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1994-05-20
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NOTICE
Pencil and Paper Activity Maker program files and documentation:
(c) Copyright Stephen D. Groll, 1993
BRUN45 (c) Copyright Microsoft Corporation, 1982 - 1988
Portions ADVBAS v99, (c) Copyright Thomas Hanlin III, 1985 - 1988
DEDICATION
PAPAM is dedicated to my beautiful wife Paulette who
patiently encourages me in all that I do.
CONTENTS
1. Hard Drive Installation and Update . . . . . . . . . . . . . . 1
2. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 2
3. Activities You Can Create . . . . . . . . . . . . . . . . . . 3
Hidden Messages . . . . . . . . . . . . . . . . . . . . . . . 3
Shadow Messages . . . . . . . . . . . . . . . . . . . . . . . 3
Hidden Pictures . . . . . . . . . . . . . . . . . . . . . . . 4
Color By Numbers . . . . . . . . . . . . . . . . . . . . . . . 4
Dot to Dot Puzzles . . . . . . . . . . . . . . . . . . . . . . 5
Silly Pictures . . . . . . . . . . . . . . . . . . . . . . . . 5
Crazy Messages . . . . . . . . . . . . . . . . . . . . . . . . 5
Missing Letters . . . . . . . . . . . . . . . . . . . . . . . 5
Acrostic Puzzles . . . . . . . . . . . . . . . . . . . . . . . 6
Word Crossover Puzzles . . . . . . . . . . . . . . . . . . . . 7
Word Search Puzzles . . . . . . . . . . . . . . . . . . . . . 7
Decoding Puzzles . . . . . . . . . . . . . . . . . . . . . . . 7
Unscramble Words . . . . . . . . . . . . . . . . . . . . . . . 8
Unscramble Verses . . . . . . . . . . . . . . . . . . . . . . 8
Matching Puzzles . . . . . . . . . . . . . . . . . . . . . . . 9
Math Puzzles . . . . . . . . . . . . . . . . . . . . . . . . . 9
Mazes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Other Puzzles and Activities . . . . . . . . . . . . . . . . . 10
4. PAPAM's Functions and Controls . . . . . . . . . . . . . . . . 11
F1 = Type/Edit . . . . . . . . . . . . . . . . . . . . . . . . 12
F2 = Keyboard Draw . . . . . . . . . . . . . . . . . . . . . . 14
F3 = Large Type . . . . . . . . . . . . . . . . . . . . . . . 16
F4 = Type Graphic Shapes . . . . . . . . . . . . . . . . . . . 17
F5 = Dot to Dot Letters . . . . . . . . . . . . . . . . . . . 19
F6 = Create Activities . . . . . . . . . . . . . . . . . . . . 20
Fill/Remove/Acrostic . . . . . . . . . . . . . . . . . . 20
Word Search Puzzles . . . . . . . . . . . . . . . . . . . 24
Code/Scramble Words . . . . . . . . . . . . . . . . . . . 25
Verse Scrambler . . . . . . . . . . . . . . . . . . . . . 26
Math Puzzles . . . . . . . . . . . . . . . . . . . . . . 27
Mazes . . . . . . . . . . . . . . . . . . . . . . . . . . 27
F7 = Print Work . . . . . . . . . . . . . . . . . . . . . . . 29
F8 = Save Work . . . . . . . . . . . . . . . . . . . . . . . . 30
F9 = Get Work . . . . . . . . . . . . . . . . . . . . . . . . 31
5. Error Messages . . . . . . . . . . . . . . . . . . . . . . . . 32
1
Pencil and Paper Activity Maker Hard Drive Installation and Update
Make sure the PAPAM (Pencil and Paper Activity Maker) disk is
in the appropriate drive. Type the drive letter followed by a colon.
For example, if the PAPAM disk is in drive A, you will type A: and
press ENTER. Now that your current drive is A, type INSTALL, your
hard drive letter followed by a colon, and press ENTER. For example,
INSTALL C: will install PAPAM on drive C. The drive letter can be a
letter from C to F.
If PAPAM is already installed on your hard drive in a directory
named PAPAMAKE go ahead and follow the install instructions given
above. Your existing directory will be updated with the new files.
To run the program just type PAPAM and press ENTER.
2
INTRODUCTION
With the help of Pencil and Paper Activity Maker you can create
dozens of exciting puzzles, activities, and projects. Parents can
use PAPAM to create activities that will amuse and educate their
children. Teachers can use PAPAM to create powerful teaching tools
for students of all ages. Newsletter publishers can use PAPAM to
create fillers. Puzzle lovers can create puzzles for their own
enjoyment. Those who would like to try their hand at selling puzzles
for magazine fillers and puzzle books can use PAPAM to make some
extra money. PAPAM has been used to create and sell puzzles for
hundreds of dollars.
PAPAM will work on IBM/clones, XT or better, but 286 or better
is recommended. It will work with color or monochrome monitors. And
since it uses only keyboard characters it will work on most any
printer even lasers.
PAPAM is flexible, easy and fun to use, and capable of creating
a large variety of pencil and paper activities. Some of the puzzles
that PAPAM can create are mazes, decoder, word search, matching,
acrostic, word crossover, hidden message, hidden picture, dot to dot,
unscramble verses, unscramble words, math puzzles, and more! Not
only does PAPAM have the capacity to create a large variety of
puzzles, it can usually create several variations of each puzzle.
PAPAM creates activities in a half sheet format. This means
that what you create on the scrolling puzzle screen will print out
to half of an 8 1/2 by 11 sheet of paper, (5 1/2 by 8 1/2). This
makes it easy to work puzzles into newsletters, create children's
newsletters, or cut-and-paste activities together to create
fold-in-half activity sheets that fit nicely into text books and
Bibles. Churches will find the half sheet format great for creating
bulletin inserts for children, children's bulletins, or to create a
puzzle for the cover or back of the adult bulletin to go with the
message theme.
Even though many of PAPAM's functions are easy to follow, it is
important to read the documentation. It is especially important to
read the section entitled Activities You Can Create. This section
tells you how to create activities that are not easily apparent. For
example, it is obvious how to create a maze. You just press F6 =
Create Activities, press 7 = Maze Maker, and press C = Create Maze.
That's all there is to it. However, even though creating a hidden
message puzzle is very simple it is not that obvious.
Activities You Can Create begins on page 3. As you read and
follow directions on how to create the activities described in this
section you will begin to learn how to use the various functions of
PAPAM. For a detailed discussion on how the functions and their
controls work, you will need to read the section entitled PAPAM's
Functions and Controls.
As you become familiar with the many functions and abilities of
this program, you will come up with your own ideas of puzzles and
activities you can create. Have fun creating and experimenting with
this exciting tool.
