![[SGD!]](pics/sgdlogo2.gif)
| STANDARD DISCLAIMER |
| INDEX |
| 1. REQUIREMENTS |
| 2. IMPORTANT NOTES |
SET TMP=[path]Windows users will probably have a `TEMP' setting instead.
| 3. GETTING STARTED |
| 4. SYNTAX |
SGD [-cX] [-p] [-w] [-s] [-m ] [-u] [databasename]Option `-cX' (or `/cX', `-CX' or `/CX') is used if you are upgrading your database.
| 5. THE SCREEN |
| Name | Name of the game. |
| Year | Year of publication. |
| Publisher | Publisher of the game. |
| Memory | Possible values are "16", which means it's a 16K game, "48", which means it's a 48K-only game, "128", which means it's a 128K-only game, "48/128", which means it can be loaded in both 48K and 128K mode. (this value is printed as "4/1"). The selected emulator memory type is 48K for values "16" and "48", 128K for values "48/128" and "128"; |
| # Players | Number of players that can participate. |
| Together | If more than one player, can all players play at the same tinme? |
| Score | How well do you like the game? |
| PC-Name | Filename of the game and size of the file. |
| Type | Descriptive game type. |
| Joysticks | Supported joysticks. |
| Language | Message language of the game. |
| Orig Screen | Does the snapshot (tapefile) have the original loading screen? |
| Improve | Should you look for a better snapshot? |
| AY-Sound | Does the game have AY sound? |
| MultiLoad | Does the game load extra parts (levels)? "yes" means the game is multi-load in either 48K or 128K, "48K" means the game is multi-load only when loaded in 48K mode, "no" means the game is not multi-load at all. Also refer to `MultiLoad Games' further in this document. |
| Override | Use a different emulator for this specific game than the one you defined in your configuration. Use "none" to use the set up one. Some games simply don't run on your favorite emulator. Using an override will keep you from constantly changing your config. |
| Add | Add an entry to the database. After filling in the name of the game, the new entry will be sorted into the database. |
| Del | Delete the game that is currently selected. Note that the game will only be removed from the database, the game file itself will be left alone. Confirmation is asked if this is set in the configuration. |
| Write | Write the database back to disk. This is also done if you leave the application. |
| Reload | Re-read the database from disk. |
| Print the database to the printer. You will find a `Select' button in the print requester to configure which fields (and in what order) are to be printed. |
| Play | Play the selected game in the selected emulator.
|
| Poke | Play the selected game, but insert cheat-pokes first. |
| Config | Configure the application. |
| Shell | Shell out to DOS. Notice that the application consumes only
2Kb of conventional memory :)
WARNING: you must not start TSR programs from within the shell, or the
application will not be able to swap back in! If MS Windows multitasking has been disabled, it is still disabled while you're in a shell. |
| Quit | Stop. |
| Screen | Find and display the Spectrum screen contained in the game. If the game is in a tape file, the first screen in the tape is taken. |
| List | TAP files: creates a catalog of the tape (see below for
format); MDR files: creates a catalog of the microdrive cartridge, very much like you type `CAT 1' on the Spectrum (see below); If the cartridge is write protected, this is reported in blue after the cartridge name (first line). Z80 files: gives some information as found in the header. SNA files: gives nothing, as nothing interesting can be found in the header! SLT files: as Z80 files, but also reports some information about the extension blocks. |
| ScrShot | View a saved screenshot (.SCR) file. See `Game Screenshot Files' for more information. SLT files only show a screenshot if it is included in the snapshot (as extension). |
| Info | View the game information file (see below). |
| EdInfo | Edit the game information file in a separate task. |
| EdPoke | Edit the game pokes file (see below). |
| Help | View this file. |
| About | Shows an about box. |
| SysInfo | Shows some system information. |
| 6. FILL-IN FIELDS |
| [CURSOR LEFT] | One char left; |
| [CURSOR RIGHT] | One char right; |
| [HOME] | Go to the start of the box; |
| [END] | Go to the end of the box; |
| [BACKSPACE] | Delete the character before the cursor; |
| [DEL] | Delete the character under the cursor; |
| [INS] | Toggle insert/overstrike mode (the startup mode is set in the configuration window); |
| [ENTER] | Accept the input and elect next button; |
| [TAB] | Accept the input and elect next button; |
| [SHIFT][TAB] | Accept the input and elect previous button; |
| [ESC] | Restore and stop editing; |
| [CURSOR LEFT] | One word left; |
| [CURSOR RIGHT] | One word right; |
| [HOME] | Go to the start of the input field; |
| [END] | Go to the end of the input field; |
