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- Our Cosmohood
- version 2.03
-
- A 3d View of Our
- Cosmic Neighborhood
-
- (c) 1991-5 by Jeff Bondono
-
- ah314@detroit.freenet.org
-
-
- When you look at the night sky, it looks like you are viewing stars,
- nebulae, and galaxies which have been glued to a clear sphere which rotates
- overhead. A glance at a star atlas shows the same thing: a two-dimensional
- projection of the universe onto a piece of paper. Of course, the true
- universe is a three-dimensional entity. All of the objects you see are so
- incredibly distant that your normal three-dimensional perception is
- rendered useless.
-
- Our Cosmohood enhances your view of our cosmic neighborhood by letting you
- view it in three dimensions. Our Cosmohood does not deal with objects
- within our galaxy, the Milky Way, but rather lets you view the nearest
- 2,368 galaxies to the Earth. The source for the program's data is "The
- Nearby Galaxies Catalog", by R. Brent Tully. That book and its companion,
- "The Nearby Galaxies Atlas", by R. Brent Tully and J. Richard Fisher, are
- highly recommended by this author.
-
- Our Cosmohood runs in two modes. The first mode, which is completely
- general in approach, lets you specify exactly where, in three dimensions,
- you wish to place your eye, where you wish to center your field of view,
- and how wide you wish the field to be. It also lets you select subsets of
- the dataset to plot, and allows you to select color-coding and object-
- labelling. The second mode, the demonstration, simply lets you view a
- "movie" which takes you on a trip through Our Cosmohood. It is, obviously,
- much simpler to operate than the first mode, and is how I recommend you
- begin using the program. To run the demo, just press enter when you see
- the main program menu.
-
-
- TABLE OF CONTENTS
- #1. SYSTEM REQUIREMENTS
- #2. REGISTRATION
- #3. PRELIMINARIES
- #3A. INITIAL INSTALLATION AND CONFIGURATION
- #3B. FILES
- #3C. MAIN MENU OPERATION
- #3D. TECHNIQUES OF INPUT
- #3E. IDENTIFICATION OF OBJECTS
- #3F. BEEPS
- #4. ANIMATION
- #4A. DEFINITIONS OF ANIMATION, FILMS, MOVIES
- #4B. EXAMPLES OF ANIMATION
- #4C. MOVIES
- #5. 3D MODE
- #6. ADVANCED CONFIGURATION
- #7. WARRANTY
- #8. NEW IN THIS VERSION
- #9. OBJECT MEMBERSHIP
-
-
- Section #1. SYSTEM REQUIREMENTS: Our Cosmohood requires a PC-compatible
- with a hard disk and either a VGA or EGA graphics adapter. A math
- coprocessor is optional, and will be used if present. The program has only
- been tested with MS DOS 4.01 and MS DOS 5.0, but I believe it will run with
- MS DOS 2.0 or higher. To run the fast demonstration, your hard disk must
- have 2.2 MegaBytes free. To run the slow demonstration, your hard disk
- needs only about 600 KiloBytes free. Our Cosmohood requires about 400K of
- free memory. A mouse is optional. If you wish to use one, load your mouse
- driver before you startup Our Cosmohood.
-
-
- Section #2. REGISTRATION: Your version Our Cosmohood is complete and is not
- crippled in any way. However, bear in mind that this is NOT FreeWare, but
- ShareWare. You have 14 days to try out the program to see if it is of
- interest to you. If you decide it is not, destroy your copies of the
- program and you owe nothing. If, however, you decide to keep the program,
- send a $25 registration fee to me. Many hours were spent typing and
- checking the data, and writing and refining the program and the
- demonstration. If you wish to continue seeing quality, low cost ShareWare
- like this program, you must make it worthwhile to spend the time required
- to create it. In return for registration, you will receive instructions
- for eliminating the registration reminder screens, and I'll automatically
- send you the next upgrade to the program for free.
-
- To register, send
- $25
- your name and address
- your current version number (from the title screen)
- the size and capacity of the disk you would like me to send
-
- Send registration to:
- Jeff Bondono
- 51054 Kingwood
- Shelby Twp, MI 48316
- 810.731.4706 (evenings and weekends)
-
-
- Section #3. PRELIMINARIES: Before we begin using the program, a few
- preliminaries are in order:
-
-
- Section #3A. INITIAL INSTALLATION AND CONFIGURATION: I will assume that
- your floppy drive is drive A:. If it is something else, then whenever I
- refer to A:, use your floppy's drive letter instead.
