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World of Ham Radio 1997
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1997-02-01
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670 lines
THE CODE MACHINE
TABLE OF CONTENTS
I. Introduction ....................................... 2
II. Getting Started .................................... 3
III. Menus .............................................. 4
IV. Transmit ........................................... 4
V. Words Per Minute (WPM) ............................. 5
VI. Call Sign .......................................... 7
VII. Messages ........................................... 7
VIII. Practice ........................................... 8
IX. Help ............................................... 9
X. Quit ............................................... 9
XI. Special Characters ................................. 9
XII. Connection to Your Transmitter ..................... 10
XIII. Date and Time ...................................... 10
XIV. System Speed ....................................... 10
XV. Disk Files ......................................... 10
╔══════════════════════════╗
║ SECTION I - INTRODUCTION ║
╚══════════════════════════╝
This program is distributed as a Shareware product. The Copyright
is retained by the author. The program may be freely copied,
placed on any bulletin board system, or otherwise freely
distributed. Shareware distributors may charge their standard
rates.
If you find The Code Machine to be practical and intend to use it,
you are asked to become a registered owner by sending a suggested
$20 contribution to:
Lloyd J. Wilson
The Code Machine
25701 Park Vista Lane
Hemet, CA 92344
Registered owners will immediately be sent The Code Machine,
Version 2.0 (or latest version) and The Code Machine User's Manual.
Version 2.0 and above provides an output signal and instructions
for easily connecting your computer to key your transmitter (see
Section XII, "Connection to Your Transmitter").
Registered owners will also receive update notices when significant
enhancements to The Code Machine are made available for
distribution. Planned future enhancements include: a copy buffer,
printer support, user selectable colors, user selectable practice
frequencies, programmable keys, speed adjustments while
transmitting, sample code tests, and OS support. User's are
encouraged to send additional suggestions for improvements to the
above address.
Those individuals who are using The Code Machine to prepare for
their first Amateur Radio license are not asked for a contribution.
Use this program freely as an encouragement and welcome to Ham
Radio.
-2-
╔══════════════════════════════╗
║ SECTION II - GETTING STARTED ║
╚══════════════════════════════╝
The Code Machine requires and IBM PC, XT, AT, or compatible, at
least 256K of RAM, and PC-DOS or MS-DOS 2.0 or higher.
Floppy Disk Systems
To run The Code Machine on a floppy-based system, copy all files on
The Code Machine distribution disk to a boot disk (a disk formatted
with the /s option). After booting up with this disk, enter `TCM`
(for The Code Machine) to start the program.
Hard Disk Systems
Create a new directory called "CODE". Copy all files on the
distribution disk into \CODE. Log into this directory and enter
`TCM` to start the program. This sequence would be as follows:
C>MD \CODE
C>COPY A:*.* \CODE
C>CD \CODE
C\CODE>TCM
Batch Files
A batch file will allow you to enter the program without changing
directories. The following example of a batch file named TCM.BAT
(located in the root directory or a directory for which a path has
been established) will let you start The Code Machine by entering
`TCM`:
CD\CODE
TCM
\CD
Manual
To print this manual, align your paper to the top of a page, then
at the DOS prompt type in the following command:
PRINT TCM.DOC
-3-
╔═════════════════════╗
║ SECTION III - MENUS ║
╚═════════════════════╝
The Code Machine's menus work like most standard program menus
today. You may either use the arrow keys to identify the selection
you want and then press the [ENTER] key, or you may simply press
the first character of your selection. The second method is
generally preferred as it requires only one keystroke to obtain the
desired menu selection.
╔═══════════════════════╗
║ SECTION IV - TRANSMIT ║
╚═══════════════════════╝
Once you enter the transmit mode, you will see the cursor located
at the beginning of the transmit buffer. Code will be transmitted
as soon as you begin typing characters into the buffer. The
characters will be transmitted at the WPM previously selected (see
Section V, "Words Per Minute"). If you select a character for
which a message exists in your message library, that message will
be placed into the transmit buffer (see Section VII, "Messages").
As the code is transmitted, the character that is currently being
sent will blink. The transmit buffer is 13 lines long which allows
you to enter over 1000 characters (13 X 80 = 1040) ahead of what is
being transmitted. If more space is needed, the buffer will scroll
to make room for the additional characters. The buffer will not
scroll until all the characters in the top line have been
transmitted. For messages, four lines must be available before a
scroll will occur.
The [ESC] escape key will (1) suspend transmission, (2) clear the
transmit buffer, and (3) return control to the main menu. It is
not necessary to leave the transmit buffer between copying and
sending sessions, as the program waits when it reaches the cursor.
Transmission will start again when additional characters are
entered.