| [DEL] | Clear the entire input field. |
| B | Clear start of input field up to the cursor; |
| E | Clear from the cursor to the end of the input field; |
| W | Clear from the cursor to the start of the next word; |
| Arc | for arcade games; |
| Adv | for text adventure games; |
| Arc/Adv | for arcade adventure games; |
| Sim | for simulation games; |
| Str | for strategy games; |
| Spo | for sports games; |
| Brd | for board/card games; |
| Lrn | for learning 'games'; |
| Dem | for games demos; |
| Bld | for `building' software for games (e.g. The Quill); |
| 7. SELECTING A GAME |
| [CURSOR UP] | Move one game up; |
| [CURSOR DOWN] | Move one game down; |
| [PAGE UP] | Move a page up; |
| [PAGE DOWN] | Move a page down; |
| [INS] | Play the game; |
| [CTRL][HOME] | Move to the first game; |
| [CTRL][END] | Move to the last game; |
| [CTRL][INS] | Toggle the `selected' status of the game. |
| [CURSOR UP] | Move one selected game up; |
| [CURSOR DOWN] | Move one selected game down; |
| 8. THE SELECTION CRITERION |
| Name | Is | Type |
| NM | Name | (AlphaNum) |
| PU | Publisher | (AlphaNum) |
| YR | Year | (Num) |
| ME | Memory | (Num) |
| PL | Players | (Num) |
| TO | Together | (Bool) |
| PC | PC-Name | (FileName) |
| TP | Type | (AlphaNum) |
| PB | PlayBit | (Bool) |
| OS | OrigScr | (Bool) |
| IM | Improve | (Bool) |
| AY | AY-Sound | (Bool) |
| ML | MultiLoad | (Bool) |
| FD | FloppyDisk | (Num) |
| LN | Language | (AlphaNum) |
| SC | Score | (Num) |
| AlphaNum | types are followed by `=' or `!=' (or '<>') and a string, in
which the wildcard characters `*' and `?' may be used; If you want to use characters `*' or `?' or `,' but not with their special meaning, insert a `\' before it. (For example `\?' is no wildcard, but a `real' question mark) |
| FileName | types are handled almost the same as AlphaNum types, but follow the (extended) DOS convention for wildcard handling. |
| Num | types are followed by `>', `<', `=', `>=', `<=' or `!=' (or '<>') and a number; |
| Bool | types are followed by a `=' and a `Y' or `N'. |
pu=* will find all entries with publisher field filled in, whereas pu!=* will find all entries with an empty publisher field.Empty numerical fields are defaulted to 0, so
yr>0 will find all entries with year field filled in, and yr<1990 will find all entries with year field filled in, released before 1990. yr=0 will find all entries with an empty year field.The PlayBit value is not really a database field. It checks the `playable' bit in the select window (which makes the entry red if not set).
| "16" | returns 16 |
| "48" | returns 48 |
| "128" | returns 128 |
| "48/128" | returns 176 |
me=176To find all games that are played in 128K mode, use
me>=128To find all games that are played in 48K mode, use
me<=48Multiple criteria are joined with a `,' character (no spaces!). For example:
yr>=1985,pl=2,to=y,pc=*.tap,os=y
| 9. THE CONFIGURATION |
| Remap Bright Black | Should the ULA bug be matched and should bright black be displayed as dark black? |
| Emulate Flash | If turned on, flash is emulated when drawing Spectrum screens. |
| Slow Flash | Normally, flashing is done every 16/50th of a second
(as the Spectrum itself does). If you have a slower
computer or video card, this may result in loss of
responsiveness. In this case, you should turn this
option on, in which case flashing is reduced to a
third of the time (just under a second). Both these options can be toggled from the menu strip. |
| Confirm Quit | User must confirm quit? |
| Confirm Delete | User must confirm delete? |
| Confirm Overwrite | If turned on, SGD will ask for confirmation when a file is about to be overwritten (except the database itself). |
| Follow Slider | If turned on, a combo window will be updated while you
move the slider bar. If turned off, only the slider bar
will be updated while moving; the result will be printed
when you release the mouse button. This option should be turned off for slower computers only. |
| Edit Insert | Sets the initial edit mode for startup of edit buttons. Checked means insert mode, cleared means overstrike mode. |
| Always Backup | If this option is turned on (the default), SGD will make
a backup of the database the first time that a new
version is to be written. This file will have extension
`.BAK' This option can be temporarily overridden from the menu. |
| Always Validate | If turned on, will auto-validate the paths of all games
in the database after a (re)load or import. The default
is `off'. This option can be temporarily changed from
the menu. Be careful: it can take quite some time to validate if you have a large database. |
| Always Cheat | Will link the `Play' button to the `Poke' button if turned on. This option can be temporarily changed from the menu. |
| Pick Best Screen | If turned on, will link the `Screen' button to the
`ScrShot' button if a screenshot file was found.
