  PR_SHIP v1.1

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   GENERAL INFO
=============================================================================

PR_SHIP is an editor designed to change a number of parameters within the
Privateer(TM) .SAV files.  Operation is menu-based with hot-keys available.

Parameters that may be edited are ship type, shields, engines, number of
missiles or torpedoes, type of already installed cannons, friend/foe,
credits, location, targetting system, ECM system, and plotline mission
completion.  A module to edit ship parameters of all 18 ships in the game
is included, and facilitates editing of acceleration, speed, maneuverability,
armor thickness, shields and weapons loadouts.


The Privateer(TM) .SAV files are variable in length, and composed of numbers
of records dependent upon installed equipment, unfulfilled missions, etc.
This version has not been well-tested on files that contain mission text.
This includes missions from both Guilds and the mission computer.  This
DOES NOT include the plotline missions; these may be edited freely.  (If
you have a guild/computer mission loaded, do not edit name, callsign,
friend/foe status, and disregard this infomration, as well as kill totals.)

=============================================================================
   KNOWN PROBLEMS
=============================================================================

The Privateer(TM) executable file is extremely intolerant of unexpected
data;  this may cause a lockup, system crash, or at best termination
of the program and return to DOS.

   1.  Try not to edit ship type when type of equipment installed is not
       available in the desired new model.  For example, changing your Tarsus
       into an Orion to buy an aft turret will lock the system when you
       switch back to a Tarsus and take off.  What may and may not be done
       in this mode must be determined by experimentation.

   2.  My understanding of the .SAV files is far from complete;  Jesus Saves;
       Jesus also Backs Up.  So should you.  Often.  If there is a problem
       with this editor, or it doesn't do what was expected, please e-mail me
       with the problem and a copy of the offending .SAV file so I can work
       out a fix as soon as possible.

   3.  Editing Engines.  This is the most problematical edit in the entire
       file.  For example, level 5 engines were installed on a Tarsus.  When
       checking at the Ship Dealer, the engine was indeed in there, however
       it required 50,000cr of repairs.  This has only been observed with
       the Tarsus, and is due to this ship having a shorter engine damage
       field than the other three.  This version does not correct this
       problem.

   4.  Editing number of missiles.  After you do so, and load Privateer, take
       off immediately.  Going into the ship dealer sometimes brings the total
       back down to the norm allowed.  This will also occur once you land at
       a base.  Maximum number of missiles is 255.

   5.  Credits.  Must be a number no greater than 2,147,483,647.  (I trust
       this amount will be suitable for all needs. <g>)  Credits are
       represented by a signed long integer in Privateer(TM).  Above that
       number, credits becomes a negative value due to the high bit
       becoming a 1, and thus indicating a negative number.

   6.  Be forewarned:  This software misused can seriously deplete the
       level of enjoyment derived from this game.  Might I suggest it be
       used as a guild/pirate/whatever skunkworks to obtain what is not
       available through normal channels, and as such deduct the
       suggested amounts of payment from your account.

   7.  Editing global ship parameters via the Ships menu is risky without
       a backup of the file being edited (OBJECTS.TRE).



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   NAVIGATING THROUGH THE PROGRAM
=============================================================================

The program opens to the "About" screen, which may be closed by striking any
key.


   MAIN WINDOW:

      ALT+F	   Open File Menu
      ALT+S        Open Ships Menu
      ALT+M        Open Missions Menu
      ALT+X        Exit Immediately
      ALT+E        Open Edit Menu
      ALT+H        Open Help Menu

   Any currently open file is displayed on the bottom bar.


   FILE MENU:

      The UP and DOWN arrows may be used to select a function, ENTER
      to execute it.  Once the File Menu is open, hot keys are available:

      Open	           (O)     Opens File Selection Window
      Save		   (S)     Saves File
      Save As		   (A)     Opens Save File Window
      Exit		   (X)     Exits to DOS

      File Selection    UP and DOWN arrows to select, PGUP and PGDN to
			see the next six file names, ENTER to open selected
			file.  Note that a maximum of 18 files will appear
			on the menu.  If the number of files is greater than
			this, and the desired file is not listed, press TAB
			to enter a filename.  You must enter the full file
			name.

      Save As           You will be prompted to enter a filename.  You must
			enter the full filename including the extension.

      Exit              Self-Explanatory.



   EDIT MENU

      View:                (V)     Opens the View Window.
      Ship Type            (S)     Opens Ship Editing Window
      Weaponry             (W)     Opens Weaponry Editing Window
      Engines/Shields      (E)     Opens Engine/Shield Editing Window
      Credits              (C)     Opens Credits Editing Window
      Status               (T)     Opens Status Editing Window



      Ship Type:        UP and DOWN arrows to select new type, ENTER
			to execute.  ESC to return to Main Window.

      View Window:      Summary of current ship parameters.  ESC to return
			to Main Window.  Most is self-explanatory.  Friend/
			Foe (lower right) is graduated as (N)eutral,
			(F)riendly, or (H)ostile.  Numbers to the right of
			each entry are kills for that category.  Total
			kills is the bottom entry on the right side.  (Kills
			may not be edited.)

