
                           Kids Only Volume 1
                           ~~~~~~~~~~~~~~~~~~
                                   Programming:    Mark Meany
                                   Graphics:       Danny Norman
                                   Sounds:         Mike Legg

 Contents
 ~~~~~~~~
 Introduction
 Floppy Disk Use
 Hard Disk Installation
 Common To All Activities
 The Activities Available
  Colouring Pad
  Dot 2 Dot
  Pairs
  Picture Slide
  Music Maker
  Word Search
  I Spy
 Program Preferences
 Support Programs
  About Directory Structure And Icons
  Deluxe Paint
    Files For Colouring Pad
    Files For Dot 2 Dot
    Files For Pairs
    Files For Picture Slide
    Files For Word Search
    Files For I Spy
  Dot 2 Dot Editor
  I Spy Editor
 Contact Address

 PUBLIC DOMAIN DISTRIBUTION
 ~~~~~~~~~~~~~~~~~~~~~~~~~~
 THIS IS A DEMONSTRATION VERSION ONLY AND HAS SOME RESTRICTIONS:
 
       > ONLY THE 1ST FILE CAN BE SELECTED FROM THE FILE REQUESTER
       > THE SAVE OPTIONS HAVE BEEN REMOVED FROM I-SPY EDITOR AND
         DOT-2-DOT EDITOR
       > THE TEMPLATE FILES HAVE BEEN REMOVED
       > ONLY ONE EXAMPLE IS SUPPLIED FOR EACH ACTIVITY

 YOU CAN ORDER THE COMPLETE VERSION FROM SEASOFT COMPUTING, THIS COMES ON
 THREE DISKS AND CONTAINS CONSIDERABLY MORE ARTWORK --- VARIETY:
 
 Seasoft Computing,
 Unit 3, Martello Enterprise Center,
 Courtwick Lane,
 Littlehampton,
 West Sussex,
 BN17 7PA.

 Phone orders and enquires: (01903) 850378

 Introduction
 ~~~~~~~~~~~~
 Thank you for trying KidsOnly.

 This program consists of  a  collection  of  seven activities for children
aged 5 and older.  The  user  interface  used  throughout  has been kept as
uniform as possible, all  buttons  have  explanatory  text  under pictorial
representation  of  what  action   'clicking'   the  button  will  produce.
Throughout this document the  expression  'clicking' will refer to a single
click of the left mouse button.

 Floppy Disk Use
 ~~~~~~~~~~~~~~~
 If you have a floppy disk  based  Amiga,  the  first thing to do is make a
copy of the three KidsOnly disks and use  the copies from now on. Keep your
original disks safe in case your copies become corrupt at some later date.

 The simplest method of running  the  program  from  floppy disk is to boot
your Amiga using  Disk  1.  The  program  will  auto  run  and  you will be
presented with the main selection screen.

 When you select an activity, a disk change  may be required. If your Amiga
has more than one floppy disk  drive  attached  to  it  then insert the the
required disk(s) into them. The program  can access all drives connected to
the system.

 If the disk required by the program is  not found, a requester will appear
asking you to insert the appropriate  disk.  The  program will not continue
until the disk has been inserted.

 Hard Disk Installation
 ~~~~~~~~~~~~~~~~~~~~~~
 If your Amiga is fitted with a hard  disk  drive with approximately 2.5 Mb
free space, then we suggest  you  install  KidsOnly  onto it. The game runs
considerably faster from HD and the need to swap floppy disks is removed.

 A script file has been supplied that will install KidsOnly onto the Hard
Disk Partition of your choice. To launch the script:

	- boot your system from your usual boot partition.
	- Insert KidsOnly Disk 1 and double-click on its icon.
	- Select the HDInstall Icon by clicking on it ONCE.
	- Holding down one of the SHIFT keys, double-click on the icon for
	  the hard disk you want the program installed onto.

 The script assumes that you  have  a properly installed Workbench and will
rely on  the following commands being available in either the  c: directory
or, in the case of WB2+, in ROM.  If  for some reason the script fails, try
the second script, NastyHD. This script simply copies all the files without
checking first, this is  not  good  practise  but  then neither is having a
partially installed Workbench:) The  worst that can happen by using NastyHD
is that your may loose small.font if present in your fonts: directory.

 Common To All Activities
 ~~~~~~~~~~~~~~~~~~~~~~~~
 All activities, when first entered, will  display an information requester
that explains the purpose of the activity.  This feature can be disabled by
setting the appropriate TOOLTYPE in the  programs icon, more on that later.
The requester is closed by 'clicking' on the 'Ok' button.