-
- To install Our Cosmohood onto your hard disk, get to a DOS prompt, put the
- installation disk in your floppy drive, type A:INSTALL and press ENTER.
- The installation procedure will give you complete instructions for
- installing and starting up your version of the Our Cosmohood.
-
- To run Our Cosmohood after you have installed it, switch into the directory
- you installed it into and type OCH.
-
-
- Section #3B. FILES:
-
- These files MUST be available to run Our Cosmohood:
- OCH.EXE the executable program
- OCH.OBJ data file of galaxies
- OCH.PNT data file of galaxies
- OCH.CFG configuration file
- OCH.HLP topic-specific help (explains each menu entry)
- OCH.DOC the file you're reading now (used for general help)
- These files are only part of the demonstration, and can be deleted if you
- no longer want the demonstration:
- *.DCR animation descriptor files
- *.ANI animation detail files
- *.FLM film files (fast demonstration only)
- *.MVI movie files
- This file is used only the first time Our Cosmohood is run, then is deleted
- from your hard disk:
- OCH.TXT used to build .DCR and .MVI files
-
- To erase the fast demo, if you need the disk space, issue this command at
- a DOS prompt:
- ERASE *.FLM
-
-
- Section #3C. MAIN MENU OPERATION: Simply use your cursor left, right, up,
- and down keys to select menu entries, and press ENTER to execute them.
- Alternately, you may directly type in the first character of any menu entry
- to execute it. If you wish to use a mouse, you may select menu entries by
- moving your mouse, and use the left button to execute them. Press the ?
- key to obtain a complete description of the highlighted menu entry. The
- topic-specific help that you receive by pressing the ? key is NOT included
- in this help file. Centered on the top line of the main menu is the name
- of the working file. If you have made changes to this file since your last
- OPEN, SAVE, or MAKEFILM, an asterisk will be shown after the filename.
-
-
- Section #3D. TECHNIQUES OF INPUT: Whenever you are asked to type in a
- number or an alphanumeric string, you may use the CURSOR LEFT, CURSOR
- RIGHT, HOME and END keys to move around the input field. The INSERT key
- will switch you between insert and overstrike mode (a box cursor indicates
- insert mode and a block cursor indicates overstrike mode). The DELETE key
- will delete the character under the cursor, and the BACKSPACE key will
- delete the character to its left. The CURSOR UP, CURSOR DOWN, PAGE UP, AND
- PAGE DOWN keys will all erase the contents of the field and let you start
- typing anew. The ENTER key causes your input to be accepted. The ESCAPE
- key will cancel your input and leave the value unchanged. In general, the
- ESCAPE key will cancel most operations, like playing back movies, films,
- and animations.
-
-
- Section #3E. IDENTIFICATION OF OBJECTS: The galaxies are identified by one
- of the types of names listed below. If an object can be identified by a
- name which appears both higher and lower in the list, the higher one is
- used.
- M : Messier
- N : New General Catalog
- I : Index Catalogue
- U : Upsalla General Catalog
- UA: Upsalla General Catalog Appendix
- a name formed from the 1950 right ascension and declination.
-
- Cloud and group affiliations are described in section 9.
-
-
- Section #3F. BEEPS: The program will emit a beep occasionally when
- calculating a 3d projection. 3d projections are calculated when you build
- a movie, or when you display an animation, or when you simply draw a screen
- in manual mode. The beep indicates when a floating point operation
- overflow or zero-divide is encountered. An occasional beep is not a
- problem... it merely signifies a galaxy which is right at one of the
- boundaries of the volume you are viewing. If the program goes crazy,
- though, and emits many beeps in rapid succession, you have probably
- specified some parameter(s) which are out of range.
-
-
- Section #4. ANIMATION: If you've played around with the program in manual
- mode, you've seen that you must really go through a lot of work to get
- enough views of the data to really understand the three-dimensional
- relationships of the various galaxies. Animations let you easily define
- motion to perform, then draw the frames one after the other, as is done in
- the demonstration.
