DISKWIK TYPED IN BY THE AUTHOR, EDITED BY PARASITE. Due to the nature of this program, DISKWIK will not allow you to multitask. This is to prevent accidental changes to the other program disks. TERMS Means the RETURN key. LONGWORD A group of 4 bytes. The screen will display 512 hex bytes. These bytes are grouped in 128 longwords. This is because DOS uses longwords to hold information for its own use. POINTER A pointer is a longword that contains a value pointinf5 *J 1.j%h b$ thing, but here the term SECTOR specifically refers to the data's position on a given track. There are 11 sectors on each track, numbered 0-10. BLOCK There are 1760 blocks on a disk. They are numbered 0-1759. Since block and sector are basically the same thing,the term block will be mainly used in this manual. CURRENT BLOCK Refers to the block displayed on the screen. GETTING STARTED After loading, DISKWIK will display the ROOT DIRECTORY block of the disk in DF0: (at this point, your program disk). You can now remove the DISKWIK disk. Decide which drive you want to use and insert the disk you want to work on. Use the mouse to move over the word DRIVE and click the left mouse button. Enter the number 0-3 for the drive you are using, and press . MOVING AROUND To move to a particular block, DISKWIK gives you more than one option. To change the head, click the mouse over the word HEAD. To change the BLOCK, CYLINDER, SECTOR,or DRIVE, move over the one you want to change and click the mouse. After that, type in the location you want to move to and press . To step forward or backwards one step, click on the +/- beside the one you want to change. EDITING IN HEX To edit in HEX, use the mouse to move over the byte you want to edit and click the mouse. Type in the new value and press . Since the data is formatted on the screen into longwords, DISKWIK lets you edit all or part of a longword. On all but the last byte, you can press the space bar instead of the . This allows you to go on to the next byte in the longword. If you don't want to edit that byte, press the space bar again to move ahead without changing the byte. On the last byte in a longword, the space bar is no different than the . For example, if you wanted to edit the first and last byte of a longword, you would click over the first byte and type in your change, then press the space bar three times to move to the last byte to make your change, then press either or space. SIDE MENU OPTIONS ASCII This option opens and closes the View/Edit ASCII window. If you want to edit ASCII,just open this window and click the mouse where you want to start editing. Then you enter the text you want and hit when finished. INFO This option will save you a lot of jumping around the disk looking for the block you want. The first click will activate INFO. The second click will display information about the block you select. If you want information about the current block, click INFO twice. To continue, select INFO again. You can also get information about a block somewhere else on the disk if there is a pointer in the current block pointing to it. The ROOT BLOCK, e.g., has a HASH table with pointers to other files and directories. After you have selected INFO once, move the mouse over an entry in the hash table and click a second time. At this point you will be shown information about that entry. If this second click isn't over an entry pointing to a valid block, then you will get information about the current block. JUMP The JUMP option makes moving around the disk quick and easy. It saves you the trouble of having to type in the value of the block you want to move to. JUMP works like INFO, except you will actually jump to the block rather than just viewing information about it. If the second click isn't an entry pointing to a valid block, then the option is cancelled. DO SUM All the different types of blocks that are supported by DOS have a checksum within the block that must be correct. If the checksum is incorrect, when DOS tries to access that block, you will receive a checksum error. To give you total control over what gets written to the disk, DISKWIK allows you to write a block to the disk with an invalid checksum. The option is left to you. Selecting DO SUM will create the correct checksum for you. After you modify the current block, you must use the DO SUM option before you WRITE it out to the disk. STORE This option works like the store/recall on a calculator. When you select STORE, the word STORE will be replaced with RECALL in inverse characters. This lets you know when you have a block stored in memory. Once a block is stored in memory, it will remain there until you select RECALL or quit the program. This allows you to move this block to another part of the disk or another disk altogether. RESTORE If you deleted one or more files from a disk by accident, RESTORE lets you recover them. When RESTORE is selected, it will be replaced by OK?. Selecting this will clear the screen and ask you to insert the disk with the deleted files into drive DF0: (the internal drive) and an empty, formatted disk (or a disk with enough room for your deleted files) into drive DF1: (the external drive). DISKWIK will then scan the disk for d`( u",(1v`;{8(.5I 5b)((5`)`*5b rify that the files are correct. If no files are found, you will be told to hit any key to continue. If any files are found, it will show you the name of the first file it found, and prompt you to press if you want to copy that file. If it isn't the file you're looking for, press A to abort and go on to the next file. If you press , DISKWIK will copy the file to the disk in DF1:. In some cases, the FILE HEADER block might have been overwritten, and the real name is lost. In these cases, DISKWIK will give the file the name AAA, for the first one, then BBB, CCC, etc. These names can be fixed later, after you identify them. OPEN/DUMP Selecting this option will open a file in RAM. When selected, the word OPEN will be replaced with CLOSE in inverse characters. This allows you to know when you have a file open. The file name in RAM for the first file will be called DUMP1. After the file is closed, you can OPEN another file, which will be called DUMP2. You can create up to nine files from DUMP1 to DUMP9. The menu called SIZE lets you select the amount of the block that you want dumped to RAM. If you select DATA, the first six longwords won't be stored to RAM. That leaves just data from the block. If you select FULL, it will DUMP the entire block to RAM, including checksum, bytes in block, etc. This option would allow you to save at least some of the data for a file that couldn't be restored due to error on the disk. The files will be in the RAM: device after you exit the program. REPAIR REPAIR is used to remove errors from a track. If DISKWIK reports an error on the disk, you can use the REPAIR option to fix it. DISKWIK will read in the entire track (all that it can) and then reformat the track, putting the data from the track back as it was before. The block that had the error will be lost and filled with random data. DISKWIK will ignore some errors, such as a checksum error (which can be corrected with DO SUM). When DISKWIK can't read a block, the data in that block is lost. This might be due to a defective disk, in which case nothing can fix it. To use REPAIR, click once and REPAIR will be replaced with OK? in inverse characters. Click a second time, and the track will be formatted. Clicking anywhere else on the screen except over OK? will cancel the option. WRITE The WRITE will do just as it says. It will WRITE out the current block on the screen to the disk. Remember to use DO SUM if you want the correct checksum on the block. To use WRITE, click once and WRITE will be replaced with OK? in inverse characters. Click a second time, and the block will be written. Clicking anywhere else on the screen except over the OK? will cancel the option.