
                               A M O S E Y E S

                      (c) Lee Bamber of Digital Ninja


 Origional Completion Date: 10-APR-1993         V1.0.0 Released: 17-Apr-1993
                                                V1.0.1 Released: 01-Sep-1993
                                                V1.1.0 Released: 01-Jan-1994

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               The AMOSEyes Viewer V1.10 is PUBLIC DOMAIN

 This Viewer may be used freely and no restrictions are enforced.  Any Games
 or Utilities you create that incorporate AMOSEyes requires no  arrangements
 of any kind.  You are free to publish AMOSEyes Viewer  without  permission.
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 Please refer to end of documentation for extra information on this Version!

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 Utilities of any sort can be real nasty peices  of  work  if  not  properly
 explained.  And AMOSEYES deserves a good going over before you start asking
 all those un-anticipated questions.  So what is AMOSEyes?

 AMOSEyes is an advanced Text Reader using  the  latest  in  user  interface
 controls,  found in leading text-viewers.  But what sets this one apart  is
 it`s ability to bring in your own graphics and place them around your docs.

 Furthermore, it offers a Selector Screen that gives the potential user  the
 chance to skip the instructions altogether and continue with whatever  your
 disk is suppose to do.

 So what IS your disk suppose to do?  Well, the primary use I am advertising
 this utility for is Game Instruction Manuals.  Other uses easily follow but
 the advantages of a doc reader like AMOSEyes give  those  Amateur  and  Pro
 Game writers an alternative to Just Text!  Your game  already  is  full  of 
 graphics of a sort, so why not make the whole production professional!

 What about copyright and stuff?  Well, this one is easy.  AMOSEyes the View
 Program is Public Domain and freely distributable.  It`s also freely usable
 and freely advertisable.  In fact you could completely fail to  mention  me
 as it`s author and still get away with it!  Go ahead.  My  job  has  paused
 for the time being.  Now it`s up to you to spread the thing as far and wide
 as possible.  The more people see it, the more might want one of there  own
 to head their creations, with the Editor.

 What Editor?  Now, this little peice of digital engineerinng is the  centre
 peice of AMOSEyes.  Without it, the viewer may as well retire.  The Editors
 main job is to create AMOSEyes Files (The .DOC file you can  find  on  your
 disk).

 The Editor will be available.  In  what  form , I  cannot  say.  I  haven't
 decided.

 This has not been designed to replace the text viewers in any way!    Those
 are still the most convenient way to convey alot of information in a  small
 space.  What this does do is offer the user a booklet on disk.   Take   for
 example, you buy a game and you get your instruction book  and  some  cards 
 with little messages and offers on.  You flick through it straight  to  the
 controls section and swot up on how to fire or punch or whatever. Some even
 read the story line and get a real feel of the situation.  Well AMOSEyes is
 the perfect vehicle.  It doesn`t resemble your Workbench  in  any  way  and
 offers much more than you will ever need to use.

 But it isn`t just Game Writers who can  rub  their  hands  at  this  point,
 for this thing can be used for all sorts of stuff.  Write a Manual for  one
 of your coverdisk collections.  Port over a load of graphics into  one  big
 picture and do a spot of index writing and you have a complete tour of your
 entire disk collection.  Make a picture book of your favourite subject like
 insects or aircrafts, throw in a heap of facts  and  figures  and  bang,  a 
 minature reference book.  Compile a healthy pile of your amateur  work  and
 present it using AMOSEyes.  Send it to a PD Library and you have  you  name 
 in lights!

 Well basically that`s it.  You know what AMOSEyes is for  and  I  hope  you 
 find it intresting. If you want to see what the creator of this can do, get
 hold of any Digital Ninja Game created after March 1993.  I hope you  enjoy
 the exploits of this potential giant of a utility.
 

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                              * AMOSEYES VIEWER *


 The viewer is riddled with things to move you through the instruction  book
 as effortlessly as possible.  Primarily on the off chance that the user has
 not bothered to read the instructions and  just  experimented  his/her  way
 through the controls.  Well for those who want the lot, read on.


