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-
- MULTI-PRED
- by
-
- JOE TAYLOR
- 9B, 19/1 Soi Samanchan
- Sukhumvit 42
- Bangkok 10110
- Thailand
-
-
-
- ***** ***** ***** ***** *****
-
-
-
- CONTENTS
-
-
- 01 ......................... Copyright
-
-
- 02 ......................... Your Disk
-
-
- 03 ......................... Ordering
-
-
- 04 ......................... Introduction
-
-
- 05 ......................... A Quick Tour
-
-
- 06 ......................... The Games Window
-
-
- 07 ......................... The Menu Window
-
-
- 08 ......................... The Data Window
-
-
- 09 ......................... The Prediction Window
-
-
- 10 ......................... The Bet Window
-
-
- 11 ......................... The Result Window
-
-
- 12 ......................... The Graph Window
-
-
- 13 ......................... The Print Text Window
-
-
- 14 ......................... The Print Screen Window
-
-
- 15 ......................... The Colour Window
-
-
- 16 ......................... The Pal Window
-
-
- A1 ......................... Reading/Printing The Manual
-
-
-
-
-
- 1.............................. COPYRIGHT ..............................1
-
-
- ***********************************************************************
- * *
- * COPYRIGHT *
- * *
- * MULTI-PRED and all software, files, associated material, etc. are *
- * copyright (c) 1994, Joe Taylor. All rights reserved. No copying is *
- * permitted except for personal use. *
- * *
- * MULTI-PRED-DEMO and all software, files, associated material, etc. *
- * are copyright (c) 1994, Joe Taylor. All rights reserved. This demo *
- * version may be copied and distributed but the program, manual and *
- * all files must be included and unchanged. *
- * *
- ***********************************************************************
-
-
- ***********************************************************************
- * *
- * DISCLAIMER *
- * *
- * This software and information is provided "as is". *
- * *
- * No representations or warranties are made with respect to the *
- * accuracy, reliability, performance, currentness, or operation *
- * of this software and information, and all use is at your own risk. *
- * The author assumes no responsibility or liability whatsoever with *
- * respect to your use of this software and information. *
- * *
- ***********************************************************************
-
-
- ***********************************************************************
- * *
- * IMPORTANT NOTICE *
- * *
- * MULTI-PRED was, until recently, called FIVE-STAR. The program had *
- * never been distributed at this stage so changing the title was not *
- * a problem. However, now that the program is released as MULTI-PRED, *
- * I've found that a demo version of FIVE-STAR is being distributed. *
- * They are virtually the same program but MULTI-PRED is the official *
- * version and its' first release is Aug, 1994. *
- * *
- ***********************************************************************
-
-
-
-
- 2.............................. YOUR DISK ..............................2
-
-
- MAKING A BACKUP OF YOUR DISK
-
- Use the Workbench copying procedure to make the transfer i.e. insert the
- MULTI-PRED disk, select it, and drag the 'MULTI-PRED' drawer onto your
- empty disk.
-
-
- TRANSFERING THE PROGRAM TO YOUR HARD DISK
-
- Use the Workbench copying procedure to make the transfer i.e. insert the
- MULTI-PRED disk, select it, and drag the 'MULTI-PRED' drawer onto your
- hard disk window.
-
-
- TO RUN THE PROGRAM FROM WORKBENCH
-
- 1. Insert your WorkBench disk.
- 2. Insert your disk containing the multi-pred program, files and manual.
- 3. Select your disk icon.
- 4. Select the MULTI-PRED icon.
- 5. To read the manual double-click the 'manual' icon.
- 6. To run the program double-click the 'MULTI-PRED' icon.
-
- 7. The 'README' and 'Install' icons are only required if MULTI-PRED
- informs you that it cannot find a library. In this case, the 'README'
- file will instruct you on how to 'Install' the required library.
-
-
- TO RUN THE PROGRAM FROM HARD DISK
-
- 1. Select the window containing the MULTI-PRED drawer then items 4...7
- above will apply.
-
-
- TO RUN THE PROGRAM FROM THE CLI/SHELL
-
- 1. Open a cli/shell window and type stack 7000 press 'return'.
- 2. Insert your disk containing the program, files & manual (assume df1:).
- 3. Select directory type cd df1:multi-pred press 'return'.
- 4. To read the manual type manual/view80 press 'return'.
- 5. To run the program type multi-pred press 'return'.
-
- Note 1. In 4. above, a file requester is displayed in which you double-
- click 'manual_text'.
-
-
- RUNNING OUT OF DISK SPACE?
-
- If you make several copies of games or use many permutations you may find
- yourself running out of disk space. In this case:
-
- 1... Remove unused games : From the Games Window.
- 2... Remove unused permutations : From the 'perm' directory.
-
-
-
-
-
- 3.............................. ORDERING ...............................3
-
-
- MULTI-PRED --> LOTTO POOLS SWEEP DIGIT HORSE --> FIRST RELEASE AUG. 1994.
-
- I believe that MULTI-PRED, on its' first release, has much to offer, and
- has now reached the stage where feedback is valuable for future improve-
- ments. The two areas of particular importance are the prediction and bet
- modules which are too varied for one person to judge fairly. Your support
- and feedback will be highly appreciated.
-
- The suggested price is US$20.00, or equivalent.
-
- Send your orders to Joe Taylor at the above address in Thailand, and they
- will be attended to promptly.
-
-
-
-
-
- 4............................ INTRODUCTION .............................4
-
-
- MULTI-PRED is a powerful prediction tool for LOTTO, POOLS, SWEEP, DIGIT
- (eg 4d) and HORSE (races) systems available worldwide. You can therefore
- play your local system or any of the international systems such as LOTTO
- in America, Canada, Germany, Australia, etc. The program uses an identical
- framework for all 5 systems but they are run completely independently so
- that any number of them can be used simultaneously. All records, updates,
- predictions, bets and results are stored separately and can be saved to
- disk or sent to the printer at any time.
-
- Most of the systems covered by this manual have very high odds and it's
- therefore very difficult to win a large prize. There never has been a
- method capable of guaranteeing a win and MULTI-PRED is no exception. How-
- ever, if you do play any of these systems with any consistency, you really
- should use a prediction tool because they will help you improve the odds.
- For example, if you play a 6 out of 49 LOTTO game then the odds are 1 in
- approx. 14 million. When you're fighting these kind of odds you need all
- the help you can get and that's where MULTI-PRED comes in. One simple
- feature used by MULTI-PRED is the elimination of weak numbers. If 13 weak
- numbers were correctly eliminated from the 6 out of 49 game then this is
- the same as a 6 out of 36 game with odds of 1 in approximately 2 million.
- Successfully eliminating 19 weak numbers results in odds of 1 in approx.
- 1/2 million. You can see the huge benefits of this method if there are in
- fact weak numbers in the game. In a completely random game you would
- expect all numbers to balance out so that no number is weak or strong.
- This is true in the long run, but in the short term, there are always
- strong numbers which have been hitting regularly over the last several
- draws, and weak numbers that have never come in ages. Bet on the strong
- numbers, eliminate the weak numbers, try out computer predictions, try
- out your own predictions, combine predictions, try out bets, try out
- permutations, experiment, compare graphs. MULTI-PRED offers all of these,
- and more, all designed to improve the odds to a level where you stand a
- chance of winning. Without a prediction tool, you could play every week
- for your entire life-time and never win a major prize. These systems are
- exciting to play, but it's even better when you use a program to make
- selections, experiment, adjust, fine-tune, etc. It adds that little bit
- extra dimension and satisfaction to the game. MULTI-PRED has everything
- you need to improve the odds. Use it wisely and enjoy.
-
-
- SIZES
-
- Various game sizes are available worldwide for these systems and their
- limits within MULTI-PRED are as follows:-
-
- LOTTO: Min size = 3 out of 10 with 0..2 bonus numbers.
- Max size = 7 out of 56 with 0..2 bonus numbers.
- Max size = 8 out of 56 with 1 bonus numbers.
- Max size = 9 out of 56 with 0 bonus numbers.
-
- POOLS: Min size = 15 matches.
- Max size = 58 matches.
-
- SWEEP: Min size = 3 number result.
- Max size = 11 number result.
-
- DIGIT: Min size = 3 number result.
- Max size = 11 number result.
-
- HORSE: Min size = 3 horse race.
- Max size = 56 horse race.
-
-
- OPERATION
-
- All 5 systems are run individually but are displayed and operated in an
- identical format. The basic operation of the program is as follows :-
-
- 1. GAMES
-
- A Games Window will be displayed on entry to MULTI-PRED. You select
- one of the 5 systems to see which games are available, then 'RUN'
- your selected game.
-
- 2. MENU
-
- The Menu Window will be displayed when you 'RUN' your game. You can
- now operate the program in computer generated mode or user selection
- mode and select one of the following 4 Windows.
-
- 3. DATA
-
- The Data Window will display the list of saved results for the game
- being run. You will update this list as necessary when new results
- are published. Note that all 5 systems use number entry :-
-
- LOTTO, SWEEP & DIGIT: These systems publish fixed number results
- and are entered directly into MULTI-PRED.
-
- HORSE: Only the 1st and 2nd positions are entered for each race. If
- the horse in starting position 3 finished first, and the horse in
- starting position 5 finished second, then '3' and '5' are entered.
-
- POOLS: This system publishes say, 58 results. Only positions with
- high-value results (score-draws, non-score draws, etc) are entered.
- If position 15 had a score-draw, and position 27 a non-score draw,
- then '15' & '27' would be entered along with all the other high-
- value positions.
-
-
- 4. PREDICTIONS
-
- The Prediction Window allows you to select and manipulate prediction
- lists. These can be generated in many ways but basically it involves
- listing numbers in probability order with the best numbers first and
- the worst last, then selecting a group from the beginning of the
- list which will be used in betting. This format is used with all 5
- systems since they all use number entries in the Data Window.
-
- 5. BETS
-
- The Bet Window will use the group of numbers you selected in the
- Prediction Window and combine them into a bet list. These lists can
- be manipulated in many ways and you use the best list to fill out
- your lotto cards, football coupons, etc.
-
- 6. RESULTS
-
- When 5. above is complete, you will be waiting for results to be
- published. When they become available, type them into the Data
- window. The Results Window will compare these numbers with every
- line of your bet list and highlight winning numbers.
-
-
- TERMINOLOGY
-
- This manual describes the operational features of MULTI-PRED and applies
- to all 5 systems since they use the same format. This requires a common
- terminology :
-
- 1... 'system' refers to LOTTO, POOLS, SWEEP, DIGIT, or HORSE.
-
- 2... 'games' refers to the system game (6 out of 49 game, LOTTO system).
-
- 3... 'draws' refers to the published results of a game.
-
- 4... 'hit' refers to a 'number' that was correctly predicted. Note
- that in POOLS, 'number' means match positions (1..58), and
- in HORSE it means the starting positions.
-
- 5... 'prediction numbers' refer to the full prediction list (a selected
- group of these numbers will be used in the bet list). All
- 5 systems create a prediction list which is displayed in
- probability order. e.g. in the LOTTO example below, '13'
- is first in the list, '23' is second, etc. A group of
- these numbers is selected and used for betting.
-
-
- LOTTO POOLS
- 36 numbers 58 matches (only 56 shown)
- 23 selected 39 selected
-
- 13 16 30 xx xx -- -- 40 18 33 39 01 xx xx
- 23 29 22 xx xx -- -- 16 09 48 21 24 xx xx
- 02 32 11 xx xx -- -- 10 04 39 29 52 xx xx
- 01 19 18 xx xx -- -- 34 35 07 30 40 xx xx
- 31 14 20 xx -- -- -- 08 58 41 43 12 xx xx
- 12 15 28 xx -- -- -- 22 23 56 03 42 xx xx
- 25 26 04 xx -- -- -- 37 11 13 49 08 xx xx
- 05 16 xx xx -- -- -- 45 46 19 25 xx xx xx
-
- The 23 selected numbers The 39 selected match
- will be used in the bet numbers will be used
- list (the 13 xx numbers in the bet list (the
- are eliminated). 17+2 xx match numbers
- are eliminated).