(ie. overrides the screen in a snapshot). This option can be temporarily changed from the menu. |
| Start Button | Can take the following values: 0 : Disable this option (default). You will want this option disabled if your games are on floppies; 1 : Start with the `Screen' button pressed; 2 : Start with the `List' button pressed; 3 : Start with the `ScrShot' button pressed; |
| Disable Sounds | Disable all sounds from SGD. Be careful: this does NOT turn off the sounds from the emulators (unless `Z80' or `X128' is used)! |
| Emulator Type | Type of emulator: `Z80', `JPP', `WARA', `X128', `WSPE', `ZX', `SPAN' or `ZX32'. The displayed emulator is the `default' emulator, which is used unless the `Emulator Override' field (highest priority) or an `Extension Link' (lower priority) is set. |
| Emulator Path | Full path to the emulator of the chosen type. If you use a `.BAT' file, which will start the emulator in turn, make sure you pass all the parameters "%1" etc too! |
| Additional Switches | Additional command line switches to be passed to the
emulator of the chosen type. `Z80' seems to have problems with some of them this way. |
| Game Info Editor | The file name of the editor to be used when the `EdInfo' button is pressed. The extension (.COM/.EXE/.BAT) must be given too! If this is a batch file, "%1" holds the information file name. If the editor is not in the current directory nor in the search path, the full path must be supplied. |
| Printer | 1 for LPT1, 2 for LPT2, 3 for LPT3. 0 is used to print to a file instead. The name of the file will have the same name as the database, but with an extension `.OUT' |
| Lines Per Page | The number of lines per page that the printer uses. |
| Blanker Installed | Use the blanker? |
| Blanker Time-Out | Number of seconds of non-keyboard/mouse activity before the blanker activates. |
| Extensions Links | Here you can link a specific file type to a specific emulator. For example, if your normal emulator is `Z80', it cannot play `.SP' files. You could use the override button in the main screen for every single entry, or simply link the type to a more suitable emulator (such as the `Spanish Spectrum Emulator'). |
| 9.1. THE CONFIGURATION FILE |
| DragOutlineOnly | If turned on, will update only the window's outline while a window is being dragged. This should only be turned off if you have an extremely fast processor and video card (as most windows reside in XMS) |
| ResizeOutlineOnly | If turned on, will update only the window's outline while a window is being resized. This should only be turned off if you have an extremely fast processor and video card (as most windows reside in XMS) |
| StableFloppies | Assume that Spectrum software on floppies stays there. When turned on (default), SGD will not ask to insert a floppy when you select a game. It will ask for it when you press a button (Play, Screen, List, ScrShot, Info and EdInfo). When turned off, SGD will ALWAYS want the correct floppy in the drive. |
| PreLoadResources | Load all font files at startup when set. This will save some floppy swapping when running SGD from floppies and will prevent SGD from getting out of memory a bit. |
| DirectVideoControl | Do not use the RIL if one has been detected. This will speed up all screen functions, but can cause a messed up screen if your video card cannot handle it. |
| SwapInTextMode | If set, swapping out sets the video mode to MODE 80, no matter what the startup video mode was (when exiting SGD, the original video mode is restored). At least `Z80' needs this or will generate an EMM386 exception error... |
| NextFloppyDiskId | This is the next floppy number to be used. You should NOT edit this field by hand! |
| UseGeniusMouseHiding | If turned on, will use the old-style Genius mouse hiding
function. Turn it on only when you have a Genius mouse
driver with version 7.02 or below. This is no longer needed in the 32-bit version. |
| NoLocalMouseHiding | If turned on, will always fully hide the mouse when a
request is made to hide in a specific range. This should only be used when you have a really weird mouse driver (e.g. in Windows NT) that messes up the screen. It will slow down the GUI considerably, unless the 32-bit version is being used. |
| ForceMouseRelease | To be used only if you have a weird mouse that seems to be lost (doesn't work in a next application) if you quit. |
| SwapMouseButtons | If turned on, will swap the left and right mouse buttons. |
| SnapMouseDefault | Turn it on if you want the mouse to move to the default button if a window/requester is drawn or if an edit button is finished with the [ENTER] key (Default is off). |
| DoubleClickInterval | The maximum time elapse in milliseconds between two mouse clicks to be recognised as a double-click. |
| InitialContPushDelay | The initial delay in milliseconds when keeping a continuous push button pressed (e.g. the arrow buttons on sliders). |
| GIFPath | The directory where the GIF files of the Spectrum screen
images (created with [ALT][G]) will be stored. You can put GIF files in a directory relative to your games by inserting a `$' character before the path name. For example, if you use only `$', the GIF files will be put in the same directory as the game. If you use `$GIF', the files will be put in a subdirectory `GIF' from your game location. |
| Z80SnapNeedsTape | This string is searched for at the end of the game name
if this game is in a `.Z80' or `.SNA' file and the chosen
emulator is Z80. See `MultiLoad Games' further in this document. |
| Z80SnapNeedsVOC | Does the same as Z80SnapNeedsTape, but when the rest of
the program is in a `.VOC' file. See `MultiLoad Games' further in this document. |
| ForceSnapJoystick | Normally, SGD will pass the (first) selected joystick in
the Game Information Area to the game to be played.
