TELEGAMES Typed in by ???. Edited by PARASITE. TeleGames Menu The TeleGames Menu (first menu heading from the left) offers four possible menu selections: TeleChess TeleCheckers TeleBackgammon Exit Telegames The first three selections will allow you to play the indicated game; either Chess, Checkers, or Backgammon. Upon selection, it may take a few moments to load in the requested game graphics. Exit Telegames will cause the TeleGames program to end, de-allocating all memory and resources that had been allocated. When any of the TeleGames menu items have been selected, the chime will sound and the verification requester will be displayed. Game Menu The Game Menu (second menu from the left) will display the name of the Game currently being played. Under this menu heading are displayed the following menu options: Choose a Side Start New Game Cede/End Game Choose a Side Choose a Side allows you to choose either WHITE or RED as your piece color in the game about to be played. Start a Game Start a Game will begin a NEW game for the TeleGame currently displayed on the screen. When this menu item is selected, the TeleGames and TeleFiles menus are deactivated. When you are teleconnected to another computer either player may start the game. The color of the side of the starting computer is retained, while the other computer defaults to the color of the other side. For example, if both computers have chosen to be WHITE, only the computer that STARTS the game will be WHITE. The other computer will, by default, become the RED side. Cede/End Game Cede/End Game will cause the game currently being played to end. Both the TeleGames and TeleFiles menus will be activated when Cede/End Game is chosen. Board View Menu The Board View Menu will allow you to change the viewing angle of the game that is currently being displayed on your screen. There are two menu options available under Board View: View Dimensions and Board View Angle. View Dimensions View Dimensions allows you to play any of the games on either a 3 dimensional perspectively viewed game board, or a 2 dimensional top viewed game board. The 3D default view is the most realistic, but some players may at first have trouble keeping the relative positions of the game pieces straight. If this is the case, use the 2D view. Board View Angle Board View Angle will allow you to rotate the game board to any of four angles in Chess and Checkers, and any of two sides in Backgammon. In each case, the Board View Angle defaults to the WHITE View (WHITE in the foreground). The computer that is RED should flip the Board View Angle around to the RED View at the start of a game. It is also possible to view the Chess and Checker boards from the King's Side view and the Queen's Side view. These angles may most frequently be used when two players are playing a game on a single computer. Whenever the 3D/2D View Dimensions are changed, the Board View Angle defaults to the WHITE View, and so must be reset. TeleComm Menu The TeleComm menu contains the TeleGames options relating to the telecommunications. Telecommunication Mode Disconnect (Hang up) Transmit Game and Play Dial Telephone Number Telecommunications Mode The Telecommunications Mode menu iem offers four possible modes as sub items into which your computer may be set. Sending (Caller) Receiving (Answer) Null Modem Connect Teleconnect Off Your computer will always be set to one of these telecommunication modes. The default is Teleconnect Off. In order to teleconnect with another computer you must set the Telecommunication Mode to one of the first three of these menu items. The Telecommunication Mode reverts to the Teleconnect Off mode whenever the Disconnect (Hang up) menu subitem is selected. Sending (Caller) Sending mode will make your computer the calling computer; that is, the one that initiates the teleconnection by calling the other computer over the telephone. When the Sending mode is chosen, the Dial Telephone Number menu option is activated. Receiving (Answer) Receiving mode will make your computer the answering computer; that is, the one that answers the call that will be placed by the other computer. Selecting Receiving mode places your computer into a state where it passively awaits an incoming call. A Cancel Answering Mode requester is provided in the event yuo wish to exit from the Receiving mode. When an incoming call is received, TeleGames will answer your phone and make the teleconnection so that game play may begin. Null Modem Connect The Null Modem Connect mode forces Telegames into the teleconnected state. This mode should be used whenever two computers are connected to each other by a direct serial port null modem cable. It may also be used if your modem is not sufficiently compatible with the "AT" command set for the Sending or Answering modes to function properly. You may use other communication software running as a multitask to place the call or answer the telephone. Once the teleconnection has been made, simply put your computer into Null Modem Connect mode and begin to play. TeleGames will grab the open teleconnected serial line and work. Note: it may be necessary to shut down the