-
- 3 possible bets are :- 3 possible bets are :-
-
- 02 19 22 26 30 32 12 08 10 16 18 22 25 29 30 35 41 56
- 05 12 16 19 25 29 22 11 13 19 22 29 34 37 41 43 49 58
- 14 15 23 25 26 31 30 09 18 19 21 23 24 30 34 37 39 49
-
-
- SWEEP & DIGIT HORSE
- 10 numbers 12 horses
- 6 selected 5 selected
-
- 05 xx -- -- -- -- -- 01 xx -- -- -- -- --
- 00 xx -- -- -- -- -- 03 xx -- -- -- -- --
- 09 -- -- -- -- -- -- 09 xx -- -- -- -- --
- 04 -- -- -- -- -- -- 10 xx -- -- -- -- --
- 01 -- -- -- -- -- -- 02 -- -- -- -- -- --
- 07 -- -- -- -- -- -- xx -- -- -- -- -- --
- xx -- -- -- -- -- -- xx -- -- -- -- -- --
- xx -- -- -- -- -- -- xx -- -- -- -- -- --
-
- Note that the SWEEP or The 5 selected horses
- DIGIT game can be up to (starting positions)
- 11 numbers long but each will be used in the
- number can only be 0..9. bet list and the rest
- This system lists 0..9 eliminated.
- in probability order and
- in this example, 6 have
- been selected for the bet
- list (the remaining 4 are
- eliminated.
-
- Assuming a game length of Bets are only for 1st
- 7 numbers then 3 possible & 2nd positions so 3
- bets are :- possible bets are :-
-
- 09 00 00 04 01 07 05 03 10
- 05 07 01 09 04 04 00 01 03
- 01 04 01 00 05 09 07 10 09
-
-
- SYSTEM DETAILS
-
- The following information describes the various limits used in MULTI-PRED.
- There's no need to memorise them since the program will display the
- necessary limits each time you make a change.
-
-
- ---------- Game --------- - Pred - ----- Bet ------
-
- Field Result Bonus Size Length Width
- min max min max min max min max min max min max
-
- LOTTO: 10 56 3 7 0 2 3 full 3 200 3 11
- POOLS: 15 58 3 19 0 0 3 full 3 200 8 11
- SWEEP: 3 11 3 11 0 0 3 10 3 200 game width
- DIGIT: 3 11 3 11 0 0 3 10 3 200 game width
- HORSE: 3 56 2 2 0 0 3 full 3 200 2 2
-
-
- e.g. LOTTO : 6 out of 49 with 1 bonus number
-
- Game : Field = 49. Result = 6. Bonus = 1.
- Pred : min = 6. max = 49.
- Bet : 3..200 bets. Each bet can contain 6..11 numbers.
-
- i.e. a Pred might only use 30 of the 49 numbers and arrange these
- 30 numbers into 100 bets with 7 numbers per bet.
-
- e.g. POOLS : ?? out of 58
-
- Game : Field = 58. Result = 3..19 Bonus = 0.
- Pred : min = 8. max = 58.
- Bet : 3..200 bets. Each bet can contain 8..11 numbers.
-
- i.e. a Pred might only use 40 of the 58 matches and arrange these
- 40 matches into 100 bets with 11 matches per bet.
-
- e.g. SWEEP : 7 numbers
-
- Game : Field = 7. Result = 7. Bonus = 0.
- Pred : min = 3. max = 10.
- Bet : 3..200 bets. Each bet must contain 7 numbers.
-
- i.e. a Pred might only use 6 of the possible 10 digits(0..9) and
- arrange these 6 numbers into 20 bets with 7 numbers per bet.
-
- e.g. DIGIT : 4 numbers
-
- Game : Field = 4. Result = 4. Bonus = 0.
- Pred : min = 3. max = 10.
- Bet : 3..200 bets. Each bet must contain 4 numbers.
-
- i.e. a Pred might only use 6 of the possible 10 digits(0..9) and
- arrange these 6 numbers into 20 bets with 4 numbers per bet.
-
- e.g. HORSE : 12 horse race
-
- Game : Field = 12. Result = 2. Bonus = 0.
- Pred : min = 3. max = 12.
- Bet : 3..200 bets. Each bet must contain 2 numbers.
-
- i.e. a Pred might only use 4 of the possible 12 horses (starting
- positions) and arrange these 4 numbers into 3 bets with 2
- numbers per bet.
-
-
-
-
-
- 5............................. A QUICK TOUR ............................5
-
-
- Starting the program, as described above, will open the Games Window. You
- first select the system you currently want to follow (we'll use LOTTO for
- the quick tour) and the games available for this system will be displayed.
- Since we're just practicing with the program, it's better to make a copy
- of the game and use the copy (it can always be removed later). To make a
- copy, first select 'COPY' from the menu bar, then select the game to be
- copied (lotto_06_1_36_A), then select an 'empty..........' box for the
- copy. The game will be displayed as 'lotto_06_1_36_B'. Now select 'RUN',
- then 'lotto_06_1_36_B', and the Menu Window will be displayed with the
- name of your selected game in the title bar. The first thing to do now is
- select one of the 2 small gadgets at the top of the window. If 'COMP' is
- selected then the menu is set up for the computer generated option (the
- computer will make predictions for the next draw). Selecting 'USER' will
- set it up for the user generated option (you'll make your own predictions).
- Go ahead and select them now and you'll see that the 'COMP' and 'USER'
- options have their own colour schemes (the colours, background patterns,
- and pointer can be selected from the menu bar). The 'AUTO GAME' feature
- is very powerful but will take a long time to run so it's best to ignore
- it for now.
-
- ENTERING DATA
-
- Note: The Data Window contains a menu bar with 2 headings: 'DISPLAY' and
- 'DATA'. All changes/adjustments mentioned below are found under
- 'DATA'.
-
- Draw entry is common to both 'COMP' and 'USER' so it doesn't matter which
- one is currently on. Select 'DATA' and the Data Window will be displayed
- in which you enter your draw data as they become available. This would
- normally be done by typing in the entry boxes at the bottom of the tables
- but a file of data can also be read in (or out) using 'LOAD DATA' (or
- 'SAVE DATA'). However, for this quick tour it is not necessary to enter
- data, but you can examine the tables by selecting 'CHANGE DATA' and then
- 'NEXT DRAW', 'PREV DRAW', 'NEXT PAGE' or 'PREV PAGE'. When finished,
- select the 'close' gadget at the top left-hand corner of the window and
- you will be returned to the main menu.
-
- MAKING A PREDICTION
-
- Note: The Prediction Window contains a menu bar with 2 headings:
- 'DISPLAY' and 'PREDICTIONS'. All changes/adjustments mentioned
- below are found under 'PREDICTIONS'.
-
- We will examine the computer generated system so select 'COMP' (if not
- already selected) then 'PREDICTIONS', and the Computer Prediction Window
- will be displayed. The 'STATUS' box lists the computer prediction numbers
- for the next draw but only the first group (dark) will be used (the rest
- are the weak numbers which are eliminated). The system which created
- these numbers is then applied to the previous 20 draws and the results
- shown in the left-hand box (no numbers will be displayed on entry if a
- prediction has not previously been saved).
-
- 'CHANGE PRED' is used to select 1 of 4 computer generated predictions and
- eliminate the weak numbers e.g. pick PRED 1 and the 'STATUS' box will be
- updated with its' full prediction for the next (still to be published)
- draw). To reduce this size to say, 30, first select 'PRD SIZ' to display
- a number requester. This shows you the current value of 'PRD SIZ' and its'
- limits. You can now type in '30', press return, and the 'STATUS' box will
- show that the first 30 numbers are used and the rest eliminated. The
- 'RESULT' box will then be updated. What actually happens is that the
- computer uses the selected 'PRED' to make a full field prediction for
- each of the last 20 draws but only uses 30 (in this example) of the
- numbers generated. In other words, if the LOTTO system is 6 out of 36,
- then the computer has been instructed to use its best 30 numbers thus
- trying to predict 6 out of 30 for the past 20 draws. If it correctly
- predicted 5 of the 6 numbers for one of the past draws, then the 'RESULT'
- box will show a '*' in row '5' for this draw position. If 'SAVE PRED' is
- now selected then the 30 numbers will be used for betting on the next
- draw.
-
- You can try different values for 'PRD SIZ' on all 'PREDS'. Remember that
- as you increase 'PRD SIZ', you not only increase your chances of picking
- the winning numbers (good) but you also increase the number of possible
- betting combinations (bad). Similarly, as you reduce 'PRD SIZ', you not
- only decrease your chances of picking the winning numbers (bad) but you
- also reduce the number of possible combinations (good). The 'RESULT' box
- will help you find a happy medium.
-
- When you have found the most promising combination, select 'SAVE PRED'
- and the displayed values will be remembered (pressing 'SHOW PRED' then
- 'COMP' will re-display it at any time). Now return to the menu by hitting
- the 'close' button at the top left-hand corner of the window. Notice that
- the date in the menu 'PREDICTION' box has been updated to show that a
- prediction has been made.
-
- PLACING YOUR BET
-
- Note: The Bet Window contains a menu bar with 2 headings: 'DISPLAY' and
- 'BETS'. All changes/adjustments mentioned below are found under
- 'BETS'.
-
- We'll stay in the computer system so 'COMP' should still be highlighted
- with the menu selections still set accordingly. Press 'BETS' to display
- the Computer Bet Window. The prediction numbers you previously selected
- are re-displayed in the status box and you now want to combine the first
- set of numbers (dark) into a list of bets for the next draw. 'CHANGE BET'
- is used to set up the bet size and generate the bet list.
-
- You can play up to 200 bets and for this example we'll use 100. Select
- 'CHANGE BET' to display the bet gadgets, then select 'BET LEN' (length)
- to display the number requester. This will display the current value of
- 'BET LEN' and its' limits so you can go ahead and enter '100' and press
- return.
-
- The width of the bet list is also variable and in this example we'll use
- 8-number bets by selecting 'BET WID' and entering '8' in the requester.
-
- Balancing refers to the number of times each selected prediction number
- appears in the bet list and is affected by the value (1...10) entered in
- the 'BET BLN' gadget. 1 = good balance, 10 = bad balance so we'll enter
- '2'.
-
- Range refers to the sum of all the numbers in each line of the bet list
- and therefore affects the number combinations (the program tries to keep
- the sum of each line within a specific range). A value of 1...10 can be
- entered into the 'BET RNG' gadget where 1 = close range, 10 = wide range).
- We'll enter '5' (select 'RANGE BET' to see the effect of changing this
- value).
-
- You now generate your list of 100 bets by selecting 'RUN BETS' and
- entering '1' in the requester (if you enter, say 5, then 5 bet lists will
- be generated and the best selected). After a few seconds the listing will
- be displayed in the left-hand box which can be viewed using 'NEXT PAGE',
- 'PREV PAGE'. The number balancing and range for this list can be checked
- by selecting 'RANGE BET' and, if your not satisfied, you can re-select
- 'RUN BETS' to generate a new list using the same previously entered
- values. If you're still not satisfied, then change one or more of the
- values and rerun.
-
- It is also possible to produce a list with one common number in each line
- which would of course be useful if you felt confident that it would be
- picked in the next draw (the number has to be one of the selected (dark)
- prediction numbers). In this case you would enter your number (e.g. 28)
- into the 'COMMON XX' gadget which would show your selection ('COMMON 28')
- and re-run. Every line of the generated list will contain this number.
- Entering '00' will cancel the common number feature.
-
- You can play around with these selections and when you've decided which
- one you want to use, select 'SAVE BET' and the displayed bets will be
- remembered. Return to the main menu by selecting the 'close' gadget at
- the top left and the date will now show a bet has been made.
-
- CHECKING YOUR RESULTS
-
- Note: The Result Window contains a menu bar with 2 headings: 'DISPLAY'
- and 'RESULTS'. All changes/adjustments mentioned below are found
- under 'RESULTS'.