 Some activities have levels of  difficulty.  When  entering one of these a
requester will appear asking the user to  select the level required. In all
cases there will be a brief explanation  of the differences between levels.
The level of difficulty can be changed  at any time play is not in progress
by 'clicking' on the 'New Level' button.

 Some of the activities  are  timed,  the  users  final  time being used to
maintain high score tables. A high score table is maintained for each level 
of each activity. When the  user  achieves  a  score better than one in the
High Score  table  they  are  requested  to  enter  their  name and this is
recorded in the table (( NOTE: THE HIGH SCORES ARE WRITTEN TO DISK >>> ONLY
EVER USE BACKUPS OF YOUR ORIGINALS!!! )). Once a new high score is achieved 
the High Score table, is displayed.  To  return  to the game 'click' on the
'Ok' button.

 If the user wishes to abort a timed activity  then the 'Esc' key should be
hit on the Amiga keyboard. The  activity in progress will be solved for the
user, but the time taken will be ignored, ie. you cannot cheat and get high
scores by aborting.

 Most activities requires access to  disk  files.  To make the operation of
selecting a file easy on younger children  we have implemented our own file
requester that uses small pictures,  Icons,  to  represent files available.
When the requester is scanning the  disk  for  available files, the user is
informed and once  all  file  icons  have  been  displayed  a  requester is
displayed asking the user to select  a  file. This requester must be closed
before a file can be selected!  A  file  is  selected  by 'clicking' on its
Icon.

 When the user chooses to quit an  activity  a requester will appear asking
them to confirm this action. If 'Ok' is  selected the activity ends and the
user is returned to the main selection screen. If 'Cancel' is selected then 
the user is returned to the activity.