`.Z80' and `.SLT' type games don't allow this and will
always use the joystick as set in the snapshot. Turn this option on to patch the game (into the TMP directory) with your selected joystick when playing. |
| Z80TapesOnly | Turn this option off if you have both `.TAP' files created
with Z80 and `.TAP' files created with Warajevo. The
default is on (only Z80). (see below) |
| ValidateAtEmulChange | If turned on, when changing emulator, SGD will also test if the game is actually there as part of the `playable game' determination. |
| AlwaysSelectGame | If this option is turned on, SGD will always select the
game appointed in the game select window. The default is
`On'. You will want to turn it off if you have a slower
computer. This option can be temporarily overridden from the menu. |
| PhonebookSorting | If turned on (default, as it was with all previous
versions), the sorting of titles is done with an algorithm
known as `phonebook' or `dictionary' sorting:
only alpha-numerical characters are considered when
sorting. Spaces, commas, etc are skipped. If this option is turned off, every character is considered while sorting. The `typed name' feature uses the same algorithm. If you change this option, you will want to use the `Resort database' menu option. |
| Compressor | The compression program to be used when using the
`Compress games' option from the menu strip. (see below) |
| CompressOptions | Any options needed by the above compression program. If more than one option is needed, the argument must be quoted. |
| AddLanguage | Add a language to the `Language' drop-down list; (see below) |
| UseCustomPalette | See `Using a Custom Palette' below. |
| CustomColorXX | See `Using a Custom Palette' below. |
| GameDir | All the directories where games from the database are found. GameDir entries are automatically inserted if you select files from the file requester. |
| 10. THE MENU STRIP |
| [F9] | start/stop the menu; |
| [ESC] | stop the menu; |
| [CURSOR LEFT] | One menu section left; |
| [CURSOR RIGHT] | One menu section right; |
| [CURSOR UP] | One option up; |
| [CURSOR DOWN] | One option down; |
| [CURSOR LEFT] | Enter submenu (if available); |
| [CURSOR RIGHT] | Leave submenu; |
| [PAGE UP] | Go back to the top (menu name); |
| [PAGE DOWN] | Go to the last option; |
| [ENTER] | Activate the highlighted option. |
| New | Remove the current database from memory and start with an
empty one. You will be asked to save first if you changed
anything; Notice that the database name will be `NONAME.DAT'. When saving a new database, you should use the menu option `Save As...' to give it a proper name. | ||||
| Open ... | Remove the current database from memory and open a new one. You will be asked to save first if you changed anything; | ||||
| Save As ... | This menu has a submenu:
| ||||
This menu has a submenu:
| |||||
| Import database | Join another database in memory. The new database will be
simply added, so the result will be unsorted. Afterward, the selection bar will be on the first imported line. | ||||
| Resort database | Resort the database. All entries will be sorted by game ame. This option is generally needed when you import a database or if you change the `PhonebookSorting' configuration option. | ||||
| Validate database | This menu has a submenu:
| ||||
| Compress games | This menu has a submenu (see below):
| ||||
| Search for games | After giving a starting directoy, SGD will search the
directory and all subdirectories for games. The raw PC-Name will be used as game name. `GameDir' entries are automatically added. | ||||
| Find new games | You will get a requester to select which `GameDir'
directories are to be searched for game files that are not
yet in the database. All found games can be added to the
database. If you check the button 'Use File name as Game
name', the raw PC-Name will be used as game name. Be careful: it can take quite some time to search if you have a lot of new games and/or a large database. | ||||
