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-
- SNARF 2.60 US June 27, 1992
-
- A Shareware game for EGA
-
- Copyright 1988-1992 Everett Kaser
- All rights reserved.
-
-
- Snarf is an arcade style game of mazes, treasures, First-Aid stations,
- locks and keys, teleports, and of course those nasty, sneaky, sniveling
- Snarfs. The game currently contains over 50 different levels, and
- includes a level editor so the user can create new levels.
-
- Program requirements:
- IBM PC compatible computer with at least 512K of RAM.
- An EGA/VGA compatible display adapter.
- It will NOT work on CGA, MDA, or Hercules display adapters.
-
- SNARF is being distributed as Shareware. If you use the game
- for more than one week, you are expected to pay for its use. To
- register the game send the registration fee of $15.00 (US) to the
- author. For your convenience, the file REGISTER.DOC may be printed
- to obtain a registration form. The author may be contacted at:
-
- Everett Kaser phone: (503) 928-5259
- Snarf Weekdays: 6:00pm - 9:00pm Pacific Time
- 35405 Spruce St Weekends: 8:30am - 9:00pm
- Albany, OR 97321
-
- Compuserve: 70673,1547
-
- internet: hplabs!hp-pcd!everett
- or everett%hpcvra@hplabs.hp.com
-
- In the United Kingdom you may register by sending £9.90 to:
-
- The Thompson Partnership Phone: +44 (0)889 564601
- Church Croft Fax: +44 (0)889 563219
- Bramshall, UTTOXETTER
- Staffordshire ST14 5DE
- England
-
- In Germany, you may register by sending 39 deutschmarks to:
-
- CDV Software Phone: 0721-22295
- Postfach 2749 0721-22294
- W-7500 Karlsruhe 1 Fax: 0721-21314
- Germany BTX *CDV#
-
- The game package, which MUST include the files listed below, may be
- freely copied and distributed. Its use is subject to the conditions
- outlined in this document below. Included files:
-
- SNARF .EXE The first 20 levels of the game are built
- SNARF .DOC into the .EXE file. All other levels are
- REGISTER.DOC stored in SNARFLEV.xxx files, and are not
- VENDOR .DOC required to be distributed.
-
-
- ASP OMBUDSMAN AND DEFINITION OF SHAREWARE
-
- This program is produced by a member of the Association of Shareware
- Professionals (ASP). ASP wants to make sure that the shareware
- principle works for you. If you are unable to resolve a
- shareware-related problem with an ASP member by contacting the member
- directly, ASP may be able to help. The ASP Ombudsman can help you
- resolve a dispute or problem with an ASP member, but does not provide
- technical support for members' products. Please write to the ASP
- Ombudsman at 545 Grover Road, Muskegon, MI 49442 or send a CompuServe
- message via CompuServe Mail to ASP Ombudsman 70007,3536.
-
- Shareware distribution gives users a chance to try software before
- buying it. If you try a Shareware program and continue using it, you
- are expected to register. Individual programs differ on details -- some
- request registration while others require it, some specify a maximum
- trial period. With registration, you get anything from the simple right
- to continue using the software to receiving an updated program with
- a printed manual.
-
- Copyright laws apply to both Shareware and commercial software, and the
- copyright holder retains all rights, with a few specific exceptions as
- stated below. Shareware authors are accomplished programmers, just like
- commercial authors, and the programs are of comparable quality. (In
- both cases, there are good programs and bad ones!) The main difference
- is in the method of distribution. The author specifically grants the
- right to copy and distribute the software, either to all and sundry or
- to a specific group. For example, some authors require written permiss-
- ion before a commercial disk vendor may copy their Shareware.
-
- Shareware is a distribution method, not a type of software. You should
- find software that suits your needs and pocketbook, whether it's com-
- mercial or Shareware. The Shareware system makes fitting your needs
- easier, because you can try before you buy. And because the overhead
- is low, prices are low also. Shareware has the ultimate money-back
- guarantee -- if you don't use the product, you don't pay for it.
-
- DISCLAIMER, LICENSE AGREEMENT, AND SUPPORT
-
- --- DISCLAIMER ---
- Users of SNARF must accept this disclaimer of warranty:
-
- "SNARF is supplied as is. The author disclaims all warranties,
- expressed or implied, including, without limitation, the warranties of
- merchantability and of fitness for any purpose. The author assumes no
- liability for damages, direct or consequential, which may result from
- the use of SNARF."