-
- You've now selected your prediction and made your bet so normally you
- would have filled out your LOTTO cards waiting for the next draw results
- to be published. Once you enter them in the Data Window then results
- would be available and can be examined by selecting 'RESULTS' (and 'COMP'
- if necessary). However, while you're waiting, you can imitate this
- process by selecting 'RESULTS' (to display the Computer Results Window)
- and enter random 'next draw data'.
-
- Go ahead and select 'RESULTS' now. You will see your prediction numbers
- displayed in the status box (centre) but no results are yet available.
- Normally, if you had entered the next draw data in the Data Window, they
- would be shown in the small box (at the bottom of the 'results' box) and
- all other boxes would show the results. To duplicate this action, select
- 'CHECK RESULTS' and then 'TRIAL RUN' and the small box will be filled
- with random 'next draw data'.
-
- With (experimental) results now available you will be able to check
- immediately if you would have won any prizes by examining the highlighted
- numbers in the 'TOT HITS' box e.g. if '05' shows a highlighted count of
- 3, then there are 3 bets in the bet list containing 5 hits. To find them,
- first select the '5HIT' so that the position (LHS of list) of all bets
- containing 5 hits will be highlighted. Now use 'NEXT PAGE' and 'PREV PAGE'
- to move through the bet list in search of the highlighted games.
-
- That's the end of the quick tour for the computer generated option. The
- same process can be executed automatically using 'AUTO WIN/RUN AUTO' in
- the main window menu. This will automatically select and save the best of
- several predictions, then use it to generate several bets, select the
- best, and save it.
-
- If you now want a very quick tour of the user selection option, then
- first select 'USER' in the main window, then 'AUTO WIN/RUN AUTO'.
-
- The generation of predictions and bets are important areas and MULTI-PRED
- has several methods for manipulating them so do experiment and read the
- rest of the manual for more details.
-
-
-
-
-
- 6.......................... THE GAMES WINDOW ...........................6
-
-
- MOVE COPY CHANGE
-
- Move Game Copy Game Rename Game
- Exch Game New Game >> Blank Game/Disk Game
- Delete Game
-
-
- MULTI-PRED can keep track of 12 games for each system and one example per
- system is stored on the disk when you first made your purchase. If you
- select 'LOTTO' then one box will contain the game 'lotto_06_1_36_A', and
- the remaining 11 boxes will be empty. The last character can be 'A', 'B'
- or 'C' and is initially set to 'A'. This allows you to 'COPY' a game into
- an 'empty.....' box where it will be shown with the same name but with a
- suffix 'B'. A second copy will produce a suffix 'C'. All games will be
- stored individually on the disk so you can keep track of up to 3 sets of
- predictions, bets, etc. for the one game. It's a good idea to make a copy
- and use the 'B' game to practice with the program. 'DELETE' will remove
- the game when you've finished. 'MOVE' and 'EXCH' are used for tidying up
- the games boxes and 'RUN' for selecting a game for use in MULTI-PRED.
-
-
- RUN: To run 1 of 12 possible games for the selected system.
-
- 1. Select 'RUN'
- 2. Select one of the game boxes (not 'empty....')
-
- MOVE: To move a game to an 'empty....' box.
-
- 1. Select 'MOVE'
- 2. Select the game to be moved
- 3. Select an 'empty....' box for the game
-
- EXCH: To exchange the positions of any 2 games (including 'empty..').
-
- 1. Select 'EXCHANGE'
- 2. Select the first game to be exchanged
- 3. Select the second game to be exchanged
-
- COPY: To copy a game to an 'empty..' box. The copy will be displayed
- with the extension incremented.
-
- 1. Select 'COPY'
- 2. Select the game to be copied
- 3. Select an 'empty....' box for copying into
-
- DELETE: To remove a game from the system. A requester will be displayed
- to confirm your choice.
-
- 1. Select 'REMOVE'
- 2. Select the game to be removed.
-
- NEW: To add a new game to the system.
-
- 1. Select 'NEW' / 'BLANK GAME'
- 2. Select an 'empty....' box for the new game. A window will
- now be displayed in which you can enter the name for a new
- blank game. This game will contain no draw data.
-
- 1. Select 'NEW' / 'DISK GAME'
- 2. Select an 'empty..' box for the new game. A file requester
- will now be displayed in which you can select a game from
- the 'GAMES DISK' (when available). This game will contain
- draw data for the specified game.
-
- RENAME: To change the name of an existing game (and its' copies).
-
- 1. Select 'RENAME'
- 2. Select the game you want to rename (if you have copies
- then select the 'A' game). A small window will now be
- displayed allowing you to change the name of the selected
- game using the keyboard. When you close this window, the
- game and copies will use the new name.
-
-
- Once you're familiar with the program you will want to add your own game.
- I hope in the future, to produce a Games Disk containing lists of updated
- data for as many games as possible so that you can use 'NEW' to transfer
- a game of your choice directly into an 'empty....' box. Until then, you
- you have two other methods :-
-
- 1... Create a new blank game, run the game, and type in your own data
- from the Data Window.
-
- To create a new blank game, first select 'NEW' / 'BLANK GAME' and
- then an 'empty.' box to store your new game. A window will open in
- which you enter the name & size of your game. e.g. if you want to
- start a new game for a LOTTO system which uses 6 from 36 numbers
- with 1 bonus:-
-
- lotto_06_1_36_A
-
- canada = name of game (5 chars) 06 = 6 hits (2 digit)
- 1 = 1 bonus (1 digit) 36 = 36 field (2 digits)
- A = 'A' game (copies will be 'B' or 'C' games).
-
- It's important that the numbers match the game being created since
- they will be used in the program. The following examples should
- help :-
-
- LOTTO: hit 3..7 bon 0..2 field 10..56
-
- e.g. 6 hits out of 49 numbers with 1 bonus number :-
- lotto_06_1_49_A
-
- POOLS: hit ---- bon ---- field 15..58
-
- e.g. variable results from 58 games :-
- pools______58_A
-
- SWEEP: hit ---- bon ---- field 3..11
-
- e.g. 7 number sweep (each number 0...9) :-
- sweep______07_A
-
- DIGIT: hit ---- bon ---- field 3..11
-
- e.g. 4d game (4 digits, each 0...9) :-
- digit______04_A
-
- HORSE: hit ---- bon ---- field 3..56
-
- e.g. 12 track race :-
- horse______12_A
-
- Note that in the HORSE example, '12' actually refers to the track
- size so a race of less than 12 horses on the same track can be used
- in this game.
-
- Note that if your SWEEP game uses the full sweep number for major
- prizes and the first/last 3 numbers for the minor prizes, then
- these are all selectable within the program.
-
- Note that if your SWEEP game uses the full sweep number for major
- prizes and 3 separate numbers for small prizes then you can open
- one game for the main sweep and another game for the 3 numbers.
-
- When complete, select 'OK' and your new game will appear in place
- of the 'empty.....' box. Now 'RUN' it to display the Menu Window
- and then select 'DATA' and type in your data.
-
-
- 2... Create a new blank game, run the game, and read in a file of data
- from the Data Window.
-
- The procedure is identical to 1... above, except that you select
- 'LOAD DATA' from the Data Window to read in a file of data that you
- stored from another prediction program, or from a modem, perhaps.
-
-
-
-
-
- 7........................... THE MENU WINDOW ...........................7
-
-
- DISPLAY GAME
-
- Colour >> Adjust/Default Game Win
- Print >> Text/Screen Auto Win >> Change Auto ** /Run Auto
- Pal Rev Date
- Pattern >> Pattern0..4
- Pointer >> Pointer0..4
- Manual
- Screen >> 2 Colours..8
- About
- Quit
-
-
- Change Auto = GRA VAR, GRA SCR, GRA DRW, PRD SIZ, BET LEN, BET WID,
- BET BLN, BET RNG, BET COM, BET LST, BET PRM, AUTO RUN
-
-
- The purpose of the Menu Window is to provide access to 4 major sections
- of MULTI-PRED: Data, Predictions, Bets and Results. These gadgets are
- shown in the centre of the window and will be used in conjunction with
- two other gadgets: 'COMP' and 'USER'.
-
- MULTI-PRED has two separate options for producing predictions: one is
- computer generated and the other is user selectable. They are selected by
- 'COMP' and 'USER' each of which has its own colour scheme.
-
- The normal procedure for using the program would be :-
-
- 1. Select 'COMP' or 'USER' for whichever option you want to use.
-
- 2. The 'DATA' window will have been previously updated.
-
- 3. Select 'PREDICTIONS' to produce a list of numbers which will be used
- to bet on the next draw.
-
- 4. Select 'BETS' to arrange the prediction numbers into a list of bets.
- These bets contain the numbers to mark on your LOTTO cards, POOLS
- coupon, etc.
-
- 5. At this stage, you are waiting for the next draw. When you receive
- the next draw numbers, enter them in the 'DATA' window. Results are
- now available and can be examined by selecting 'RESULTS'.
-
- The dates inside the 4 main menu boxes will be automatically updated to
- show the current status of the program. e.g. at one stage you may have
- selected your prediction numbers, made your bet, and are waiting for the
- next draw. In this case, the dates displayed for 'PREDICTIONS' and 'BETS'
- will be the same as those in the 'DATA'. The 'RESULTS' date will show
- zeroes. When you enter the numbers for the next draw, the 'RESULTS' date
- will be the same as 'DATA' showing that results are now available and can
- be examined, sent to the disk or sent to the printer. It's important to
- note that if you now change the saved prediction or bet, the 'RESULTS'
- date will be zeroed and you won't be able to examine them.
-
- 'GAMEWIN' in the menu bar will re-open the same Games Window that was
- displayed on entry to MULTI-PRED. You can therefore select another game
- (or another system) without leaving the program. Notice that the game
- currently in use is displayed in the title bar of every main window.
-
- 'COLOUR', 'PRINT' and 'PAL' are available on every window ('PAL WIN' is
- used on PAL machines only). 'PRINT' will allow printing of text/screen
- via selections in their respective windows. 'COLOUR' will provide colour
- adjustment for this window and all other windows in the current option
- (COMP or USER). A choice of background patterns and pointers are also
- available.
-
- 'AUTO WIN' is a powerful feature that will automatically select and save
- the best prediction, then automatically select and save the best bet list.
- It can be set up and run from 'CHANGE AUTO', or run directly from 'RUN
- AUTO'. The setup will be saved to disk and available for both COMP and
- USER.
-
- You should become familiar with the Prediction and Bet Windows before
- using this feature since all the variables in the initial setup come from
- these windows. The variables to be initialised are as follows :-
-
- GRA VAR: The variable size used in the Prediction graph for COMP.
-
- GRA SCR: The scoring size used in the Prediction graph for COMP.
-
- GRA DRW: The number of draws used in the Prediction graph for COMP.
-
- PRD SIZ: The size of the prediction group to use for betting.
-
- BET LEN: The number of bets to be generated.
-
- BET WID: The size of each bet.
-
- BET BLN: The bet balance value (1..10).
-
- BET RNG: The bet range value (1..10).
-
- BET COM: The common number to be used in every line of the bet list.
-
- If this number does not appear in the first group of the
- generated prediction, then the first prediction number will
- be used as the common number.
-
- A '0' means no common number will be used.
-
- BET LST: The number of bet lists to generate before selecting and
- saving the best.
-
- BET PRM: This will determine whether the bet list is generated with
- random numbers or a permutation.
-
- Perm "off!" :- all of the above values will be used to
- generate a random but balanced bet list.
-
- Perm " on " :- only PRD_SIZ, BET_LEN & BET_WID are used
- since they will determine which permutation
- to use (BET_BLN will affect the balancing of
- the bet list). You can use your own perm or
- create one as explained in Bet Window.
-
- If the correct perm is not found on the disk,
- then 5 bet lists will be run. This would be
- the same as setting BET LST to '5', and BET
- PRM to 'off'.
-
- AUTO RUN: Selecting this gadget will start the auto feature using the
- above values.
