Karussell 1.60                            
--------------                            

Volker Busche                                          
Adlerstr. 57                                          
D-76137 Karlsruhe
Germany

E-Mail: ubjc@rz.uni-karlsruhe.de


0. Quickstart

Type karusell and play. Make use of left and right mouse button and see what
happens. Use [F1] function key to enter pick-color-mode and ESC or right mouse 
button to quit it. Save your changes (don't worry about your game files, they 
won't be touched) and quit. 

Type Karusell /? and read how to go on.


1. Preface

Shame on me, english has never been my favourite subject. Please excuse the
mistakes and style. I hope I can make myself understood (fortunately, it's
a very brief manual).


2. Requirements

- PC, VGA 256 colors 320*200
- DOS
- Mouse
- Microprose Formula One Grand Prix 1.05
  European, US (World Circuit) or Italian


3. Overview and execution

Karussell is a combination of two programs. One is the editor itself, where
you create and modify *.KAR files. These files hold all informations and 
ever are stored in the DATA directory.
The other is the command line version and is used to modify the game and
extract *.KAR files from a game.exe (see chapter 6 for details or execute
Karussell with parameter "/?").


There are two possibilities to launch the editor.

 karusell              uses the 1994 settings 
                       (created by Bernhard "Burns" Busche, many thanks).
 karusell kar-file     loads the specified *.KAR file (no path and extension!)
                       (Example: karusell original -> \DATA\ORIGINAL.KAR will
                       be loaded at the beginning.)

4. How to use the editor (in chronological order)

     Used shortcuts: LM = left mouse button
                     RM = right mouse button


4.1 Changing car numbers

Car numbers are fix. That means, if you want to change the number you have to
change the team by pressing RM on the car body area.

Example: Williams has number #5 and #6 but you want them to have #1 and #2.
      -> switch to the team with #1 and #2 (McLaren) using the << and >>
         Buttons
      -> press RM on the area of the car body and choose Williams from
         the displayed list.

Now Williams has #1 and #2, McLaren drives with #5 and #6. Repeat this
procedure until all teams have their numbers.

Notes: -The teams take their drivers with them.  
          that's why ..
    !! -Teams can only be changed if both drivers in both teams are enabled !!
       
       -Special behaviour of McLaren. In the Driver/Team Selection Menu within
        the game, the McLaren team uses always the first entry so they have 
        the right car body. Their colors, drivers, numbers ... are as set in
        Karussell, of course.
       
       -A team is disabled if both drivers are disabled (you may name it
        'No Team', or type in a blank).


4.2 Changing drivers

Drivers can be changed like the teams. Press RM on the helmet area of the
driver you want to replace and select the new one from the displayed list.

You can disable/enable a driver by pressing LM on the driver's number.

Notes: -You should place all available drivers, you still want to use, in
        their cockpits before you start repainting. That saves you a lot of
        work (same for the teams).
       -You can change a driver with a disabled driver (his name is still in
        the list). He can be enabled in the new team.


4.3 Names, Horsepower

You can edit team name and engine, horsepower and the drivers' names by
pressing LM. The following keys are available:

   Backspace        - as usual
   Delete           - as usual
   Arrow left/right - as usual
   Home             - moves cursor to the start of the entry
   End              - moves cursor to the end of the entry
   ESC              - deletes the whole entry
   Ins              - inserts the old entry (Undo)
   Enter            - quit edit mode

Note: -Enter at least one character to avoid problems with the game (may be
       a single blank).


4.4 Performance

The two sliders on the right to the helmet represent the qualifying abilitiy
(above) and race performance (below) of the driver. These values were numbered
through automatically in former versions of Karussell. Now several drivers can
get the same number (valid range: 1-40).

Note: Artificial intelligence of the computer drivers is a more or less
      complex calculation. The game uses these values to arrange the starting
      grid and race results and they represent the drivers' most probably
      position in the sessions. In my host opinion it's better to deliver what
      the program expects: through numberd values.


4.5 Painting

Select a color in the palette by pressing LM. Press LM to repaint an area
(car, dress or helmet). If you need a color, which isn't available in the
palette, press RM on one of the 4 colors with a black frame. (If you run 
Karussell without any parameters the settings of 1994 are loaded. The 
changeable colors are the three lilacs used by Simtek and the yellow to 
their left.)