 Using `AMOSEyes` on your disk

 Firstly, there are two ways of using AMOSEyes.  The first is to click on it
 from the Window in the workbench.  The second is using the CLI call to  the
 program `AMOSEyes`.  If you do not know the basics about preparing your own
 disk for automatic boot-up, you can skip to the end of this section now for
 a quick read up on it.  Now, assuming you know basically what the  startup-
 sequence is used for, and you've assigned the right path, you can enter:

 AMOSEyes [RETURN]

 in the `startup-sequence` file and when you boot your disk,  AMOSEyes  will
 then load and you will nicely proceed to the next stage.


 The Selection

 When you are in the Selection Screen.  That is the one with the two  boxes,
 marked `The Instructions` and `Continue`.  Clicking the continue will  exit
 AMOSEyes and return to the workbench or continue with lines from the  start
 up-sequence.  However, by selecting `The Instructions`, AMOSEyes will  then
 load the Viewer.


 The Viewer

 The viewer is layed out to present icons along the top of the main  screen,
 a page indicator down the right side of the screen and the main display bit
 that shows your text and graphics.

 Top Icons > | ABOUT | MORE | BACK | PMORE | PBACK | QUIT

 ABOUT - By clicking* on this, the author name and credits will be shown for
 about 15 seconds, then will refresh the viewer.

 MORE - By holding down** this, the current page will scroll down at  medium
 speed until it reaches the end of the page.  At which time, the scroll will
 stop.

 BACK - Same as the MORE control, but the screen scrolls back up the current
 page at medium speed until the top of the page is reached.  Holding down**,
 the mouse button will operate this control.

 PMORE - This is a Page More Control.  It means to turn the page to the next
 one and position the display at the top of the new current page.  This will
 increment the current page number.  When no more pages remain, this  option
 will no longer function.  To operate this control, click* it.

 PBACK - Same as BACK is to MORE, PBACK will turn to the  last  page  number
 and will cease to work when there are no pages to turn back to.  To operate
 this control, simply click*.

 QUIT - Click* this to exit the Viewer.

 * Clicking refers to pressing the Left Mouse Button Once and then releasing
   it.

 ** Holding  Down  refers  to  holding  down  the  Left  Mouse  Button   and
    sustaining the hold until it is felt that the command has  been  carried 
    out to the satisfaction of the user.


 The Page Indicator is a simple device.  It will draw a single dash  between
 the top and the bottom of the space allocated.  The top represents the  top
 of the Instruction Book and the bottom refers to the bottom of the Book. By
 looking at the position of the dash, the user has  an  idea  of  where  the
 current page is situated in the book.


 And there`s more...

 By moving the mouse arrow pointer inside the display part of the screen and
 pressing the left mouse button once, the shape of the arrow will change. It
 will now point up or down.  By moving this arrow within the  display  area,
 first up then down, you will see the text/graphic display will scroll as it
 nears the top and bottom.  This is especially useful for slow reading  like
 you see in the closinng credits of a series or film.


 Also...

 The viewer has keyboard support aswell.  The arrow keys on the keyboard.  I
 am so sorry A600 users(maybe in a later version!), will do the following:

 Arrow Up - Moves the text/graphic display toward the top of the page  at  a
 high rate of speed.  Useful for a quick re-read of something.   The  scroll
 will stop when the top of the page has been reached.

 Arrow Down - Moves the text/graphic display toward the bottom of  the  page
 until it hits the bottom at which time the scroll will stop.  This  too  is
 high speed for text skimming.

 Arrow Right - Exactly the same as the | PMORE | control above. It turns the
 page to the next highest number until there are no more pages to see.

 Arrow Left - Exactly the same as the | PBACK | control above. It  turns  to 
 the previous page number until there are no more pages to turn back to.


 There are plenty of different ways to achieve the same goal.  Find the  one
 you like best and stick with it.  I hope you  find  no  problems  with  the 
 selection of controls.  If you have your own preference, then please write,
 and inform us and we will get to work(if it`s really clever!).

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                   * Version 1.0.1 Additional Information *

 The AMOSEyes Viewer now can handle file modules saved under the new Defcon
 Compactor V1.01 as well as the Standard Module Document Files.  The Editor
 Version 1.0.1 uses the Defcon Compactor as standard.