-
-
- The main menu listing is as follows :-
-
- DATA: To display the Data Window.
-
- 1. Select 'DATA'
-
- PREDICTIONS: To display the Computer Prediction Window or the User
- Prediction Window.
-
- 1. Select 'COMP' or 'USER' if necessary
- 2. Select 'PREDICTIONS'
-
- BETS: To display the Computer Bets Window or User Bets Window.
-
- 1. Select 'COMP' or 'USER' if necessary
- 2. Select 'BETS'
-
- RESULTS: To display the Computer Results Window or User Results
- Window.
-
- 1. Select 'COMP' or 'USER' if necessary
- 2. Select 'RESULTS'
-
- COLOUR: To display the Colour Selector Window for the current
- system (comp or user) or to select default colours.
-
- 1. Select 'COMP' or 'USER' if necessary
- 2. Select 'COLOUR/ADJUST' to adjust colours
-
- 1. Select 'COMP' or 'USER' if necessary
- 2. Select 'COLOUR/DEFAULT' to select the default colours
-
- PRINT: To display the Print Text Window.
-
- 1. Select 'PRINT/TEXT'. This will display the Text Window
- in which data, prediction, bet or result listings can
- be sent to the disk or printer.
-
- To display the Print Graphics Window.
-
- 1. Select 'PRINT/SCREEN'. This will display the Graphics
- Window for printing the display to a graphics capable
- printer.
-
- PAL: To switch the Pal Window on/off. This gadget appears only
- on PAL machines.
-
- 1. Select 'PAL'. This will display the window if it is
- off, or remove the window if it is on.
-
- PATTERN: To change the background patterns used in the main windows
- of the option in use (COMP or USER).
-
- 1. Select 'PATTERN0' for plain background or 1.. 4 for
- patterned background
-
- POINTER: To change the mouse pointer style for the option in use
- (COMP or USER).
-
- 1. Select 'ORIGINAL' for the pointer used on entry to
- MULTI-PRED or POINTER1.. 4 for a preset pointer style.
-
- MANUAL: To display the manual.
-
- 1. Select 'MANUAL'. This will display the manual via
- View80.
-
- SCREEN: To select the number of colours displayed on the screen
- (affects all windows, COMP and USER).
-
- 1. Select 'SCREEN/2 COLOURS' for a 2 colour display
- 2. Select 'SCREEN/4 COLOURS' for a 4 colour display
- 3. Select 'SCREEN/8 COLOURS' for an 8 colour display
-
- ABOUT: To display MULTI-PRED info.
-
- 1. Select 'ABOUT' to display the info.
-
-
- QUIT: To quit MULTI-PRED.
-
- 1. Select 'QUIT'. A requester will be displayed so that
- you can confirm your choice to quit the program.
-
-
- GAME WIN: To change to another game or system.
-
- 1. Select 'GAME WIN'. This will display the same Games
- Window that appears on entry to MULTI-PRED.
-
- AUTO WIN: To set up and/or run the auto game feature.
-
- 1. Select 'AUTO WIN/CHANGE AUTO'. This will display the
- Auto Run Window which is described above.
-
- To run the auto game feature directly.
-
- 1. Select 'AUTO WIN/RUN AUTO'. This will run the auto game
- feature using the values entered by 'CHANGE AUTO'.
-
- REV DATE: To reverse the display of the dates used throughout the
- system.
-
- 1. Select 'REV DATE' (the day and month will be reversed).
-
-
- COMP, USER: To select the computer option or user option. The menu and
- all windows will use different colours, background, pointer.
-
- 1. Select 'COMP' or 'USER'
-
-
-
-
-
- 8........................... THE DATA WINDOW ...........................8
-
-
- DISPLAY DATA
-
- Colour Change Data **
- Print Screen Load Data
- Pal Save Data
-
-
- Change Data = NEXT DRAW, PREV DRAW, NEXTPAGE, PREV PAGE, INSERT, DELETE,
- DATA WIN.
-
-
- LOTTO : The Data Window is used to enter draw results for the LOTTO game
- being used. This will be in the form of double digit numbers
- separated by a space with the bonus number(s) entered last. The
- actual draw results will be a set of numbers (max 9) each being
- within the range 01... size of game (max 56).
-
- POOLS : The Data Window is used to enter draw results for the POOLS game
- being used. This will be in the form of double digit numbers
- separated by a space. The actual draw entry will be a set of
- numbers (max 19) corresponding to positions with high-value
- results. If there are 5 high-value results, then 5 numbers are
- entered; if 9, then 9 numbers are entered.
-
- SWEEP : The Data Window is used to enter draw results for the SWEEP game
- being used. This will be in the form of double digit numbers
- separated by a space and listed in the correct order. The actual
- draw entry will be a set of numbers (max 11) each being 0..9.
-
- If your SWEEP game offers a full sweep number for major prizes
- and uses the left-hand or right-hand 3 numbers for small prizes
- then 'DATA WIN' can be used to select the full size, left-hand 3,
- or right-hand 3.
-
- If your SWEEP game offers a full sweep number for major prizes
- and 3 separate numbers for small prizes then you can run one game
- for the main sweep and another game for the 3 numbers.
-
- DIGIT : The Data Window is used to enter draw results for the DIGIT game
- being used. This will be in the form of double digit numbers
- separated by a space and listed in the correct order. The actual
- draw entry will be a set of numbers (max 11) each being 0.9.
-
- HORSE : The Data Window is used to enter draw results for the HORSE game
- being used. This will be in the form of 2 double digit numbers
- separated by a space and listed in the correct order (the first
- number is the starting position of the horse that finished 1st,
- and the second for the horse that finished 2nd). The actual draw
- entry will be 2 numbers each being 1...race size.
-
-
- The Data Window displays the draw list for the game in use. MULTI-PRED
- will store up to 200 draws so if you have at least 200 draws for any game,
- the last draw number will always show 200 but the draw date will be the
- actual date. You will use the Data Window to enter draw data as it becomes
- available. This data will be used throughout the program, both in the
- 'COMP' and 'USER' options, so it is important to keep it up to date and
- accurate. Note that the program requires a minimum of seventy entries in
- the draw list before it will operate. If you have less than this but want
- to get the program working, then you can use 'SAVE DATA' & 'LOAD DATA'
- (described below) to save your entries to a file and re-read them back in.
- This will append the file to your list so the data will obviously be
- duplicated. You don't want this to happen to your original 'A' game, so
- make a copy first and duplicate the copy. It can always be removed later.
-
- There are two methods for entering data: user input and file input.
-
- USER INPUT
-
- This method requires that you type in draw data as it becomes available
- and is normally used to update the game you are following. There are 3
- entry boxes provided for this purpose :-
-
- 1. The 'DRAW' number is normally incremented automatically so you do not
- need to make an entry here (unless you want to examine/change a
- previously entered draw).
-
- 2. The draw 'DATE' will normally contain the cursor when the Data Window
- is first entered. You can go ahead and type in the date for this
- draw. When complete, press the 'return' key to move the cursor to the
- 'DATA ENTRY' box.
-
- 3. With the cursor in the 'DATA ENTRY' box, enter the list of hit
- numbers for this draw. If your game (LOTTO) includes bonus numbers
- then they must be entered last i.e. on the right-hand side of the
- list. When complete, press 'return' and the entered data will now be
- accepted in the system and the table updated ready for the next set
- of draw data i.e. the 'DRAW' number box contains the next draw number
- and the cursor will be in the empty draw 'DATE' box waiting for data
- to be entered for this draw. If 'DATA WIN' is selected then the 'DATA
- ENTRY' box will be blanked out allowing for faster updating of the
- window. The data can be shown any time by re-selecting 'DATA WIN'.
-
- Note that 'DATA WIN' in the SWEEP system is used to set up the size
- of the draw to be used in the program (predictions/bets/results can
- use the full size, left-hand 3, or right-hand 3).
-
-
- While entering data, mistakes can be rectified using the 'backspace',
- 'del' and 'arrow' keys. You can also correct a mistake in a box already
- entered. e.g. If you notice a mistake in the 'DATE' box while you are in
- the 'DATA ENTRY' box then you can re-select the 'DATE' box (by clicking
- in it with the mouse), make the necessary changes and press 'return'. The
- cursor will now move back to the 'DATA ENTRY' box. Data is only accepted
- by the system when 'return' is pressed in the 'DATA ENTRY' box (and the
- draw number/date has already been filled in).
-
- Also, if you notice a mistake in a draw already entered in the list, then
- first position this draw in the entry boxes using 'NEXT DRAW'/'PREV DRAW'
- and/or 'NEXT PAGE'/'PREV PAGE'. Then press 'return' as required, to move
- the cursor into the necessary box, make the change, and again press
- 'return' for this and the following boxes. A specific draw can also be
- placed in the entry boxes by entering the required draw number in the
- 'DRAW' number box and pressing 'return').
-
- 'INSERT' and 'DELETE' are also used for correcting mistakes but this time
- an entire line of data is affected. A number entry box will be displayed
- in which you enter the line number to be deleted or inserted. A deleted
- line will be removed from the list leaving no spaces, whereas inserting
- a line will first create a space in the list for new data to be entered.
- If the list is already full when you insert, then the first line (001)
- will be lost.
-
- FILE INPUT
-
- File input is used if you have a file of data (from a previous version of
- MULTI-PRED, a modem, another prediction program etc.) that you want
- transferred to the displayed game. If this game already contains data
- then the file data will be appended to it.
-
- If the data file is for appending to an existing game, then you would
- first 'RUN' this game from the Games Window, then enter the DATA Window
- and read the file as described below.
-
- If the data file is for a new game then you would first set up this game
- in the Games Window (using 'NEW' / BLANK GAME') and 'RUN' it, then enter
- the Data Window and read the file as described below.
-
- To read the file, first select 'LOAD DATA' to display a file requester,
- then select the drive, directory, and the required file. The data from
- the file will now be added to the game and displayed.
-
- For this operation to work you must make sure that the data in the file
- is set up correctly (a file saved by 'SAVE DATA' is in the correct form).
- Also, if you are updating your game by appending data, then make sure the
- first entry in the file follows the last entry in the game. An example
- file list is as follows :-
-
- LOTTO
- 02 10 91 01 09 18 22 23 31 11 6 hits, 1 bonus
- 05 10 91 03 05 11 17 24 29 01
- 07 10 91 09 17 22 25 34 36 25
-
- POOLS
- 02 10 91 03 09 17 23 38 42 51 variable entry
- 05 10 91 10 21 24 29 31 38 40 49 size. max 19.
- 07 10 91 06 19 30 33 46 47
-
- HORSE
- 02 10 91 05 01 1st & 2nd pos
- 05 10 91 03 07
- 07 10 91 01 03
-
- SWEEP/DIGIT
- 02 10 91 04 00 00 09 03 5 number system
- 05 10 91 01 05 01 07 07
- 07 10 91 09 01 01 04 06
-
- Note 1
-
- The date must be shown in the first three positions as DD MM YY or MM DD
- YY using two digits separated by at least one space. If you are appending
- data then make sure that the dates shown in the program are in the same
- sequence as in the file list (the day and month used in the program can
- be reversed in the main menu).
-
- Note 2
-
- The date must be followed by at least one space and then the hit/bonus
- numbers listed as one or two digits separated by at least one space. The
- order is not important in LOTTO or POOLS except that any bonus numbers
- (LOTTO) must be at the right-hand side. SWEEP, DIGIT and HORSE systems
- require correct ordering.
-
- FILE OUTPUT
-
- File output is used if you want to transfer the data to a later upgrade
- of MULTI-PRED or to another prediction program. First select 'SAVE DATA'
- to display a file requester, then choose the drive, directory, and enter
- the file name. When you press return, the data from the current game will
- be sent to the specified file. A saved file can be directly read into a
- game using 'LOAD DATA' so the output from one version of 'MULTI-PRED' can
- be read into a later version.
