To play a game with the current
settings, simply select the "Start Game" gadget and turn to Section 3,
"Your First Game". Good luck and have fun!
Default Game Settings
Head Coach comes setup for a human vs computer game with beginner playbooks
and game plans. The following paragraphs describe how to change and save
the settings.