3
Activities You Can Create
HIDDEN MESSAGE:
To see an example of a hidden message puzzle, press F9 = Get
Work, type DEMO1.HDM, and press ENTER. Print the puzzle using F7.
The top half of the page is a hidden message puzzle. Take a pencil
and draw bold lines over the capital letters hidden among the
numbers. The message, HIDDEN MESSAGES ARE FUN, will appear.
To create this type of puzzle start by typing a message using
F3 = Large Type. Be sure and leave room at the top and bottom of
your page if you plan to type instructions and/or place a border
around your puzzle. Type your message and then move to F1 =
Type/Edit to center your work. To do this, move the cursor to the
top of your work and press CTRL + A = Center Align as many times as
it takes to do the job.
Next, press F6 = Create Activities, press 1 =
Fill/Remove/Acrostic, press F = Fill, and press 2 = Random Numbers.
If your puzzle is larger than what appears on the puzzle screen,
press T = 4 Way Type/Acrostic. Then move the cursor with the arrow
keys to scroll the screen so that the unfinished portion of your
puzzle is exposed. Press ESC to exit the 4 Way Type/Acrostic. Now
repeat the steps given above to fill the rest of your puzzle with
random numbers.
When this is finished press ESC to exit Fill/Remove/Acrostic.
The puzzle is basically done. The large letters of your message are
hidden among random numbers from 1 to 9.
You can use CTRL + L = Line Out from F1 to remove any extra
lines of random numbers at the top or bottom of the puzzle screen.
Place the cursor on the line you wish to erase and then press CTRL
+ L. Then type instructions and/or move to F2 and place a border
around your work.
SHADOW MESSAGE:
Creating shadow messages is similar to creating hidden message
puzzles. The file DEMO1.HDM has an example of a shadow message on
the bottom half of the page.
4
Use F3 = Big Type to type a message. Use Type/Edit to center
your work. Press F6 = Create Activities, press 1 =
Fill/Remove/Acrostic, press F = Fill, press 3 = Specific Character,
and type a large character such as #. After all the blank areas of
your puzzle are filled, press uppercase R = Remove, (when you press
uppercase R or uppercase F this tells PAPAM you want to remove or
fill with uppercase letters) and press 1 = Letters. Once all the
letters of your message are removed you have a shadow message.
You will notice that a shadow message is rather elusive and hard
to read if you look directly at it. But, if you hold it at a
distance or if you slant the top of the printed page back beyond a 45
degree angle, you can easily read the message.
Of course when you are done creating your hidden message or
shadow message, you can use F1 = Type/Edit to type instructions
and/or use F2 = Keyboard Draw to draw a border around your work.
When you are finished you can use F8 to save and/or F7 to print your
work.
HIDDEN PICTURE:
To see an example of a hidden picture puzzle load DEMO2.HPC into
PAPAM and print it out. Use colored pencils and color the lettered
areas as indicated in the instructions. If you do it right, you will
see a butterfly appear.
Use F4 = Type Graphic Shapes to create the bulk of your picture.
Use CTRL + K to change the letters that make up the graphic shapes to
correspond with the colors each area will be made of. For example,
if you are going to draw a tree and G is going to equal green, use
CTRL + K to change the graphic shapes so that they are made up of G.
Then create the tree top. When you are ready to create the tree
trunk, let's say that you want B to equal brown, press CTRL + K, type
B, and now create the trunk using the graphic shapes.
For details and little touches, F2 = Keyboard Draw will finish
things off nicely. This function allows you to place characters one
at a time.
When you are finished with your picture, you can fill the empty
spaces and hide your picture by using the Fill function. To do this
press F6, press 1, press F, and press 2; this will fill the spaces
with random numbers.
COLOR BY NUMBERS:
A color by number picture is created much like a hidden picture
puzzle. The difference is that you will use numbers instead of
letters to create your picture. And you will not make an attempt to
hide the picture by filling the blank areas. See DEMO3.PIC for an
example.
Each number you use will represent a color. For example, press
F4, press CTRL + K, and type 1. We will let 1 stand for yellow. If
you are going to draw a yellow flower you can create the yellow parts
of the flower typing the appropriate graphic shapes. If 2 were to
equal green, you would press CTRL + K, type 2, and then create the
leaves and stem out of the number 2.
5
When you are finished, be sure and go to F1 = Type/Edit and type
in the instructions which tell what color each number stands for. A
border is always a nice touch.
DOT TO DOT PUZZLES:
To create a quick and easy dot to dot message puzzle, just press
F5 and type your message. Space limits you to five letter words or
less. But there are lots of things you can do with this function.
To create a simple dot to dot picture puzzle is more involved,
but not difficult. Use F4 = Type Graphic Shapes and create a simple
graphic picture. Create the picture using a single keyboard symbol
which you will remove after the numbers and dots (periods) are
placed.
Once you have drawn your picture press F1 = Type/Edit and then
press INSERT so that the large cursor appears on the puzzle screen.
Use the arrow keys to move the cursor around the picture placing dots
and number them sequentially at each corner or turn. It is a good
idea to use a 1* for your starting location. Keep in mind that once
the character that makes up the picture is removed, the picture needs
to be recreated by drawing a line from one numbered dot to the next.
When you are ready to remove the character that you used to create
the picture, move to Fill/Remove/Acrostic. Press F6, press 1, press
R, press 3, and type the character to be removed.
Load DEMO4.DDP to see an example of a dot to dot picture. The
top half of the page shows the picture after the cross was drawn and
the dots and numbers were placed, before the character #, which made
up the picture, was removed. The bottom half of the page shows the
finished puzzle.
SILLY PICTURES:
You can have a lot of fun just creating silly pictures using
keyboard characters. F4 = Typing Graphic Shapes and F2 = Keyboard
Draw makes it easy to create fun pictures that children can color or
add to as they wish.
CRAZY MESSAGES:
It can be fun trying to read messages that are typed backwards,
up and down, and so on. Press F6 = Create Activities, press 1 =
Fill/Remove/Acrostic, press T = 4 Way Type/Acrostic. Press CTRL + T
to change the typing direction and you can lead your readers on a
merry chase around the page trying to follow your message. See
DEMO5.MSG for a sample of what you can create with this function.
MISSING LETTERS:
Here is simple and fun activity with all sorts of possible
variations. One example of what you can do is to replace all the
vowels in the words of a message with spaces _. The object of the
puzzle is to fill in the missing vowels so that the message can be
read. Here is an example: M_ss_ng l_tt_r p_zzl_s c_n str__n y__r
br__n! The solution is: Missing letter puzzles can strain your
brain!