-
-
- Section #4A. DEFINITIONS OF ANIMATION, FILMS, MOVIES: Three levels of
- animations are used by the program. The first, an animation, allows you
- to specify a single motion to be performed. Animations alleviate you from
- having to type in the several parameters required for each viewpoint, but
- they are not especially fast or movie-like. Therefore, the second level
- of animation, a film, is provided. A film actually calculates the pixel
- position of each of the selected galaxies in each step of an animation, and
- writes those to a file. When a film is played-back, the calculations
- needed are minimal, and a much higher speed of refreshing the display is
- obtained. The third level of animation, a movie, is used to combine
- animations and films, along with many other miscellaneous drawing and
- labelling functions. The demonstration which comes with Our Cosmohood is
- a set of movies. Movies are simple text files which are created outside
- of the Our Cosmohood program with your favorite text editor, then played-
- back using the WATCHMOVIE command. The instructions for building a movie
- text file are explained in section 4C.
-
-
- Section #4B. EXAMPLES OF ANIMATION: These three examples let you
- familiarize yourself with the process of creating animations. One word of
- caution is in order before we begin, though. The examples let you take a
- walk around the Virgo Cluster. No one really knows the exact placement of
- the galaxies in the Virgo Cluster, though, or any other cluster for that
- matter. The positional data in the Nearby Galaxies Catalog is simply based
- on redshift. If one galaxy has a higher redshift than another, it is
- assumed to be further. This, of course, completely neglects the portion
- of the redshift of each galaxy which is due to its own peculiar motion
- within the cluster. However, the redshift is the only data available to
- work from, so Tully used it to assign distances to galaxies. One
- correction was made, however. Assuming that the Virgo Cluster is somewhat
- round, Tully corrected the distances to the member galaxies so that the
- cluster would appear round in three dimensions. This process was used for
- several clusters of galaxies in the Nearby Galaxies Catalog. The
- conclusion of this discussion is that although the examples will make it
- appear that you are walking around an accurate model of the Virgo Cluster,
- the data on such a small scale is not yet accurate. The overall larger-
- scale structures shown in the data, such as in the demonstration movie, are
- accurate, but the detailed position of each galaxy within those structures
- is a subject still being researched.
-
-
- Example 1: Walking around the Virgo Cluster. Select FILE, then NEW, then
- DEFINE. type in:
- EYE: 0, 0, 0
- VIEW: -3.8, 16.7, -0.7
- ZOOM: 2.2 to 2.2
- LENGTH OF AXES: 1.7
- SELECT: 11-01
- TYPE OF MOTION: EYE AROUND Z
- NUMBER OF STEPS: 72
- FILE
- SAVE: VIRGO (feel free to pick your own filename)
- PLOT
- You should now see the Virgo Cluster rotating around on your screen. When
- you've had enough, press ESCAPE.
-
-
- Example 2: To make that animation more smooth, type in:
- DEFINE
- NUMBER OF STEPS: 360
- FILE
- SAVE: VIRGO (replace it)
- PLOT
- You should now see a much smoother animation. The steps are only 1 degree
- per frame. However, the animation takes a long time to run because of all
- the calculations which are being done.
-
-
- Example 3: To make the animation run quicker, type in:
- FILE
- MAKEFILM
- (go get a cup of coffee -- this will take a while)
- PLOT
- (now sit back and enjoy)
-
-
- Section #4C. MOVIES: Each line of a movie script file must contain a valid
- movie command. In order to make movies run as quickly as possible, the
- commands must conform to some very strict format conventions. The command
- letter must appear in the first position of the line, and must be in
- lowercase. Some commands have parameters which are required to be in
- definite formats. These commands and parameters are now documented:
-
- ;(comment): Anything following the command character is ignored when
- the movie is played back.
-
- d(descriptor): This command reads in an animation description (.DCR)
- file and determines which objects meet the selection criteria.
- Everything following the command character is assumed to be the
- filename of the descriptor file, with no extension.
-
- a(animate): This command plays back an animation. The descriptor must
- already have been read in. Everything following the command character
- is assumed to be the filename of the animation (.ANI) file, with no
- extension.
-
- f(film): This command plays back a film (.FLM file). The rules are
- the same as for the "a" command. If the film is not found when the
- movie is played back, this command is converted to an "a" and the
- program tries again.
-
- g(stolen film): This command plays back a film (.FLM file), also,
- except it uses a different film file that would normally be used.