-
-
-
-
-
- 9........................ THE PREDICTION WINDOW ........................9
-
-
- LOTTO : The Prediction Window is used to set up the 'STATUS' box with a
- list of numbers which have a fair chance of being picked in the
- next draw. The highest probability numbers are in the first group
- (dark) and will be available in the Bet Window so that a list of
- bets can be generated.
-
- POOLS : The Prediction Window is used to set up the 'STATUS' box with a
- list of (match) numbers which have a fair chance of producing a
- high score in the next game. The highest probability numbers are
- in the first group (dark) and will be available in the Bet Window
- so that a list of bets can be generated.
-
- SWEEP : The Prediction Window is used to set up the 'STATUS' box with a
- list of numbers which have a fair chance of being picked in the
- next draw. The highest probability numbers are in the first group
- (dark) and will be available in the Bet Window so that a list of
- bets can be generated.
-
- DIGIT : The Prediction Window is used to set up the 'STATUS' box with a
- list of numbers which have a fair chance of being picked in the
- next draw. The highest probability numbers are in the first group
- (dark) and will be available in the Bet Window so that a list of
- bets can be generated.
-
- HORSE : The Prediction Window is used to set up the 'STATUS' box with a
- list of starting positions which have a fair chance of finishing
- 1st or 2nd. The highest probability numbers are in the first group
- (dark) and will be available in the Bet Window so that a list of
- bets can be generated.
-
-
- The Prediction Window for the 'COMP' and 'USER' options are similar but
- they function differently, so both are described separately :-
-
-
- 1. COMPUTER PREDICTION WINDOW
-
-
- DISPLAY PREDICTIONS
-
- Colour Change Pred **
- Print Screen Compare Pred
- Pal Save Pred
- Clear Pred >> Displ Pred/Saved Pred
- Display Pred >> Comp Pred/User Pred
- Graph Pred
- Auto Pred **
- Combine Pred
-
- Change Pred = PRED NUM 1, PRED NUM 2, PRED NUM 3, PRED NUM 4, PRD SIZ.
-
- Auto Pred = GRA VAR, GRA SCR, GRA DRW, PRD SIZ, RUN AUTO.
-
-
- There are 4 preset prediction models 'PRED NUM 1', PRED NUM 2', PRED NUM 3
- and 'PRED NUM 4' which, when selected, will show in the 'STATUS' box as a
- list of numbers in probability order. The highest probability numbers will
- be shown dark, and the rest are the weak numbers which hopefully, will not
- be picked in the next draw. These numbers can then be eliminated from the
- prediction to improve your odds considerably (assuming of course, that
- they are not in fact picked in the next draw).
-
- There is a significant improvement in the odds by successfully eliminating
- the weak numbers. 'PRD SIZ' is used to select a group of numbers from the
- top of the prediction list thus eliminating the remaining (weakest)
- numbers. e.g. if you are playing a 6 out of 49 LOTTO game, then selecting
- 'PRED NUM 1', 'PRED NUM 2', 'PRED NUM 3' or 'PRED NUM 4' will fill the
- prediction table with 49 numbers in probability order. If 'PRD SIZ' is set
- to 39 then the first 39 numbers from the table will be used.
-
- The 'RESULTS' table will be displayed simultaneously with the prediction
- list. It is produced by using your choice of 'PRED' and 'PRD_SIZ' and
- applying them to the last 20 draws. The results are indicated by an
- asterix showing how many numbers were successfully predicted after
- eliminating the weakest numbers. The asterix at the right-hand side of
- the table shows the prediction result for the last draw, the one to the
- left of it, the 2nd. last draw, etc.
-
- To get a more detailed view of past results, select 'GRAPH PRED'. This
- will display the results of all 4 'PREDS' simultaneously with adjustable
- 'PRED SIZ' and selectable past draws (10, 20, 50, 100 or 200). This will
- help you choose the best prediction model. It is important to note that
- each prediction model has adjustable variables which modifies the way it
- is calculated and this should be experimented with. The best values for
- one game may not be the best values for another so be sure to set them up
- for every game you are following. They should also be checked regularly
- as draw data is added to the program (one word of caution: if you have
- already selected a prediction for the next draw and then change its'
- variable, the original prediction will be cancelled).
-
- 'DISPLAY PRED'/'COMP PRED' allows you to display the saved computer
- prediction if one had previously been selected by 'SAVE PRED'; 'DISPLAY
- PRED' / 'USER PRED' will display the saved user prediction if one had
- previously been selected by 'SAVE PRED' in the User Prediction Window.
- 'CLEAR PRED' can be used to clear the displayed prediction or the saved
- prediction.
-
- Another important feature is 'COMPARE PRED'. This will show the results
- of the last 20 predictions for both the displayed and saved predictions.
- You can therefore save a prediction while you experiment in the displayed
- tables, then select 'COMPARE PRED' to compare them, and re-save if a
- better one is found.
-
- Finally, you can automatically find and save the best prediction using
- 'AUTO PRED'. This will display a window in which you can set up the graph
- environment with 'GRA VAR', 'GRA SCR' and 'GRA DRW' and 'PRD SIZ as
- described in the Computer Graph Window. Selecting 'RUN AUTO' will then
- open the graph window and try out all variables in all 4 PREDS and save
- the best (this will take some time).
-
- Unless you're using auto pred, you must select 'SAVE PRED' for your
- prediction to be remembered. A saved prediction will be passed on to the
- Computer Bet Window for your use in making bets (and the menu dates are
- updated to show the selection). 'DISPLAY PRED'/'COMP PRED' will re-display
- a saved prediction and 'CLEAR PRED'/'SAVED PRED' will cancel it.
-
-
- 2. USER PREDICTION WINDOW
-
-
- DISPLAY PREDICTIONS
-
- Colour Change Pred **
- Print Screen Compare Pred
- Pal Save Pred
- Clear Pred >> Displ Pred/Saved Pred
- Display Pred >> Comp Pred/User Pred
- Graph Pred
- Auto Pred
- Combine Pred
-
- Change Pred = CLEAR DISP, RANDOM, NEXT POS, PREV POS, ROTATE, INSERT,
- REMOVE, PRD SIZ.
-
-
- This window uses the same 'PREDICTION' and 'RESULT' tables as the
- Computer Prediction Window but the selections are changed to reflect the
- different method of producing a prediction.
-
- The simplest method is to select 'RANDOM'. This will display a list of
- randomly generated numbers in the 'PREDICTION' table, with a group of
- them selected by the 'PRD_SIZ' entry. As in the 'COMP' system, the first
- group of numbers are the ones used for betting, and they are applied to
- the last 20 draws to produce the 'RESULTS' table. The tables can be
- cleared using 'CLEAR PRED'/'DISPL PRED', and 'RANDOM' used again to
- produce a new set of numbers. This can be repeated until you find a
- satisfactory set of prediction numbers at which stage you would select
- 'SAVE PRED' for the program to remember and pass over to the User Bet
- Window for your use. Note that you can automatically run up to 20 sets of
- random numbers and, on completion, the computer will display the one with
- the most hits. You first clear the display, select the number of sets to
- be run (using the number entry box) and then select 'RANDOM'.
-
- A second method is to select 'GRAPH PRED' to display sets of graphs which
- will assist you in making your own list of prediction numbers. 4 graphs
- are available and any 2 can be displayed at the same time. You can view
- individual numbers or all numbers together and make a list of those that
- look promising, then return to the User Prediction Window and enter them
- in the 'PREDICTION' table using 'INSERT' and 'REMOVE' as necessary. Note
- that if you only entered say, 10 numbers that you found promising, then
- selecting 'RANDOM' will fill in the remaining numbers for you. If you
- want to try another set of random numbers then use 'NEXT POS' and 'PREV
- POS' (if necessary) to position the cursor directly after your 10 numbers
- and select 'CLEAR PRED'/'DISPL PRED'. This will clear the table from the
- cursor position to the end so that 'RANDOM' can again fill in the spaces
- (several sets of random numbers can also be run automatically as above).
-
- A third method is to select 'DISPLAY PRED'/'COMP PRED' to display a
- currently saved computer prediction and modify it using 'INSERT' and
- 'REMOVE'. In other words, you can choose your own best numbers from the
- graphs, select 'DISPLAY PRED'/'COMP PRED', insert your numbers, then
- select 'SAVE PRED' to use the modified computer prediction as a user
- prediction. (You may have noticed that 'COMP' produces a different set of
- past results than that shown when in the Computer Prediction Window. This
- is because the USER option applies the same computer prediction numbers
- (those for the next draw) in the past 20 draws whereas the COMP option
- calculates them for each of the 20 draws).
-
- A fourth method is available with 'COMBINE PRED'. This will combine a
- SAVED comp prediction with a SAVED user prediction and display the result
- without changing the SAVED predictions. If you want to use the combined
- prediction as a user prediction then it must be saved with 'SAVE PRED'.
-
- Once you've created your list, you can fine-tune it using 'ROTATE'. If a
- '1' is entered, the number at the cursor will be rotated and replaced if
- a better one is found. An entry of say, 5, will perform this rotation for
- 5 consecutive positions starting at the cursor position. The most power-
- ful selection would be to set the cursor at the beginning and enter the
- size of the prediction being used (first group).
-
- Another important feature is 'COMPARE PRED'. This will show the results
- of the last 20 predictions for both the displayed and saved predictions.
- You can therefore save a prediction while you experiment in the displayed
- tables, then select 'COMPARE PRED' to compare them, and re-save if a
- better one is found.
-
- Finally, you can automatically find and save the best prediction using
- 'AUTO PRED'. This will run 20 random lists, select the best, apply a full
- rotation, and save the result.
-
- Unless you're using auto pred, you must select 'SAVE PRED' for your
- prediction to be remembered. 'DISPLAY PRED'/'USER PRED' will re-display
- it at any time and the menu dates will be updated to show the selection.
- If you decide to cancel a 'SAVE PRED' then select 'CLEAR PRED'/'SAVED
- PRED'.
-
-
-
-
-
- 10........................... THE BET WINDOW ..........................10
-
-
- DISPLAY BETS
-
- Colour Change Bet **
- Print Screen Compare Bet
- Pal Save Bet
- Clear Bet
- Display Bet
- Try Bet
- Balance Bet
- Range Bet
- Auto Bet
-
-
- Change Bet = RUN BETS, CLEAR DISP, NEXT PAGE, PREV PAGE, BETS LEN,
- BETS WID, BETS BLN, BETS RNG, COMMON 00, RUN PERM, NEW PERM.
-
-
- LOTTO : The Bet Window uses the first group of numbers selected in the
- Prediction Window to generate a list of bets for the next draw.
- These bets can be entered on your LOTTO cards and will be
- available in the Result Window when the next draw results are
- entered in the Data Window. Max bets = 200. Max size = 11.
-
- POOLS : The Bet Window uses the first group of (match) numbers selected
- in the Prediction Window to generate a list of bets for the next
- game. These bets can be entered on your coupon and will be avail-
- able in the Result Window when the next game results are entered
- in the Data Window. Max bets = 200. Max size = 11.
-
- SWEEP : The Bet Window uses the first group of numbers selected in the
- Prediction Window to generate a list of bets for the next draw.
- These bets can be used in buying your SWEEP tickets and will be
- available in the Result Window when the next draw results are
- entered in the Data Window. Max bets = 200. size = game size.
-
- DIGIT : The Bet Window uses the first group of numbers selected in the
- Prediction Window to generate a list of bets for the next draw.
- These bets can be used in buying your tickets (3d, 4d, etc) and
- will be available in the Result Window when the next draw results
- are entered in the Data Window. Max bets = 200. size = game size.
-
- HORSE : The Bet Window uses the first group of numbers selected in the
- Prediction Window to generate a list of bets for the next race.
- These bets are for 1st and 2nd places and will be available in
- the Result Window when the race results are entered in the Data
- Window. Max bets = 200. size = 2.
-
-
- The Bet Window for 'COMP' and 'USER' options are identical, only
- differing from the source of the prediction. The following description
- therefore applies to both the Computer Bet Window and the User Bet Window.
- Note that you cannot enter the Bet Window if a prediction has not been
- saved.