-
- --- LICENSE ---
- SNARF is a "shareware program" and is provided at no charge to the
- user for evaluation. Feel free to share it with your friends, but
- please do not give it away altered or as part of another system. The
- essence of "user-supported" software is to provide personal computer
- users with quality software without high prices, and yet to provide
- incentive for programmers to continue to develop new products. If you
- find this program useful and find that you are using SNARF and
- continue to use SNARF after a reasonable trial period, you must make
- a registration payment as described on the first page of this document.
- The applicable registration fee will license one copy for use on any
- one computer at any one time. You must treat this software just like
- a book. An example is that this software may be used by any number of
- people and may be freely moved from one computer location to another,
- so long as there is no possibility of it being used at one location
- while it's being used at another. Just as a book cannot be read by
- two different persons at the same time.
-
- Commercial users of SNARF must register and pay for their copies of
- SNARF within 30 days of first use or their license is withdrawn.
- Site-License arrangements may be made by contacting Everett Kaser.
-
- Anyone distributing SNARF for any kind of remuneration must first
- contact Everett Kaser at the address above for authorization. This
- authorization will be automatically granted to distributors recognized
- by the (ASP) as adhering to its guidelines for shareware distributors,
- and such distributors may begin offering SNARF immediately (However
- Everett Kaser must still be advised so that the distributor can be kept
- up-to-date with the latest version of SNARF.).
-
- You are encouraged to pass a copy of SNARF along to your friends
- for evaluation. Please encourage them to register their copy if they
- find that they can use it. All registered users will receive a copy of
- the latest version of the SNARF system.
-
- --- SUPPORT ---
- Support for products from Everett Kaser Software is available via
- phone, mail, and Compuserve email for a period not less than one year
- or the duration of my life, which ever is shorter, and not to exceed
- your life-time or mine, which ever is shorter. See the first page of
- this document for phone number, mail address, and Compuserve email
- address. Updates are available at any time to registered users for a
- $5 fee to cover costs of labor, materials, shipping, and handling (and
- to keep me from feeling badly). Bug fixes for major bugs (if any ever
- occur) will be shipped free to registered users for a period of three
- months after the date of registration.
-
- I. PLAYING THE GAME
-
- The general idea of the game is this: you have to run around through
- various mazes (levels) picking up treasure (rings and crowns) while
- avoiding the Snarfs. You can shoot the Snarfs, but you only get points
- for the treasure, not for the Snarfs. Each time you're touched by a
- Snarf, you're "tagged". You start with a "tag count" of 50. Each time
- you're tagged the count is decremented. If you get tagged when the
- count is 0, the game is over. You can get "healed" at a first-aid
- station (your tag count is pumped back up to 50). First-aid is only
- available every two to four mazes. The color of the top and bottom
- bars on the display change with each tag.
-
- Across the top of the display are these fields:
-
- TAGS this is the number of tags left (max = 50)
- POINTS value of treasure picked up on this level
- LEVEL SCORE score for level at end-of-level (POINTS x TAGS)
- SCORE total score
- LEVEL current level (or maze) number
- HIGH SCORE current high score
-
- As you start the game, TAGS=50, POINTS=0, LEVEL SCORE=0, SCORE=0,
- and LEVEL=1. As you get tagged, TAGS get decremented. As you pick
- up treasure, POINTS gets incremented, based on the value of the
- treasure. When you exit a level, the TAGS you have left are multiplied
- by the POINTS you picked up on that level to generate the LEVEL SCORE.
- This is then added to SCORE. Then, as you start the next level, POINTS
- are set back to 0, LEVEL is incremented, and off you go. LEVEL SCORE
- will retain the score for the previous level until you complete the
- current level. When you run out of TAGS and lose the game, whatever
- POINTS you've earned on that level will get added to your score.
-
- You end a level by exiting out the right-hand side. This usually
- involves removing one or more locks through the use of keys. You pick
- up keys by moving over them. When you are carrying a key, the image
- of the hero has a key across it. You can only carry one key at a time.
-
- The goal of the game is to maximize your score. The best way to do
- this is to maintain a high tag count, since the score is based upon
- both the amount of treasure you pick up on a level AND the number of
- tags that you have left at the end of the level. This is especially
- critical on those levels that have LOTS of treasure.