- This command was included only to save you disk space on the demo
- (several of the animations all use data from one common film file),
- and I recommend that you do NOT use it.
-
- p(pause): This command writes out the "SPACE=CONTINUE....." message
- and waits for the user to press a key or a timer to expire. Anything
- following the command character is ignored.
-
- t(text): This command writes text to the screen. Positions 2 through
- 4 are a 3-digit horizontal position on the screen where the text will
- be written. On your 640x350 screen, the leftmost edge of the screen
- is position 000, and the rightmost is 639. Position 5 is ignored.
- Positions 6 through 8 are the 3-digit vertical position of the text,
- ranging from 000 on the top to 349 at the bottom. Position 9 is
- ignored. Positions 10 through 12 are the color of the text, which in
- 16-color mode are: 000=black, 001=blue, 002=green, 003=cyan, 004=red,
- 005=magenta, 006=brown, 007=lightgray, 008=darkgray, 009=lightblue,
- 010=lightgreen, 011=lightcyan, 012=lightred, 013=lightmagenta,
- 014=yellow, and 015=white. Position 13 is ignored. The rest of the
- record is the text to write.
-
- s(select): This command redefines the selection criteria for the
- records to be plotted. It follows the same conventions as the other
- selection criteria in the program. Everything after the command
- character must be the selection criteria.
-
- m(markers): This command redefines the markers which are used. It
- follows the same conventions as the main menu markers line.
- Everything after the command character must be the markers value.
-
- h(heading): This command defines a text heading which is written on
- the top line of the screen whenever objects are plotted on the screen.
- Everything after the command character is the text heading.
-
- r(redraw): This command forces the objects on the screen to be redrawn
- using the last defined projection criteria. Everything after the
- command character is ignored.
-
- x(text at xyz): This command writes text at the location projected for
- an x,y,z coordinate. Following the command character is an x
- coordinate and a comma, then a y coordinate and a comma, then a z
- coordinate and a comma, then a 3-character color code and a comma,
- then the text to write.
-
- y(line): This draws a line in 3d space. Following the command
- character is an x coordinate and a comma, a y coordinate and a comma,
- and a z coordinate and a comma. This x,y,z coordinate is at one end
- of the line. Next is the other end of the line, specified in an
- identical way. Next is a 3-character color code and a comma. The
- rest of the line is ignored.
-
- c(call): This command calls another movie file. Movie files can be
- nested 3 movies deep. Everything after the command character is the
- filename of the movie file (.MVI), without any extension.
-
- While playing back a movie, you may press the PAUSE key on your keyboard
- at any time to pause the program. Press any other key to take the computer
- out of the pause. Also, you may press the F key to advance the movie
- forward (ie, cancel the currently-running animation or film).
-
-
- Section #5. 3D MODE: 3D mode lets you view the displays of Our Cosmohood
- in true three dimensional mode. All that is required is a pair of standard
- 3d-viewing glasses. These glasses have a red transparancy in the left lens
- and a green one in the right lens. If you don't have any 3d viewing
- glasses, any transparencies will do. For example, I seem to get the best
- views using the colored filters I use to observe planets through a
- telescope. They seem to be more efficient at letting only one color
- through.
-
- To turn on 3d mode, use the 3D command in the DEFINE menu entry. You will
- then be prompted for 3 values; just respond with the defaults. Those
- values are explained in the topic-specific help entry for the 3D command,
- and you can play around with them later if you wish. Next, run any PLOT.
- S30 is an especially good example. To run it, press F, O, S30, ENTER, and
- P. You should see some galaxies floating in front of and behind other
- galaxies. If you do not, the rest of this section suggests what you can
- try.
-
- First, try moving your face further or closer to the screen. You should
- probably get the best 3d view when your eyes are about as far from the
- screen as the screen is wide. You can also try adjusting the brightness
- and contrast on your monitor. I find the best 3d views on my system are
- with both turned all the way up.
-
- If this doesn't do it, you'd better go back to some basics. Exit the plot
- and select HELP, then COLORS. You should see a table of the 16 colors your
- display can generate. Close your right (green) eye and look at the table
- through your left (red) eye. You should see the red color easily, and the
- green color should be completely invisible. If you switch to your green
- eye, the green should show through well, and the red should be invisible.