You can select a color which is already used. Hitting the function key [F1],
the mouse cursor changes to a question mark. You are now in pick-color-mode.
Pressing LM on any paintable area (carbody, helmets, clothes), changes the
current painting color, which will be indicated by the red rectangle in the
palette. Press ESC or RM to quit the pick-color-mode.


4.6 Load/Save

Load - A list with stored *.KAR files will be displayed. You can choose one.
Save - You can choose an existing *.KAR file or create a new one.

Note: *.KAR files are ever searched in the DATA directory. No extension needs
      to be specified.


5. Players BHP, AI-Grip and driving aids

Press LM on the options button and make your changes. The sliders for BHP
and AI-grip have special behaviour:
   
   LM - in/decreases the values by one
   RM - in/decreases the values by 10
   Press LM on the value itself, to restore the normal value.

It's possible to increase the BHP up to 1400 (only to fulfill the wishes of
a death despising Kamikaze driver) but make changes with care. 
Ultra high values may effect the AI-calculation to collapse. 
Sure ranges:

        599 < Players BHP < 901
          1 < AI-grip     < 21

Note: The driving aids effect all levels (Rookie to Ace).


6. Command line version

In the following I expect that your hard disk looks like this:

   ..\gprix                     - the directory of your game
   ..\gprix\gp.exe              - the game.exe (you might have a copy 
                                  gp_save.exe or something similar)
   ..\gprix\names.nam           - the names file which is loaded by default
                                  (Game Options Menu | Startup Files)
                                  If it is located in the \gprix\gpsaves
                                  directory, I recommend to change this.
   ..\gprix\karusell.exe        - just another F1- editor
   ..\gprix\data                - the directory which holds the *.KAR files
   ..\gprix\data\original.kar   - settings of the game as delivered
   ..\gprix\data\gp94.kar       - example settings 

  
------------------------------------------------------------------------------
  karusell /?               - brief help page (usage)
------------------------------------------------------------------------------
  karusell /m kar exe name  - modify game files using the specified *.KAR file.

       kar : *.kar file which must exist in \DATA (no path or extension).
       exe : gp.exe which you want to change (no extension). 
       name: name file to update (if it doesn't exist it will be created)
       
       You might use this command to update your default names and default
       game.exe (probably called within a batch file) before you launch the
       game. You then don't need to load the right names within the game and
       don't need several game.exes anymore.       
       
       Examples: 
              karusell /m original gp original.nam
         
         -> GP.EXE will be modified using the settings of \DATA\ORIGINAL.KAR
            and ORIGINAL.NAM is created.
  
              karusell /m gp94 gp names.nam
  
         -> GP.EXE and NAMES.NAM will be modified using the settings of 
            \DATA\GP94.KAR
------------------------------------------------------------------------------
  karusell /c kar exe name  - creates a *.kar file which will be stored in 
                              \DATA using the specified game.exe and name file.
                              Attention: If the *.KAR file already exists it 
                              will be overwritten (without any comments).

       This feature allows you to modify your game with GPED or F1ED then   
       create a *.kar file to verify the colors (especially helmets) with
       the Photo-function in Karussell and provides an interface (with 
       three corners) to the mentioned editors.
------------------------------------------------------------------------------
  karusell /n kar name      - creates/modifies a name file using the specified
                              *.KAR file.
------------------------------------------------------------------------------
  karusell /s kar           - A very rough overview. You might send it to your
                              printer or a text file using the redirection:
                              karusell /s gp94 > lpt1:
                              karusell /s gp94 > set95.txt
------------------------------------------------------------------------------
  karusell /e kar n         - Exports *.CAR and *.HEL files of the team #n.
                              Valid range for n: 0 < n < 19.
------------------------------------------------------------------------------

7. Miscellaneous

Press RM to return from photo view.


8. Still to be added

- Implentation of the command line options in the graphical environment, 
  to execute them with a single mouse click.
- Editable car numbers.



The source code is no secret. I'm very interested in an exchange of
informations concerning the game.

E-mail any comments or questions to ubjc@rz.uni-karlsruhe.de

Have Fun