The [CTRL]-[S] keys pause transmission until another key is
touched. If you select to pause the transmission in the middle of
a character, the program will resume transmission with the next
full character, thus preventing transmission of a partial
character.
-4-
╔════════════════════════════════════╗
║ SECTION V - WORDS PER MINUTE (WPM) ║
╚════════════════════════════════════╝
The Code Machine offers an extremely versatile selection of code
speeds and modified code speeds. The speeds and modifications
selected under menu choice WPM control both the code transmission
speed and the speed of the practice programs. Selection of code
speeds falls into three categories: (1) true speeds, (2) modified
speeds, and (3) space-elongated speeds.
True Speeds
True code speed is just what the name implies. True speed complies
strictly with the guidelines outlined in the ARRL Handbook:
dit = 1 unit
dah = 3 units
space between character elements = 1 unit
space between characters = 3 units
space between words = 7 units
average units per word = 50 units
To enter the desired true code speed simply select the WPM option
off the Main Menu, enter any speed between 1 and 100, and press the
[ENTER] key. The speed you selected will be displayed at the top
right-hand corner of your monitor, followed by a comma and "True".
Modified Speeds
Working at slower speeds can be somewhat distracting because the
lengths of the characters increase excessively. For example, at 1
WPM the true length of a dah is 3.6 seconds. Even at 5 WPM the dah
is almost 3/4 of a second long (.72 seconds). With the modified
speed option, all characters are transmitted at 12 WPM, however,
the spaces between the characters and words are increased to obtain
the overall speed selected.
To select the modified code, enter a comma then a `M` (for
modified) following the overall speed you select. For example, if
you want 8 WPM modified code you will select WPM off the Main Menu
and enter the following:
8,M (then press the [ENTER] key)
The speed you selected will be displayed at the top right-hand
corner of your monitor followed by a comma and "Mod". Of course,
this option only works at speeds under 12 WPM.
-5-
Space-Elongated Speeds
If you listen closely to a station working CW, you will notice that
amateurs often leave more space between characters than the three
units (dah length) of true code, especially when working at the
slower speeds. The Code Machine will let you recreate this type of
code transmission by increasing the space between characters. You
can increase the space from 1.1 to 9.9 times what the true length
would be. The way to select this option is choose WPM from the
Main Menu, select your WPM then enter a comma followed by the
increase desired (elongation factor). For example, if you want to
double the space between characters and send characters at a rate
of 10 WPM, enter the following at the WPM prompt:
10,2
If you only wished to increase the length by 1 1/2 times (a 50%
increase) you would enter:
10,1.5
1 3/4 would be:
10,1.75
2 1/2 would be:
10,2.5
and so on.
With the space-elongated selection, the characters will be sent at
the true rate, however, the increased length between characters
will decrease your overall transmission rate. Your actual rate can
be calculated with the following formula:
WPM = WPM - ((WPM X .38)(X-1))
where X = elongated factor
So, for example, if you selected 13 WPM and doubled your space
between characters (13,2) your actual code speed would be:
WPM = 13-((13 X .38)(2-1))
WPM = 13-(4.94 X 1)
WPM = 13-4.94
WPM = 8.06
-6-
╔════════════════════════╗
║ SECTION VI - CALL SIGN ║
╚════════════════════════╝
The call sign option is a very power and useful capability of The
Code Machine. To use the option, simply select `Call Sign` from
the Main Menu and at the prompt enter the call sign of the station
you are working. The call sign will be displayed in the upper left
corner of your monitor. Once you have entered the call sign press
[ENTER] to return to the Main Menu.
Now when you are entering data in the transmit buffer, you can
simply select the colon [:] key and the station's call sign will be
entered into the transmit buffer.
Additionally, this command can be embedded into your messages--more
on this in the Messages Section.
╔════════════════════════╗
║ SECTION VII - MESSAGES ║
╚════════════════════════╝
You may store 22 messages of up to 255 characters each to use
during transmission. Then by selecting only one key, that message
will be displayed in your buffer and transmitted. There are no
special requirements and the messages can be inserted while you are
typing just as if you were entering another character.
Messages are automatically saved to your disk as you originally
enter them or change them. All previously entered messages are
loaded when you start The Code Machine. The messages are stored on
your disk in a file named TCM.MES. If your program does not find
the TCM.MES file when it starts up, it creates a new one. Ensure
that the disk containing The Code Machine has at least 6K of
available space in order to store your messages. If you do not
have available space on your disk your TCM.MES file will be lost.
To enter new messages or view previously stored messages, select
`Messages` from the Main Menu. You will be prompted to select the
key that corresponds to the message you want. After selecting the
key you will be shown the current message stored for that key and
asked if you want to change it. Select `Y` to enter a new message
and `N` to return to the Main Menu. After selecting `Y`, you are
prompted to enter a message. Each message can contain between 1
and 255 characters.