- If this is not the case, try adjusting your monitor, or choosing a
- different set of filters. You may also select different colors (rather
- than red or green), for the 3d views, then change the OCH.CFG configuration
- file (see section 6) to have Our Cosmohood use those colors for the 3d
- displays. Remember that your true goal is to get some combination of
- colors, monitor adjustments, and colored filters which will allow each eye
- to see only one of the colors.
-
-
- Section #6. ADVANCED CONFIGURATION: You may modify your OCH.CFG
- configuration file to suit your needs. Use your favorite text editor to
- make the changes, and be sure to save the file as an ASCII text file. It
- is advisable to make a copy of the original file before you make changes
- to it in case you really mess it up. Each of the following parameters
- takes up one line in your configuration file. To test out color changes,
- use the COLOR function of the HELP menu. Lines that are identified as
- foreground colors can be any color, from 0 to 15. Background colors should
- only be 0 to 7.
-
- -Insert Mode. If this line contains Y or y, Our Cosmohood will come up in
- Insert mode, otherwise it will come up in Overstrike mode.
- -Foreground color of the left lens on your 3d glasses.
- -Foreground color for objects which should show through both the left and
- right lenses of your 3d glasses, at the same intensity as your left
- and right colors.
- -Foreground color of the right lens on your 3d glasses.
- -Foreground color of non-highlighted entries in the main menus.
- -Background color of non-highlighted entries in the main menus.
- -Foreground color used for the first character of non-highlighted entries
- in the main menus.
- -Foreground color of highlighted entries in the main menus.
- -Background color of highlighted entries in the main menus.
- -Foreground color of highlighted choice in a multiple-choice prompt.
- -Background color of highlighted choice in a multiple-choice prompt.
- -Foreground color of non-highlighted choice in a multiple-choice prompt.
- -Background color of non-highlighted choice in a multiple-choice prompt.
- -Foreground color of input prompts.
- -Background color of input prompts.
- -Foreground color of input fields.
- -Background color of input fields.
- -Foreground color of heading in the file picker.
- -Foreground color of instructions in the file picker.
- -Background color of instructions/heading in the file picker.
- -Foreground color of non-selected filenames in the file picker.
- -Background color of non-selected filenames in the file picker.
- -Foreground color of the selected filename in the file picker.
- -Background color of the selected filename in the file picker.
- -Foreground color of error messages in the file picker.
- -Background color of error messages in the file picker.
- -Foreground color of topic-specific help.
- -Background color of topic-specific help.
- -Foreground color of topic-specific help prompt.
- -Foreground color to restore when program halts.
- -Foreground color of bright general purposes (prompts, messages, help)
- -Foreground color of normal general purposes (prompts, messages, help)
- -Speed of mouse through menus horizontally (1=fastest, 300=slowest)
- -Speed of mouse through menus vertically (1=fastest, 120=slowest)
- -Warn if fast demo is not found: If this line contains a Y or y, when
- RUNDEMO is chosen and 020.flm does not exist, a warning will be given
- with an option to build the fast demo. If you wish for this warning
- to be suppressed (if you have a math coprocessor or are low on disk
- space, for example), change the line so it contains no Y or y.
- -Delay. Adjust this number to get comfortable demo speeds. The range
- is 0 to 2147483647. I suggest 0 for an 386sx16, about 100000 for
- a for 486dx66, and 2000000000 for your new Octium. The value specified
- here is the default value given when you run the demo.
-
-
- Section #7. WARRANTY: This program is provided "as is" without warranty
- of any kind. All warranties are disclaimed, including damage to hardware
- and/or software from use of this product, and implied warranties of
- merchantability and fitness. In no event will I be liable to you for any
- damages, including lost profits, lost savings or other incidental or
- consequential damages arising out of your use or inability to use the
- program, or any other claim by any other party. In no case shall my
- liability exceed the registration fees paid for the right to use the
- software.
-
-
- Section #8. NEW IN THIS VERSION:
- NEW IN VERSION 2.01:
- New and improved user-interface.
- 3D mode.
- Improved help interface.
- Topic-specific help.
- Configuration file for custom colors.
- Dropped support for CGA and HERCULES graphics adapters.
- Added support for non-enhanced keyboards.
- A math coprocessor is now automatically supported.