 The Activities Available
 ~~~~~~~~~~~~~~~~~~~~~~~~
 1. Colouring Pad
 ================

 The simplest activity  available.  This gives  children the chance to load
pictures and then colour them in. At any time a new picture can be selected
or the current picture printed.

 All pictures are drawn black on a white  background, just as if pencil and
paper had been used. To prevent the  young user  making silly mistakes, the
colour black cannot be  painted.  This  means  that  the picture outline is
always visible. Obviously black has  been  removed  from the palette as has
the transparent colour used to produce the rainbow background.

 The currently selected colour  is  displayed  in  a small rectangle to the
right of the palette located in the control  window. The user can colour in
any area of the picture displayed by moving the mouse pointer into the area 
an 'clicking'.

 This activity does not have a level structure.

 The following buttons are available:

 Quit              Quits this activity.

 Print             Will print the current picture.
                   Note that a requester will open allowing the print
                   to be aborted at any time.

 Load              Allows the user to load a new picture.

 Undo              Allows the last colouring action to be reversed.

 Up Arrow          Moves the control window to the top of the screen,
                   allowing the user to colour the bottom of the picture.

 Down Arrow        Moves the control window to the bottom of the screen,
                   allowing the user to colour the top of the screen.

 Palette           There are fourteen colours available in the palette,
                   click the desired colour and start colouring with it!


 2. Dot 2 Dot
 ============

 This activity was suggested to me by my five year old daughter!

 The user selects a  picture  which,  when  loaded,  has  a number of lines
missing. The user has to fill in these missing lines.

 The user must complete a picture by dragging  a banding line from point to
point and pressing the left mouse  button  at  each point. The banding line
always starts at the point numbered  1,  the user must drag the line to the
point numbered 2 and  then  'click'.  The  banding  line  will  now be draw
solid between points 1 and 2 and  will  start  banding at point 2. The user
must now drag the line to point 3  and  'click'.  This  procedure  must  be
followed until the line has been  connected  to all the points available at
which time the numbers and banding line will be removed from the picture, a
tune will play and the user can then proceed  to colour the picture as with
the Colouring Pad activity.

 If at any time the  user  'clicks'  when  the  banding  line is not in the
immediate vicinity of the next point, a negative sound will be produced.

 This activity has three levels of  increasing  difficulty,  the higher the
level the more points required to complete a picture.

 The user can only colour a picture in once it has been complete.

 IMPORTANT NOTE: THIS ACTIVITY USES A SMALL 5 POINT FONT FOR DISPLAYING THE
                 NUMBER OF EACH POINT. IF YOU ARE USING A TELEVISION SET
                 AND NOT A MONITOR THESE NUMBERS MAY BE DIFFICULT TO READ,
                 ESPECIALLY AS THE DEFAULT COLOUR IS RED. THE SIZE OF THE
                 FONT USED AND ITS COLOUR CAN BE CHANGED, SEE THE NOTES AT
                 THE END OF THIS DOCUMENT REGARDING TOOL TYPES.

 There is an editor available that will assist you in creating your own dot 
2 dots for this activity. Details of this  editor are given below under the
'Support Programs' section.

 The following buttons are available:

 Quit              Quits this activity.

 Print             Will print the current picture.
                   Note that a requester will open allowing the print
                   to be aborted at any time.

 Load              Allows the user to load a new picture.

 Undo              Allows the last colouring action to be reversed.

 Palette           There are fourteen colours available in the palette,
                   click the desired colour and start colouring with it!

 3. Pairs
 ========

 This is a version of that age old  game  of  finding pairs of cards from a
pack turned face down  on  the  floor.  In  this  activity the user selects
cards, by 'clicking' on them, two at a time. The cards are revealed as they 
are selected and if the two cards  are  the same then they are removed from
the play area to a stack at  the  right.  If  the cards do not match then a
negative sound is played and after a short  delay the cards are turned face
down again. Note that unmatched  cards  are  shown for a predetermined time
for two reasons, first to give the  user  a  chance to see them but also to
introduce a time penalty to  the  user  for  selecting unmatched cards. The
time elapsed during each game is displayed at the bottom of the screen.

 Once all the cards have been removed to the stack a tune is played and the