-
- The first screen shows the high scores (white for 2-shot scores, yellow
- for 1-shot scores) and a continuously running demo of the game. It
- also includes a brief set of instructions which can be scrolled up/down
- using the UP and DOWN cursor keys, as well as the PageUp and PageDn
- keys. Pressing the ESC key while at the welcome/demo screen will exit
- the game. (The un-registered version of the game will display a
- shareware notice at exit from the game, which will stay until another
- key is pressed.)
-
- While at the welcome/demo screen, you can press:
-
- ESC to quit
- K to change the default 'game' control keys.
- N to toggle the noise on/off (default is on).
- + to increase the starting level number.
- - to decrease the starting level number.
- 1 to select only 1 shot off at time (scoring doubled).
- 2 to select 2 shots off at a time (normal scoring).
- Up/Down and PgUp/PgDn to read the abbreviated help.
- < to decrease the game speed
- > to increase the game speed
-
- Using the + and - keys you can select levels that don't exist. The
- program doesn't check until you actually try to play the level. If you
- select a level that doesn't exist, the game will refuse to start. The
- level number you select using the + and - keys will be stored in the
- SNARF.SCO file. Thereafter, that is the level at which the game will
- start until you modify it again.
-
- For some people, on some computers, the game runs too fast. It may be
- slowed down to a painful crawl by repeatedly pressing the '<' key. If
- the game is going too slowly, you can press the '>' key. However, the
- game defaults to the fastest speed, so if '>' doesn't speed it up, you
- need to buy a faster computer. This speed setting is stored in the
- file SNARF.SCO along with other configuration information, so the
- setting will be retained from day to day. There are 28 possible
- positions for the speed. Trying to increase or decrease the speed
- beyond the maximum or minimum value will cause a brief "onnnk" beep.
-
- From the welcome/demo screen, pressing the space bar (or ANY other key
- besides the ones listed above) will move you on to the main playing
- screen. Then, pressing any key will start the game.
-
- The default keys for playing the game are:
-
- cursor keys control your movement
-
- A fires a shot to the left
- D fires a shot to the right
- W fires a shot upwards
- S fires a shot downwards
-
- N toggles noise on/off
- esc exits the game back to the demo screen
- space pauses the game
- F1 enters EDIT LEVEL mode (see below)
- < decreases the game speed
- > increases the game speed
-
- Any other key will stop the motion of your player, if it's in motion.
- And yes, this IS one of those two handed games that requires a small
- level of ambidexterousnousnosity. You move with your right hand and
- shoot with your left (unless you redefine those function keys).
-
- By the way, you can only have two shots off at a time (to make the
- game half-way challenging). The original game only allowed one shot
- at a time, but this was probably too restrictive.
-
- Occasionally, you'll find yourself in the midst of a cloud of Snarfs,
- and your TAGS will plummet like a falling star. You will also find
- yourself in dire peril when a Snarf is running along on your heels
- in the same direction as you, taging you with every move. The best
- thing to do in this situation is to reverse direction for a moment to
- get a little space between you, then shoot it. You will notice
- that Snarfs can see the shot coming towards them and will try to avoid
- it. With practice, you can use this to your advantage.
-
- The high scores, default movement/fire keys and the starting level
- number are stored in a file called SNARF.SCO. By deleting this file
- you can erase the high scores and place the keys and start level back
- to their default values.
-
-
- II. CREATING NEW LEVELS
-
- You may modify old levels or create entirely new ones. At any time
- during normal game play, pressing softkey F1 will take you into EDIT
- mode. At this point, you can modify the current level and store it
- to disk, and the modified version will over-ride the built-in version
- in the future (the game always looks for a disk file before using the
- internal levels.)
-
- Levels are stored individually in files with filenames of the form:
- SNARFLEV.xxx
- where 'xxx' is a right justified level number (filled with 0's on the
- left). As an example, the first level would be called SNARFLEV.001
- and level 15 would be called SNARFLEV.015. The game ONLY looks in the
- current directory for these files, so if you plan to create very many
- levels, or if you're installing the distribution disk with many levels,
- you probably will want to use the MKDIR command to create a special
- sub-directory for SNARF to keep your other directories from getting
- overly cluttered.
-
- The level number is NOT stored inside the file, it is ONLY in the
- filename. This means that you can re-arrange the levels as you wish
- simply by copying and/or renaming the files.