other comm task in the event that it has grabbed exclusive use of the serial port. Most comm software will leave the line open even though the program that opened the line has ended. Teleconnect Off Teleconnect Off mode allows two players to play TeleGames on a single computer. TeleGames reverts to this mode when the Disconnect menu option is selected. It will always enable the Cede/End Game menu item when it is selected. Disconnect (Hang up) The Disconnect option will cause the teleconnected state of your computer to be broken by hanging up the telephone, returning TeleGames to the Teleconnect Off mode. Both computers must select Disconnect when a session has ended. Transmit Game and Play The Transmit Game and Play option under the Telecomm Menu allows you to transmit a saved and previously loaded game configuration to the other teleconnected computer. Both computers must be in the same unstarted game (Start a New Game enabled) when this option is selected. Before a game is transmitted, players should use the message chat lines to establish that a game is about to be transmitted. Transmit only when there is no activity on the receiving computer, otherwise the transmit may be aborted. Dial Telephone Number This menu item is activated whenever your computer has been placed in the Sending mode and a teleconnection is not yet established. The telephone number for the current opponent will be dialled to attempt a teleconnection. Tele_Files_Menu The Tele Files Menu allows access to all the disk files that relate to TeleGames telecommunications. There are only two options under this Menu heading: Modem Parameters and Opponent Parameters. Modem_Parameters Selecting Modem Parameters will cause the Set Modem Parameter window to scroll up from the bottom of your screen. When TeleGames is first loaded into the computer, it consults a file called modemset in the Tele_Files directory and loads in the default settings for the modem that will be used with the program. The Set Modem Parameters window allows you to set thse values once and save them to the disk so that they will autoload each time TeleGames is run. The current setings will be displayed in highlights. Note that if these settings are changed, they will be active whether they were saved or not. Baud_Rate Click on the Baud Rate that you will usually be using with TeleGames, either 300, 1200, 2400, or 9600. Dial_Command There are three options under the heading Dial Command. If your modem uses the standard "AT" command set, you may click on either ATDT for tone dialing or ATDP for pulse dialing. The box under this heading is provided so that you might input custom dialing command strings. Note that it also may be used to add modem commands to the standard "AT" set. For example ATX6DT will tone dial and return result codes to TeleGames. Telegames will then tell you whether the line was busy, or whether no one answered the phone. If any characters are displayed in the Dialing Command Box, then that is the current active Dialing Command. Answer_Command There are also three commands available under the Answer Command heading. If your modem recognizes the "AT" command set, ATS0=1 will cause your modem to answer the phone after 1 ring. If your modem does not recognize this command, then you might choose ATA, which will force the computer to immediately answer the telephone when you enter Receiving (Answer) mode. If you are using the ATA command, then you should not select the Receiving mode until after you have heard the telephone ring. Like the Dial Command, the Answer Command provides a custom command input box. Use this box to enter your custom modem answer command string.Both the Dialing and Answer Command boxes are used by clicking them active with the mouse, and then typing in the character string from the keyboard You must hit RETURN to activate the string and regain control of the mouse buttons. LOAD_-_SAVE_-_QUIT Click gadgets to LOAD and SAVE the Modemset file are provided, as is a QUIT gadget. To Load the previously saved Modem Parameters, click on the LOAD gadget with the mouse. To Save the current Modem Parameters click on the SAVE gadget with the mouse. To return to TeleGames and remove the Set Modem Parameters window from view, click on the QUIT gadet with the mouse. Opponent_Parameters Selecting Opponent Parameters under the Tele Files Menu will cause the Tele- communications Files window to scroll up from the bottom of the screen. The Telecommunication Files window allows you to set modem parameters for playing TeleGames with a specific oponent. Enter the telephone number of your opponent by clicking the Telephone Number box active with the mouse. Type in the correct telephone number (hyphens and spaces will be ignored). Then hit RETURN. The baud rate is set just as it was on the Set Modem Parameter window, and becomes instantly active. Even though you may operate at 2400 baud, your opponent may be limited to 1200 baud. Therefore it is important that you set the baud rate for an opponent at the highest level you may both successfully use. Filing_Opponent_Parameters TeleGames allows you to store preset Opponent Parameters to