6
All you have to do is type a message using F1 = Type/Edit. When
you are finished, press F6 = Create Activities, press 1 =
Fill/Remove/Acrostic, press C = Change Character, type the letter you
want replaced, and then type the space character _ that will replace
the letter. Press C = Change Character, type another letter to be
replaced with a space, and then type the space character. Just keep
doing this until all the letters you wish replaced are converted to
spaces.
ACROSTIC PUZZLES:
DEMO6.ACT has an example of an acrostic puzzle on the top half
of the page and an example of a word crossover puzzle on the bottom
half of the page. You create these puzzles from T = 4 Way
Type/Acrostic. To create the box around the letters you type, press
CTRL + B = Box.
Acrostic puzzles are a little easier to create than the word
crossovers, though neither are difficult to make. Position the box
cursor at the top center of your puzzle screen. Press CTRL + T until
the arrow to the right of CTRL + T = Typing indicates that the typing
direction is down. Press Caps Lock so that you are typing in caps.
Now type the core word or words. In DEMO6.ACT the core word is
ACROSTIC.
As long as CTRL + B = Box is ON, your puzzle screen will not
scroll. If your core word will not fit on the puzzle screen, press
CTRL + B so that the box turns OFF. Use the arrow keys to scroll the
puzzle screen and then place the cursor over one of the letters in a
box. Press CTRL + B = Box to turn the box back ON and then you can
move the box cursor to where you left off and finish the core
word/words.
The next step in creating an acrostic puzzle is to press CTRL +
T = Typing until the indicator arrow shows that the typing direction
is from left to right. Turn the Caps Lock off so that you can type
in lowercase. Move the box cursor so that you can type words running
horizontally that will share a letter with the core word. When you
come to the shared letter, use the arrow keys to skip over the
uppercase letter in the core word. You are going to remove all the
lowercase letters after you are finished making the puzzle. You want
the core word to remain, so do not type over the shared letter or it
will become a lowercase letter.
When you are finished making the puzzle grid, type a list of the
words, that run horizontally and share a letter with the core word,
outside of the puzzle grid in uppercase. Type your list in
alphabetical order or just mix them up. After you are finished with
the list, move to Fill/Remove/Acrostic. Press lowercase R = Remove
[This is important. If you press uppercase R = Remove you will
remove the wrong letters.] and press 1 = Remove Letters.
This portion of PAPAM is written to read the characters you
type, and place boxes in relation to other boxed characters. This
means that if you remove the characters from the boxes and then
attempt to edit your work with the box cursor, you may cause damage
to the surrounding empty boxes.
7
WORD CROSSOVER PUZZLES:
Word crossover puzzles can be created by typing words in
lowercase and having them crossover where they share a letter. As
you can see from the example in DEMO6.ACT, words run vertically and
horizontally. The key to a good word crossover is that a box never
comes into contact with any other box, except where letters are
shared to make words found in the word list. You cannot run words
side by side as you do in the acrostic puzzles unless the boxes that
touch make a word from the word list both vertically and horizontally.
After you have finished creating the puzzle grid, type the word
list and any clues in the puzzle grid in uppercase before you remove
the lowercase letters. There are different ways to handle clues for
the puzzle. You will notice in DEMO6.ACT, every shared letter is
given in the grid in uppercase. Sometimes you will want to give one
word in the puzzle grid and that will be the starter. Just type over
the appropriate letters in the grid in uppercase before you remove
the lowercase letters.
When you are finished, you can move to F1 = Type/Edit to center
your work. Next you may want to move to F2 = Keyboard Draw to draw
a border around your puzzle.
WORD SEARCH PUZZLES:
Use arrow keys to scroll the screen where you want the puzzle
located. Press CTRL + E = Erase to clear the screen, press F6 =
Create Activities, and press 2 = Word Search Puzzles. You are now in
the Word Search Puzzles function. Select one of the listing options,
[See section PAPAM's Functions and Controls for a discussion on each
option.] press P = Proceed, and you are ready to type the words that
will be hidden in the puzzle grid. If you want the solution to the
word search puzzle to appear at the bottom of the page, you must
press CTRL + S = Solution before you press P = Proceed.
The cursor box at the lower right-hand corner of your screen
will tell you how many words you can enter. Also notice the arrow
pointing up at the bottom of the box. This shows you the length of
your words. Any letter past the arrow will not be included in the
puzzle. If you finish before you reach the maximum number of words,
just press ENTER without typing a word.
[Impact also has a program called Word Search Puzzle Maker which
can make 24 variations of word search puzzles. It comes with over
100 word lists and allows you to create and save your own word lists.
The documentation also includes several suggestions how to use WSPM
to create group games, educational tools, and more. Best of all it
is FREE to everyone who registers PAPAM.]
DECODING PUZZLES:
To create a decoding puzzle you will need to type a message from
F1 = Type/Edit. Your messages must be at least double spaced and
preferably triple spaced. Code/Scramble Words will take letters
typed in lowercase and move them down one row, convert them into the
selected code, and place a line over the code to write the decoded
letters.
8
Code/Scramble Words gives you a choice of three different types
of code you can convert lowercase letters into. Symbol Code uses
keyboard symbols and numbers as code. When using this option you may
want to type your messages (while in Type/Edit) by first pressing
CTRL + T = Type Gap. If Type Gap is ON when you type your message,
letters will have spaces between them. Having a space between the
symbols and numbers makes decoding symbol code less confusing.
ABC Before, Code and ABC After, Code does not need the spaces
between each letter unless you prefer it. ABC Before and After, Code
simply places uppercase letters that come alphabetically before or
after lowercase letters in the format described above.
Before you move to Code/Scramble Words, by pressing F6 = Create
Activities and pressing 3 = Code/Scramble Words, you will want to
place the character ~ where you want the decoding instructions to
start. The instructions take up 4 rows.
UNSCRAMBLE WORDS:
Use F1 = Type/Edit to type a message, double or triple spaced.
When you are finished with your message press F6 = Create Activities,
press 3 = Code/Scramble Words, and press 4 = Scramble Words. Words
over one letter long that are in lowercase will be moved down one
row, have their letters scrambled, and a line will be placed above
the letters where the unscrambled letters are to be written.
If a word contains both uppercase and lowercase letters, only
lowercase letters in groups of more than one will be scrambled.
This allows considerable control over the way words are scrambled.
Suppose you want to create an activity where you give the first
and/or last letters of the scrambled words as clues. All you have to
do is type the words in lowercase, except that you will capitalize
the first and/or last letters of each word before they are scrambled.
Another example of what you can do is type words with a letter in the
center or say every fourth letter is capitalized. Each section of
the word will be scrambled as a separate word.