| View screenshot | This allows you to view a `.SCR' file. A separate window will be opened with a `Make GIF' button attached. Created GIF files will be put in the same directory as the `.SCR' file, no matter what value you used in the `GIFPath' configuration! | ||||
| Backup database | If checked, will create a backup of the `old' database before writing a new one (to temporarily override the `Always Backup' option from the configuration window). | ||||
| Auto-validate | If turned on, will auto-validate the paths of all games in the database after a (re)load or import. The default is `off'. Be careful: it can take quite some time to validate if you have a large database. | ||||
| Quit | Guess... |
| Delete selected | Remove all selected entries at once. | ||||||||
| Invert selected | Invert the selected games - selected games are now deselected and vice versa; | ||||||||
| Duplicate Entry | Duplicate the currently selected entry; | ||||||||
| Create GIF-file | Convert the currently displayed Spectrum screen image to a GIF file, which will be created in the directory you assigned in the configuration file (the `GIFPath' value). The name of the image will have the same PC-name as the game, with extension `.GIF' | ||||||||
| Create SCR-file | Convert the currently displayed Spectrum screen image to a
screenshot file, which will be created in a subdirectory
`SCRSHOT'. See `Game Screenshot Files'
for more information. This option is disabled when the `ScrShot' button on the screen is active, unless an `.SLT' file is being handled. An `.SLT' file creates a `.SCR' file which will not be viewable from the `ScrShot' button (as this button takes the screenshot as found in the `.SLT' file itself). | ||||||||
| Fix TAP-file | Remove noise parts (blocks with zero length) from the
selected game `.TAP' file. Z80 crashes when it encounters such a block and it's not nice to have noise anyway. This option is meant for Z80-style `.TAP' files only! | ||||||||
| View BASIC-part | View the BASIC part from the snapshot. The listing is shown
in a separate window, together with 2 buttons: Drop Colors - Remove the colors from the output; Remap UDGs - Use UDGs as they are in the snapshot. The 32-bit version has a `Save' button attached as well. Look at the subject `Saving BASIC Blocks further in this document. | ||||||||
| View SCREEN-part | View the SCREEN part from the snapshot. (see `.TAP Catalogs' below about this window) | ||||||||
| View memory dump | View the snapshot or selected TAP/MDR block as a memory image dump in both HEX and ASCII. | ||||||||
| TZX options | This menu has a submenu:
| ||||||||
| Call TAPER | When the current game resides in a tape file, the external program TAPER can be started to edit the tape file or play it to a real Spectrum. (see `Using TAPER in Conjunction with SGD' below) |
| Disable sounds | Turn all sounds from SGD on/off. Has the same purpose as the command line option `-q'. |
| Sound volume | Set the volume of the soundcard. This adjust the sound
volume of emulators that use a soundcard (e.g. `X128'). This option is only available in the 32-bit version. |
| Emulate flash | Emulate flashing characters when drawing a Spectrum screen (see `The Configuration File' for details). |
| Slow flash | Slow down the flashing timer to a third. (see `The Configuration File' for details). |
| Always cheat | Link the `Play' button to the `Pokes' button. (see `The Configuration File' for details). |
| Best screen | Link the `Screen' button to the `ScrShot' button. (see `The Configuration File' for details). |
| Always select | Always select the appointed game when using the keyboard (see `The Configuration File' for details). |
| TEXTADV.DAT | For all text adventures; |
| GAMES.DAT | For all other games and demos of games; |
| DEMOS.DAT | For all other demos; |
| UTILS.DAT | For all utilities; |
| EDUCATIO.DAT | For all educational software; |
| MISC.DAT | For all cheats, spoilers and tapezines; |
| 11. .TAP/.LTP CATALOGS |
| PROG (Program) | Auto-start line or ----- if none; |
| CODE (Code) | Startaddress of the code; |