the disk for later retrieval. The file name (usually the opponents name under which the parameters will be stored must be typed in the File Name Box. Like all the other input boxes, it is activated for keyboard input by clicking it on with the mouse. Hit RETURN after typing the file name. You may Save the Opponent Parameter by clicking on the SAVE gadget with the mouse. You will note that the file is now entered into the Fil Directory Table. When the Opponent parameter window is first displayed, the File Directory Table displays all of the current Opponent files stored to the disk. To select a file for loading, point to the box with the desired opponent name with the mouse pointer and click the left mouse button. The file name will appear in the File Name box. Now click on the LOAD gadget to load this Opponent Parameter file into Teleames as the current active opponent. Clicking on the DELETE gadget with the mouse will cause the file displayed in the File Name box to be deleted from the disk. To quit the Telecommunications File window click on the QUIT gadget. The window will then be scrolled out of view, and you will be returned to the TeleGames board view graphic screen. Game_Files_Menu The Game Files Menu provides options for Saving an ongoing game to disk, and for later retrieving it from the disk to resume play. There are two menu options listed under the Game Files Menu: Game Directory and Play Saved Game. Game_Directory Selecting Game Directory will cause the Game Files Directory Window for the current TeleGame (Chess, Checkers, or Backgammon) to scroll up from the bottom of the screen. The Game Files window is very similar to the Telecommunication Files window. It displays a File Name box under which are the same LOAD, SAVE, DELETE, and QUIT gadgets. Saving_a_Game TeleGames allows you to store the game currently being played to the disk for later retrieval. A game may be saved at any time without effecting the game being played. (Note that in Backgammom the Game Directory option is enabled only before the dice are rolled.) The file name for the game to be saved must be typed into the File Name Box. Like the other input boxes, it is activated for keyboard input by clicking it on with the mouse. Hit RETURN after typing the file name to regain mouse buton control. You may then save the current game by clicking on the SAVE gadget with the mouse. You will note that the file is now entered into the File Directory. Loading a Saved Game When the Game Files window is first displayed, the File Directory displays all of the current saved game files stored to the disk for that game (Chess, Checkers, or Backgammon). To select a file for loading, point to the box displaying the desired file with the mouse pointer and click the left mouse button. The file name will appear in the File Name box. Now click on the LOAD gadget to load this Saved Game file into TeleGames as the current active game. You will see the board pieces rearrange to the saved game board configuration. Clicking on the DELETE gadget with the mouse will cause the file displayed in the File Name box to be deleted from the disk. To quit the Game Files Directory window click on the QUIT gadget. Play_Saved_Game In the Teleconnect OFF mode this menu option becomes active immediately after a saved game is loaded. Select this option to play the loaded saved game for two players on a single computer. Sound Menu TeleGames offers high quality digitized sound effects to augment the realism of the game simulation. The Sound Menu provides the option of turning the sound ON or Sound OFF. When TeleGames is first loaded, the Sound Menu default is Sound ON. Teleconnect Procedure The primary purpose of TeleGames is to allow people to play Chess, Checkers, or Backgammon over the telephone, using a computer and a modem. Up until now, modems have been used primarily for contacting bulletin boards that allow the user to post messages and access download files. While it has always been possible for most users to establish a direct teleconnection with other compurists, it is rarely done because of lack of familiarity with modem protocols and software. TeleGames gives telecomputerists another use for their modems, allowing them to play games with another human being. The mystique of telecommunications is gone. All with which you the user must be concerned, is playing the game. TeleGames will handle the rest. Setting Modem Parameters In order for TeleGames to work correctly it is necessary that it be able to communicate with your modem and with the modem of your opponent. A few simple settings must be input to TeleGames so that the computer may communicate coherently with your modem. These settings need be made but once, and then saved to the disk. Thereafter, whenever TeleGames is loaded, these settings will be loaded with it. In order to set your modem parameters you should select the Modem Parameter option in the Tele Files menu. Baud_Rate Baud rate is the number of binary digits per second transmitted across your modem. Most modems today commonly transmit at 300, 1200, or 2400 baud. TeleGames supports all these baud rates as well as the new 