Please note that since the words being scrambled are scrambled
by the computer reordering letters at random, it is possible that
smaller words may randomly fall into their correct spelling. You
might have to manually rearrange a few words in your puzzle.
UNSCRAMBLE VERSES:
Verse Scrambler will scramble one or more sentences up to 160
characters long. Your computer screen is 80 characters across, you
can type up to two full lines across your computer screen and Verse
Scrambler will scramble the words. This means that you can create
exciting activities for unscrambling Bible verses, lines of poetry,
famous quotes, or any sentence that will fit.
Use the arrow keys to scroll the screen to where you want the
puzzle located. Press F6 = Create Activities, press 4 = Verse
Scrambler, press P = Proceed, type a verse, press ENTER when you are
done, follow the prompts, and press ESC when you are ready to exit.
That's all there is to it. Draw a border around your work and you
have a great educational activity.
Be sure to see the section on PAPAM's Functions and Controls for
a description of the Verse Scrambler options.
9
MATCHING PUZZLES:
You can create all sorts of matching puzzles and activities
using Matching Puzzles. Use the arrow keys to scroll the screen to
where you want the puzzle located. Press F6 = Create Activities,
press 5 = Matching Puzzles, and press P = Proceed. You will be
allowed to enter two columns of as many as 10 words or phrases per
column. Each word/phrase in the columns can be as long as 20 letters
and spaces. The idea is to type a word/phrase in one column that
will have something to do with a word/phrase in the other column.
When the puzzle is worked, a line is drawn from the word/phrase in
the left column to the matching word/phrase in the other column.
You can make matching puzzles where you match synonyms,
antonyms, homonyms, rhymes, definitions, states to capitals, first
names to last names, and much more. The Matching Puzzles controls
suggest other ways to use this function.
As you type the first set of words/phrases in the cursor box,
each time you press ENTER the word/phrase will be placed in a column
on the left side of your puzzle screen. If you finish before 10,
press ENTER without typing another word. You will then be allowed
to type the words/phrases that make up the right column.
When you are finished entering the words/phrases you will be
allowed to shuffle one or both columns. Press L = Shuffle Left
and/or press R = Shuffle Right. Press ESC to exit when you are
finished.
MATH PUZZLES:
Creating math puzzles is a snap with PAPAM. Use the arrow keys
to scroll the screen to where you want the puzzle located. Press F6
= Create Activities, press 6 = Math Puzzles, type in a "secret" word
or phrase up to 20 letters and spaces long. Press ENTER and then
type your math problems. The number of math problems you can enter
depends on the number of different letters in your "secret" word or
phrase. The maximum you will be allowed to enter is 9 problems per
puzzle. If your "secret" word/phrase has more than 9 different
letters, the extra letters will appear at the bottom of the puzzle
where spaces are created to write the letters of the "secret"
word/phrase.
You can enter addition +, subtraction -, multiplication *, and
division / problems. For example, to enter a multiplication problem
you would type something like this, 3*8, and then press ENTER. Since
each answer of a math problem stands for a letter of your "secret"
word/phrase you will want to be careful that the solutions to your
math problems are all different. You will not want to enter, for
example, 100-50 and then in the same puzzle enter 25+25. If you do
you will have the same answer, 50, representing two different
letters.
10
The puzzle is solved by finding the answer to each math problem
and then seeing what letter the answer represents, as shown in the
right column of the puzzle. Next, the letter is placed on each line,
at the bottom of the puzzle, that has the problem's number under it.
For example, if problem number 1 is 35 + 5 = 40 and if in the right
column we find that 40 = M, M will be placed on each line at the
bottom of the puzzle that has a 1 below it. If problem 2's answer
equals A, A will be placed over every line that has a 2 under it.
This is continued until the "secret" word/phrase is revealed.
MAZES:
Creating a maze with PAPAM is a simple matter of pressing 3
keys. PAPAM randomly generates fun, challenging mazes. The tedious
time consuming job of thinking through and drawing a maze is
eliminated.
Press F6 = Create Activities, press 7 = Maze Maker, press C =
Create Maze. That's it. In a matter of seconds you will have a true
maze ready to print out. Each maze is created from scratch and is
randomly generated with only one correct way through it.
Mazes fill the entire page. Any work on the page will be lost
once the maze is created.
OTHER PUZZLES AND ACTIVITIES:
There are many other exciting puzzles and activities you can
create using the software produced by Impact D. Publishing! In the
registered package of PAPAM you will receive, absolutely free, a
fully registered version of Word Search Puzzle Maker. This exciting
program can create several variations of the popular word search
puzzle. It comes with over a hundred word lists, the capability of
creating and saving your own word lists, and a special customizing
editor which allows you to shape and edit your puzzles before saving
or printing them. This program also comes with a list of creative
ways to use WSPM to make party games, teaching tools, group
activities, and more.
The registered version of PAPAM comes with supplemental
documentation containing an expanded list of suggested activities,
puzzles, and projects along with more example files. See the exit
screen, as you leave PAPAM, for registration information. All files
come on 5 1/4" disks.
11
PAPAM's Functions and Controls
As the functions and controls are discussed, some terms will pop
up that need clarifying. Below is a list of these terms and their
meanings:
CONTROL COLUMN refers to the portion of your screen to
the right of the puzzle screen which lists
the controls and functions.
CURSOR WINDOW refers to the boxed window which appears,
when needed, at the bottom right-hand
corner of your screen that allows you to
input requested information.
DIRECTORY WINDOW refers to the special window that pops
up when the DIR command is used to list
a directory of files.
PAGE refers to the entire scrolling screen where you
create your puzzles and activities.
PUZZLE SCREEN refers to just that portion of the page
which is visible on your monitor.
12
F1 = Type/Edit
When you start PAPAM you are automatically in F1 = Type/Edit.
Many of your activities will begin and or receive their final touches
here.
Type/Edit works with one line at a time as you type. That is,
you can insert letters and spaces within the line you are presently
working on without disturbing the rest of the page. If you press the
INSERT key and turn insert off, you can type over letters and spaces,
within the line.
When you type you will hear a beep as you near the end of a
line. This beep is similar to a typewriter bell that lets you know
that you only have a few more spaces left before you need to press
ENTER. When you press ENTER the cursor will move to the next line.
Type/Edit has an automatic TAB which places the cursor under the
first character of the previous line. You may need to reposition
your cursor before you begin typing again.
This one line control is very important for editing the type of
work you will be doing with PAPAM. Once you have created your
activities and have them positioned where you want, you will be able
to type instructions and make corrections without disturbing the rest
of the page.
Typing Controls:
BACKSPACE moves the cursor back one space erasing the character at
the cursor's new location. If INSERT is on, all text on
the line to the right of the cursor will move over one
space. If INSERT is off, the text to the right of the
cursor is unaffected.