-
- On entry to the Bet Window, the 'STATUS' box will show the current info.
- This includes the previously saved prediction numbers and the first group
- (dark) will be the ones used for betting. The 'BET LIST' box will be
- empty until bets have been selected.
-
-
- GENERATING A BET: method 1
-
- The following gadgets are used in generating a bet list. Note that in
- each case, a requester will be displayed showing the current value and
- the allowable entry range (min, max).
-
- 1. BET LEN Select and enter the number of bets you want generated.
- 2. BET WID Select and enter the size of each bet in the bet list.
- 3. BET BLN Select and enter 1..10 for balancing the bet list.
- 4. BET RNG Select and enter 1..10 setting the range of the bet list.
- 5. COMMON XX Select and enter a common number to be used in every bet in
- the bet list. A 0 means no common number is used.
- 6. RUN BETS Select and enter the number of bet lists to be generated.
- A '1' will generate one bet list but not save it. Any other
- value will generate that number of bet lists and save the
- best. Progress will be reported in the title bar.
-
- On completion, the 'BET NUMBERS' box will be filled in and can be viewed
- using 'NEXT PAGE' & 'PREV PAGE'.
-
- If the computer is struggling to find enough combinations to fill up the
- bet list, the following requester will be displayed : "Repeating! Do you
- want to continue?". If you answer "YES" then the computer will try again
- and, if still strugling, redisplay the requester. If you answer "NO" then
- the list up to this point will be displayed. In this case, you can either
- use the shortened list or regenerate a list by resetting 'BET LEN' and
- re-running.
-
- Balancing refers to the number of times each prediction number appears in
- the bet list. A good balance is obtained if all numbers are equally
- shared in the list and this will be attempted if you enter '1' in the
- 'BET BLN' gadget. A '10' will produce the least balanced list.
-
- Range refers to the variation allowed when all the numbers in a bet are
- added together. An examination of past draws will show that if all the
- numbers in a draw are added together and their average calculated over a
- period of draws, the result has a strong tendency to fall within a small
- range. Also, this particular range will depend on the game being used
- (if LOTTO, 6 out of 42, 6 out of 49, etc). However, draw sums do in fact
- spread out from the average so you can use your own judgment (with the
- help of 'RANGE BET') to set a 'BET RNG' value. A '1' will try to produce
- a narrow range of game sums in the generated list and a '10' will allow a
- wide range.
-
- If the common gadget is set to 'COMMON 00' then the common number feature
- is disabled. If one of the selected prediction numbers is entered into
- this gadget then every list generated will now contain this number in
- each line. This would be used if you were very confident that a particular
- number would be picked in the next draw, and if you're correct then the
- chances of winning have been considerably improved. Note that in SWEEP,
- DIGIT & HORSE, the common number applies to the left-hand position only.
-
-
- GENERATING A BET: method 2
-
- Method 1 creates a balanced bet list using random combinations of pred-
- iction numbers whereas method 2 uses a predefined combination specified
- in a permutation. If, for example, the first set of numbers in the perm
- were 02 09 17 22 30 31, then these numbers would refer to positions in
- the prediction list. Every time the perm was run, the prediction numbers
- at these positions would be used for the first bet.
-
- 'RUN PERM' will use a previously saved permutation to generate the bet
- list, and therefore uses the same specified positions every time. The
- permutation might be a commonly used system or one generated by 'NEW
- PERM'.
-
- 'NEW PERM' will create a basic permutation, save it to disk, and use it
- to generate a bet list. The saved permutation can then be used by 'RUN
- PERM' at any time.
-
- The following rules apply :-
-
- 1.. Using Your Owm Permutation with 'RUN PERM':
-
- Before loading your perm onto the disk you will have to set it up in a
- word-processor in the following format :-
-
- e.g. 1 200 lines, each with 8 numbers out of 17 :-
-
- For this example you would type a list of 200 lines of 8 double numbers
- separated by a space, and save it as perm_200_08_17
-
- 01 03 04 07 10 13 14 17
- 03 04 06 09 13 14 15 16
- etc.
-
- e.g. 2 100 lines, each with 6 numbers out of 14 :-
-
- For this example you would type a list of 100 lines of 6 double numbers
- separated by a space, and save it as perm_100_06_14
-
-
- 02 03 05 07 11 13
- 01 04 08 09 13 14
- etc.
-
-
- Note that the name of the file is important and must be saved in the
- 'perms' directory.
-
- Now, assuming you have perm_100_06_14 in the 'perms' directory, then this
- can be used to create a list of 100 bets (BET_LEN), 6 numbers wide (BET_
- WID) and each number will come from the first 14 positions in the
- prediction list (PRD_SIZ). In other words, to be able to use your perm,
- you will have to set PRD_SIZ to 14, BET_LEN to 100, and BET_WID to 6.
- With this set up then selecting 'RUN PERM' will automatically generate a
- list of bets using your perm.
-
- If PRD_SIZ had been set to 30, BET_LEN to 200, and BET_WID to 11, then
- 'RUN PERM' would look for a file named perm_200_11_30
-
-
- 2.. Creating A Permutation with 'NEW PERM':
-
- If 'NEW PERM' is selected it will automatically generate a bet list using
- the values selected for 'PRD_SIZ', 'BET_LEN' and 'BET_WID' and save a
- perm for these settings. Note that 'BET_BLN' still operates so for the
- best result, set it to '1'.
-
- If PRD_SIZ had been set to 30, BET_LEN to 200, and BET_WID to 11, then
- 'NEW PERM' would create a file named perm_200_11_30
-
- Note that the program could have difficulty generating the full requested
- bet list, in which case you might end up with a bet list of say, 180 bets
- and a perm file named perm_180_11_30
-
-
- Once a perm has been loaded using either of the two above methods, then
- they can be used to generate a bet list provided the prediction and bet
- sizes have been set up accordingly.
-
- ***
-
- The effect of balancing can be examined by selecting 'BALANCE BET' to
- display the Bet Balance Window. You will see your list of prediction
- numbers down the left-hand side of the tables and on the right-hand side
- is the number of times they each occur in the bet list. In other words,
- it shows the balancing for individual numbers. To see the balancing of
- combinations of numbers in a bet, you use the box at the top of the
- display e.g. if number '16' is in your bet list then you can select the
- box with the mouse, type in '16' and press 'return'. The table will be
- redisplayed showing the number of times '16' paired in the bet list. Say
- number '02' showed a count of 39, then '16' and '02' occured together in
- a bet 39 times. You can now enter a second number in the top box (remember
- all numbers must be 2 digits i.e. '05' not '5', and separated by a space)
- say 23, and press 'return'. The table will again be re-displayed but this
- time it will be for triple numbers i.e. if number '02' now shows a count
- of 7, then '16', '23' and '02' occured together in a bet 7 times. Go
- ahead and enter more numbers in the top box and see the results: you can
- use the 'backspace' key to erase all numbers in the top box and when you
- press 'return' the table will again show balancing for each individual
- number.
-
- Both the balancing and range affects can be viewed simultaneously by
- selecting 'RANGE BET'. The top graph displays the individual number count
- and in this form, the bet balancing is obvious. The value entered in 'BET
- BLN' will affect the level of this graph with a '1' attempting to produce
- a straight line indicating a perfect balance. The bottom graph compares
- the bet range (dark colour) with the draw list range (light colour). The
- value entered in 'BET RNG' will affect the dark graph with a '1' producing
- a narrow range and '10' a wide range. (the draw list range (white) does
- not use the vertical scale shown: it's height is cut down for comparison
- of it's shape and spread).
-
- Another important feature is 'COMPARE BET'. This will show the results
- of the last 10 bets for both the displayed and saved bets (the bet lists
- are used on the previous 10 draws to see what the results would have
- been). You can therefore save a bet list while you experiment in the
- displayed tables, then select 'COMPARE BET' to compare them, and re-save
- if a better one is found.
-
- You can automatically find and save the best bet list using 'AUTO BET'.
- This generates 5 bet lists, compares each one in turn, and selects/saves
- the best.
-
- There is one more window available to assist you with the bet list. This
- is displayed when you select 'TRY BET' and will allow you to experiment
- with the bet list and change it if you want to improve the balancing or
- add your own numbers. Gadgets are available for transferring new bets to
- the bet list and for running experimental 'next draw numbers' (in this
- case, experimental results are shown in the 'NO OF HITS' boxes. These
- gadgets function as follows:-
-
- 1. ENTRY
-
- Select the entry box with the mouse, type in the experimental next
- draw numbers and press 'return'. The 'NO OF HITS' box will now show
- the results that would have been obtained if these numbers were
- actually drawn. Note that, except for POOLS, the list of numbers
- entered must match that required by the system being used i.e. 7
- numbers if you use a LOTTO system with 6 out of 42 and 1 bonus, or 2
- numbers if HORSE.
-
- Note that with POOLS, the winning numbers are high-scoring matches,
- and the number produced in any draw is variable, depending on the
- combination of score draws, 0-0 draws, etc. For this reason, you can
- enter 8...11 numbers (you're entering trial data for the next draw,
- but instead of listing 58 results you're only listing the (presumed)
- match numbers that had a high-score).
-
- 2. RANDOM
-
- Select 'RANDOM' to send a random set of numbers to the entry box, and
- press 'return' to accept the hit numbers. The 'NO OF HITS' box will
- now show the results. This is the simplest method of passing experi-
- mental next draw data.
-
- 3. CLR DISP
-
- This will clear all boxes.
-
- 4. ADD BET
-
- If you want to replace a bet in the bet list, or add a new bet, then
- first select 'ADD BET' to display a number requester. Now enter the
- position which will receive the new bet numbers and press 'return'.
- Another requester will be displayed in which you enter the numbers.
- Note that these numbers must be in the selected prediction group.
-
-
- The bet list can be re-generated using the same selections ('BET LEN',
- 'BET WID', 'BET BLN', 'BET RNG' and 'COMMON') by re-running. You can also
- change individual selections by re-entering a value and re-running. This
- can be repeated as often as you like because the displayed bet list is
- only used when 'SAVE BET' is selected (or auto bet is used). As usual the
- menu dates will be updated to show your selection.
-
-
-
-
-
- 11......................... THE RESULT WINDOW .........................11
-
-
- DISPLAY RESULTS
-
- Colour Check Results **
- Print Screen Show Past
- Pal
-
-
- Check Results = 2HIT, 3HIT, 4HIT, 5HIT, 6HIT, 7HIT, 8HIT, 9HIT, 10HT,
- 11HT, NEXT PAGE, PREV PAGE, TRIAL RUN.
-
-
- LOTTO : The Result Window is active when an entry has been added in the
- Data Window after a prediction and bet have been saved. This
- entry is compared with each entry in the bet list and the score
- for each bet is calculated and winning bets highlighted.
-
- POOLS : The Result Window is active when an entry has been added in the
- Data Window after a prediction and bet have been saved. This
- entry is compared with each entry in the bet list and the score
- for each bet is calculated and highlighted. This will be in the
- form of high scoring matches.
-
- SWEEP : The Result Window is active when an entry has been added in the
- Data Window after a prediction and bet have been saved. This
- entry is compared with each entry in the bet list and the score
- for each bet is calculated and highlighted. All numbers in a bet
- are important in this system for the major prizes, although the
- left-hand or right-hand numbers may be of importance for smaller
- prizes.
-
- DIGIT : The Result Window is active when an entry has been added in the
- Data Window after a prediction and bet have been saved. This
- entry is compared with each entry in the bet list and the score
- for each bet is calculated and highlighted. All numbers in a bet
- are important in this system.
-
- HORSE : The Result Window is active when an entry has been added in the
- Data Window after a prediction and bet have been saved. This
- entry is compared with each entry in the bet list and the score
- for each bet is calculated and winning bets highlighted. Only
- 1st & 2nd positions are used in the bet.
-
-
- The Result Window for the 'COMP' and 'USER' options are identical, only
- differing from the source of the bet. The following description therefore
- applies to both the Computer Result Window and the User Result Window.
- Note that you cannot enter the Result Window if a bet has not been saved.