-
- Upon entering the EDIT mode, the screen is re-drawn and a blinking
- box will appear. This is the edit cursor. It can be moved around
- using the cursor keys. To place (or erase) objects, you must first
- move the cursor to the desired location. Once there, you can use
- these keys to add/delete objects:
-
- W toggles a WALL on/off
- P places a snarf PIT
- K places a KEY
- L places a LOCK
- T places a TELEPORT
- C places a CROWN worth 100 points
- 1 places a RING worth 10 points
- 2 places a RING worth 5 points
- 3 places a RING worth 1 point
- F places a FIRST-aid station
- H moves the HERO to the new location
- space erases the object the cursor is on (except for HERO)
- N allows you to NAME the level and enter you name as the
- creator of the level.
-
- Additionally, while in EDIT mode, these keys are also available:
-
- ESC aborts the edit, without saving the changes.
- F1 ends the edit, saving the changes in a specified level.
- F2 allows you to specify the colors for the "WALL".
- F3 allows you to edit the "WALL" image (bitmap).
- F8 clears entire level (except for outer wall and HERO).
-
-
- When pressing ESC to abort, you're first prompted to verify if you
- wish to throw away the changes.
-
- When pressing F1 to end the edit, the program scans the disk to find
- the next unused level number and presents that as the default choice.
- Accepting this choice ensures that you won't accidentally overwrite
- another level. However, you may use backspace to modify the level
- number to whatever you wish before pressing ENTER. You would do this
- if you're modifying a previously existing level rather than creating
- an entirely new one. The ESC key can also be used at this point to
- abort the END-EDIT action and remain in EDIT mode without writing
- anything to disk.
-
- F2 brings up another "menu" that allows you to choose the PRIMARY and
- SECONDARY colors that are used to draw the WALLS for this level. There
- are 15 colors available, giving a possible 225 different color combin-
- ations for the WALLS. Use the cursor keys to select PRIMARY or SECOND-
- ARY and to select a color for each. A sample wall with those colors
- is kept updated. Any key other than the four cursor keys will cause
- you to exit back to the normal EDIT mode, and the walls will be redrawn
- with the new colors.
-
- F3 brings up the "Edit WALL Image" display, which allows you to create
- your own image for the WALL blocks. A sample wall is displayed at the
- top, with an enlarged imaged of a single WALL displayed below. At the
- bottom is the palette of 16 colors. There is a small square that acts
- as the cursor, initially located in the top/left corner of the zoom
- area. This cursor can be moved about with the cursor keys to select
- individual pixels. A selected pixel can be changed to the current
- color by pressing the <SPACE> bar. The entire WALL image may be
- changed to the current color by pressing the 'F' key (for Fill). The
- PGUP and PGDN keys move the cursor between the zoom image and the
- palette. When on the palette, the cursor may be used to select a new
- color. White is the starting color. The color above white (with the
- asterisk on it) is the color used for the bars at the top and bottom
- of the game display, which change color with the Tag Count. If this
- color is used in the WALL image, the WALL image will change with Tags.
- You may or may not want to use that color, but you should be aware of
- the effect. When the desired WALL image has been created, either ESC
- or F3 may be used to terminate the WALL image edit, at which point the
- regular walls will be re-drawn with the new image. Once you've created
- your own WALL image, you should avoid the use of F2 (selection of color
- of WALL as described in the paragraph above), because it will reset the
- WALL image to the default, losing your WALL image. (F2 could be used
- in this situation in order to go back to the default WALL).
-
- When placing snarf-pits, you must additionally specify the direction
- the snarf-pit should be facing. You use one of the four cursor keys
- to do this. Move the cursor to the location where you wish to place
- the snarf-pit. Press the 'P' key. There will be a prompt at the
- bottom of the display to "Select direction...". At this point you
- should press the arrow key for the direction in which you wish the
- snarf-pit opening to point.