9600 baud modems. Set the baud rate to a level that is supported by your modem, and that you will most commonly be using. The higher baud rates will transmit data more quickly, so they are preferred. Dial_and_Answer_Commands Modems recognize a command instruction set that allows the computer to direct the modem to perform certain activities. like dialing and answering the phone. TeleGames supports the "AT" command set standard. If your phone is tough tone, click on ATDT; or if you have a pulse rotary phone, click on ATDP to set the Dial Commands. If your modem recognizes a different dialing command string, or if you wish to use additional command in the dialing command string, click on the custom dialing command input box and type in your dialing command string. Answer Commands should be set in the same manner. ATS0=1 will answer your phone after one ring, while ATA will pick up the phone as soon as you enter the Answer mode. Custom answer command strings may also be input. After the Modem Parameters have been set, be sure to save them to the disk. Setting Opponent Parameters The next step necessary is to input the opponent parameters. These are set by selecting the Opponent Parameters option in the Tele Files menu. Type in the telephone number and the selected baud rate at which you will be playing that opponent. The baud rate should be the highest one common to both your modems. Then type the opponents name into the File Name box and SAVE the Opponent file. The next time that you wish to play TeleGames with that opponent you ned only load the Opponent Parameter file from the disk. Before you establish a teleconnection, whether you are Sending or Receiving, you MUST set the Opponent Parameters or load an Opponent Parameter File. Voice Contact It is recommended that telephone voice contact first be established between the TeleGames players to verify who will enter the Sending mode and dial the opponent, and who will enter Receiving mode and answer the call. The caller should enter Sending Mode, and the Receiver should enter Receiving mode, if ATS0=1 is the default. When both computers are ready to go, the players can agree to initiate contact in 15 seconds after the voice connection is broken. This will minimize the chance of an extraneous incoming call ringing the telephone before the Sending computer can Dial the Number. Teleconnect Procedure Summary 1. Each computer should load TeleGames. 2. Set your Modem Parameters (if not already set). 3. Load the Opponent Parameters for your chosen opponent. 4. Call your opponent (voice) to decide who will call whom. 5. Be sure that both computers are in the same game and that a game has not already been started. 6. While still voice connected, the caller should enter the Sending Mode and the one whom will answer should enter the Receiving mode (if ATS0=1 answer command is set). 7. Hang up the phone (voice). 8. The Sending computer chooses the Dial the Number menu option, and the computer dials the telephone number and waits for a connection. 9. If ATS0=1 answer command is set, the Receiving computer will answer the telephone and make the connection. 10. If ATA answer command is set on the Receiving computer, that player should enter Receiving mode upon hearing the telephone ring. 11. The Teleconnection is established. Players may now type messages on their keyboards, Start a New Game, Load, Transmit & Play a saved game. TELECONECT - Another Method Some nonstandard modems that do not Answer the phone or recognize the "AT" command set may not initially seem to work with TeleGames. But don't give up hope yet! You can still play TeleGames over the phone by using the NULL MODEM CONNECT menu option. Just try the following procedure to attempt to establish a teleconnection. Use a telecomm software package that does work with your modem to establish a teleconnection with a terminal software package on another computer. If you are using another terminal software package it should be set to the following telecomm specifications. Baud Rate -- your baud rate Parity -- NONE Data length -- 8 bits Stop bits -- 1 stop bit Duplex -- Full Duplex After a connection is made, close the other telecomm program. The telephone line connection should remain open. Now load in TeleGames. Both computers should immediately be placed in the NULL MODEM CONNECT mode. Do not do anything else until you have allowed enough time to pass for the other player to have put his computer into NULL MODEM CONNECT mode. Finally, player should type a message to determine if the teleconnection was successful. Playing TeleChess - Moving a Piece Chess is played on TeleGames by pointing to the top portion of a chess piece (above the top ring on each piece shaft) with the mouse pointer and then depressing the left mouse button. The pointer will disappear, and the selected chess piece will move with the movements of the mouse. To set down the chess piece, move it to the desired board position, and release the mouse button. Move Legality Only the color whose turn is current may be moved. The computer checks for the legality of a move according to the official rules of play. The computer will