- A NOTE TO VERSION 1 USERS: Version 1 .FLM files are not compatable
- with version 2, so the INSTALL process deleted all of them. Use
- OPEN and MAKEFILM to remake any which you wish. Sorry for the
- inconvenience.
- NEW IN VERSION 2.02:
- Configuration file documentation corrected.
- Entry of an object not on the screen during identify mode would
- sometimes did not display the error message correctly on the
- screen, and the display would therefore not show the true state
- of the program.
-
-
- Section #9. OBJECT MEMBERSHIP: The first 2 digits of a galaxy's membership
- is a cloud name. After the cloud name is either one or two sets of a sign
- and a 2-digit number. If the sign is negative, it indicates a group. If
- it is positive it indicates an association. The table below shows the
- cloud names as headings, with the groups and association within those
- clouds underneath. Only groups and associations which I was able to
- identify with a standard group name are shown.
-
- 11:Virgo Cluster / Southern Extension
- 01:Virgo Cluster 20:N5054
- 03:N4532 21:N5084
- 04:N4536 22:N5101
- 05:N4339 23:N4965
- 08:N4666 24:N4235=Virgo West Cluster
- 10:N4699 25:N4385
- 11:N4697 27:N4658
- 12:N4958 28:N5254
- 13:UA312 29:N4593
- 14:N4594=M104 30:N4902
- 15:N4856 31:N5044
- 17:N4995 32:N5161
- 18:N5170 33:UA327
- 19:N5042 34:N4433
- 35:I4351
- 12:Ursa Major Cloud
- 01:N3992=Ursa Major Cluster 11:N2146
- 02:N3631 12:N3613
- 03:N3998 13:N3445
- 04:U6534 14:N3065
- 05:N4036 16:N3780
- 06:N4151 17:N2551
- 07:N2985 18:N3656
- 08:N3403 19:U2855
- 09:N3259 20:U2729
- 10:N2655 21:U4576
-
- 13:Ursa Major Southern Spur
- 01:N3079 06:N2768
- 02:N3353 07:N3813
- 03:U6029 08:N3665
- 04:N2685 09:N3900
- 05:N2805 10:N3694
- 11:N4158
- 14:Coma-Sculptor Cloud
- 01:N4565=Coma I Cluster 11:I342/Maffei
- 02:N4725 12:N224=Local
- 04:N4258=Canes Venatici II 13:N55=Sculptor
- 05:N5194 14:N1313
- 06:N4631 15:N5128=Centaurus
- 07:N4736=Canes Venatici I 16:1424-46
- 09:N5457=M101 17:UA320
- 10:N3031=M81 18:N4517
-
- 15:Leo Spur
- 01:N3368=M96 Cluster 05:N3115
- 02:N3627=M66 06:N2683
- 03:N3423 09:N3675
- 04:N3486 10:N2681
- 11:N2541
- 16:Centaurus Spur
- 01:N5643 03:1418-46
- 02:N5483 04:N5121
- 05:N5398
- 17:Triangulum Spur
- 01:N1023 04:N628=M74
- 02:N278 05:N672
- 03:N1012 07:0102-06
-
- 18:Perseus Cloud
- 01:N1169 02:U2531
-
- 19:Pavo-Ara Cloud
- 01:N6744 05:I5201
- 02:N6300 06:N7424
- 03:N6221 07:N7713
- 04:N7090 08:N45
-
- 21:Leo Cloud
- 01:N3607 10:N3166
- 02:N3501 11:N3640
- 03:N3507 12:N3003
- 04:N3810 13:N3032
- 05:N3338 14:U5349
- 06:N3190 15:N2859
- 07:N3504 16:N2798
- 08:N3245 17:N2852
- 09:N3430 18:N2770
-
- 22:Crater Cloud
- 01:N4038 06:N3585
- 02:N3892 07:N3672
- 03:1213-11 08:N3818
- 04:N3923 09:N3952