ENTER moves the cursor down to the next typing row and places
cursor under the first character in the previous row.
INSERT will insert text and spaces as you type, moving text to
the right of the cursor ahead in the line. When INSERT is
off, existing text that is typed over will be replaced
with text being typed.
CAPS LOCK will type uppercase letters.
CTRL + S = Space changes the number of rows down the cursor will move
when ENTER is pressed. You have the option of typing
SINGLE, DOUBLE, or TRIPLE space.
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CTRL + A = Center Align centers the text that is already typed on the
line where the cursor is located. The cursor can be
anywhere on the line and will automatically move to the
next line. This allows you to center as many lines
of text as you desire simply by repeatedly pressing CTRL +
A. Large Type and Dot to Dot Letters can be centered by
placing the cursor on the line which makes up the top of
the letters and pressing CTRL + A five times.
CTRL + U = Work Up moves the work on the puzzle screen up one line.
Work that moves off the puzzle screen is lost. Work on
the unseen portion of the page is unaffected.
CTRL + D = Work Down moves work on the puzzle screen down one line.
Work that moves off the puzzle screen is lost. Work on
the unseen portion of the page is unaffected.
CTRL + T = Type Gap will leave a space between letters as you type
text. When Type Gap is ON, the cursor will type over
characters only. The insert function is canceled.
CTRL + L = Line Out will erase the line where the cursor is located.
CTRL + E = Erase will erase the work on the puzzle screen.
CTRL + C = Clear Page will erase the entire page and place the cursor
at the top, ready to start work over again.
Cursor Controls:
ARROW KEYS move the cursor in the direction arrows point.
HOME moves the cursor to the beginning of the line of text.
END moves cursor to the end of the line of text.
PAGE UP moves cursor to the top of the puzzle screen.
PAGE DOWN moves cursor to the bottom of the puzzle screen.
CTRL + HOME moves cursor to the top of the page.
CTRL + END moves cursor to the bottom of the page.
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F2 = Keyboard Draw
This function is great for drawing borders, boxes, mazes,
pictures using keyboard characters, and adding details to pictures
and activities created using Type Graphic Shapes.
After you press F2 = Keyboard Draw, you will see listed at the
bottom of the column of function commands a list of the special
controls for Keyboard Draw. Below are descriptions of each of these
controls.
KEYS select the keyboard character you wish to draw with. For
example, pressing the letter W will change the default
"brush" * to the letter W. This is your new "brush."
ENTER places a character at the location of the "brush."
BACKSPACE gets the eraser. Place the eraser over a character you
wish to erase and press ENTER.
SPACE BAR turns the Arrow Draw on and off. When the Arrow Draw is
ON, using the arrow keys will leave characters wherever
you move the "brush." It will also erase characters
wherever you move the eraser.
CTRL + D = Double Brush allows you to draw lines, borders, and boxes
using two characters which appear alternately. Once you
press CTRL + D you will be asked to type a character.
After you type the first character you will be asked to
type a second character. When this process is finished,
move your cursor where you want to begin drawing and then
press the SPACE BAR to turn Arrow Draw ON. Wherever you
move the cursor the two characters you typed will be
placed alternately. For example, if you type < as the
first character, and then > as the second character, when
you turn Arrow Draw ON and press the ARROW KEYS to move
the "brush", a line like this <><><><><><><> will appear.
CTRL + E = Erase will erase the work on the puzzle screen.
CTRL + C = Clear Page will erase the entire page and place the cursor
at the top, ready to start work over again.
Cursor Controls:
ARROW KEYS move the cursor in the direction the arrows point.
HOME moves the cursor to the left side of the puzzle screen.
END moves the cursor to the right side of the puzzle screen.
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PAGE UP moves cursor to the top of the puzzle screen.
PAGE DOWN moves cursor to the bottom of the puzzle screen.
CTRL + HOME moves cursor to the top of the page.
CTRL + END moves cursor to the bottom of the page.
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F3 = Large Type
Large Type allows you to type large capital letters of the
alphabet. The large letters are made out of the capital letters of
the letter typed. The large letters are five rows high by five
columns wide. This function is used for typing big titles, creating
hidden message puzzles, creating shadow messages, and more. Below is
a list of typing and cursor controls along with descriptions of how
they work and what they do.
Typing Controls:
BACKSPACE moves the cursor back one large space erasing the
character at the cursor's new location. The text to the
right of the cursor is unaffected.
ENTER moves the cursor down one Large Type row and places cursor
at the far left side of the puzzle screen.
CTRL + E = Erase will erase the work on the puzzle screen.
CTRL + C = Clear Page will erase the entire page and place the cursor
at the top, ready to start work over again.
Cursor Controls:
ARROW KEYS move the cursor in the direction the arrows point one
regular space at a time.
HOME moves cursor to the left side of the puzzle screen.
END moves cursor to the right side of the puzzle screen.
PAGE UP moves cursor to the top of the puzzle screen.
PAGE DOWN moves cursor to the bottom of the puzzle screen.
CTRL + HOME moves cursor to the top of the page.
CTRL + END moves cursor to the bottom of the page.
CTRL + F moves cursor forward one large space.
CTRL + B moves cursor back one large space.
CTRL + U moves cursor up one large space.
CTRL + D moves cursor down one large space.
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F4 = Type Graphic Shapes
Type Graphic Shapes allows you to create simple pictures and
graphics. Using the keyboard to place a variety of graphic shapes
made out of keyboard characters, of your choosing, you will use these
shapes like building blocks to create lots of fun activities. Some
of the activities you will use this function for are hidden pictures,
dot to dot pictures, and color by numbers.
Be sure and see F10 = See More Commands, and CTRL + K = Key
Brush below. These two functions are unique and very important to
this capability.
Typing Controls:
F10 See More Commands is a special function that allows you to see
what shapes each key on your keyboard will type. There
are 3 sets of 8 shapes for a total of 24 different shapes.
Keep pressing F10 to see all the shapes and to return you
to the regular command list.
CTRL + K = Key Brush allows you to change the keyboard character that
makes up the shapes.
BACKSPACE moves the cursor back one large space erasing the graphic
shape at the cursor's new location. Material to the right
of the cursor is unaffected.
ENTER moves the cursor down one graphic shape row and places the
cursor at the far left side of the puzzle screen.
CTRL + E = Erase will erase the work on the puzzle screen only.
CTRL + C = Clear Page will erase the entire page and place the cursor
at the top, ready to start work over again.
Cursor Controls:
ARROW KEYS move the cursor in the direction the arrows point one
regular space at a time.
HOME moves cursor to the left side of the puzzle screen.
END moves cursor to the right side of the puzzle screen.