high score checked. If  the  user  has  beaten  a  high score then they are
allowed to enter their name in the high score table. 

 The user can change the stack  of  cards  used  by  'clicking' on the 'New
Deck' button. The file  requester  will  appear  and  the deck of the users
choice can be selected. Details on how to create your own decks is given in
the 'Support Programs' section below.

 This activity has three levels  of  difficulty,  the  higher the level the
more pairs of cards to match.

 The following Buttons are available:

 Quit              Quits this activity.

 Load Deck         Allows the user to load a new deck of cards.

 High Score        Allows the user to view the high score table.

 New Level         Allows the user to select a new difficulty level.

 New Game          Starts a new game at the current level.

 4. Picture Slide
 ================

 Remember those little plastic games  that  consist of a picture divided up
into 9 little tiles that can  be  slid  around  inside a square. You had to
keep manipulating the  tiles  until  the  picture  was  complete! This is a
computerised version of that puzzle game!

 The user selects a picture which is  subsequently  loaded and divided into
tiles. These are then displayed in a square area on  the left of the screen 
along with a smaller rendition  to  the right of the picture you are trying
to produce.

 A tile can only be slid if there is  an  opening  for it to slide into. By
moving the mouse over the puzzle the  pointer  will change as you move from
tile to tile, it will show the direction that the tile it is over can slide 
in. 'Clicking' on a tile will cause it  to slide in the direction indicated
by the pointer. The  game is complete when the picture on the right matches
that on the left, a tune will play and  the top left tile will be filled in
on the puzzle.

 The user can select a new picture  for  the puzzle at any time by clicking
on the 'New Tile' button. The  file  requester  allows  selection  of a new
picture. Details of creating  your  own  tiles  for this activity are given
below in the 'Support Programs' section.

 This activity has three levels  of  difficulty,  the  higher the level the
more tiles the picture is split into.

 The following Buttons are available:

 Quit              Quits this activity.

 Load Tile         Allows the user to load a new tile picture.

 High Score        Allows the user to view the high score table.

 New Level         Allows the user to select a new difficulty level.

 New Game          Starts a new game at the current level.

 5. Music Maker
 ==============

 This is a fun activity as opposed to  a  competing  one. The user is given
the opportunity to play with a digital synthesizer to listen to, create and 
learn tunes.

 The main screen shows a keyboard that is  divided into four areas as shown
in the diagram below:

        ___________________________________________________
       |               |                                   |
       |    Rhythms    |           Instruments             |
       |_______________|___________________________________|
       |                                                   |
       |                 Program Controls                  |
       |___________________________________________________|
       |                                                   |
       |                                                   |
       |                    Piano Keys                     |
       |___________________________________________________|


 Rhythms:              There are eight rhythms available that will play
                       continuously once selected. To stop a rhythm playing
                       'click' on the stop button in this area. The tempo
                       of the rhythm can be adjusted using the + and -
                       buttons.

 Instruments:          The synth can play in one of six possible 
                       instruments, this is where the current instrument is
                       selected. The following instruments are available:
                       Piano, Organ, Guitar, Flute, Vox and Xylophone.

Program Control:       This section contains the usual Quit, Load, Play etc
                       buttons and will be covered in more detail below.

Piano Keys:            Click on these piano keys to play a tune. Note that
                       the synth records all notes from the minute the
                       program starts, so you can play back tunes you have
                       just played, or even save them to disk. The synth
                       will play the notes you hit using the voice of the
                       currently selected instrument.

 The program is continually recording all  notes played and the sequence of
notes can be saved or played at any  time  by 'clicking' on the appropriate
buttons in the Program Control area. To clear the recorded tune and start a 
fresh recording you must 'click' the 'New Tune' button.

 The following Program Control Buttons are available:

 Quit              Quits this activity.

 New Tune          Resets the current tune and allows a new tune to be
                   started.

 Load Tune         Allows the user to load a tune saved at an earlier
                   time. The filerequester is used to allow selection
                   of a tune.

 Save Tune         Allows the user to save the current tune to disk. A
                   requester will appear in which the user has to enter
                   the name of the tune. All tunes saved this way are
                   given a standard default icon.

 Play Tune         Plays the current tune. To stop a tune playing, press
                   any key on the keyboard.

 Show Me           Will step the user through the current tune one key at
                   a time. An arrow will point to the next piano key to
                   click and the tune will not progress until the user has
                   clicked this key.

 This activity comes with a selection  of  popular nursery rhymes and other
tunes.

 Hints: A tune can be played in any instrument, try changing the instrument
        between successive plays.

        Try matching one of the rhythms to a tune you have created, you may
        need to adjust the tempo of the rhythm.

 6. Word Search
 ==============

 A favorite puzzle book game recreated on your Amiga.

 A grid is filled in with letters of the  alphabet and then a list of words
hidden in the grid is  displayed.  The  user  must  search the grid for the
hidden words and when located,  'click'  on the first letter of the word in
the grid.  The  word  will  be  highlighted  and  a  picture  will  appear,
representing the word, to the right  of  the  grid. When all the words have
been located a tune is played and the users  score checked against the high
score table.

 The grid of letters is generated  randomly  every time the game is played,
so the probability of getting the same grid with the same words in the same 
place is very small  indeed.  The  words  hidden  in  the grid are selected
randomly from the list of  words  known  to  the  program, this list can be
extended by the user as explained in the 'Support Programs' section below.

 This activity has three levels of  difficulty.  With each successive level
of difficulty the size of the grid  increases,  the number of words to find
increases and the  number  of  possible  orientations  of  the hidden words
changes as shown below:

 Level 1:          small grid, 4 hidden words. Hidden words appear only
                   horizontally or vertically.

 Level 2:          medium grid, 8 hidden words. Hidden words still only
                   horizontal or vertical, but may be backwards in either
                   direction.

 Level 3:          large grid, 12 hidden words. Hidden words can now appear
                   diagonally as well.

 The following Buttons are available:

 Quit              Quits this activity.

 High Score        Allows the user to view the high score table.

 New Level         Allows the user to select a new difficulty level.

 New Game          Starts a new game at the current level.

 7. I Spy
 ========

 This program originally used  the  Amigas  speech  facility to talk to the
user, however this feature is not  supported  by Commodore and a license is
required from some third party company. The speech was taken out!

 This is a version of that kids classic, one player has to guess the object 
being thought of by the other given  only  the letter that the objects name
begins with. In this case the Amiga thinks of objects selected from a scene
that the user can see.

 Scenes are selected using the file  requester  and  the Amiga decides what
objects it recognises in the scenes and then starts playing I Spy. The user 
must locate the object by 'clicking' on it in the scene, wrong guesses will
result in a negative sound while  correct  guesses  in a positive sound. If
the user takes too long locating the  object  then  the Amiga shows him/her
where the object is and adds a time penalty to their score.

 The activity comes with a number of  scenes,  though it is possible to add
your own scenes. This is covered in the 'Support Programs' section below.

 This activity has three levels of difficulty,  successive levels requiring
more objects to be located in the scene.

 The following Buttons are available:

 Quit              Quits this activity.

 Load Pic          Allows the user to load a new scene.

 High Score        Allows the user to view the high score table.

 New Level         Allows the user to select a new difficulty level.

 New Game          Starts a new game at the current level.

 Program Preferences
 ~~~~~~~~~~~~~~~~~~~
 Some of the modules  have  preferences  that  can  be altered to suit your
child or computer set up. All  preferences  are stored as Tool Types in the
programs icon. If you are unsure on  how  to  edit an icons Tool Types then
refer to the manual supplied with  your  Amiga, below is a basic outline of
the steps required:

     Workbench 1.2 & 1.3         Common            Workbench 2 and higher

1.                    Boot your machine to Workbench.

2.                    Select the icon for Kids Only
                      by clicking on it ONCE.

3. Select Info from the                        Select Information from the
   Icon menu.                                  Icon menu.

4.                    Click on the Tool Type you wish to
                      edit.

5.                    Select Save once all alterations
                      have been made.

 Below is a list of the Tool Types and their effect:
 --------------------------------------------------
SMALLFONT              ON -  Dot2Dot will use a small 5 pixel font to
                             display numbers.
                       OFF - Dot2Dot will use the standard 8 pixel Topaz
                             font.

       SMALLFONT was added as users running the program on a domestic
       television may have problems reading the small font used by the
       Dot2Dot module.

PEN                    n   - What pen colour to use for the numbers in the
                             Dot2Dot module. This effects the colour that
                             numbers are written in. Legal values are 0 to
                             15.

       PEN is another addition for the benefit of domestic television
       users who may not be able to read the numbers when displayed
       using the default red pen.

TIMEOUT                n   - How many seconds to allow your child to locate
                             an object in the I Spy module. Legal values
                             are 5 to 59. Defaults to 15 seconds.

HARDDRIVE                  - If specified, informs program it is running
                             from a hard disk drive and not floppy disks.
                             This is set in the icon created for KidsOnly
                             when you install it to hard disk. If you
                             remove it, you will be asked to insert the
                             original floppies when the program runs.

NOABOUT                    - If specified this stops the program
                             information requesters appearing. Useful to
                             set this once you are familiar with all the
                             activities.

