246 lines
13 KiB
Plaintext
246 lines
13 KiB
Plaintext
#: 34
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#34 : 052 CIA/TRICKY DICK
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226 LINES - 51 SECTORS
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DOCS CONTRIBUTED BY DIAMOND JIM
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------------------------
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TRICKY DICK INSTRUCTIONS
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THE DISPLAY:
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Press any key to get out of the display that appears when TRICKY DICK is run
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This will bring up the data viewing area, but will leave intact the three
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lines of parameters at the top of the screen and the command line at the
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bottom. "ALL COMMANDS" at the lower right of the screen prompts you to
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enter the instruction you wish TRICKY DICK to execute. Each command is
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echoed on the right of the ':' to serve of a reminder of your last input.
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HELP SCREEN (/ or ?):
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The help screen lists each command. A ^ before a letter means that the CTRL
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key must be pressed at the same time as the letter. Hit any key to go back
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to the data display.
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SELECT DOS VERSION (CTRL D):
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Toggles between DOS 3.2/3.3 The current version is shown under the word DOS
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at the top of the display.
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SLOT, DRIVE AND DEVICE SELECT (CTRL O):
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Brings the cursor up next to 'SL-'. If your disk controller is in SLOT 6,
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hit RETURN, if not type the slot #. If a card with P5 and P6 PROMS is
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present, DOS 3.2 will automatically be brought into play. The cursor will
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move to 'DR=' -type in the # of the drive which has the disk you wish to
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work on. After that, press RETURN to go to 'PR='. The default (PR=0) means
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that printer output is disabled. Enter your printer card's slot # when you
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are ready to print out some data from Tricky Dick.
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TRACK AND SECTOR SELECT ( ; < > ):
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';' puts the cursor next to 'T='. Select the track # and hit RETURN. The
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cursor will then go to 'S='. Select the sector # and hit RETURN. A RETURN
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alone for T or S accepts the value shown. You can increment or decrement the
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track # shown by hitting < or > (with or without pressing the shift key).
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Track #'s wrap around after track $22. You can also < and > the sector #
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and in DOS 3.2 sectors wrap at $0C, with 3.3, they wrap at $0F. However, the
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';' command allows you to designate track #s greater than $22 or sector #s
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greater than $0F/$0C.
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READING A SECTOR (CTRL R):
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Press CTRL R to read the sector you've selected into TRICKY DICK'S buffer.
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The sector data will be displayed in the data viewing area.
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VOLUME NUMBER:
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The volume # of the disk you just read will appear under the letters 'VOL'
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CURSOR MOVEMENT (I,J,K,M AND ^I,^J^K^M):
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I, J, K, and M move the cursor around the data display. When the cursor goes
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beyond the edge of the screen, scrolling or wrap-around occurs. Scrolling
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can be continued until the first or last line of sector data appears on the
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screen. Holding down CTRL and hitting any of these 4 keys increases the
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distance covered, causing the cursor to jump to the edge of the display.
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EDITING SINGLE BYTES IN THE DISPLAY:
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Place the cursor over the byte you want to change, and type in the new hex
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value. Single-digit hex numbers must be entered with a leading 0 i.e. enter
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5 as 05. If you type the first digit and change your mind, hit 'J' or 'K' to
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move the cursor away and cancel the entry. If you want to change the digit,
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hit the SPACEBAR and start again.
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DATA ENTRY MODES (CTRL @) (") ('):
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Just after loading TRICKY DICK, the words "NORMAL HEX" will appear at the
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lower left of the screen next to the word "DATA". That means that you can
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enter hex digits and these digits will appear in the data display under the
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cursor. This allows you to edit the screen display before writing it to disk.
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Typing " (SHIFT 2) puts you in "high ASCII" mode and causes an inverse "HIGH
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ASCII" message to appear in the lower left corner of the screen. In this mode,
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each time you press ANY key, its corresponding ASCII code # with the high bit
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set will appear under the cursor, and the cursor will advance to the next
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space. This lets you type alphanumeric characters into the data display without
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looking up their corresponding high ASCII codes. Before you can issue any
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other command, you'll need to hit the CTRL SHIFT P (CTRL @). This puts you
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back into the "NORMAL HEX" mode and allows TRICKY DICK to accept your
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keyboard commands again. Typing ' (SHIFT 7) will place you in standard, or
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"low" ASCII mode. Each keypress will leave its normal ASCII under the cursor.