PAGE UP moves cursor to the top of the puzzle screen.
PAGE DOWN moves cursor to the bottom of the puzzle screen.
CTRL + HOME moves cursor to the top of the page.
CTRL + END moves cursor to the bottom of the page.
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CTRL + F moves cursor forward one large space.
CTRL + B moves cursor back one large space.
CTRL + U moves cursor up one large space.
CTRL + D moves cursor down one large space.
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F5 = Dot to Dot Letters
Dot to Dot Letters allows you to create quick, fun, dot to dot
message activities. All you have to do is type a short message or
statement, and dot to dot puzzles of the capital letters you type
will be placed on the puzzle screen.
The starting point for each letter is an asterisk. Draw lines
to each dot in numerical order. Some letters have alphabetical
sequences. Start with A and draw a line to B and so on.
Typing Controls:
BACKSPACE moves the cursor back one large space erasing the dot to
dot letter at the cursor's new location. Material to the
right of the cursor is unaffected.
ENTER moves the cursor down one dot to dot letter row and places
cursor at the far left side of the puzzle screen.
CTRL + E = Erase will erase the work on the puzzle screen only.
CTRL + C = Clear Page will erase the entire page and place the cursor
at the top, ready to start work over again.
Cursor Controls:
ARROW KEYS move the cursor in the direction the arrows point one
regular space at a time.
HOME moves cursor to the left side of the puzzle screen.
END moves cursor to the right side of the puzzle screen.
PAGE UP moves cursor to the top of the puzzle screen.
PAGE DOWN moves cursor to the bottom of the puzzle screen.
CTRL + HOME moves cursor to the top of the page.
CTRL + END moves cursor to the bottom of the page.
CTRL + F moves cursor forward one large space.
CTRL + B moves cursor back one large space.
CTRL + U moves cursor up one large space.
CTRL + D moves cursor down one large space.
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F6 = Create Activities
F6 = Create Activities is the heart of PAPAM. When you press
F6, a list of seven activity areas will appear at the bottom of the
control column. Each of these areas will either create activities or
allow you to convert what you have prepared, from the other functions,
into activities. To choose one of these areas, type a number from 1
to 7.
Once an activity area is selected, the controls for the activity
will appear in the control column. Below is a description of each
activity area and its controls.
FILL/REMOVE/ACROSTIC
Fill/Remove/Acrostic is an activity area which is used to
convert material, you have created, into many exciting activities.
For a discussion on the types of activities this area can help to
create, see the section entitled Activities You Can Create. This
area is also used to create acrostic, word crossover puzzles, and
more.
Fill/Remove/Acrostic Controls:
F = Fill Screen will fill all the empty spaces on the puzzle
screen with either random lowercase letters, random
uppercase letters, random numbers from 1 to 9, or a
specific character. When F is selected, three FILL
controls appear at the bottom of the control column which
allows you to chose what the spaces will be filled with.
1 = Random Letters will fill the spaces on the puzzle
screen with random lowercase letters if F =
Fill Screen was selected with a lowercase f.
If when you selected F = Fill Screen you typed
an uppercase F, the spaces will be filled with
random uppercase letters.
2 = Random Numbers will fill the spaces on the puzzle
screen with random numbers from 1 to 9.
3 = Specific Character will fill the spaces on the puzzle
screen with a keyboard character of your
choosing. Once 3 is pressed, you will be
asked to type the character you want the
spaces of the puzzle screen filled with.
Type a selection and that's all there is to it.
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R = Remove from Screen will remove from the puzzle screen all
lowercase letters, all uppercase letters, all
numbers from 1 to 9, or a specific character.
When R is selected, three REMOVE controls
appear at the bottom of the control column
which allows you to chose what shall be
removed from the puzzle screen.
1 = Letters will remove from the puzzle screen all
lowercase letters if R = Remove from Screen
was selected with a lowercase r. If when you
selected R = Remove from Screen you typed an
uppercase R, all uppercase letters will be
removed from the puzzle screen.
2 = Numbers will remove from the puzzle screen numbers 1
through 9.
3 = Specific Character will remove from the puzzle screen
a keyboard character of your choosing. Once 3
is pressed, you will be asked to type the
character you want removed. Type a selection
and that's all there is to it.
U = Lower to Uppercase will convert every letter on the puzzle screen
to uppercase.
L = Upper to Lowercase will convert every letter on the puzzle screen
to lowercase.
C = Change a Character allows you to change any character on the
puzzle screen to another character of your choosing.
Once C is pressed, you will be asked to type the old
character. That is, type the character on the puzzle
screen that is to be changed. After the old character
has been typed, you will be asked to type the new
character. That is, type the character which will replace
the old character. Once that is done the conversion will
take place.
T = 4 Way Type/Acrostic is actually an activity area within an
activity area. When T is pressed, the controls for 4 Way
Type/Acrostic appear in the control column and a cursor
appears on the puzzle screen. Be sure and see the
section, Activities You Can Create, for a discussion of
how to use this function to create puzzles.
ESC = Exit will return you to Fill/Remove/Acrostic.
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Typing Controls:
CTRL + P = Paste will appear in the control column of
your screen only if there is a block of work
that has been cut or copied using CTRL + C =
Cut/Copy. Move the cursor to the location
on the page where you want the top left-hand
corner of the block to be placed and then
press CTRL + P. You can make as many copies
of the block as you wish by moving the cursor
and pressing CTRL + P. PAPAM retains the
block (unless you cut/copy a new block) even
if you exit and return to T = 4 Way Type/
Acrostic. Only the characters within a block
are pasted; not the spaces. This allows you
to do things like create frames and, for
example, paste them over dot to dot letters.
CTRL + K = Paste Backwards is exactly the same as CTRL +
P = Paste except that PAPAM places the block
backwards.
CTRL + U = Paste Upside Dn is the same as CTRL + P =
Paste except that PAPAM places the block
upside down.
CTRL + X = Paste Dn & Bkwd is the same as CTRL + P =
Paste except that PAPAM places the block
upside down and backwards.
CTRL + R = Remove Block will erase an area on the screen
the size and dimensions of the block most
recently cut/copied. This allows you to clear
an area to place a block, remove the block you
just pasted, or create an eraser to use in the
T = 4 Way Type/Acrostic area.
CTRL + C = Cut/Copy will cut or copy a block of work, up
to a full puzzle screen in size. When you
press CTRL + C, follow the instructions in the
control column of your screen. Be sure the
entire block you wish to cut/copy is visible on
the puzzle screen before you mark the upper
left-hand corner of the block by pressing
ENTER. The puzzle screen will lock in place
when you start marking the block.