 Some extra keys incorporated into the Viewer are:

   [ALT] and `A`  - This will automatically call up the About Screen.

   [CTRL] and `Q` - This will exit the Viewer.

   Note: With the addition of these, the whole viewer can be keyboard
         controlled with no need for the mouse!

 The About has been updated to include proper creditation and the screen has
 been modified to reflect the new version changes.


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                    * Version 1.10 Additional Information *

 As a mark improvement in AMOSEyes, I'm pleased to announce that  thanks  to
 the well-written manuals of AMOSPro, The AMOSEyes Viewer now has  parameter
 passing!  And alittle graphics treat!

 Simply, this means that you can effect how the AMOSEyes  file  executes  by
 adding your requests at the end of the line.

 The Full Syntax Is:

 AMOSEyes [-TIFF Filename$] [-TABK Filename$] [-CLIK x,y,x,y,x,y,x,y]
          [-PATH Path$] [-MENU On] [-DUAL Filename$] [-FNUM Value]
          [-FJST On] [-FUPC On] [-FOUT On]

 THE COMMANDS (Dated: 20-Dec-93)
 ------------
 -TIFF = (T)itle using (IFF) Picture

         This command will load in the filename  specified  instead  of  the
         default screen displaying the  choice  of  INSTRUCTIONS  or  LEAVE.
         With this feature, you may create a screen to  properly  illustrate
         your game, topic or whatever you wish.  The  boxes  you  are  given
         to click will still be in the same place as the default screen,  so
         when you are drawing your title page for, lets say, your game.  You
         must create two boxes to the size  and  content  of  the  origional
         default. The left box will take you into the  AMOSEyes Viewer,  the
         right box will exit the viewer.

         For reference, the co-ordinates of these default boxes are:

         010,115 --------------------  328,115 ----------------------
            |                        |    |                          |
            |  Box 1 - Instructions  |    |     Box 2 - Continue     |
            |                        |    |                          |
             -------------------- 308,171  ---------------------- 628,171

         (Not recommended - See -CLIK)

 -TABK = (T)itle using (ABK) Picture

         Exactly the same operation as "-TIFF",  however  the  picture  file
         is an (A)mos picture (B)an(K) or ABK.   This  file  is  useful  for
         protecting your graphics from being seen by prying  eyes!  See  the
         AMOS Manual on how to create .ABK Picture Files.

 -CLIK = (CLI)c(K)er Panels

         As an essential complement to the first two commands,  "-CLIK"  has
         been created.  Wouldn't it be much more  customised  if  you  could
         place the boxes you click anywhere on screen.  Any  size.   In  any
         style.  Yes, you can draw  your  screen  complete  with  customised
         layout. Use your own fonts, boxes, etc.  Then simply tell  AMOSEyes
         where you have put your boxes and hey-presto.   A  Title  Page  for
         your disk that has no resemblance to  the  cold,  starchy  AMOSEyes
         default screen.   Adding  that  professional  touch  to  any  disk.

         The "-CLIK" command uses eight parameters to find  the  two  panels
         on your custom screen.  The syntax is:

         -CLIK Panel1X1,Panel1Y1,Panel1X2,Panel1Y2,
               Panel2X1,Panel2Y1,Panel2X2,Panel2Y2

               Key: Panel = One of two panels required by the selector
                            1 : Instructions  /  2 : No Instructions
                    X1 Y1 = Vectors of Top/Left corner of panel
                    X2 Y2 = Vectors of Bottom/Right corner of panel
         
         With the 2 pair of vectors, both boxes can be located and  assigned
         but how do you get the vectors?   What are the numbers?   Well,  it
         would have taken too long to implement into  the  editor,  so  I've
         written an independent program to find these vectors and allow  you
         to write the numbers down or print them (if you're the lucky  owner
         of  a  printer).   The  program  is  called  "AMOSEyes-FrontMaker".

         FrontMaker
         ----------

         The file is found in the root directory of the Editor Disk(V1.10 +)
         It will first ask you for a  file.    Find  and  select  your  .IFF
         Picture file and if it loads, you will be presented  with  it.  You
         are now required to make four clicks with the  mouse  pointer  onto
         the top/left, bottom/right of both boxes.  Do the  INSTRUCTION  Box
         first and then the CONTINUE(No Instruction) Box second.