not allow a move, if that player's king is in check, or if the resulting move will place that player's king in check. If an ilegal move is made, TeleGames returns the piece to its original position on the board. Only legal moves are transmitted to the teleconnected computer. The status or result of each move, as well as whose turn is current, is displayed in one of the message boxes on the top portion of the graphic screen. TeleGames will inform the players of both a check and a checkmate. Because of all the various rules governing a stalemate, stalemate determination is left to the discretion of the players. Castling and La Passant TeleGames supports all of the official rules of chess, including castling and la passant. To castle the player must pick up the king and move it to a legal castling position. If the move is legal (ie. the king and rook have not previously been moved, the king is not or will not be in check, and no square that the king must cross is under attack by an opponent's piece), then castling will be performed. A pawn attacking a square crossed by an enemy pawn, which has advanced two squares in one move from its original square, may capture the enemy pawn la passant as though the later had been moved only one square. This move must be made in the immediately following turn. La passant is the only way to capture a piece that is not on the destination square of the moving piece. Promoting a Pawn When a pawn reaches the last rank, the player must exchange the pawn for another more mobile piece. When this occurs, TeleGames will prompt you with a series of requesters. Read the requesters and follow their directions on how to promote a pawn. Starting and Ending a Game White always moves first in Chess. A game is ended when a checkmate occurs, or when a player chooses the Cede/End Game menu option from the Game menu. Playing TeleCheckers - Moving a Piece Checkers is played on TeleGames by pointing to the top disk portion of a checker piece with the mouse pointer and depressing the left mouse button. The pointer will disappear, and the selected checker piece will now move with the movements of the mouse. To set down the checker piece, move it to the desired board position, and release the mouse button. Move Legality TeleGames enforces all of the official rules of Checkers, and will allow only legal moves to be made. In Checkers an uncrowned piece may only move diagonally forward on the dark squares of the game board. A crowned checker piece may be moved diagonally in any direction. A checker piece may not land upon a square occupied by another piece. Also, a checker piece can only move one square at a time, unless it is capturing a piece. If a jump (capture) is possible in a turn, then a jump MUST be made. Moving any other piece is illegal. An enemy piece is captured by jumping over it with a diagonally adjacent piece of the opposite color. Checker pieces may make multiple legal jumps in a single turn as long as the same piece is used to make all the jumps. TeleGames must transmit each jump separately, so the player must use the following multiple jump procedure. Multiple Jump Procedure 1. Pick up a piece with the left mouse button. 2. Make the jump, placing the piece on the destination square. Then release the mouse button so the move may be transmitted. 3. The message box will prompt that it is still the same player's turn as long as there is another jump possible by the same checker piece. 4. Following the same procedure, make the next jump. 5. Continue making multiple jumps with the same checker piece as long as they are possible. When no jumps are possible, the turn will end. A checker piece is crowned (kinged) when it reaches its last rank. A crowned checker piece may both move or jump diagonally in any direction. Starting and Ending a Game Red always moves first in Checkers. A game is ended either when all of the pieces of one color have been captured or when a player chooses the Cede/End Game menu option from the Game Menu. Under rare circumstances it is possible to stalemate a checker game, wherein no move is possible for either side. When this occurs one of the players must choose Cede/End Game. Such a game should be considered a draw. Playing TeleBackgammon: Rolling the Dice Dice are rolled by pointing the mouse pointer to the red ROLL DICE gadget at center top of the graphic screen, and clicking the left mouse button. When a Backgammon Game is started TeleGames initiates the first roll of the dice, one die for each color. The player whose color die has the highest numeric value moves first, taking the values from both dice for his move. If the dice are the same value, each player should immediately click on the ROLL DICE gadget to roll again. The numeric value of the dice roll are displayed in the boxes beneath the ROLL DICE gadget, as well as on the dice themselves.On any roll but the first, if the dice are the same value, then the player gets to move the single die value four times. Playing Backgammon - Moving a Marker After the dice have been rolled, a move is made by pointing to the top disk portion of a backgammon marker with the mouse pointer and