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If you select to cut the block, PAPAM will
remove the block from the puzzle screen. You
can use CTRL + P = Paste to place the block
anywhere on the page. If you select to copy the
block, PAPAM will not remove it from the screen.
You can use CTRL + P = Paste to place copies of
the block on the screen.
CTRL + T = Typing allows you to type in four different
directions. The arrow in the box to the right
of Typing tells you which direction you are
typing. Press CTRL + T and the typing
direction changes. As long as the Box
function is OFF, the puzzle screen will scroll
as you type.
BACKSPACE moves the cursor back one or two spaces
(depending on where the Space option is set)
erasing the character at the cursor's new
location. The text to the right of the
cursor is unaffected.
ENTER moves the cursor down one or two spaces
(depending on where the Space option is set)
and places the cursor under the first
character of the previous line.
CAPS LOCK will type uppercase letters.
CTRL + S = Space allows you to change the number of spaces
(1 to 2) the cursor will move as you type.
Cursor Controls:
ARROW KEYS move the cursor in the direction the
arrows point.
HOME moves cursor to the left side of the
puzzle screen.
END moves cursor to the right side of
the puzzle screen.
PAGE UP moves cursor to the top of the
puzzle screen.
PAGE DOWN moves cursor to the bottom of the
puzzle screen.
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CTRL + B = Box will place a box around characters you
type. This allows you to create acrostic
puzzles and word crossover puzzles quickly and
easily. The puzzle screen will not scroll
while Box is ON. All you have to do is turn
Box OFF, use the arrow keys to scroll the
puzzle screen, and then turn Box ON. To make
sure that the box will be aligned correctly
when you turn it back ON, place the cursor
over a boxed character first.
This portion of PAPAM is written to read the
characters you type, and place boxes in
relation to other boxed characters. This
means that if you remove the characters from
the boxes and then attempt to edit your work
with the box cursor, you may cause damage to
the surrounding empty boxes.
Typing Controls:
CAPS LOCK will type uppercase letters.
BACKSPACE moves the box cursor back one space
erasing the character and box at
the cursor's new location.
Text to the right of the box
cursor will be unaffected.
SPACE BAR moves the box cursor forward one
space erasing the character and the
box at the cursor's new location.
Text to the left of the box
cursor will be unaffected.
Cursor Controls:
ARROW KEYS move the box cursor in the
direction the arrows point.
CTRL + E = Erase Screen will erase the work on
the puzzle screen only.
WORD SEARCH PUZZLES:
Word Search Puzzles will create simple puzzles which are perfect
for fun activities which almost anyone can do. Words are hidden in a
15 by 15 grid one at a time as you type and enter them. The hidden
words will run horizontally reading from left to right and vertically
reading from top to bottom. Word Search Puzzles gives you several
options on how words can be listed.
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[Everyone who registers PAPAM will receive a free copy of Word
Search Puzzle Maker. WSPM allows you to create two sizes of puzzles.
It hides words in 8 different directions and allows you to create
and save your word lists so that you can make an unlimited number of
puzzles with the same list. WSPM also comes with a list of ideas how
to create group games, teaching tools, object lessons and much more!]
L = Words Listed will list as many as 15 words in the order and way
that you type them. Words or phrases may be up to 13
letters and spaces in length. The arrow at the bottom of
the cursor window points to where the last letter in a
word can be. If the list of words you are hiding is less
than 15 words or phrases long, simply press ENTER without
typing another word.
S = Scrambled will scramble the letters of each word as it is placed
in the list. The words are not scrambled in the grid.
You are allowed 15 words or phrases up to 13 letters and
spaces long. Press ENTER without typing a word if you
finish before 15.
F = First/Blanks Listed will give the first letter of each word and a
blank for each letter thereafter. This option allows you
to enter 15 words or phrases up to 8 letters and
spaces long. Press ENTER without typing a word if you
finish before 15.
B = Blanks Listed will list blanks for each letter of your words.
This option allows you to enter 15 words or phrases up to
8 letters and spaces long. Press ENTER without typing a
word if you finish before 15.
C = Prepare List for Code will double space the list of words, place
letters in lowercase, and place a space between each
letter in the list. When you are finished creating the
word search puzzle you can go to the Code/Scramble Words
area and convert the list to the code of your choosing.
This option allows you to enter 8 words or phrases up to
8 letters and spaces long. Press ENTER without typing a
word if you finish before 8.
CODE/SCRAMBLE WORDS:
Code/Scramble Words allows you to create 3 different types of
decoding puzzles and it allows you to create word unscramblers.
Start in F1 = Type/Edit and type a message. It is important to
understand that Code/Scramble Words will scan the puzzle screen
looking for lowercase letters to convert into code. Once it converts
the lowercase letters into code it will move the code down one row
and place lines over the code where the decoded or unscrambled words
will be written. This means that when you type your message to be
converted to code or to be scrambled, it will need to be double or
preferably triple spaced.
26
One other thing that you will need to do before you move from
F1 = Type/Edit is to place the ~ character. This tells PAPAM where
you want the decoding guide to start. The guide will take up 4
rows. There is no decoding guide for Scramble Words.
1 = Symbol Code converts any lowercase letters on the puzzle screen
to keyboard symbols and numbers. It is less confusing if
a space is left between each symbol. You may prefer to
use T = Type Gap when creating text that will be
converted to symbol code.
2 = ABC Before, Code will convert any lowercase letter to the
uppercase letter that comes before it in the alphabet.
In the case of the letter a, it will be replaced with Z.
3 = ABC After, Code will convert any lowercase letter to the
uppercase letter that comes after it in the alphabet. In
the case of the letter z, it will be replaced with A.
4 = Scramble Words will scramble the letters of words from 2 to 20
letters long. If the first letter of a word is
capitalized, Scramble Words will scramble only that
portion of the word that is in lowercase.
VERSE SCRAMBLER:
Verse Scrambler will scramble the words of any sentence (up to
160 characters long). That is, you can type a sentence that is two
full lines across your computer screen and Verse Scrambler will mix
up the words. Then it will place the proper number of spaces for the
letters of each word in the proper order at the bottom of the puzzle
screen.
B = Blanks Only is the default option. It places one blank line per
letter for each word at the bottom of the puzzle in the
correct order of the sentence. Of course the purpose of
the lines is to provide a place to write the words in the
proper order of the sentence. The lines also give a clue
by indicating the number of letters in each word by the
number of lines provided for each word.
F = First Letters will place the first letter of each word and blank
lines for each letter thereafter at the bottom of the
puzzle.
L = First/Last Letters will place the first and last letters of each
word and blanks for the remaining letters at the bottom
of the puzzle.
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P = Proceed moves you to the verse typing area. Type your sentence
using punctuation, lowercase, and uppercase letters. You
can type your sentence up to two lines across the screen.