| A-AR (Alphanumerical Array) | - |
| N-AR (Numerical Array) | - |
| HEAD (Headerless block) | The Flag byte; |
| ???? (Unknown block) | The Type byte; |
| 12. .MDR CATALOGS |
| PROG (Program) | Auto-start line or ----- if none; |
| CODE (Code) | Startaddress of the code; |
| A-AR (Alphanumerical Array) | - |
| N-AR (Numerical Array) | - |
| ???? (Unknown block) | The Type byte; |
| 13. .TZX CATALOGS |
| PROG (Program) | Auto-start line or ----- if none; |
| CODE (Code) | Startaddress of the code; |
| A-AR (Alphanumerical Array) | - |
| N-AR (Numerical Array) | - |
| ???? (Unknown block) | The Type byte; |
| 14. THE GAME INFORMATION FILE |
c:\spectrum\game.z80
will have an info file:
c:\spectrum\INFO\game.TXT
This file can contain any information you like, such as:
| {B | Start bold printing; |
| {I | Start inverted printing; |
| {U | Start underlined printing; |
| {T | Start italics printing; |
| {L1 | Start ink-blinking (PC-style); |
| {L2 | Start invert-blinking (Spectrum-style); |
| {+n | Change the foreground color to color n (see below); |
| {++ | Restore the foreground color; |
| {+- | Change the foreground color to the background color; |
| {+* | Change the foreground color to the bright color; |
| {+/ | Change the foreground color to the non-bright color; |
| {-n | Change the background color to color n (see below); |
| {-- | Restore the background color; |
| {-+ | Change the background color to the foreground color; |
| {-* | Change the background color to the bright color; |
| {-/ | Change the background color to the non-bright color;
|
| }B | End bold printing; |
| }I | End inverted printing; |
| }U | End underlined printing; |
| }T | End italics printing; |
| }L | Turn blinking off; |
| }N | Restore all variables, this is the same as }B}I}U}T}L{++{-- |
| {{ | To get a single `{' character (`}{' will also do), or |
| }} | To get a single `}' character (`{}' will also do). |
| | COLOR | VALUE | COLOR | VALUE |
| * | Black | 0 | Dark grey | 8 |
| Blue | 1 | Light blue | 9 | |
| Green | 2 | Light green | A | |
| Cyan | 3 | Light cyan | B | |
| Red | 4 | Light red | C | |
| Magenta | 5 | Light magenta | D | |
| Brown | 6 | Yellow | E | |
| # | Light grey | 7 | White | F |
| [CURSOR UP] | Go one line up; |
| [CURSOR DOWN] | Go one line down; |
| [PAGE UP] | Go one page up; |
| [PAGE DOWN] | Go one page down; |
| [ESC] | Stop viewing. |
| 15. THE GAME SCREENSHOT FILE |
c:\spectrum\game.z80
will have an info file:
c:\spectrum\SCRSHOT\game.SCR
Screenshot files can be created in different ways:
| 16. THE GAME POKES FILE |
c:\spectrum\game.z80
will have an info file:
c:\spectrum\POKES\game.POK
Pokes files are created with the `EdPoke' button on the main screen and can
(only) contain the famous multiface pokes.
| 17. DATABASE VALIDATION |
| 18. GAME COMPRESSION |
| 19. SUPPORTED FILE TYPES |
| Z80 | .Z80 .TAP .MDR .VOC .SNA .SLT (.SCR .DAT) |
| JPP | .SNA |
| Warajevo | .Z80 .MDR .TAP .TZX (.TAP) |
| X128 | .Z80 .TAP .MDR .VOC .SNA .SLT .TZX (.SCR .DAT) |
| WSpecEm | .Z80 .TAP .VOC .SNA .SLT .SEM .SP (.SCR .DAT) (also .ACH .PRG .SIT .SNX .RAW .ZX and .ROM !) |
| ZX | .SNA .SNP .TAP .LTP |
| Spanish | .SP |
| ZX-32 | .Z80 .SNA .TAP .TZX |
| Notes | Z80 supports `.SLT' from version 3.04 Warajevo supports `.MDR' from version 1.50 Warajevo has its own `.TAP' format, incompatible with Z80 (see below) Warajevo can read .Z80 files through V3.00, but writes V2.01 files X128 cannot save `.TAP' files X128 can read .Z80 files through V3.00, but writes V2.01 files X128 supports `.MDR' from version 0.5 X128 supports `.TZX' from version 0.7 WSpecEm requires MS Windows WSpecEm only supports 48K programs (expect 128K in the near future!) ZX only supports 48K programs Spanish Spectrum emulator only supports 48K programs ZX-32 requires either MS Windows95 or MS Windows NT ZX-32 supports `.TZX' from version 1.02 |
| 19.1. NOTES ON USING THE `Z80' SPECTRUM EMULATOR |
| 19.2. NOTES ON USING THE `WARAJEVO' SPECTRUM EMULATOR |
| SPEC128.EXE | SGD will ALWAYS start the 128K Spectrum; |