-
- On entering the Result Window, the 'STATUS' box will show the current
- status and the 'PREDICTION' box will be filled with a saved prediction.
- The 'RESULT LIST' box and 'TOT HITS' box will be filled in if results are
- available and this occurs only if a bet has been saved for the 'next'
- draw and the 'next' draw has been entered in the Data Window. However,
- you can imitate data entry by selecting 'TRIAL RUN'. This will enter
- random 'next draw' numbers and display the results automatically.
-
- With results available, the 'RESULT LIST' box will contain the same list
- of bets that was generated in the Bet Window but this time, hits will be
- highlighted. Also, the 'TOT HITS' list will show the total number of hits
- in the complete list of bets e.g. if '04' shows 16, then there are 16
- bets in the list with 4 hits. You can now search through the bet list to
- find which bets contain these hits: first select the '04' gadget to
- highlight all bets containing 4 hits and move through the bet list with
- 'NEXT PAGE' and 'PREV PAGE'.
-
- The box at the bottom left of the window shows the draw results as last
- entered in the Data Window (or the experimental, randomly generated draw
- numbers if 'TRIAL RUN' is used). These are, therefore, the numbers that
- the bet list tried to predict. Notice that the numbers successfully
- predicted are highlighted in this box as well as in the 'PREDICTION' box.
-
- 'TRIAL RUN' and 'PAST HITS' are used to check the effectiveness of a
- previously selected prediction/bet combination so that they can be re-run
- if not satisfactory. 'TRIAL RUN' will show random next draw results while
- 'PAST HITS' will show the results of the last 10 bets (the bet list is
- used on the previous 10 draws to see what the results would have been).
-
- Remember to save the results to the disk before making predictions/bets
- for the next draw.
-
-
-
-
-
- 12.......................... THE GRAPH WINDOW .........................12
-
-
- There are 2 graph windows and both are used in assisting in the selection
- of predictions. The Computer Graph Window is selected from the Computer
- Prediction Window and the User Graph Window from the User Prediction
- Window. Both are described separately below:-
-
-
- 1. COMPUTER GRAPH WINDOW
-
-
- DISPLAY GRAPHS
-
- Colour Change Graphs **
- Print Screen
- Pal
-
-
- Change Graphs = GRA VRT, GRA VAR, GRA SCR, GRA DRW, PRD SIZ.
-
-
- LOTTO : Predictions are applied before each of the last 10, 20, 50, 100,
- or 200 draws (as listed in the Data Window) and the graphs show
- how many numbers were correctly predicted in each of these draws.
-
- POOLS : Predictions are applied before each of the last 10, 20, 50, 100,
- or 200 draws (as listed in the Data Window) and the graphs show
- how many numbers (match positions) were correctly predicted in
- each of these draws.
-
- SWEEP : Predictions are applied before each of the last 10, 20, 50, 100,
- or 200 draws (as listed in the Data Window) and the graphs show
- how many numbers (positions) were correctly predicted in each of
- these draws.
-
- DIGIT : Predictions are applied before each of the last 10, 20, 50, 100,
- or 200 draws (as listed in the Data Window) and the graphs show
- how many numbers (positions) were correctly predicted in each of
- these draws.
-
- HORSE : Predictions are applied before each of the last 10, 20, 50, 100,
- or 200 draws (as listed in the Data Window) and the graphs show
- how many 1st & 2nd positions were correctly predicted in each of
- these draws.
-
- There are 4 computer prediction models available and their results are
- shown simultaneously in the graph window.
-
- On entry to the Computer Graph Window, each prediction model is applied
- to the previous 20 draws (may have been changed by 'GRA DRW' in the Pred-
- iction Window) and the number of hits generated is shown graphically. The
- 20 draw numbers are displayed on the bottom axis of each graph. A draw
- with 6 hits means that the prediction contained 6 of the hit numbers (e.g.
- 7) published for that draw. As explained previously, the prediction models
- generate a list of numbers from highest probability to lowest, and the
- weakest numbers are eliminated. 'PRD SIZ' is used to select the highest
- probability numbers thus eliminating the weakest ones. A 6 out of 49 LOTTO
- game can (hopefully) be changed to a 6 out of 35 game if 'PRD SIZ' is set
- to 35, and the graphs will show how successful this was in the past. Each
- time this number is changed, the 4 graphs will be redrawn to show the new
- results. You can expand/contract the graphs to get a better view of the
- effectiveness of each prediction by changing the number of draws: 10, 20,
- 50, 100 or 200. Again, the draw numbers being used are displayed along
- the bottom axis of each graph.
-
- You will notice that there are three 'VAR' gadgets at the right-hand side
- of each graph. The two on the left-hand side contain a value (1..max)
- which is used in calculating the prediction numbers for the graphs. These
- can be changed by selecting them and entering a new value, and the graph
- pertaining to the selected 'VAR' will be redrawn to show the different
- prediction results. If you set one of the 'VAR' pairs to '0' then it will
- reset to '1' and increment automaticaly to 'max', showing the resulting
- graph as it progresses. On completion, the graph with the most hits will
- be displayed. In other words, if the bottom 'VAR' shows '9' and the top
- 'VAR' is set to '0', then the numbers '1' and '9' will be used to display
- the graph. The next graph to be displayed will use the numbers '2' & '9',
- then '3' and '9', etc. until 'max' and '9' have been used. The computer
- will then determine which pair produced the most hits and display the
- corresponding graph. The bottom 'VAR' can also be sequenced through 1..max
- with the top 'VAR' held constant.
-
- The above sequencing method will help you find the best match for the
- fixed 'VAR' but to find the best overall combination you can select the
- '+' 'VAR'. This will sequence the top and bottom 'VAR'S through 1..max
- resulting in 225 (15 * 15 if max = 15) graphs and the one with the most
- hits will be finally displayed. These graphs will be drawn at the top of
- the window and their scores listed below in a separate window. This will
- take some time, depending on the value of 'max' and the number of draws.
- When you first try the '+' 'VAR', it would be better to set 'max' to say
- '10' (using 'GRA VAR') and draws to '10' (using 'GRA DRW'). On completion,
- the table can be examined and then cleared by re-selecting '+'.
-
- The graphs will show you visually the number of hits for each draw that
- the prediction numbers were applied to, but a scoring system is also
- provided. This will count up the best hits shown in the graph and display
- the result at the left-hand side. e.g. consider a 6 out of 39 LOTTO game
- (no bonus nums) with a graph set to '10' draws and showing the following
- graph values :-
-
- 5 2 5 4 6 3 6 5 5 4
-
- If you had previously set 'GRA SCR' to '4' then the best hits would be
- recognised as 4 hits or more out of a possible 6. In the above example
- the score would show 8 best hits (out of 10 draws) with a count of 40 :-
- | | | | | | | |
- 5 0 5 4 6 0 6 5 5 4 best hits = 8, score = 40.
-
- If you had previously set 'GRA SCR' to '5' then the best hits would be
- recognised as 5 hits or more out of a possible 6. In the above example
- the score would show 6 best hits (out of 10 draws) with a count of 32 :-
- | | | | | |
- 5 0 5 0 6 0 6 5 5 0 best hits = 6, score = 32.
-
-
- The 'VAR' values have a different effect on different LOTTO games so it
- is important to experiment with them for each game you follow and to
- check them regularly (MULTI-PRED will remember the changes).
-
-
- 2. USER GRAPH WINDOW
-
-
- DISPLAY GRAPHS
-
- Colour Change Graphs **
- Print Screen
- Pal
-
-
- Change Graphs = TOP GRAPH, TOP NUMBR, TOP <<< , TOP >>> , NUM DRAWS,
- BOT GRAPH, BOT NUMBR, BOT <<< , BOT >>> .
-
-
- LOTTO : The past draws from the Data Window are used in displaying graphs
- of each number individually or all numbers simultaneously.
-
- POOLS : The past draws from the Data Window are used in displaying graphs
- of each position in the POOLS list individually or all positions
- simultaneously.
-
- SWEEP : The past draws from the Data Window are used in displaying graphs
- of each number individually or all numbers simultaneously.
-
- DIGIT : The past draws from the Data Window are used in displaying graphs
- of each number individually or all numbers simultaneously.
-
- HORSE : The past draws from the Data Window are used in displaying graphs
- of each number individually or all numbers simultaneously.
-
- The User Graph Window contains 4 separate graphs and any 2 can be
- displayed at one time (the same graph can also be displayed twice for
- comparison of individual numbers). They can be set for 20, 50, 100 or 200
- draws using 'NUM DRAWS'. Each graph is described below.
-
-
- GRAPH 1 (G1)
-
- This graph is displayed by selecting 'TOP GRAPH' or 'BOT GRAPH' and
- entering '1', and shows all of the numbers simultaneously. Its purpose
- is to show the hit count for each number in the last 20, 50, 100 or 200
- draws e.g. selecting graph 1 with 50 draws will show how many times each
- number appeared in the last 50 draws. In the case of POOLS, it will show
- the number of times each match position produced a high-scoring result.
-
- This graph therefore gives you some idea of which numbers occur most
- often in draws.
-
- Another feature of this graph is that it visually shows the current
- selection of the other displayed graph. e.g. if graph 2 is displayed
- as the top graph and is currently showing information for the number
- 17, then '17' will be highlighted in graph 1 if it is the bottom graph.
-
-
- GRAPH 2 (G2)
-
- This graph is displayed by selecting 'TOP GRAPH' or 'BOT GRAPH' and
- entering '2', and will show numbers individually. Its purpose is to
- show a miss count between hits for each number in 20, 50, 100 or 200
- draws e.g. if 'TOP GRAPH' is set to '2' and 'TOP NUMBR' is set to '14'
- and 'NUM DRAWS' is set to '50', then this graph will will show the miss
- count between hits for number '14' over the last 50 draws. You can move
- through the list of draws using '<<' and '>>' or display the graph
- twice to compare numbers.
-
- This graph will therefore give you an indication of the regularity of
- hits for each number and whether it looks due for a hit.
-
- In the POOLS system this will show how many low scoring results occured
- before a high score was registered and applies to the selected match
- position.
-
-
- GRAPH 3 (G3)
-
- This graph also displays numbers individually but its purpose is to
- show a running count of hits for each number over 20, 50, 100 or 200
- draws. Adjustments are the same as for 'G2'.
-
- This graph will therefore show if a number is currently active or if in
- the past it has been capable of good runs.
-
- In the POOLS system this will show a running count of high-scoring
- results for the match position selected.
-
-
- GRAPH 4 (G4)
-
- This graph displays each number in relation to all other numbers. Its
- purpose is to show which numbers have been regularly appearing in the
- same draw together e.g. if the graph is set to '50' draws and number
- '1' is selected, then this will show number 01 as zero and say, number
- '19' with a value of 5 meaning that number '1' and number '19' have
- paired 5 times over the last 50 draws.
-
- In the POOLS system this will show which 2 match positions regularly
- produce high scores in the same list. e.g. if match 3 is selected and
- match 28 shows a count of 10, then positions 3 & 28 both contained high
- scores together 10 times in the selected number of draws.
-
-
- Graphs 'G1', 'G2' and 'G3' can therefore be used to find a few promising
- numbers for the prediction list and 'G4' to possibly add to the list if
- other numbers pair well with them.
-
-
-
-
-
- 13....................... THE PRINT TEXT WINDOW .......................13
-
-
- The Text Window is opened when 'PRINT WIN'/PRINT TEXT' is selected in the
- Menu Window and allows selected text to be sent to the disk or printer.
-
- During the normal operation of MULTI-PRED, the draw data will always be
- available but prediction, bet and result data will depend on the current
- selections. Only currently available data can be sent to the disk or all
- available data from the disk can be printed.
-
- When the Text Window is first opened, 'TXT TO DISK' will be highlighted
- and the text selections will be ON or OFF according to the current status
- of the program. Text selections that are ON can now be sent to the disk.
-
- If you select 'DISK TO PRT', then all text selections will be turned ON.
- All available text from the disk can now be sent to the printer.