The Code Machine provides a very powerful method for entering
messages containing the call sign of the station being worked.
Enter the colon [:] in any message and the call sign of the station
your are working will replace the colon when that message is
called.
-7-
Remember to select one key to represent your own call sign. For
convenience, select a key that does not require you to use the
[SHIFT] key.
╔═════════════════════════╗
║ SECTION VIII - PRACTICE ║
╚═════════════════════════╝
The Code Machine's practice programs use your computer's speaker to
output code at the rate previously selected with the WPM option.
Selecting `Practice` from the Main Menu drops down the Practice
Menu and allows you to select from seven different practice
programs.
Choose Characters
This option allows you to select individual characters you need to
practice. You will be prompted to enter the characters you want to
practice. You may select as many characters as you wish (up to
255). The characters will be randomly selected and placed in the
transmit buffer in groups of five. You may select characters more
than once-their random selection will be proportional to the number
of times you select them.
Alpha Characters
All twenty-six letters will be randomly selected and placed in the
transmit buffer in groups of five.
Numeric Characters
Numbers 0 thru 9 will be randomly selected and placed in the
transmit buffer in groups of five.
Special Characters
The special characters (see Section XI, "Special Characters") will
be randomly selected and placed in the transmit buffer in groups of
five.
Letters and Numbers
All letters and numbers will be randomly selected and placed in the
transmit buffer in groups of five.
Total Character Set
All letters, numbers, and special characters will be randomly
selected and placed in the transmit buffer in groups of five.
-8-
Use Transmit Buffer
This selection works identical to the Transmit Mode except that an
audible frequency is sent to the computer's speaker. Text can be
entered directly or sample tests and sample QSO's can be stored as
messages and then called up in this practice mode. Note: Users of
Versions below 2.0 will find no difference between this selection
and `Transmit` on the Main Menu.
╔═══════════════════╗
║ SECTION IX - HELP ║
╚═══════════════════╝
Selecting help from the Main Menu will drop down an ON/OFF menu
that will let you toggle the help screen on and off. If ON is
selected, the help screen will be displayed when you are in the
Transmit Mode. This provides a quick reference to the special
characters while transmitting.
╔══════════════════╗
║ SECTION X - QUIT ║
╚══════════════════╝
Selecting `Quit` from the Main Menu returns control of your machine
to DOS.
╔═════════════════════════════════╗
║ SECTION XI - SPECIAL CHARACTERS ║
╚═════════════════════════════════╝
The following special characters and functions are supported by the
keys indicated:
[CONTROL] - [S] = Pauses transmission of characters
[-] dash = error
[\] backslash = KN
[/] slash = WAIT
[+] plus = AR
[=] equals = BT (double dash)
[;] semicolon = SK
[.] period = period
[,] comma = comma
[?] question mark = question mark
[SPACE BAR] = space between words
[ESC] esacape = stops transmission, clears buffer, Main Menu
[BACKSPACE] = moves cursor one space left and clears the
character in that space from the buffer
-9-
╔══════════════════════════════════════════════╗
║ SECTION XII - CONNECTION TO YOUR TRANSMITTER ║
╚══════════════════════════════════════════════╝
Keying your transmitter with The Code Machine Version 2.0 and above
is a simple matter of connecting two components (an optocoupler and
a resister) between the computer and the transmitter. The
optocoupler is available at Radio Shack for less than two dollars.
Full connection details are included in the Version 2.0 Manual.
Versions below 2.0 can also be connected but require additional
circuitry.
╔══════════════════════════════╗
║ SECTION XIII - DATE AND TIME ║
╚══════════════════════════════╝
The current date and time are shown at the top of your monitor.
The clock is suspended during code transmission. Once you return
to the Main Menu the clock will update itself and resume. You may
use the suspended time to mark the beginning of a QSO.
╔════════════════════════════╗
║ SECTION XIV - SYSTEM SPEED ║
╚════════════════════════════╝
The Code Machine relies on system timing to accurately calculate
code speeds. Because of the many different system clock
frequencies used by various compatible computers, the program does
a test when started to determine the speed of your computer. This
results of this test are then used as the basis for the timing of
your code. For this reason, users with selectable clock
frequencies (often called turbo) should not change their turbo
setting during operation of the program. If you change your turbo
option while running the program, it will be necessary to restart
The Code Machine so the program's timing can be adjusted to the
computer's new clock frequency.
╔══════════════════════════╗
║ SECTION XV - DISK FILES ║
╚══════════════════════════╝
The following files should be on your The Code Machine disk:
TCM.EXE (The Code Machine Program)
TCM.SYS (The Code Machine Program)
TCM.DOC (The Code Machine Manual)
TCM.MES (Message file - Created by the program if not on
the disk)
-10-