      Weaponry:         This opens to a sub-menu by category: Launchers,
			Cannons, ECM system and Targetting system.
			Access is by UP and DOWN arrows, and then ENTER.
			Hot keys are first letters of each category.

			To edit Cannons use the up and down arrows to select
			which cannon is to be edited, and then go through the
			choices with the tab key.  Positions may not be edited.
			This program can only change preexisting cannons.

			To edit launchers, select launchers.  The edit window
			defaults to editing the launchers themselves. (To
			edit number and type of missiles, hit right arrow.
			Left arrow will get you back to the launcher edit.)
			Select a launcher with the up and down arrow keys,
			use TAB to scroll through the available possibilities.

      Tractor Beams are in the launcher section of the .SAV file.  An
      installed tractor beam may be changed to a missile launcher.  Note that
      turret missile launchers will not fire from the turret, however they
      will fire forward when firing missiles from the cockpit.  (A volley of
      three or four missiles at a time ain't bad!) Note that turret-mounted
      torpedo launchers do not fire at all.

      To edit projectile type, select which is to be edited with the up and
      down arrows, then scroll through the available choices with the TAB key.
      To edit number of projectiles, first select which type with the up and
      down arrow keys, then press PLUS (+) or MINUS (-) to change the total.
      Maximum is 255.

      When editing projectiles, be wary you do not select a projectile you
      don't have a launcher for.  Privateer will crash under these
      circumstances.

      Editing missiles is straightforward.  Torpedoes are not.  There is a
      seperate torpedo field for each launcher installed, whereas missiles
      seem to be treated as "communal property."  Be sure not to edit away
      a torpedo field without also removing the launcher.

      If you change missile launchers or tractor beams to torpedo launchers,
      make sure you have enough different types of projectiles to edit them
      into the required number of torpedo fields.  (Or better, sell your
      missiles before doing the edit, then just buy bunch of torps.)

      NOTES ON STELTEK CANNONS:  There are three types.  Steltek/D is the
      type installed on the drone.  Steltek/U is what you get at the derelict
      before the Stelteks attach the power booster.  Steltek is the fully
      charged variety, which seems to be superior.


      Engines/Shields:  Defaults to Engine editing mode.  Press + or - to
			change engines.  Pressing ENTER will log the change.
			Engine or shield editing modes may be accessed with
			the UP and DOWN arrow keys.

      ECM System:       Select with up and down arrows, ENTER to execute the
			change.  ECM system 4 will provide 100% protection
			from guided missiles by preventing a lock from being
			established.  This will still show up in the Ship
			Repair Area as ECM System 3.

      Targetting:       The lowest model of each brand is initially shown.
			Select the brand you wish with the up and down arrow
			keys, then TAB to scroll through the available
			choices.  Enter logs the change.

      Credits:          TAB to enter new value, ESC to return to Main Window.

      Status Window:    Edit name, callsign, location, guild memberships,
			friend/foe status.  Friend/Foe status of the Retros
			and the Steltek Drone (The Green Easter Egg of Doom)
			may be edited as well as the more "normal" parameters.
			If you choose to edit these parameters, DO NOT ATTEMPT
			TO COMMUNICATE with them while in flight.  The only
			available choice will be "This attitude not possible".
			Sending that as a message will crash Privateer.

			Hot keys available in this sub-menu are the first
			letters of each category.

      Name/Call SIgn:	To edit name or callsign, select the desired choice
			with the Up and DOWN arrow keys, and press tab to
			open a data entry window.

      Location:		To edit current location, the + and - keys scroll
			through the possibilities.  Press ENTER to log the
			change.

      Guilds:		To edit guild affiliations, select the desired field
			with the UP and DOWN arrow keys.  TAB will toggle
			YES/NO.

      Friend/Foe	To edit Friend/Foe status, select the item with the
			up and down arrows, then toggle through the choices
			with the TAB key.  ENTER registers the change.


   SHIPS MENU

       CAUTION!  This edits the OBJECTS.TRE file in Privateer.  Backing up
       this file is strongly urged!

      Edit brings up a selection box.  The TAB key will scroll through
      18 ship choices.  ENTER will select, and bring up a parameters screen.

      The editing screen is essentially broken down into two parts.  The
      left side is weapons loadouts of cannons, launchers and projectiles.
      It's handy to know what the actual loadouts of other ships are, even
      if you don't do any editing, as the documentation that came with the
      game is not always correct.  (Editing here does not affect player
      ships.)

      The right side of the edit screen contains four windows, from top to
      bottom.  The first one is Speed, split into Maximum Speed, Afterburner
      Speed and Acceleration.  The second window contains the Flight
      Characteristics of the ship:  roll, pitch and yaw.  Third window is
      armor thickness, broken down into Left, Right, Fore and Aft.  These
      values are global, affecting all ships in the game, whether player
      or game controlled.

      Last one is for Shield Strength.  These seem to range between 5 and
      11 normally, and may be edited within a range of 1-11.  (This edit
      affects only game-controlled ships.)

      The TAB key will move the editing highlight from window to window.
      Use the up and down arrow keys to select which parameter is to be
      edited, and + and - make the change.  Pressing ENTER is not
      necessary.