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To return to normal TRICKY DICK functions, hit CTRL SHIFT P (CTRL @).
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THE DATA DISPLAY:
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When you read a sector, the data viewing area shows the first half (the first
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128 bytes) of the sector data. On the far right of the screen you will also
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see an 8 column alphanumeric symbol display. This part of the screen gives
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an ASCII translation or the hex data. CTRL characters are in inverse and
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all flashing symbols get changed to normal.
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To view the second half of the sector, hit either CTRL M or RETURN, bringing
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the cursor to the bottom of the screen. To scroll throught the remaining data,
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hold down the M and REPT keys. You can scroll back to the beginning by
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hitting CTRL I, followed by pressing I and REPT. Alternatively, hold down
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the CTRL key and press F, M, and F, in that order. The column of hex #s on
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the far left which are followed by a ':' tell you what portion of the sector
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data you're viewing. They are offsets in TRICY DICK'S data buffer and range
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from $00 to $FF in 8 byte increments.
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FLIPPING DATA DISPLAYS (CTRL F):
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When in the viewing mode CTRL F will erase the alphanumeric symbols on the
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right of the screen and display all the data in the last sector read. The
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cursor will remain over the same byte during the flip. The leftmost column
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of numbers indicates the buffer offsets, but with the trailing zero omitted
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to retain clear screen formatting. Press CTRL F again to get back to the
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partial screen with ASCII and the next 128 bytes of data, starting with the
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row in the full display where you left your cursor.
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SECTOR FILLING (CTRL Z, CTRL X):
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In either of the above 2 displays, CTRL Z replaces the sector data with
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zeros beginning with the byte over which the cursor is placed, and extending
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to the right to the end of the sector. CTRL X fills the sector from the cursor
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to the end with the byte value under the cursor. These commands don't write
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anything to the disk itself.
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DISASSEMBLING SECTOR DATA (L):
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Hitting L disassembles the sector code beginning with the byte under the
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cursor and continuing until the screen is filled. The middle column of the
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display gives the ASCII translation of the hex data to its left. Repeatedly
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pressing the L carries on the disassembly until the end of the sector is
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reached. After disassembling a screenful of hex, you can return to the
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previous hex display by hitting the SPACEBAR or some other noncommand key.
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The cursor will be positioned next to the last byte that was disassembled.
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LISTING APPLESOFT AND INTEGER CODE (CTRL L) (L):
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If the sector data contains Applesoft or Integer BASIC code, a listing can
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also be displayed. Select the language that you want to list by pressing
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CTRL L then typing an A for Applesoft, an I for Integer or a * for
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assembler. Finally hit L for a listing which begins with the byte under the
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cursor. Keep typing L's until you have listed all the code in the sector
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buffer.
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WRITING TO THE DISK (CTRL W AND Y):
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CTRL W followed by 'Y' writes the contents of the sector buffer to the sector
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whose address shown at the top of the screen. WARNING: Be sure that all the
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information shown on the screen is correct before you write it, if you make
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a mistake you'll clobber the disk, maybe irreparably. Check to be certain
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you've selected the correct drive, track and sector #'s and that the data
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displayed on the screen is the data you want written on the disk. When you
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press CTRL W you'll hear 6 short tones. Keying in a 'Y' during this sequence
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writes to the disk and stops the tones. If you press CTRL W by mistake, you
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can simply elect not to do anything and when the 6 tones cease, the write
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instruction is automatically cancelled.
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ERROR MESSAGES:
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When an error occurs during the operation of TRICKY DICK, a tone is sounded
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and a flashing error message occurs inside the '<-->' mark in the upper right
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corner of the screen. Just above, Tricky Dick displays the accompanying DOS
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error code inside the '<00>'. a subsequent normal read or write operation
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clears both the error message and its code from the screen. The chart below
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shows the type of error, its flashing designator, and its DOS code.
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Type of Error '<-->' designation DOS code
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Write Protect Error <WP> 10
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Drive Error (Read or Write) <IO> 40
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DEALING WITH NON-STANDARD SECTOR MARKS (CTRL S):
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These are the features that let you read and write to disks whose formatting
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has been altered. To do this with the least amount of work, use THE LINGUIST
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to determine the nature and extent of the alterations.