depressing the left mouse button. The pointer will disappear, and the selected marker will now move with the movements of the mouse. To set down the Backgammon marker, move it to the desired board position, and release the mouse button. As in accordance with the rules of Backgammon, each dice move must be made separately. For example a roll of 4 and 2 cannot be moved as a 6, rather it is two moves (even if the same piece is making the move) - one of 4 and another of 2, or one of 2 and another of 4. Remember that a roll of doubles moves 4 times the value of a single die. So a roll of 5 and 5 would allow a player to move 5 four times; one move of 5, another move of 5, another move of 5, and another move of 5. Move Legality TeleGames enforces all of the official rules of Backgammon, allowing only legal moves to be transmitted to another teleconnected computer. Backgammon markers can only move the value on a single die until all moves have been made. The markers can only move forward in a square cornered "U" pattern around the board. When a move is made in the wrong direction, TeleGames will prompt you with a message in the message box and display the marker color next to its inner (home) court. After a few turns, this color will disappear. Remember that a move cannot end on a square occupied by two or more of the opponent's markers (a blocked point). If there is a single opponent marker on the destination point of a move, then that marker is "hit" to the bar. This marker must re-enter the table on an unblocked point in his opponent's inner court before other moves are possible. Markers can bear off the table after all markers of one color have reached the player's inner court (and none are on the bar). Markers farthest out must bear off first, unless there is a marker on the point that corresponds to the value of the rolled die. Then it can bear off. Doubling Die TeleGames supports the Doubling Die. At any time during his turn, a player may point to the doubling die with the mouse pointer and click the left mouse button to offer it to his opponent. The value of the die will double (it starts at 1) on both teleconnected computers. The receiving computer will sound a chime when the die is doubled, but that player may not respond to accept or reject the die until it is his turn to roll. The current value of the doubling die as well as which player controls the die is displayed in the doubling die box in the upper right hand corner of the graphics screen. Only the player controlling the doubling die may offer it to his opponent. After the die has been offered, the receiver of the doubling die must wait until it is his turn ot accept or reject the die. Requesters will prompt the player at this time. If the die is accepted, then the game continues. Should the die be rejected, then the game is over and the score of the winner is incremented the value of the die before it was offered. Scoring Backgammon A running score is maintained by TeleGames during the course of a teleconnected Backgammon session. This score is displayed when a game is won, or when one of the players cedes the game. The scoring box occupies the same place on the screen as does the doubling die box in the upper right hand corner of the graphic screen. At other times the player may view the score by pointing to the doubling die box with the mouse pointer and pressing the left mouse button. As long as the button is depressed, the current score (in yellow) will be displayed. The score will reflect both gammon and backgammon end game situations. Ending a Game A Backgammon game is ended either when all of the pieces of one color have been moved off the board, or when a player chooses the Cede/End Game menu option from the Game Menu. If the losing player has born off at least one marker, then a single game (valued at the number on the doubling die) is lost. But if he has not born off a single marker, then it is said to be a gammon and he loses a double game (valued at the number on the doubling die x 2). In addition, if the losing player has left a marker on the bar or in the adverse inner court, then he loses a triple score (valued at the number on the doubling die x 3), and it is said to be a backgammon. USING THE RAMDISK If you have more than 512K of RAM ON your Amiga, you may want to copy the TeleGames graphics and data files to the Ramdisk before loading TeleGames. An icon program in the Tele_Batch drawer called DiskToRam will copy the appropriate files to the Ramdisk, making the all appropriate assigns so that TeleGames knows where to find the files. If you do use TeleGames from the Ramdisk and have saved any opponent parameters files or any games, the Tele_ Files directory and files must be copied back to your TeleGames_WB floppy disk. Use the RamToDisk icon driven program (in the Tele_Batch drawer) to copy the Tele_Files back to the program disk before you turn off your computer. If this is not done, then any Tele_Files created during this session will be lost! When RamToDisk is run, it also cleans up after itself by removing all the TeleGames files from the Ramdisk so that the space can be used by other applications. Improved