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1996-02-05
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*****************************************************************************
*********** AIDE DE CAMP User Manual Additions and Corrections ***********
*****************************************************************************
For the latest upgrade and add-on disk information for ADC and other
HPS games, check out the Internet web site:
http://www.cris.com/~sturmer
- Aide De Camp, Revision 1.16b Feb 96 -
Please note the following changes and additions that have been made to
Aide De Camp since the release version. An asterisk (*) preceeds changes in
the latest update.
IMPORTANT GENERAL NOTES:
The major improvement in version 1.15(+) is that the program uses about 70K
less RAM to load and run than version 1.14 (approximately 124 KB for version
1.15 vs. about 197 KB for version 1.14). With this extra RAM, almost any
game should now fit into ADC. But for the really big games, or those with a
lot of graphics I still urge caution. WHEN IN DOUBT, CHECK FIRST!
A few ADC users have had problems associated with using compressed ADC files.
In particular, the earlier versions of the disk compression program "Stacker"
seem to have the greatest potential to cause problems. There have yet been
no reports of problems caused with the DOS 6.0+ disk compression routines,
or current version of "Stacker".
I have also had a number of problem reports stemming from the use of QEMM.
In particular, running in "stealth" mode seems to corrupt the RAM memory
used by ADC. This causes weird graphics, disappearing mouse cursors, and an
eventual lock-up. The problem seems limited to "old" versions of QEMM (and
I understand that the latest patch contains some work in this area), but it
may be something to keep in mind if you are using QEMM/stealth.
If you use disk compression and experience erratic ADC program execution, try
eliminating any compression of the ADC files. Normally, you will want to do
this by turning the compression OFF and reloading the ADC files from scratch
(remember to save all of the terrain sets, maps and games you've created
first!). If, after this you're still having problems, please contact me at
HPS. I respond to customer reports immediately, and will do my utmost to get
you up and running in the shortest possible time.
SECTION 5.1 SYMBOL SETS ( [v 1.15] Upgrade)
Up to 250 unit symbols may now be created (up from 200). The maximum number
of terrain symbols is still 200.
For games with more than 250 different unit types, (such as Fire In The East
and ETO) you'll need to consolidate the unit symbols. For example, make a
single unit symbol for ALL German infantry divisions - no matter what their
values are.
Since you may now create up to 1500 unit classes, "make" the different units
by creating a separate class for each. Using the previous example, the 6-5
strength German Infantry Divisions would be one class, the 7-5 strength
another, and the 8-5's a third. But, all three classes will "share" the same
map symbol.
To keep you from wasting your time, if you even suspect that you'll need more
than 250 symbols - list them all on paper before you begin creating them.
Remember to include "flip sides" (if appropriate), and any "markers" you want
to create unit symbols for. If you've got more than 250 symbols, consolidate,
and THEN begin creating the symbols!
SECTION 5.2 NAMING SETS AND SYMBOLS (Clarification)
Do not use the following characters in the name of any set, map, game or
symbol: ":", "(", "[", or "{". Usually, ADC will not allow you to use these
characters, but the internal checks can be overridden. If you do use one of
these characters in a name, unpredictable results may occur. If you get
consistent "FILE ERROR" messages, a name with one of these characters may be
the cause.
* SECTION 5.3 EDITING SYMBOLS ( [v 1.16] New Feature)
When you edit an existing symbols set, a pop-up menu will appear asking if
you would like to use the STANDARD editor, or the SPECIAL adjustment tools.
If you select the STANDARD editor, you will proceed directly as outlined
in the manual. The SPECIAL tools are outlined below, in Section 5.3.1.
* SECTION 5.3.1 Special Symbol Editing Tools ( [v 1.16] New Feature)
The SPECIAL symbol editor aloows you to change existing symbols sets in the
following ways:
- Copy one zoom level to another.
- Change the display size (in pixels) of a zoom level.
- "Blank out" a zoom level (basically erases all symbols).
- Print out symbols names.
From the pop-up menu, select the tool you wish to use, or RETURN to enter
the standard symbol editor.
* SECTION 5.3.2 Copy One Zoom Level To Another ( [v 1.16] New Feature)
This tool is used when you want to copy the symbols at one zoom level to
another. Its most common use is to change the sizes of each zoom level
without doing a lot of work. For example, you may decide that Zoom 2 and
Zoom 3 are a little smaller than you'd like. You can use this tool to copy
Zoom 3 to Zoom 2 (which makes Zoom 2 the same size as Zoom 3 used to be), and
then use the other tools to increase the size of Zoom 3.
This tool does not modify the copied set in any way. So, in the above
example, Zoom 3 is still there, unchanged, after being copied to Zoom 2.
From the menu, select which sets you would like to copy, either the terrain,
units, or both units and terrain. Next, select the original Zoom Level. In
the example, you sould select Zoom Level 3. Then select the "destination"
Zoom Level. This was Zoom Level 2 in the example. Finally, either select
"BEGIN COPYING NOW" to start the procedure, "CHANGE SET TYPE.." to adjust
your selections, or "OOPS!..." to return to the main EDITING TOOL MENU.
little too small
* SECTION 5.3.3 Change Display of a Zoom Level ( [v 1.16] New Feature)
This is a powerful tool that lets you make adjustments to the size of your
terrain and unit symbols. Your existing symbol designs are left intact, or
automatically "sized" at your option. Adjustments are made one Zoom Level
at a time, but to ALL of the symbols in that Zoom Level.
From the pop-up menu, select the Zoom Level you wish to change, or "CANCEL
AND RETURN" to go back to the main EDITING TOOL MENU. Once you have
selected a zoom level, you are given the option of selecting the type of
symbols to modify: terrain, units, or both. You can also select "CANCEL
AND RETURN" to go back to the main EDITING TOOL MENU.
At this point, you will select the method to be used for changing the symbol
size. The size modification options are:
- AUTO EXPAND. This option automatically increases the horizontal and
vertical size of your symbols by a fixed amount, and adjusts your
existing symbol patterns to fit the new space. For example, if you
double (2x) the size of the symbol, each pixel in the original becomes
a 2x2 square:
Red => Red Red
Red Red
Symbols can be expanded by 2x, 3x, 4x, 5x, or 6x their current size.
- EXPAND BY A FIXED AMOUNT. This option adds a "border" around one or
more edges of each existing symbol. It is used when the symbol size is
being increased by something other than an even multiple of its current
size, when the symbols are being expanded more in one direction than
another, or when you want to add some sort of border to the symbols.
With this option, you first select the color for the new "border",
followed by the edge (left, right, top, bottom, or all four sides) on
which to place the border. Finally, select the border width (in pixels,
up to 20).
This routine merely adds new pixels to the symbols edges. it leaves the
existing symbol patterns unchanged.
- AUTO SHRINK. This works just like the Auto Expand option, except in
reverse. For example, if you se