         When you have done this, you will be shown the numbers. Write  them
         or print them, your choice.  Use these numbers in the  exact  order
         with the "-CLIK" command syntax shown above.

 -PATH = Path leading to AMOSEyes.DOC & AMOSEyes.PIC

         As described, this will allow you to enter a path  toward  the  two
         essential AMOSEyes Files.  This is rather useful as it enables  you
         to have as many Instruction Manuals as you have  directories  on  a
         disk. Now that's progress!

         The path must start at a device and must be exact,  otherwise  your
         instruction manual will just not work.

 -MENU = Default Menu Icons

         Often, when you select your colour palette, it sometimes interferes
         with the presentation of the icons. Sometimes making them very hard
         to make out.

         The Menu option simply replaces the menu icons(the choices) with  a
         default colour that's readable.

 -DUAL = Dual Playfield Backdrop

         An exciting addition  to  AMOSEyes.   Almost  revolutionising  it's
         presentation capabilities.  A  simple  routine  which  boosts  your
         instruction books beyond simple  pen  and  paper.   Something  your
         commercial manuals can't beat!   A backdrop is a  picture  that  is
         placed in the background instead of the transparent  colour(black).
         Some might call it Paralax Scrolling.  Others, a form of  gen-lock,
         but however you see it, you'll find your own use for it.

         The filename$ refers to the IFF Picture file that stores your back-
         drop to be displayed.  When you are creating your IFF  Picture,  as
         expected with memory careful utilities(as it was designed  for  the
         bog standard to the super-deluxe), there are restrictions.

         The file must be an 8 colour,low resolution screen, 320 pixels wide
         and no more than 1000 pixels high.  Even though this is an 8 colour
         screen, you can only use four of the colours.  With paralax  scroll
         methods, the disadvantage is that all colours are shared!   So  the
         first four colours(0-3) are used by the AMOSEyes Viewer Screen,  so
         you are left to use the second four colours(4-7) for your backdrop.
         (In version V1.11, this has been improved to use all eight but  due
         to a compiler problem, it will be released as soon as Europress has
         released the Fixes for the AMOSPro Compiler).

         One last point.  When run on a bog-standard A500,  the  playfield's
         colours are slightly out.  They keep their desity, however they are
         tinted with a weird colour effect. The same program on an A1200 has
         no such effect.  I suggest this feature either be used via  several
         attempts until successful or wait until V1.11 where  it  should  be
         corrected.  Not all good news, but I believe  honesty  proves  more
         good than harm in the long term.

         Sounds disappointing, but I've achieved some stunning effects  with
         it. The propotionate scroll tecnique makes all  the  difference  to
         the overall feel of your manuals, gliding a  graphic  landscape  in
         the distance while the user readers clear, crisp text with  visible
         depth.
         
         A fine feature, but a disk space eater.  It is wise not to let your
         manuals get bigger than your main disk content.  But  there  is  no
         reason why they shouldn't.

 -FNUM = Font Number

         If you are fortunate enough to understand the uses of fonts from  a
         regular fonts draw to program, this feature simply selects  a  font
         from your current FONTS: Draw and that font is used for  all  text!

         The font selected is the Value parameter.  So the first font in the
         draw would be selected by Value = 1, the second Value = 2,  and  so
         on...

         There are limits to this feature as without  changing  the  editor,
         thr viewer can only work with 8x8 characters.  The default font  is
         always used when not specifying a font, but when one is,  the  font
         will be positioned as an 8x8 character.  So if you selected a  font
         twice the size, you would get only a peice of the font being shown.
         I suggest for now, you select all 8x8 fonts and deposit  them  onto
         the AMOSEyes Disk.  I have included a few, but my font  library  is
         not impressive.

         I might revise the editor to handle  multiple,  sizable,  changable
         fonts but do people really want their final document consuming half
         the disk with fancy frills?  Who knows.

 -FJST = Font Justify

         Should you have a font where the width of the fonts are  different,
         the effect in AMOSEyes would be quite unattractive.   Spaces  where
         they really shouldn't be, etc.  The Font Justify will correct  this
         by removing the auto-fixing control which spaces each letter  eight
         pixels apart from each other.