| SPEC48.EXE | SGD will start the 48/128 Spectrum depending on the memory type field of the game. |
| 19.3. NOTES ON USING THE `X128' SPECTRUM EMULATOR |
| 19.4. NOTES ON USING THE `WSPECEM' SPECTRUM EMULATOR |
| 19.5. NOTES ON USING THE `ZX' SPECTRUM EMULATOR |
| 19.6. NOTES ON USING THE `SPANISH SPECTRUM EMULATOR' |
| 19.7. NOTES ON USING THE `ZX-32' SPECTRUM EMULATOR |
| 20. CONVERTING YOUR DATABASES |
Field Start Length Notes
Name 1 36
Year 38 4 Year-2000 compliant :-)
Publisher 43 36
Memory 80 3 Either one of " 16", " 48", "128" or "4/1"
# Players 84 1
Together 86 1 Only 'Y' if > 1 player, space otherwise
Joysticks 88 5 Shrunk leftward, order is 'K12CR'
PC-Name 94 12 The '.'s are aligned (raw name padded)
Type 107 7
PathIndex 115 3 Index number of the appropriate `GameDir' entry
FileSize 119 7 Is '+' if the size has more than 7 digits
Orig screen 127 1 'Y' if checked, space otherwise
Improve 129 1 'Y' if checked, space otherwise
FloppyId 131 4 Marked floppy number, or 0 for harddisk etc.
Emul override 136 2 -1 = none
0 = Z80
1 = JPP
2 = Warajevo
3 = X128
4 = WSpecEm
5 = ZX
6 = Spanish
7 = ZX-32
AYSound 139 1 'Y' if checked, space otherwise
MultiLoad 141 1 'Y' if multi-load in both 48K and 128K mode
'4' if multi-load only in 48K mode
' ' if not multi-load at all
Language 143 3
Score 147 3 0 = not set
All fields are separated with 1 space, each line is exactly 149 characters.
Numerical fields are aligned right, plain text fields are aligned left.
| 21. USING A CUSTOM PALETTE |
| 22. USING LANGUAGES |
AddLanguage = "xxx"
where 'xxx' is the 3-letter country-code you wish to use.
AddLanguage = "Dut"
AddLanguage = "Ita"
| 23. SAVING BASIC BLOCKS |
| Chars | Displayed as
|
| 00-05 | "{XX}", where XX is 2-digit hex, holding the value |
| 06 | tab |
| 07-0C | "{XX}", where XX is 2-digit hex, holding the value |
| 0D | end of line |
| 0E | skipped |
| 0F | "{XX}", where XX is 2-digit hex, holding the value |
| 10-17 | PAPER, INK, BRIGHT, FLASH, OVER, INVERSE, AT and TAB control characters are printed at e.g. "{PAPER x}" |
| 18-1F | "{XX}", where XX is 2-digit hex, holding the value |
| 20-7E | character it stands for |
| 7F | "{(C}}" |
| 80-87 | "{-X}", where X is 1-8 (the key to press) |
| 88-8F | "{+X}", where X is 1-8 (the key to press along with shift) |
| 90-A3 | "{X}", where X is 'A' - 'U' |
| A4-FF | expanded token |
| 24. MULTILOAD GAMES |
| Z80SnapNeedsTape | This string is searched for at the end of the game name if this game is in a `.Z80' or `.SNA' file and the chosen emulator is Z80. If it is found, the PC-file with the same name but extension `.TAP' is inserted as a tape file as well. This is used for programs of which the first part is in a snapshot while the rest is in a tape. E.g.: `Professional Adventure Writer' is in a `.Z80' file while the character sets are in a `.TAP' file on most internet sites. When this option is used, it will play `PAW128K.Z80' and also insert the tape file `PAW128K.TAP' I use the string "+TAP)" myself. |
| Z80SnapNeedsVOC | Does the same as Z80SnapNeedsTape, but when the rest of the program is in a `.VOC' file. I use the string "+VOC)" myself. |
| 23. USING TAPER IN CONJUCTION WITH SGD |
| 24. TROUBLESHOOTING |
| Q | When I return from SGD to DOS, or when I start a shell from within SGD, the screen does not have a cursor, but I see a cursor-like line somewhere in the void. The font seems to have changed too. What happened? | ||||||||||||||||||||
| A | I encountered this problem so far only when using MouseWare
from Logitech. If you use Logitech's MouseWare, ensure that the VCI module `LVESA.OVL' is loaded and cursor enhancements are off. To do this, edit your `MOUSEDRV.INI' file. Look for the section `[Display]' and ensure that a line `VideoModule=C:\MOUSE\LVESA.OVL' is present (or whereever the `LVESA.OVL' file resides). Now, if you load your mouse driver (possibly from your `AUTOEXEC.BAT' file), load it with parameter `NOCENHANCE'. | ||||||||||||||||||||
| Q | The mouse makes a mess of the screen! I don't like this at all! | ||||||||||||||||||||