-
- When placing teleports, you not only have to specify a direction (only
- up or down is allowed for teleports), but also a destination location
- for the teleport. First, move the cursor to the location at which you
- wish to place the teleport and press the 'T' key. There will be a
- prompt at the bottom of the display to "Select direction...". At this
- point you should press the up or down arrow key for the direction in
- which you wish the teleport opening to face. (The hero will move into
- the teleport opening in the opposite direction.) After selecting the
- direction, you will be prompted to "Select destination...". At this
- point, move the cursor to the location to which you wish the Hero to
- be teleported upon entering the teleport. This location should
- normally be at the place where a matching opposite teleport will be
- (or has been) placed, and usually directly above or below the one that
- you're currently placing. However, the destination of a teleport CAN
- be anywhere on the level. The destination should NOT be on top of a
- wall, although the program does not prohibit this. (It is unsupported,
- however, and any bugs caused by this are considered to be a bug in
- the level design). Pressing any key besides the cursor keys signifies
- that the cursor is at the desired destination.
-
- When creating a new level, the amount of treasure on a level is limited
- to 9903 points worth, since the "POINTS" display only allows four
- digits. Also, if the player finishes a level with 9803 points and has
- 50 tags while playing 1-shot, that gives him almost 1,000,000 points
- for the level. That's probably sufficient (and all that will fit in
- the "Level Score" field).
-
- Here's some suggestions to help you create challenging, interesting
- levels:
-
- 1) Avoid long, single-width passageways. These are easy to
- defend, since the snarfs have nowhere to go, and they're
- boring to run through. Passageways and areas that are three
- or more wall-blocks wide are more challenging because the
- snarfs have room to manuever to avoid your shots.
-
- 2) Don't create a lot of levels with LOTS of treasure. Most
- levels shouldn't have more than about 2500 points at the
- most. The big-point levels should only come along once
- out of every ten or so levels, as a big bonus for getting
- that far.
-
- 3) Also, first-aid stations shouldn't exist more often
- than every three or four levels, unless the levels are
- extremely difficult.
-
- 4) Don't just draw random walls. Try to think of a unique
- design, or problem, to center your level around. Then,
- build from there.
-
- 5) Don't just sprinkle a bunch of snarf-pits and teleports
- around the level. They should be an integral part of the
- basic design of the level, and carefully placed to aid or
- hinder in the completion of the level.
-
- 6) Make sure there's a reasonable balance between the number
- of locks on the level and the number of keys (and make sure
- it can be completed!).
-
- 7) The Hero should usually start on the left and MUST always
- exit on the right. A level is considered "over" when the
- hero reaches the far right column.
-
- There MUST be at least one snarf-pit per level, or the game will refuse
- to play the level.
-
- To create an entirely new level, don't select it's level number at the
- welcome screen, since the game will refuse to start if the level
- doesn't exist. Rather, with any valid level number selected at the
- welcome screen, start the game (as if you were going to play that
- level). Then, press F1 to enter EDIT mode. Now, press F8 to clear
- the screen (this is only being done in memory at this point, so you're
- not affecting the real level). Now, create your new level. When done,
- press F1 to end the EDIT mode. At this point the game will prompt you
- with the next NEW level number. Simply pressing return at this point
- will store your new level as that level number, leaving the old level
- (that you started out with) unchanged.
-
- Good luck, and have fun playing the game and creating new, challenging
- levels!
-
-
- III. REVISION HISTORY
-
- Rev 2.00 October 21, 1990
- Initial release of the completed Snarf game.
-
- Rev 2.01 November 10, 1990
- Minor fix to BEEP code that caused keyboard lock-up on some
- computers.
-
- Rev 2.02 November 22, 1990
- Still trying to fix BEEP on some computers.
-
- Rev 2.03 February 23, 1991
- Fixed: if MOVE_RIGHT key (usually right-cursor) was pressed
- repeatedly as the Hero exited the level on the right
- side, then the next level was immediately terminated
- and skipped.
- Fixed: on the registered version of Snarf, when editing a new
- level, the prompt for the level-number was always 6.
- Added: WALL image bitmap editor (crude, but functional).
- Added: ability to SLOW the game, using the '<' key.
-
- Rev 2.50 October 19, 1991
- Revised game to a single version, no difference between
- "shareware" and "registered" versions.
-
- Added: A new creature that shows up on levels 10 and above.
- This creature, The Gambler, is created in a Snarf Pit,
- and moves by walking along the walls. As it moves, it
- constantly cycles through four stages, FirstAid, Ring,
- Jewels, and Death. If you come in contact with The
- Gambler, you will reap the reward associated with its
- current state:
- FirstAid: you're healed, tags restored to 50.
- Ring: 100 points is added to your level score.