NOLEVEL                    - Stops the activities from prompting you for
                             a level and always defaults to level 1. The
                             level can still be changed from within an
                             activity.

NOOKS                      - Stops the program from displaying Ok
                             requesters. This does speed things up a
                             little, but was really put in only to
                             aid debugging the program!

 Support Programs
 ~~~~~~~~~~~~~~~~
 All of the activities, except Music Maker, can be extended by the owner of 
the program. For most activities all that  is required is an IFF picture or
two as created by Deluxe Paint or  some  similar paint program. Because the
program uses a very rigid colour  scheme  and screen resolution you must be
sure of getting this correct in your paint program, for  this reason  there
is a Templates drawer  containing a template picture for each activity. All
the templates are write protected so that you do not accidentally delete or
write over them. When you start  designing  an extension of your own, start
by loading the appropriate template!

 About Directory Structure And Icons
 ===================================

 Each activity looks in a specific drawer for its data files. If you do not 
put the data files  in  the  correct  drawer  and  with  the  correct  file
extension, the activity will not recognise them!

 Example: The file 'fish.iff' is a picture of a fish that will be available 
to the Colouring Pad  activity.  So  that  this  file  is accessible to the
Colouring Pad, a second file called 'fish.icon' is required. This will be a
small picture of a fish, 45x35  pixels,  that will be displayed in the file
requester. When the user clicks on  the  small  fish in the file requester,
Colouring Pad will load the file 'fish.iff'.

 In the above example the data file  had  the extension '.iff' and the icon
file '.icon'. Each of the activities  uses  its  own extension to recognise
data files, some activities  require  more  than  one data file per game so
there may be the same name with upto three different extensions. Below is a 
list  of  the  directories  where  data  files  should  be  located  and an
explanation of the file extensions used by each activity:

 Colouring Pad:            ColourPadFiles  All data files in here

                           name.iff        drawing to be coloured
                           name.icon       45x35 drawing for file requester

 Dot 2 Dot:                Dot2DotFiles0   Your data files in here
                           Dot2DotFiles1   Level 1 data files in here
                           Dot2DotFiles2   Level 2 data files in here
                           Dot2DotFiles3   Level 3 data files in here

                           name.iff        drawing to be constructed
                           name.data       points data file
                           name.icon       45x35 drawing for file requester

 NOTE: The Dot2Dot editor will  produce  the  'name.data' file and copy all
files from the 'Dot2DotFiles0'  drawer  into  the appropriate level drawer.
See the editor explanation below.

 Pairs:                    PairsFiles      All data files in here

                           name.deck       picture of a deck of cards
                           name.icon       45x35 drawing for file requester

 Picture Slide:            SlideFiles      All data files in here

                           name.tile       picture of a tile
                           name.icon       45x35 drawing for file requester

 Word Search:              WordSearchFiles All data files in here

                           name.card       picture of 'name', 50x40 pixels

 I Spy:                    ISpyFilesEd     Your data files in here
                           ISpyFiles       All data files in here

                           name.iff        picture of scene
                           name.data       objects in scene
                           name.icon       45x35 drawing for file requester

 NOTE: The ISpy editor will produce the 'name.data' file and copy all files
from the 'ISpyFilesEd' drawer into  the  'ISpyFiles' drawer. See the editor
explanation below.


 Deluxe Paint
 ============
 You can load any of the activity  templates  from  the Templates drawer of
KidsOnly into Deluxe Paint. This will ensure  the correct screen resolution
and palette is being used. You can then  proceed to design the graphics for
that activity and finally save the graphics into the required drawer.

 Not all the activities use full  screen  pictures and where possible notes
have been left in the templates  file.  However  below is an explanation of
what graphics is required by each activity.

 If you are unsure what is required  then  load  in files supplied with the
program, these are only IFF pictures after all.

 Files For Colouring Pad
 -----------------------
 A 640x256, 16 colour outline  picture,  black on white. Save with the file
extension '.iff'

 A 45x35, 16 colour brush saved with '.icon' extension.

 Files For Dot 2 Dot
 -------------------
 Pictures for Dot 2 Dot must be  designed  on a white background and should
use only the top 200 lines of the screen. The  outline  must be drawn in TWO
colours, BLACK and ORANGE.

 The BLACK lines are permanent and  will  not  be effected by the Dot 2 Dot
Editor whereas ORANGE lines should  be  used to draw the lines that will be
missing in the final program. The Dot2Dot  Editor will get you to trace the
ORANGE lines and will record points and  remove all ORANGE from the picture
before saving the data files.

 Files For Pairs
 ---------------
 Use the template file to see how to arrange a deck of cards. All the cards 
in a single deck are stored in one IFF  picture, the picture is cut up once
loaded by the pairs program.

 Files For Picture Slide
 -----------------------
 Again use the template as  a  starting  point  for  picture slide files nd
remember that when saving the  final  tile,  it  must be as a brush not the
entire picture!

 Files For Word Search
 ---------------------
 Word Search remembers the name of all files in the WordSearchFiles drawer.  
This list of file names forms  the  activities  vocabulary.  When  choosing
words the associated file is loaded and it should be a picture 50x40 pixels
( The same size as a card in the Pairs deck, hint, hint ).

 Files For I Spy
 ---------------
 As with Dot 2 Dot, I Spy has its own editor. This simply creates a '.data'
file to accompany each picture file. If  you use the template file for this
activity you cannot go far wrong.  Try  not  to create scenes with too many
objects in that start with the same letter.


 Dot 2 Dot Editor
 ================
 This editor will allow you to load a  picture  created as explained above.
You can then locate the start of the Dot 2 Dot and click. A banding line is 
shown that you  should  use  to  trace  the  orange  lines  of the picture.
Clicking the  mouse  button  will  cause  a  new  point  to be added to the
picture.

 There is a rectangle to the right of the Undo button that shows the colour 
currently under the pointer. You can  use  this to line the banding line up
correctly.

 If you make a mistake then the Undo  gadget  will  back-step you one point
each time it is clicked.

 Once you have reached the last point  and  all the orange has been traced,
click the Save button. The  dot  2  dot  will  be  copied  into the correct
directory, all orange will  be  removed  from  the  picture and a data file
created.

 I Spy Editor
 ============

 The I Spy editor allows you to load scenes, define/undefine objects within 
a scene and save I Spy data files.

 Scenes are loaded from  the  ISpyFilesEd  drawer.  If there is a data file
associated with the scene  then  it  is  read  and  the objects defined are
highlighted in the scene by drawing a box around them.

 You  can  edit  an  existing  object  by  clicking  anywhere  in  the  box
surrounding it in the scene.  This  will  produce  a requester in which the
name of the object can be changed. This  requester contains a Delete button
and this will undefine the object and remove the box from the scene. Giving 
an object an empty name will also delete it!

 To define a new  object,  simply  draw  a  box  around  it. Move the mouse
pointer to the left and slightly above  the object to define, hold down the
left mouse button and move the  mouse.  A  banding box will be dragged from
the starting point to the  mouse  pointer.  Move  the  mouse pointer to the
right and slightly below the object.  When  you  release the mouse button a
requester will appear, the same requester used to edit an object.

 When you save a scene the picture  and  data file are saved in the editors
drawer and in the ISpyFiles  drawer.  If  the  scene  contains less than 10
objects then an error message is  reported  warning you of this, all scenes
must have between 10 and 20 objects defined to be used by ISpy itself.

 Contact Address
 ~~~~~~~~~~~~~~~
 If you have any comments about  this  program,  would  like  details about
future developments or suggestions for other programs then please write to:

       M. Meany,
       216 Bluebell Road,
       Swaythling,
       Southampton,
       SO2 3LJ.

 Please note that this is not my home address, but one which I do call at
 reguarly.