-
- The text window also provides gadgets for setting up the printer without
- changing your Preference settings on the WorkBench disk.
-
-
-
-
-
- 14...................... THE PRINT SCREEN WINDOW ......................14
-
-
- Windows can be printed on a graphics capable printer when the Print
- Graphics Window is displayed. If you are using a non-colour printer and
- have selected 'B/W', then the screen will temporarily change to a 2
- colour display before printing.
-
-
- IMAGE 'POS' for a normal printout, or 'NEG' for reversed.
- ASPECT 'HOR' for a normal printout, or 'VER' for reversed.
- SHADE 'B&W' for black/white, 'GREY' for shades of grey, or 'COL'.
- DENSITY 'DENS1'....'DENS7' density (incremented on selection).
- THRESHOLD '001'....'015' light/dark (select and enter value).
- PRINT Printing will start when 'PRINT' is selected.
-
-
-
-
-
- 15.......................... THE COLOUR WINDOW ........................15
-
-
- All main windows contain 'COLOUR WIN' which, when selected, will display
- the Colour Selector Window.
-
- The Colour Selector Window is fairly small and allows you to change the
- colours of the window that selected it. Note that this will change the
- colours in all windows for the current system in use. In other words, if
- you are currently displaying a 'COMP' window, then this window and all
- other windows in the 'COMP' system will be changed. The colours in the
- 'USER' system will only be changed when you are in a 'USER' window. You
- can of course set both the 'COMP' and 'USER' systems to the same colours.
-
- pos value win box gad graph title string menu
-
- colour 0: 10, 10, 10, bg tx
- colour 1: 2, 2, 2, tx edge bg
- colour 2: 14, 14, 14, tx edge
- colour 3: 5, 8, 11, hi
- colour 4: 11, 11, 11, bg bg bg
- colour 5: 5, 4, 3, tx tx fg
- colour 6: 10, 12, 14, hi bg
- colour 7: 13, 2, 13, cur tx
-
- Each game contained on the disk has its own colour scheme so you can set
- them up individually to suit your taste.
-
-
-
-
-
- 16.......................... THE PAL WINDOW ...........................16
-
-
- 'PAL WIN' will only appear on PAL machines, in which case, it is used to
- switch on/off the bottom info window.
-
- The Info Window appears on the bottom few lines of the screen (not
- available on NTSC systems) and displays a graph showing the hit count for
- each number over the last 50 draws. It therefore indicates which numbers
- have been active during this period and, by highlighting, which numbers
- hit in the most recent draw. '+' and '-" gadgets are available to move
- through the draw list with the 'DATE' being updated for the draw
- pertaining to the highlighted numbers. This Window can be switched on
- from one window and off from another window using the 'PAL WIN' gadget.
-
- In the POOLS system this will show the number of high scoring results for
- each match position over the last 50 results. The high scoring match
- positions are highlighted for the date selected.
-
- In the other systems this will show the number of times the numbers
- 0...9 occured in each position over the last 50 draws.
-
-
-
-
-
- A1.................... Reading/printing the manual ....................A1
-
-
- This manual is being displayed with a text viewer/printer called View80
- which is described in the following section by its author Federico
- Giannici :-
-
-
- View80
- ----------
-
- v1.1
-
-
- by Federico Giannici
-
-
-
-
-
- View80 is a fast and comfortable ASCII files reading program. It allows
- you to visualize 80 columns texts and to use the scrollbar at same time.
-
- LOADING
- ---------
-
- You can run View80 both from CLI or Workbench. Files can be automatically
- loaded in the usual way:
-
- From CLI, typing View80 followed by the filenames (up to three). The CLI
- can immediately be used, as if the "Run" command has been used to load
- the program.
-
- From Workbench, using the multiple selection procedure with the SHIFT
- key, or typing "View80" into the Default Tool of the file to be loaded,
- and then double-clicking it.
-
- If no file is supplied, the program will automatically activate the File-
- Requester (File-Finder by FG). We'll examine it later on.
-
- View80 automatically recognizes if it has been loaded on a PAL or NTSC
- Amiga and adapts its screen dimension. I haven't actually tested my
- program on a NTSC machine but I think there should not be any problem.
-
- MOVING
- --------
-
- You can move up and down trough the textfile both by keyboard or mouse.
-
- KEYBOARD MOVEMENTS
-
- By using the UP-DOWN arrow keys you can scroll the text in SMOOTH-Scroll.
- If you press them with the SHIFT key you obtain the FAST-Scroll, and
- pressing the ALT key you obtain the TURBO-Scroll. By using the LEFT-RIGHT
- arrow keys you can move through the text, page by page (the last line of
- the previous page will be shown at the top of the screen. If you press
- the SHIFT key the movement will be carried out in FAST-Scroll. By using
- the ALT key with the LEFT-RIGHT arrow keys you can jump to the top or to
- the bottom of the text. The SPACE bar will activate/deactivate the auto-
- matic scroll. Again, you can use the SHIFT or ALT keys to speed up the
- scroll. With the F4 & F5 keys you can jump to a mark that was previously
- set by pressing the SHIFT and F4 or F5. When a new file is loaded, F4 and
- F5 are initialized to the first and last line of the file. So, initially,
- they are an easy substitute for the ALT and LEFT-RIGHT keys.
-
- MOUSE MOVEMENTS
-
- By using the mouse you can operate on the scrollbar and on the arrow
- gadgets (a double-click activate the FAST-Scroll). Besides, you can
- enable the scroll by clicking with the mouse in the top or the bottom
- halves of the screen (if this is done just near the borders the scroll
- will turn to the FAST-Scroll). The TURBO-Scroll isn't available with the
- mouse, because for long movements it's more convenient to use the scroll-
- bar.
-
- MENUS
- -------
-
- LOAD FILE
- (Obtained also with F9)
-
- This option allows you to load a new file in memory replacing the
- previous one. To Load a new file without delete the previous one, you
- have to change the File# (with the F1, F2 and F3 keys, see later...),
- then you can choose the LOAD FILE command.
-
- The File-Finder window will appear as you select this option and the
- current directory filenames will be displayed. File-Finder works like
- many other file-requesters so I will tell you only its peculiarity.
-
- The "Suffix" gadget allows you to select only those files which end with
- the suffix you chose (obviously, if no suffix is chosen every filename
- will be displayed).
-
- If you let File-Finder complete the last directory reading, the next time
- you recall it, the current directory list will be immediately displayed.
- Again, since it's difficult to select by mouse one of the filenames
- during the directory reading (the filenames scroll down as they are
- arranged in alphabetical order), File-Finder stops reading as you click
- in the filenames window in order to let you select, among the filenames
- read until now, which one you want to load.
-
- QUIT
- (Obtained also with F10)
-
- Quit the program clearing all the files in memory.
- A requester will appear asking you to confirm your intentions. You can
- answer positively by pressing any key but the function and arrow ones.
-
- SEARCH STRING
-
- This option allows you to search a string in the file with no care for
- upper or lower case.
-
- The search starts from the second displayed line on the screen downward
- (we'll see why later).
-
- If the search is successful the line containing the string is displayed
- on the screen in Reverse Mode.
-
- SEARCH NEXT
-
- Like "SEARCH STRING", but without request for the string to search. Since
- usually, the last line found is displayed on the top of the screen (first
- line), and the search starts from the second screen line, the result is
- the usual "SEARCH NEXT" function. (Q.E.D.)
-
- PRINT RANGE
-
- This option allows you to print a selected range of lines. You will be
- asked for the number of the first and the last line to print. Usually
- these lines will be previously chosen by positioning the screen and
- pressing the F6 and F7 keys respectively. By default the F6 and F7 values
- are assigned to the first and last line of the file.
-
- View80 makes an 80 columns print (with no care for Preferences settings)
- and reproduces exactly what is on the screen, expanding the Tabs properly
- and replacing the unprintable characters with the "X" character. (see
- TABS).
-
- Commonly the print will be sent to the "PRT:" device (the printer), but
- it's possible to redirect the output to any file you choose by the "Send
- to" gadget. If the file already exists the output will be appended to the
- end of the file. So, it's possible to make a collage of several pieces of
- different files. It's recommended, for speed problems, to make this
- operations in RAM:.
-
- The printing can be aborted at any time by clicking on the CANCEL gadget.
-
- PRINT LINE
-
- When this option is selected the first line on the top of the screen is
- printed, and automatically the whole text is scrolled up of a line. It is
- useful for printing a small amount of lines avoiding the line range
- requester.
-
- You pay this advantage in terms of speed, because, for each line View80
- has to open and to close the "PRT:" (or other) device and this operation
- requires a lot of time.
-
- USE MY COLORS
-
- By default, View80 uses the Workbench colors. You can choose another pre-
- defined set of colors (nearly the default of Preferences) by selecting
- this option.
-
- JUMP TO
-
- A requester will appear asking you the line number to which to jump. If
- the line isn't accessible as the first of the screen, the line you chose
- will appear in reverse (try to jump to a pair of lines before the end of
- file).
-
- CLEAR FILE
-
- Clears the file corresponding to the current File#. The other files in
- memory will not be affected.
-
- ABOUT KEYS
- (Obtained also with the HELP key)
-
- By selecting this option, View80 will show an help window with the list
- of the keys (and their functions) you can make use of in the program. It
- also shows the total amount of free memory. You can remove this window by
- pressing any key.
-
- FILE# (1, 2, 3)
- (Obtained also with F1, F2 and F3)
-
- This command let you switch from a file to another in memory.
-
- Note that everytime you come back to a File# you will find it EXACTLY as
- you left it. In particular it will be memorized: the current position,
- the marks (F4, F5), the print line numbers (F6, F7), the Word-Wrap and
- the Tab.
-
- WORD-WRAP (OFF, ON)
-
- When this function is active (ON) View80 doesn't split the word at the
- end of the line, but puts it into the following line.
-
- TAB (OFF, 1, 2, 4, 8)
-
- This option allows you to select the way the Tabs will be displayed.
-
- If you select "OFF", View80 will consider the Tabs like the other
- unprintable characters (it will display them in a single vertical "09"
- character) (look at the next topic: MISCELLANEA).
-
- If you select one of the other numbers (1, 2, 4, 8) View80 will display
- the right number of spaces in order to adequately tabulate the text.
-
- Note that each time you either change from one TAB setting to another or
- activate/deactivate the Word-Wrap, View80 has to reformat the whole text
- and this requires some time. Besides, the values of F4, F5, F6 and F7
- will be brought back to the default (first and last line of the file).
-
- MISCELLANEA
- -------------
-
- If the scroll is obtained by the keyboard, View80 makes the mouse pointer
- temporarily invisible. At the first movement of the mouse View80 re-makes
- the pointer visible.
-
- The drag-bar of the screen displays the following information: the name
- of the program (View80); the Version number; the number of File#; the
- name of the loaded File; its dimension in bytes and its length in lines;
- the number of the current line, that is the first line on the top of the
- screen (View80 updates this number only when you release the mousebuttons
- or any key).
-
- View80 makes use of a special set of characters which shows any
- unprintable character contained between 00 and 1F and between 80 and 9F
- with a single "vertical" character showing the proper hexadecimal value
- of the character (it seems difficult but it is not; try to load a non-
- text file and you will see). During the print these special characters
- are replaced with the "X" character.
-
- Sometime a requester with some message for you can appear. You can get
- rid of it by clicking on the "Continue" gadget or simply pressing any key.
-
- When View80 meets a CR and LF characters sequence (Carriage Return and
- Line Feed) it considers them as a single LF character.
-
- FINAL NOTE
- ------------
-
- For any suggestion, criticism, bug reporting, contribution and, most of
- all, praises you can contact me at the address shown on the top of the
- menu of View80. You can also contact me on the Italian BBS Mc-Link
- (06-4180440), my code is MC4080.
-
- I enjoyed very much programming View80. The result has exceeded all my
- expectations. I hope you like it, too.
-
-
- Federico Giannici
-
- Viale Francia 4
- 90146 Palermo
- Italy
-
-
-
-