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Hit CTRL S and the cursor will jump up to first byte of the sector marks.
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You can move the cursor along this data with the left and right arrows. To
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replace any digit, position the cursor over it and type in the new digit.
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The change will appear and the cursor will move to the next symbol. A RETURN
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gets the cursor back to the data display.
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In the top line, "D5AA96" is the standard DOS 3.3 address field header and
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"DEAA" is the address field trailer. If you've changed the DOS version to
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3.2 the top line will read "D5AAB5" which is the 3.2 header. The next line
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"D5AAAD" refers to the data field header and "DEAA" is that field's trailer.
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IMPORTANT: By replacing one or more of the header or trailer bytes with a
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'00', you can tell TRICKY DICK to accept any value in that position. For
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example, 'DE00' in the first line causes the second byte of all address
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field trailers to be ignored during reading or writing.
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The third line shows the data field header and trailer (the latter with
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an added 'EB') once again. The header and trailer you select here will
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appear in the data field of the next sector you WRITE to the disk. This line
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is used only for writing and allows you to alter the values in the data field
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header and trailer of any sector you write to the disk.
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Finally, by changing the 'Y's' in the DOS mark section to 'N's', you can tell
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TRICKY DICK to ignore the address field checksum (the first Y) and/or the
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data field checksum (the second Y). The 'O' just below the 2 'Y's' indicates
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that TRICKY DICK will always write a sector of data to the disk with a data
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field checksum of $00.
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PRINTING HARD COPY FROM TRICKY DICK (CTRL P) (P):
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Typing CTRL P allows you to select the form in which you wish the sector
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data in TRICKY DICK'S display to be printed. The cursor will jump to the
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print select parameter, prompting you to type in one of the following
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instructions:
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'H' for a hex dump with ASCII translations
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'A' for an Applesoft listing of the sector code
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'I' for an Integer listing
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'*' for a disassembly
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The next step is to type CTRL O, followed by 2 RETURNS. This brings the
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cursor in position next to the 'PR=' for you to key enter the slot # of
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your printer interface. After making sure that your printer is turned on,
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type 'P' for the action to begin. If you select the wrong slot, you may
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find that TRICKY DICK hangs, or that other strange things happen.
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If you are in the *, A or I modes you'll get a listing from the last cursor
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position to the end of the sector data. In the 'H' mode, you get a full sector
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dump irrespective of the cursor position.
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MODULE CHECK-OUT (SHIFT M):
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Typing a SHIFT M displays a list of the TRICKY DICK coresident modules,
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their names and a brief description of their functions. If one of the
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modules is already in memory, its name will be displayed at the top of the
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screen just to the right of the inverse 'TRICKY DICK'. If no module is in
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memory, TRICY DICK'S version # will be displayed.
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EXITING TRICKY DICK (RESET) (CTRL C):
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You can restart TRICKY DICK by typing '&' (or CALL 2051). CTRL Y (or 803G)
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from the monitor also gets things going again.
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JUMPING TO A MODULE (CTRL E):
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To load a module while running TRICKY DICK, type CTRL C followed by BLOAD
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(name of module). When the drive stops, type '&' and you're ready. When you
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get back to TRICKY DICK you'll notice the name of the module presently in
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memory replaces the version # in the banner at the top of the screen. To go
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into a module you have loaded into memory, type CTRL E and the module's
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introductory display will appear on the screen. Hit any key and you're ready.
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If you hit CTRL E with no module in memory, TRICKY DICK will let you know by
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sounding a rather pleasant tone. When you jump to one of the modules, the
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words "TRICKY DICK" at the top of the screen get changed from inverse to
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normal. At the same instant, the module's name switches from normal to
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inverse. This lets you know at a glance which program you're "in" - it's
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always the one whose name is in inverse.
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Apple Manor - (716) 654-7663
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---------------------------------------------------------------------------
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I'm going to be posting docs on the modules as I get them done, this is
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turning out to be quite an undertaking and I'd appreciate it if you'd
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leave Apple Manor's name on if you give these docs to another board.
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Bets C.
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[-3] #36 Library #8
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<1-58/Last-34> <?/Q/A/+/-/P> #: |