      Guns may not be removed entirely, but may be changed into less
      (or more <g>) powerful models.  Types of launchers or projectiles may
      not be changed, but the number of projectiles can.  (So, if you want to
      remove missile capacity from a particularly difficult enemy, simply edit
      all the missile quantities to zero.)

      In making changes to flight characteristics, note that these changes
      are global.  If you give yourself very high values, hope that you don't
      meet up with someone flying the same model ship!  (Hitting something
      going 1000k/s is difficult even if you can match speed with it.)  Also,
      maneuverability (Roll, Pitch and Yaw) set too high becomes difficult
      to control.

      NO CHANGES WILL BE MADE to objects.tre until Save from the Ships Menu
      is selected.


   MISSIONS MENU  (plotline missions only)

      Selecting Edit brings up the Missions editing window.  This will display
      the current mission in the .SAV file, if any, and its current status.
      TAB will scroll through all of the missions, however status will no
      longer be displayed until a selection is made.  Press ESC to abort
      without making any changes.  Once a mission is selected by pressing
      ENTER, that mission will be marked as completed, and mission status
      will again be displayed.

      A description of the currently displayed mission appears in the box
      under the editing window.  If jumping to a previous mission, all
      missions originally completed after that one will be erased.  Selecting
      "None" removes all mission records, and starts you up at the beginning,
      should you want to play the missions over with the same character.
      (Select "None" first before proceeding if you've either failed a
      mission, or have completed all of them.  See notes below on recovering
      from failed missions.)

      If you want to jump to a specific mission, complete the one before it.
      You must still speak to the fixer for the mission that has just been
      marked as completed, then either accept the next mission from that
      fixer, or travel/edit your way to the next location to speak to the
      next fixer.

      Note that the normal progression of the game inserts a time delay
      between the end of mission 5D, and meeting the fixer for mission 7A.
      (There is no series 6)  Selecting Mission 7A as complete sets up
      the file for immediately meeting Sandra Goodin at any mining base,
      and changes location to Vishnu Mining Base, Rikel System, but does
      not complete the mission for you.  (Since all you've got to do is fly
      to Perry, and the conversation with Ms. Goodin enhances the plotline
      and persona!)  The dour-looking woman at the bar is Sandy.  Just go
      on in and say hi.  <g>

      The correct location for the mission selected is automatically
      provided.  The exception to this is Mission 5D; the editor leaves
      you at the first point of landing in the mission, as a player
      action/decision is required here.  You must either edit/fly your
      way to Rygannon after this.

      Note that special items that would be gotten from a fixer at mission
      start are not provided by this program when marking a mission as
      complete.  (Most notably, the maps in series 5.)  To obtain these,
      speak to the fixer about the mission, accept the mission, save the
      game, then edit the file.)

      While this editor can mark as complete the first mission, even if you
      haven't talked to the Fixer/Accepted the mission, this is not
      desirable as there is a special item involved.

      FAILED MISSIONS:  Once you have spoken to the Fixer and have been told
      you failed, the game closes out all missions.  To recover from this,
      select "None" to clear the failure, then proceed as per normal mission
      editing procedures as outlined above.  If you have NOT spoken to the
      Fixer, then simply hit ENTER to change the status to complete.


   HELP MENU

      Help              (H)         On-line Help text.
      About             (A)         Opens "About" Window.


      Help:             Accesses several screens of on-line help.  Screens
			contain summaries of all menus, sub-menus and
			editing functions.  All hot keys are listed in the
			on-line help facility.

      About:            Opens a brief descriptive window containing
			version number of this software.



=============================================================================
   REVISION HISTORY
=============================================================================

   v0.9     10-17-93     Original Version, alpha and beta testing,
			 not released for public use.

   v1.0     11-12-93

   v1.1     11-16-93     Added global weapons loadout editing for all game-
			 controlled ships, added number of kills (total and
			 by category) to the View Window, added mission text
			 descriptions, added limited on-line help, fixed
			 Friend/Foe Edit Window display bug, fixed keyboard
			 data entry window spillover bug, code profiled and
			 optimized to speed up execution and reduce download
			 time.


   Future upgrades will be issued as more information on Privateer(tm) and
   the .SAV files becomes available.  Version 2.0, release date undetermined,
   will likely contain a mouse interface.


      Privateer(TM) and everything it involves is a registered trademark
      of Origin Systems.

      This software is supplied with no guarantee of suitability for any
      purpose whatsoever, nor does the author assume responsibility
      or liability for the consequences of, nor damages arising from, the
      use or misuse of this software.

      This software may be distributed freely as shareware, providing no
      fee or charge is made for either this software, the magnetic media it
      is supplied upon, or its distribution.

      If you have any comments, suggestions, or difficulties with this
      program, I may be reached via CIS e-mail.


      Support Your Local Programmer!  I would like to continue updating and
      upgrading this program, and create new ones as more games come along.
      If you would like to make a make a $5-10 DONATION, please make checks
      payable to Tina E. Verras, 115 Beach 129th St., Belle Harbor, N.Y.,
      11694.





