
            Objector User Manual
            ====================

                by M.Meany

 Disclaimer
 ----------

 Though every effort has been made to ensure this program performs in a
satisfactory manner, no responsability will be accepted by the author for
loss or damage of any property. By using this program you are agreeing to
these terms.

 What Is Objector?
 -----------------

 Objector is a utility that will transform a raw data file into a linkable
object file.

 Who Needs Objector?
 -------------------

 Objector was written specifically for users of ACC ( see foot-note ).
The assembler will not allow raw data to be read in at assembly time,
which is a real pain if you are writing a program that requires a music
module and raw graphics data ( as is common in most 'DEMO' type code ).

 However, Objector will be of use to anyone using an assembler or compiler
( such as ACC or NorthC ) which rely on the linker Blink to link all the
individual parts of a program together.

 How Do I Use Objector?
 ----------------------

 Using Objector is fairly straight forward. You specify the name of the raw
data file, the name you want the object file to take and the label your
program expects to find the data at. You may also specify wether the data
is to load into chip ram or fast ram. Read on!

 Objector can be run from the Workbench ( by 'double-clicking' it's icon ) or
the CLI ( no parameters required ). Once launched a large window will open.
This window contains a number of gadgets as explained below:

 SET FILENAME   Clicking on this gadget will cause a filerequester to
        appear. Use this requester to select the raw data file that
        you wish to convert. Once you have selected a file, its
        full pathname will be displayed in the SOURCE gadget.

 SOURCE     This string gadget allows you to enter a filname directly
        instead of using the filerequester, or you can use it to
        alter the filename selected using the requester. This
        gadget must always contain the name of the file you want to
        convery.

 DEST       Enter the filename you want the object file created to have
        in this gadget. No filerequester is supplied for this
        purpose, you must type the filename yourself. On pressing
        the return key the Data Label string gadget will activate.

 Memory Type    Two mutualy exclusive gadgets ( activating one deactivates
        the other ) are supplied, CHIP and FAST. The CHIP gadget is
        active when the program starts. Should you wish the data to
        load into CHIP ram, click on the CHIP gadget. If the data
        is to load into FAST ram, click on the FAST gadget.

 Data Label You should enter the name of the label you program expects
        to find the data at into this string gadget.

 CONVERT    Once you are happy with the above settings, click on this
        gadget to start the conversion. While the program is
        working, the mouse pointer changes to a large Z. Once the
        object file has been created, the normal Intuition pointer
        is displayed. The program will not attempt to convert a
        file if any of the following have not been set: SOURCE
                                DEST
                                Data Label

 QUIT       Click on this gadget to kill the program.

 The program may also be killed by clicking on the windows close gadget.

 Example
 -------
 Suppose you have a SoundTracker module and you wish to link it to the
replay source. The replayer expects to find the module data at the label
'mt_data' and the data MUST be in CHIP ram. Your module is called mod.music
and is in the modules directory on the disc in drive 1, you want to create
an object file on the Ram disc called Mod.o

 1/ Click the SET FILENAME gadget.

 2/ Click the DRIVES gadget visible in the requester.

 3/ Click on DF1: in the file list.

 4/ Locate and click on the Modules directory in the file list.

 5/ Locate and 'double-click' on the file 'mod.music'. The requester will
   close and the full pathname of the file, 'df1:Modules/mod.music' should
   be displayed in the SOURCE gadget.

 6/ Click in the DEST gadget ( activate it ) and enter 'ram:mod.o'. When
   you press the return key, the Data Label gadget should activate.

 7/ Enter 'mt_data' in this gadget.

 8/ Check the Memory Type gadgets. If the CHIP gadget is not selected,
   click on it.

 9/ The program is now set up to convert the file as you require, so click
   on the CONVERT gadget.

 10/ Wait for the Z pointer to disappear. You can now QUIT the program.

 All that remains now is to link the object file to the replayer using
Blink.

 Copying Objector To Another Disc
 --------------------------------

 Objector uses the ARP Library, for this reason a copy of arp.library MUST
be in the 'libs' directory of any boot disc you intend to call it from.

 Note about ACC
 ==============

 ACC is a front end editor for the A68K assembler. Assembly source can be
typed in, assembled, linked and run from within the editor. To make life
easier for the programmer, it is also possible to specify a list of files
that Blink should link with the source once it is assembled. A manual and
basic tutorials are supplied on the same disc.

 ACC is called "THE ACC SPECIAL" and is ONLY available from Amiganuts United
 at the following address:

        Amiganuts United,
        169 Dale Valley Road,
        Hollybrook,
        Southampton.
        SO1 6QX
        England.

                Send a cheque for £5.00 for your copy NOW!
 If ordering from outside the UK,send £7.00 (it MUST be in pounds sterling!)


 Credits
 =======

 Objector   Programmed by Mark Meany, June 1991.

 ARP Library    Project by Scott Ballantyne and Charlie Heath

 My Address
 ==========

 If you want to report a bug, or suggest a way of improving this program
then feel free to write to me at the following address. Please send sae if
you want a reply.


 Mark Meany,
 1 Cromwell Road,
 Southampton,
 Hant's.
 SO1 2JH

                Mark, June 4th 1991.
