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- D&Dfile.exe readme file
-
- This is the first update (version 0.2) to ADDDB. The following bugs are fixed:
- 1. Text entry fields limit to 32 characters of text. Limit is now
- 255 characters.
- 2. If "*.dat" files are not in the same directory as the main program,
- the program crashes with a SYS3175. The program now pops up
- a message box indicating which files could not be read and
- which program features will not work as a result.
- 3. Program executable filename includes a '&' character, which is
- interpreted by the OS/2 command shell. This requires the user
- to surround the program name with "" when invoking from an
- OS/2 command window. The program filename is changed to
- "ADDDB.EXE".
-
- ADDDB (ADDDB.EXE) is a 32-bit, native OS/2 Presentation Manager program that
- provides intuitive, fast GUI management for Advanced Dungeons & Dragons
- characters. It should run on any OS/2 system, version 2.0 or later. It does
- not care what kind of video, mouse, sound, etc. your computer uses. It does
- not use, nor modify any other system files -- this means config.sys, os2.ini,
- et. al. remain untouched.
-
- This version of the program is freeware. Distribute freely! If you want to
- be able to print characters, or have future upgrades, register this program.
- To do this, send a check for $20.00 (or more!) to me at:
- Mike Clements
- 3856 Pendiente Ct. #Z-101
- San Diego, CA 92124
- My email address is: mrc01@ibm.net
-
- The registered version includes full context-sensitive help and prints using
- the default OS/2 printer. Repeat after me -- "I want to buy the registered
- version. I want to buy the registered version . . . "
-
- I *may* publicly distribute future versions, but at this time I do not plan to
- distribute a free version that will print.
-
- To install, put the zip file in any directory (preferably its own) and unzip
- it. The following files should be created:
-
- SIZE FILENAME WHAT IT IS/DOES CONTENTS
-
- 4327 readme this file text
- 800 abilscor.dat ability score adjustments text
- 239 thiefdex.dat thief dexterity adjustments text
- 252 thiefrac.dat thief race adjustments text
- 701 thiefsco.dat thief skills by level text
- 118285 adddb.exe main program file binary
- 3402 bello sample character file binary
- 3415 charity sample character file binary
- 8738 clyde sample character file binary
- 5851 endor sample character file binary
- 5624 euphilia sample character file binary
- 3264 morgan sample character file binary
- 1537 raleigh sample character file binary
-
- All of the "*.dat" files and "adddb.exe" must reside in the same directory.
- If they are not, some software features will not work. If this occurs, the
- program will pop up a message box showing what file(s) it could not load and
- which program features will not work.
-
- The character files can exist anywhere on the disk, are not needed to use the
- program, and are provided only as samples.
-
- Program usage is pretty much self-explanatory. Use the right button to get
- the pop-up menu. Character files can be dragged from anywhere on the desktop
- and dropped onto the program; this will load the character dropped. The
- program can be started by dropping a character file onto it.
-
- Dungeons and Dragons is a trademark of TSR Games.
-
- Information for you techies:
-
- I did not port this program to OS/2. I wrote it for OS/2. About Windows and
- Windows 95, "been there, done that". They suck.
-
- ADDB uses a true C++ data structure using classes, creators, destructors,
- inheritance, templates, and operator overloading. This data structure allows
- any character to have size limited only by the 4GB virtual memory model. The
- overhead of pointers, etc. is minimal, as is evident from the minimum size of
- a saved character: 136 bytes. Yes, that is bytes, not K, as in 1088 bits.
-
- Nearly every node of this layered data structure is accessible instantly --
- that is, by dereferencing a single pointer. This gives the program instant
- response even on slow computers. I spent over 6 months designing this very
- slick data structure. The only lag time is that of the Presentation Manager
- GUI, which is minimal because this program is written directly to the API.
- No OWL or other cross-compilers were used.