| A1 | You have a Genius mouse with a driver version 7.02 or below. Genius mouse drivers v7.02 and below have a different approach for mouse hiding. If you use one, weird things can happen. Yet, no harm is done by this to the application nor your computer. Two solutions are available:
| ||||||||||||||||||||
| A2 | You have a combination of an older (ISA) video card and an
older mouse driver, which does not provide the RIL (Register Interface
Library). Be sure that you turned the option `DirectVideoControl' off in `SGD.INI', as this disables the RIL. You can see if the RIL is present when pressing the `SysInfo' button. If a RIL is present, you will see a line `RIL version : xxxx' in the video section. If it is absent (or not used), you get `Control : Direct' instead. You can solve this problem in the following ways:
| ||||||||||||||||||||
| Q | When I have SGD running, I can't see what's on the screen very well. Is there anything I can do about it? | ||||||||||||||||||||
| A | Yes, you can use a custom palette to create better color
contrast. See `Using a Custom Palette' for details.
| ||||||||||||||||||||
| Q | I print to a print queue (for example a Novell Netware captured LPT port). When I choose to print the database, it doesn't work! | ||||||||||||||||||||
| A | SGD prints to the parallel port hardware directly. Queueing
programs are unable to trap those operations. For this reason, I built
LPT0: in the configuration. This will print to a file instead. Use this
feature and print the file from DOS (or the shell) instead.
| ||||||||||||||||||||
| Q1 | I run TAPER from Windows 95/NT. The mouse cursor often stays in the 'waiting' cursor shape, until I move the mouse. | ||||||||||||||||||||
| Q2 | I run TAPER from Windows NT. The mouse cursor looks
very weird.
| A
| Although Windows is from Microsoft, the emulated mouse
cursor in a DOS box is absolutely NOT Microsoft compatible! Talk about
weirdos, eh! | You should turn on the `NoLocalMouseHiding' in the configuration file. This will solve the screen problems, although the mouse will still look weird in Windows NT. The problems with Windows95 are completely solved in the 32-bit version. Q
| I run SGD from a Windows (95) DOS-box. When I start
it, it complains about a missing mouse driver. I'm using my mouse
without problems within Windows though!
| A
| This is a common mistake. Windows and DOS each need their
own mouse driver.
The mouse driver from Windows cannot be used within DOS and vice versa. | You should add a line in your `AUTOEXEC.BAT' to activate a mouse in DOS (or type it on the command line before starting SGD). If you upgraded from Windows 3.x to Windows95, the install program from Windows95 removed this line from your `AUTOEXEC.BAT' (or put `REM' in front of the line) for no appearant reason, so you should add it back and write a hate-mail to Bill Gates. Q
| When I run SGD from DOS, I get XMS version 3.0. But
when I run SGD from a DOS-box in Windows 3.x, I get XMS version 2.0,
although I didn't change my XMS driver. How's that possible?
| A
| Windows 3.x uses an internal, enhanced (yeah, right) XMS
driver, which overrides the driver you installed already. This driver is
actually A LOT slower (that's why they invented version 3.0!!!), but
should work fine with SGD.
| Q1
| When I load a database, I get the fatal error
`Percentage is [>100%]'!
| Q2
| When I load a database, I get the fatal error
`Database found corrupt while reading entry [XXX]'
| A
| You have to convert your database to the new format of v1.30
Please read the section `Converting Your Databases'.
| Q
| I adjusted the volume level for the PC-Speaker,
but hear no difference.
| A
| You didn't connect the speaker connector on the mainboard to the
soundcard. The internal speaker's volume cannot be altered by software.
| |
| 25. DIFFERENCES BETWEEN THE 16- AND 32-BIT VERSIONS |
| 26. THE CREDITS |
| 27. HOW TO CONTACT ME |
ThunderWare Research Center to: Martijn van der Heide Cederstraat 56 2565 JR - The Hague The NetherlandsEnjoy!
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