- Jewels: 1000 points added to your level score.
- Death: you get "tagged" 20 times. Bad news.
- It only sticks around for a limited time, then it
- disappears.
-
- Rev 2.51 February 23, 1992
- Added: 10 new levels. Thanks go to John Buckwalter.
-
- Modified documentation to reflect membership in the Association
- of Shareware Professionals (ASP).
-
- Rev 2.60 June 7, 1992
- Added: UK registration information.
-
-
- IV. PRODUCTS AVAILABLE FROM EVERETT KASER SOFTWARE
-
- Solitile --- A game of solitaire, played with tiles. The object of
- the game is to remove all of the tiles from the pile, following
- a small number of rules. Includes layout and tileset editors.
- Requires EGA or VGA and 380K free memory.
-
- Sherlock --- The computer scrambles the locations of 36 items, then
- provides you with sufficient clues to determine their exact
- locations. Challenging game of logic with rich graphics disp-
- lay. Image editor and two extra sets of images included.
- Requires EGA or VGA and a Microsoft compatible mouse.
-
- Snarf --- Snarf is an arcade style game of mazes, treasures,
- First-Aid stations, locks and keys, teleports, and of
- course those nasty, sneaky, sniveling Snarfs. The game
- currently contains over 50 different levels, and includes
- a level editor so the user can create new levels.
- Requires EGA or VGA.
-
- Solitile Accessory Disks:
-
- Disk #1 --- Contains:
- 3 tilesets: MAHJONG, BATH, and TOOLS
- 5 layouts: MAYAMASK, ZIGZAG, PLANE, BIDIR, and PI
- 9 music files: ENTERTAINER, AROUND THE WORLD IN 80 DAYS, HALL
- OF THE MOUNTAIN KING, MUSIC BOX DANCER, ROSES, BLUE
- DANUBE, LOVE STORY, GODFATHER, A VERY GOOD YEAR
- 13 GIF files: space walking astronaut, Marylin Monroe, Bulldog,
- Star Trek Enterprise, cartoon characters, etc.
-
- Disk #2 --- Contains:
- 5 tilesets: STAMPS, BASEBALL, CANDY, WINTILE1, BODY
- 5 layouts: JAILBRAK,10HIDING,FLATCAT,SPRAYER,SQUARFAC
- 9 music files: SOUND OF SILENCE, THOSE WERE THE DAYS, BRIDGE
- OVER TROUBLED WATER, CABARET, GEORGY GIRL, KING OF THE
- ROAD, MOON RIVER, RAINDROPS KEEP FALLING ON MY HEAD,
- WHERE HAVE ALL THE FLOWERS GONE
- 21 GIF files: space shuttle take-off, King Tut, a cheetah's
- face, cartoon characters, etc.
- Disk #3 --- Contains:
- 10 tilesets: ALPHA, FLOWER, CARS1, COMICS, CARDS, CARDS2,
- TRAFFIC, TOONS, FLAGS, and COLLAGE.
- 4 layouts: STARSKY, GRNDCNYN, ENGINE, and CHECK.
- 5 music files: I'VE GOT A NAME, TIME IN A BOTTLE, FROM A
- DISTANCE, AMERICAN PIE, NOBODY DOES IT BETTER.
- 10 .GIF files: RogRABBIT, SHUTTLE, SHIRLEY, POOHBEAR, HOVER-
- CRAFT, CAPTAIN-OPUS, ROBOT, DONDUCK, INDIAN, PAGODA.
- MUSIC.COM, a utility that plays .MUS files outside of SOLITILE.
- Makes development/testing of .MUS files easier.
- MUSIC.DOC, documents the format of .MUS files, allowing
- you to create your new ones or modify others.
- ST2TO3.EXE, a utility for converting layouts created with
- previous versions of Solitile, and converts WIN direct-
- ories from previous versions of Solitile into "solved
- boards" in your Solitile 3 .PLY file. On previous vers-
- ions of Solitile, the layouts were stored in the
- SOLITILE.DAT file. With Solitile 3, they're stored in
- their individual .LYT files. If you've created layouts
- with a previous version of Solitile and would like to
- use them with Solitile 3, this utility will convert
- them from the SOLITILE.DAT file into .LYT files.
- ST2TO3.DOC, documents the usuage of ST2TO3.
-
- End of SNARF.DOC
-