When you are finished typing the sentence, press ENTER.
You will be given the option of typing a Scripture
reference or title. Press ENTER when finished. Then you
will be given the option of having the correct reading of
the sentence or verse show at the top of the page. When
the verse is finished being scrambled you will have the
option of rescrambling it. When ready, exit by pressing
ESC.
MATH PUZZLES:
With Math Puzzles you can create fun educational puzzles and
activities using basic math problems. The first thing you will do in
Math Puzzles is type a "secret" word or phrase up to 20 letters and
spaces long. When you are done, press ENTER and you will then be
allowed to enter up to 9 math problems. The number of problems you
are allowed to enter per puzzle depends on the number of different
letters in the "secret" word/phrase. You will see the the number of
problems you can enter given above the cursor window.
+ = Add allows you to enter addition problems. Use this format, 2+2.
That is all you need to type. Press ENTER and PAPAM
will do the rest.
- = Subtract allows you to enter subtraction problems. Use this
format, 2-2. Press ENTER and PAPAM will do the rest.
* = Multiply allows you to enter multiplication problems. Use this
format, 2*2. Press ENTER and PAPAM will do the rest.
/ = Divide allows you to enter division problems. Use this format,
2/2. Press ENTER and PAPAM will do the rest.
Math Puzzles will automatically print 2 lines of instructions at
the top of the puzzle when you enter your last math problem. The
puzzle is solved by finding the solutions to the math problems.
Next, find the letters that the solutions represent in the right
column of the puzzle. And finally, place the letters on each line at
the bottom of the puzzle with the problem's number under it. For
example, if the solution to problem number 1 represents the letter A,
you will put an A on each line with the number 1 under it.
MAZES:
PAPAM's Maze Maker will automatically create randomly generated
mazes ready for you to print out and solve. The maze will take up
the entire page, so if you have any work on the page it will be
replaced by the maze.
28
W = Change Maze Walls allows you to change the keyboard character
which makes up the walls of the maze. The default
character is the percent sign %.
C = Create Maze tells Maze Maker that you want it to create a maze.
As the maze is being created in the computer's memory, you
can see how it is progressing by the Maze Completed = 0%
indicator that will appear in the control column. When
the maze is completed it will appear on the puzzle screen
ready to be printed, saved, and/or edited.
29
F7 = Print Work
When you are ready to print your creation, press F7. Make sure
your printer is turned on. Type a number from 1 to 999, and press
ENTER.
The 5 1/2 by 8 1/2 page will print approximately equidistant
between the top and bottom of your paper. The page will also be
located to the far left side of the sheet.
PAPAM allows you to control how far to the left or right of the
paper the work will be printed. For example, let's say that you want
one copy of your work printed with the page in the center of the
paper. You would press F7, type 14/1, and press ENTER. The slash /
tells PAPAM that you want the page moved. The number to the left of
the slash tells PAPAM how many columns from the right you want the
page printed. The number to the right of the slash indicates how
many copies you want printed. You can move the page a maximum of 29
columns. This will place the page on the right side of an 8 1/2 by
11 sheet of paper.
Once the printing location is entered, your work will continue
to be printed at that location each time you press F7 and print out
work. That is, of course, unless you change the location by using
the slash.
One way that this control can be helpful is to increase the size
of your printed puzzle. Suppose you do a large word crossover puzzle
that takes up the whole page and there is no room to type your word
list. Save the puzzle grid, clear the page and type the word list
on the far left side of the page. You can type your words in a list
that does not exceed 30 columns across. When you are done, save the
word list. Now load the puzzle grid, press F7, type 29/1, and press
ENTER. Next, line up the paper, that now has the grid on it, for a
second run through the printer. Clear the page, load the word list
file, press F7, type 0/1, and press ENTER. You will have a puzzle
that is almost the size of a full sheet of paper.
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F8 = Save Work
Save Work saves the page in an ASCII file. There are two ways
you can save your work. One is to simply type a file name and press
ENTER. If you want your file saved to a path other than the one
shown above the cursor window, type the new path and file name before
you press ENTER.
If the file is for export to a wordprocessor or another editor,
it is necessary to tell PAPAM by putting EX: and a space before you
type the path and file name. Files saved for export may not load
back into PAPAM properly. Files not saved with the EX: before the
path and file name may not load into other editors properly.
If you wish to see a list of files on the path shown above the
cursor window, type DIR and press ENTER. If you wish to see a list
of files in another path, type DIR, leave a space, and then type the
path using *.*.
The wild cards will work for listing a specific set of files.
For example, if you want to see only files with the .MAZ extension;
type DIR *.MAZ. If there are more files than will fit in the
directory window, use the PAUSE key to stop and start the listing.
If you are about to save a file over an existing file with the
same name, PAPAM will warn you and allow you to either proceed or
abort.
It is also possible to delete files by typing DEL and a space
before the name of the file you wish to delete. Type the path, if
the file you wish to delete is in another path than the one shown
above the cursor window, and the file name.
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F9 = Get Work
Get Work loads a file, saved by PAPAM, onto the scrolling screen
for editing or to be printed. Just type the file name and press
ENTER. If you want a file from a path other than the one shown above
the cursor window, type the new path and file name before you press
ENTER.
Please note that if the file you are loading was saved using
EX:, for export to a wordprocessor or another editor, it may not load
or respond correctly to the PAPAM editor.
If you wish to see a list of files on the path shown above the
cursor window, type DIR and press ENTER. If you wish to see a list
of files in another path, type DIR, leave a space, and then type the
path using *.*.
The wild cards can be used to see a specific set of files. For
example, if you want to see only files with the .MAZ extension, type
DIR *.MAZ. If there are more files than will fit in the directory
window, use the PAUSE key to stop and start the listing.
It is also possible to delete files by typing DEL and a space
before the name of the file you wish to delete. Type the path, if
the file you wish to delete is in another path than the one shown
above the cursor window, and the file name.
32
Error Messages
Below is a list of possible error messages you might run into
while running PAPAM. If an error is encountered, the error number
will appear on your screen. Find the number listed below and read
the error, given to the right of the error number.
7 Out of memory
11 Division by zero
24 Device timeout
25 Device fault
27 Out of paper
53 File not found
57 Device I/O error
61 Disk full
62 Input past end of file
64 Bad file name
68 Device unavailable
70 Disk copy protected
71 Disk not ready
72 Disk-media error
75 Path/File access error
76 Path not found
TO REGISTER PAPAM AND RECEIVE A FREE WORD SEARCH PUZZLE MAKER PROGRAM:
Send $16 along with your name and address to:
Impact D. Publishing
P.O. Box 1596
Palm Desert, CA 92261
See PAPAM exit screen for more details.