- 05:N4105 10:N4030
- 11:N4123
- 23:Centaurus Cloud
- 01:N4696 05:I3253
- 02:N5064 06:N4588
- 03:N5266 07:N4835
- 04:N5333 08:I3896
- 09:N4976
- 24:Lynx Cloud
- 01:N2273 02:U3574
- 03:N2460
- 31:Antlia-Hydra Cloud
- 01:N3312 13:N2907
- 02:N3258=Antlia Cluster 14:N2781
- 03:N3347 15:N2992
- 04:N3095 16:N2855
- 05:N3089 18:N2974
- 06:N3256 19:N3023
- 07:N3250 20:U5249
- 08:1010-47 21:N2559
- 10:N3557 22:N2613
- 11:N3706 23:N2775
- 12:N2935 24:U3912
-
- 32:Cancer-Leo Cloud
- 01:N2750 04:N3367
-
- 33:Carina Cloud
- 01:N2842 03:0916-62
- 02:0913-601 04:N2417
-
- 34:Lepus Cloud
- 01:N2217 04:N1888
- 02:N1964 06:N2227
- 03:N1832 08:N2207
-
- 41:Virgo-Libra Cloud
- 01:N5846 Cluster 07:N5364
- 02:N5775 08:N5248
- 03:N5566 10:N5878
- 04:N5496 11:N4903
- 05:N5665 12:N5427
- 06:N5861 13:N5468
- 14:N5595
- 42:Canes Venatici-Camelopardalis Cloud
- 01:N5371 Cluster 08:N5322
- 02:N5198 12:U7168
- 03:N5676 13:N4589
- 04:N5448 14:N3735
- 05:N5783 16:N2276
- 06:N5473 17:N2336
- 07:N5678 18:N1530
- 19:U2824
- 43:Canes Venatici Spur
- 01:N5005 02:N5145
- 03:U9562
- 44:Draco Cloud
- 01:N5866=M102 05:N6340
- 02:N6015 06:N6236
- 03:U10736 07:N6412
- 04:N6207 08:N6643
-
- 45:Coma Cloud
- 01:N5012
-
- 51:Fornax Cluster / Eridanus Cloud
- 01:N1316=Fornax Cluster 08:N1407
- 03:N1097 09:UA87
- 04:N1332=Eridanus Cluster 10:UA95
- 05:N1302 11:N1421
- 06:N1187 13:0312-04
- 07:N1232 14:N1209
-
- 52:Cetus-Aries Cloud
- 01:N1084 08:N701
- 02:N1068=M77 09:N720
- 03:N936 10:N864
- 04:N1087 11:N676
- 05:N779 12:N488
- 06:N908 13:U1102
- 07:N584 14:N772
- 15:N691
- 53:Dorado Cloud
- 01:N1566 Cluster 12:N1800
- 02:N1559 13:N1532
- 03:N1672 14:N2188
- 04:N1947 15:0737-50
- 05:N1511 16:N2427
- 06:N2101 17:N2442
- 07:N1448 18:N3059
- 08:I1954 19:0756-76
- 09:N1291 20:N1637
- 10:N1808 21:N3136
- 11:0515-37 22:N2788
-
- 54:Antlia Cloud
- 01:N2997 03:N2835
- 02:N3175 05:N3511
-
- 55:Apus Cloud
- 01:N5833 03:N6438
- 02:N5612 04:1409-87
- 05:0000-80
- 61:Telescopium-Grus Cloud
- 01:N6868 Cluster 13:N7205
- 02:N6902 14:N7307
- 03:2041-46 15:I5269
- 04:N6707 Cluster 16:N7552=Grus
- 05:N6810 17:N7418
- 06:N7079 18:N134
- 07:N7196 19:N289
- 09:N7166 20:N150
- 10:N7049 21:N255
- 11:N7213 22:N210
- 12:N7144 23:N337
- 24:0049-00
- 62:Pavo-Indus Spur
- 01:N7083 02:N7192
- 03:N7125
-
- 63:Pisces Austrinus Spur
- 01:N7172 03:UA427
- 02:N7135 04:N7171
- 06:N7727
- 64:Pegasus Cloud
- 01:N7448 07:U12843
- 02:N7479 08:N7817
- 03:N7280 09:N7541
- 04:N7497 10:N7714
- 06:N7743 12:N7177
-
- 65:Pegasus Spur
- 01:N7331 04:N7640
- 02:N7332 06:N7814
- 03:N7741 07:U12423
-
- 66:Sagittarius Cloud
- 01:N6835
-
- 71:Serpens Cloud
- 01:N5962 04:N6070
- 02:N5970 05:U9977
- 03:U10086 06:N5961
-
- 72:Bootes Cloud
- 01:N5930
-
- 73:Ophiuchus Cloud
- 01:N6574 02:N6509
- 03:N6384