         Try the font PERICOT without this feature, then  with  it.   You'll
         understand what I mean!

 -FUPC = Font UpperCase

         Simply converts ALL text to uppercase before displaying.  Used  for
         fonts that have no lowercase graphics.  DPAINT(Point 5) is an ideal
         example.  Lowercase means the little letters of the  alphabet  like
         'abcdefghijklmnopqrstuvwxyz'.  Uppercase are all the capital letter
         forms, like 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.

 -FOUT = Font Outline

         It is common for text to  become  unreadable  in  patches  where  a
         graphic from the backdrop or images are present.  The outline  will
         border your text with an outline that will bring out the clarity of
         your text and make the manual readable and still maintain the  high
         graphical content.

 AMOSEYES RESERVED COMMANDS (Dated: 25-12-93)
 --------------------------
 These do exist so there is no need to suggest or complain to  the  lack  of
 them however, the features they employ can only be used in AMOSPro and  the
 compiler at the moment(25/12/93-23:05), just won't compile  my  stand-alone
 programs.  These will be instantly available as soon as I can compile  them
 with a pro compiler that does stand-alone code(on an A1200)!
  
 -FONT = Select Font Directory

         This will assign the FONTS: Draw anywhere on the disk you like  and
         then instantly take the font from the draw and use it.

         Even though the -FNUM command might seem better for the task,  I've
         found that transfering a new font into a draw is quicker  and  much
         easier than altering a startup sequence and entering a  new  value.

 -DTWO = Dual Playfield Version 1.2

         Exactly the same as -DUAL command but all eight colours can be used
         for the backdrop without worrying about colour sharing by the  view
         screen.


 NOTE:   When refering to any file orientated  parameters (that's  filenames
         and paths, etc), DO NOT use speech marks " ".   The  program  would
         think they are a  part  of  your  filename$,  so  don't  use  them.


 Examples for Beginners
 ----------------------
 For those still worried about this feature, I'll explain further.  This  is
 quite difficult to grasp.  But the rewards of understanding is worth a  few
 more lines...

 Example One
 Say you require an .IFF picture, but with the old clicking boxes  as  found
 on the default screen.  Lets say the file is called "Beef.IFF" and is found
 in the "Demos" directory. The AMOSEyes.DOC file is in the  main  directory.

 AMOSEyes -TIFF Demos/Beef.IFF

 Example Two
 Now you require the same picture but using your own boxes for clicking, you
 have put them near the top of the screen and the FrontMaker has  given  you
 the numbers( 1,1,159,10,161,1,319,10 ):

 AMOSEyes -TIFF Demos/Beef.IFF -CLIK 1,1,159,10,161,1,319,10

 or

 AMOSEyes -CLIK 1,1,159,10,161,1,319,10 -TIFF Demos/Beef.IFF

 Example Three
 Now you want an .ABK Picture file with the same box positions. The  picture
 file is called "Murder101.ABK" and is found in the main directory. You also
 want to use an instruction manual from the "MGame" directory:

 AMOSEyes -TABK Murder101.ABK -CLIK 1,1,159,10,161,1,319,10 -PATH MGame

 or

 AMOSEyes -PATH MGame -TABK Murder101.ABK -CLIK 1,1,159,10,161,1,319,10

 and so the combinations unfold...

 If you have further problems, please don't hesitate to write and inform me.
 I try to avoid such situations by making the documentation extensive.  But
 if something is driving you backward, please write with SSAE.

 Additional Commands
 -------------------
 I've kept the list as small as possible so as not to  waste  precious  disk
 space on specific code. The potential is great, so whatever  you  feel  the
 package could seriously need, write in and I'll  consider  it's  viability.
 Ultimately, this package is for you, so why shouldn't you  have  a  say  in
 how it develops.  Thanks to everyone who's helped.  Cheers.


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                          * UTILITY SPECIFICATIONS *

 Information on all aspects of AMOSEYES Versions and updates  to  appear  in
 this section as updates become available.