Operation While TeleGames works great in a 512K Amiga, it works even better in an Amiga equipped with a Fast RAM expansion. TeleGames was written to take full advantage of Fast RAM's increased program execution speed. With Fast RAM the TeleGames program code can operate without sharing processor time while displaying the 640 x 200 four bit plane graphics or playing the digitized sound. USING TELEGAMES FROM A HARD DISK Another icon driven program in the Tele_Batch drawer, called HDInstall, will copy the TeleGames program, directories, and files to your hard disk into a directory/drawer that is labeled TeleGames! After HDInstall is run, click on your hard disk icon to open the hard disk directory window, and look for the TeleGames! drawer. If necessary, move it to an open location within the window and use the Workbench menu option Snapshot to fix its position. Open the TeleGames! drawer. You will see three icons: TeleGame, HDStart, and HDToRam. These icons will probably also need to be repositioned within the TeleGames! directory window. Before the TeleGame program is loaded, the HDStart icon driven program should always be run to make the appropriate assigns so that TeleGames can find its directories Tele_Games and Tele-Files. Or, if you wish to dispense with this step, the following assigns may be added to your startup-sequence. Assign TeleGames: dh0:TeleGames!/Tele_Games Assign Tele+Files: dh0:TeleGames!/Tele_Files The HDToRam icon driven program will copy just the Tele_Games graphics directory to the Ramdisk from the hard drive. The Tele_Files user files directory will remain on the hard disk. TELEGAME DIRECTORIES TeleGames accesses two main directories during program operation: Tele Games Directory The Tele_Games directory contains all of the graphics and sound data files necessary to the program. Placing these files on the Ramdisk will significantly increase load speed during the course of the game. The Tele_Games directory is assigned the logical device name TeleGames: so that it may be found by the program whether it resides on a floppy, a hard disk, or on the Ramdisk. Tele Files Directory The Tele_Files directory cntains all of the user accessed I/O files. The modemset file contains the default baud rate and both the call and answer command strings settings for your modem. The TeleFiles subdirectory contains the opponent Parameter files of baud rates and telephone numbers of your opponents. The GameFiles subdirectory contains the TeleGames saved game files. Chess saved games are identified by the "C" prefix, Checkers saved games are identified by the "K" prefix, and Backgammon saved games are identified by the "B" prefix. The Tele_Files directory is assigned the logical device name Tele+Files: so that it may be found by the program whether it resides on a floppy, a hard disk, or on the Ramdisk. Trouble Shooting TeleGames will not Load 1) Check to see tha enough memory is available for TeleGames. 2) On a 512K Amiga only 1 external drive may be connected, and no other tasks should be running. 3) Check to see that the TeleGames_WB working copy is not damaged. TeleGames will not Dial a Number 1) Is your modem powered & connected? 2) Check that the Modem Parameters are correctly set. 3) Is your modem "AT" command set compatible? 4) Consult your modem manual for a Dial Command string that should work, and type it into the Dial Command Box. 5) If all else fails, try the Alternate Teleconnect Method. TeleGames will not Answer the Phone 1) Is your modem powered & connected? 2) Check that the Modem Parameters are correctly set. 3) Is your modem "AT" command set compatible? 4) Consult your modem manual for an Answer Command string that should work, and type it into the Answer Command Box. 5) Try the ATA command to force an immediate answer. Set Receiving mode after your hear the phone ring. 6) If all else fails, try the Alternate Teleconnect Method (Page 26). Teleconnected, but Game will not Work 1) Are both computers set to the same baud rate? 2) Was a game previously started on one or both of the computers when the teleconnection was made? 3) Are both computers in the same game (for example, are both in Chess)? 4) Hangup and re-establish telephone voice contact to verify settings, then try again. TeleConnect & Playing, then No Response 1) Are you still connected? Check the Carrier Detect (CD) light on your modem, if it has one. 2) Type in a message, or two, or three. The chime may awaken your opponent. 3) If the SEND message line is echoed back on your RECV message line (some modems), then you are disconnected. 4) If you suspect that you have been disconnected, then SAVE the game. Choose the Disconnect Menu option. If the game is still active, and the Cede/End Game menu is ghosted, select the TeleConnect OFF mode (even if it is currently selected) to force activate the Cede/End Game option. 5) Perhaps your opponent has died. The still living player is considered the winner, though he is forced to choose. Cede/End Game to exit. If you have Reached the End of Your Rope call our BBS at 1-(817) 244-4151 and ask for help. We will do what we can, but strategy/cunning are up to you!