 Program Requirements:

   V1.0.0   - 512k Minimum(no fast required)
              Single Internal Floppy Drive

   V1.0.1   - No changes

   V1.10    - No changes

 Program Compatability:

   V1.0.0   - 17/04/93 - Test successful on the A500 & A1200

   V1.0.1   - Testing successful as above

   V1.10    - Testing successful as above
              01/12/93 - Test successful with A1200 2.5 IDE Hard Drive

 Program Spec and Size:

   V1.0.0   - "AMOSEyes" = Main program for Instruction Book             82k
              "AMOSEyes.DOC" = Text and graphic vectors                (any)
              "AMOSEyes.PIC" = IFF picture(4 Colour,Lowres)            (any)

   V1.0.1   - "AMOSEyes" = Viewer Program reduced in size to           65.5k

   V1.10    - "AMOSEyes" = Viewer Programs new features increased
                           final size of main program to                 73k

 Notes:

 *1.1 - The AMOSEyes.DOC and AMOSEyes.PIC must remain with the AMOSEyes Main
        Program at all times otherwise the AMOSEyes Program will not execute
        the Viewer.
 *1.2 - With the addition of a "-PATH" Feature(V1.10), the viewer  can  make
        use of AMOSEyes Files from any directory on the disk!

   *2 - When copying the AMOSEyes for a friend or enemy,  could  you  please
        throw over a copy of the docs as well(AMOSEyes_docs). GREAT!

   *3 - The Updates `improvement quality` depends on solid response from you
        so even if it`s a mere whim, write!

 *4.1 - The three files for AMOSEyes (AMOSEyes, AMOSEyes.DOC, AMOSEyes.PIC),
        must always be in the root of the device being presented.  As V1.0.0
        only allows one doc per device, make sure you don`t erase over  your
        last!
 *4.2 - The AMOSEyes Viewer program can now be anywhere on the disk (V1.10),
        but make sure, if the "-PATH" feature is not used, that the AMOSEyes
        Files are in the same directory.

   *5 - Game Writers should only need one Instruction Book File.  The  space
        allowed is plenty enough for the grossest of Docs.


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 Creating a Startup-Sequence

 The startup-sequence is found in the s directory of any standard bootable
 disk. You can easily create your own by doing the following:

 Assuming you are starting with a brand new disk, inserted into df0, and you
 have gone into the CLI Window(Shell):

 CLI> Format df0:

 Formatting...

 CLI> Install df0:
 CLI> cd df0:
 CLI> makedir s
 CLI> cd s
 CLI> ed startup-sequence

 @@@ At this point, you can return to the initial pages for instructions on
     how to boot AMOSEyes Player from your new startup-sequence.

 NOTE: This is not the complete procedure. You must also copy all AMOSEyes
       related files to the Root Directory.   If this requires explanation,
       you had better avoid auto-booting for the time being and read fully
       your manuals.

 HINT: Making your own Commercial Quality Loader

       When your disk is absolutely finished and booting AMOSEyes Fine,and
       if so, ready for submission.  If it's a game or something that does
       not require CLI or Workbench, you can make your  presentation  alot
       more professional.  Insert your disk and break out of it as it runs
       through your startup-sequence. Now find and run a preferences tool.
       (usually on your workbench disk,i.e Workbench1.3:Prefs/Preferences)
       Switch colour 2,3 and 4 to black, leaving colour 1 visable.   Enter
       Change Pointer Menu and Click CLEAR.  Now return to the main screen
       and place your finger over the SAVE icon by  touching  the  screen.
       Now set colour 1 to black.  Your screen should drain  the  last  of
       it's colour.  As your pointer is still visible, move  it  to  where
       you had put your finger and click.  When it has saved(the disk  has
       stopped!), reset the computer.

       What you have done is disguised the CLI by switching all the colour
       off, even the pointer has gone.  But because your  startup-sequence
       will automatically load AMOSEyes and then your game/utility,it will
       appear that your creation is to a professional standard.  And auto-
       booting disk that looks commercial from the very start!

       It's only left up to you to write the best software you can. Create
       the best manuals you can.  Get the best  out  of  your  AMIGA,  you
       possibly can. I know I'm getting there!  But no-where near the end!

