#3EFD204D
Original Help text by Everett Kaser
en

@C>

***** NOTE TO TRANSLATORS:

The paragraph explaining the MAYBE button on the toolbar is EXACTLY the same
(except the size of the graphic) in both the BASICINFO section and the TOOLMENU
section, so you can copy/paste between the two to save yourself some effort.

@C>

@C>
NOTE: The first three lines of the file must be:
1) #xxxxxxxx	hex checksum of the file
2) whatever		your translation credits
3) xxxxxx		the ISO 639 language code for your translation, used when EXPORTing the Help to an .html file
				such as 'en' for English, 'da' for Danish, 'fr' for French, 'ru' for Russian, 'de' for German, etc.
				At the time of writing, this web page has a good list:
				https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes

HLP_English.TXT
Copyright 2024 Everett Kaser Software
All rights reserved

NOTE: While this file is available for you to modify for your own
use, NO modified versions of it may be redistributed without the
consent of Everett Kaser Software.  If you translate this file to
another language, please email a copy to everett@kaser.com for
possible inclusion in a future revision of the game or release on
the game web page.  The above copyright notice MUST be retained 
in all modified versions.
@C>

@C>This is a comment block.
It can have any format or any content, just so long as none of its
lines START with an '@'.  A comment block starts with a line that
begins with "@c>" (or "@C>") and ends with another line that starts
with the same sequence.  There can be any number of empty lines AFTER
the end of a comment block, but NO other characters.  The next thing
encountered besides empty lines MUST be either the end of file or a
line starting with "@c>" or "@p" or "@s".  NOTE: "empty lines" means
JUST that: no characters at all, including no spaces or tabs, just
CR/LF pairs or simple LF characters.

If you modify this file, you should TEST all of your changes by 
running the program and carefully reading the changed pages to verify
that what you've done is correct and displays correctly.  It's amazing
how often you catch things when reading the text in the actual HELP
dialog versus reading it in your text editor! :-)

Each "page" of help is enclosed within a matching pair of "@p" delimiters.
The first (starting) "@p" has this format:
	@p n "Title" "sub-title">
where 'n' is a number of your choosing.  This number is the page ID,
which is used as an identifier for links.  The first page in the file 
MUST have an ID of 0, which is always the "copyright" help page.  Much 
of the contents of this page are hard-coded in the game and cannot be 
edited.  What CAN be edited is included below.  Note that page 0 has 
no title or subtitle strings (they're hard-coded in the program).  This
page MUST be followed by page ID 1, which is the CONTENTS page.  All
other following pages may have any ID values in any order, they need
not be sequential (but they MUST be unique).  The pages will be presented
in the order they appear in this file, regardless of their ID values.
Again, the ID is ONLY used for link purposes.  If you need to use a
quote character within a title or sub-title, precede it with a '\'
character.  If you need to include a '\' character, use two of them
together (\\).

NOTE: There is currently a hard limit of 128 pages of help.  This should
be more than sufficient, since each page is a different subject, and 
there CAN'T be that many subjects in any one game!  Can there? :-)

The @ markers that may be used in this file are:

	OUTSIDE A PAGE SECTION (@P...@P)
	================================
	@C> 
		The @C> MUST occur at the
		left margin (start of a line, no leading white-space), and it
		starts a comment block which MAY contain (like right here) other
		@C> references that are also commented out, so long as they do NOT
		exist at the start of a line. Everything is commented out until
		another @C> is found at the very start of a line.
		
		INSIDE A PAGE SECTION (@P...@P), the @C> may occur ANYWHERE and
		begins and ends a commented block, but may NOT include any other
		@C> references, because the next @C>, wherever it occurs, will
		terminate the commented-out section.
		
	@S> starts and ends a STYLE block. Anything within this block is ignored
		when the Help is being displayed on-screen within the game, but
		EVERYTHING within this block is output in the <head></head> block
		when EXPORTing to HTML. The primary purpose here is to allow the
		setting up of a <style></style> block for use by code within an @CS>
		block within pages. NOTE: This @S> MUST occur outside of any page
		(at the same 'level' as @C> blocks and @P...> page blocks). Also,
		NOTE: this @S> is different and separate from the @Sn> tags that
		can occur within page blocks.
		
	@I ux uy> specifies the coordinates of a 32x32 pixel game icon for
		use in the HTML Help EXPORT. (ux,uy) should be (x/4, y/4) where
		(x,y) is the pixel coordinates of the icon in the HELP.PNG file.
		In other words, the HELP.PNG file is always treated as a
		"4 pixels per unit" image, and all coordinates in the HLP_*.txt
		files are in '4-pixel' units. So, take the actual pixel coordinates,
		divide by 4, and that's the value to use herein. Got it? Good.
		
	@TC backcolor textcolor framecolor> This sets the three colors for drawing
		a table. The colors must me HEX values in the form RRGGBB, so full red
		would be FF0000 and full blue would be 0000FF. Once these are set, they
		stay set until changed. Multiple @TC> entries may exist. The first one
		specifies the colors for a table row started with @TS 0>, the second
		@TC...> specifies the colors for rows started with @TS 1>, etc.
		It is HIGHLY recommended that the
		'frame' color remain the same throughout the table, as the cells overlap
		each other (by 1 pixel) so later cells in the table will overwrite the
		frame of earlier cells, leaving the earlier cell with two different
		colors for the top and left sides versus the bottom and right sides.
		
	@P pid "title" "sub-title"> starts a page, specifying the page ID 
		(pid) of the page, and the text for the title and sub-tkitle.
		pid can be any unquoted string NOT containing whitespace.
		A page must end with a line containing @P>
	
	INSIDE A PAGE SECTION (@P...@P)
	===============================
	@B causes all following text to be BOLD, or if text is currently BOLD,
		causes text to stop being BOLD.  ie, bracket bold text with a
		pair of @B's.
		
	@I is used just like @B, but to make text ITALIC.
	
	@U is used just like @B and @I, but to make text UNDERLINED.
	
	@N turns off (NORMAL) all text @B, @I, @U attributes.
	
	@2 causes following text to be RED (or whatever "help highlight" color
		is specified in the UI graphics file).
		
	@1 causes following text to be BLACK (or whatever "help text" color
		is specified in the UI graphics file).
		
	@M n> specifies a TARGET # on the current help page for a link from
		another page.  'n' may be any value from 0 to 31 (there's a max
		of 32 link targets on any one page).
		
	@H pid mid "link text">
		Specifies a Hypertext Link with "link text" as the link text.
		(Imagine that.)  The pid is the page ID (see @P), and the mid
		is the mark ID (see @M) for the target jump.  For jumping to
		the START of a page, mid can be 0 and no @M need be specified
		on the target page.  There can be a max of 128 hyperlinks on
		any one help page.
		
		If 'pid' is -1, then it creates a "real world" link to a web page
		or to send an email everett@kaser.com. 'mid' values control what
		happens:
		 mid=0 fires up "https://www.kaser.com" in the web browser, but
		    the "link text" is what is displayed on the Help screen.
		 mid=1 starts an email to "Everett Kaser <everett@kaser.com>", but
		    the "link text" is what is displayed on the Help screen.
		 mid=2 fires up the "link text" web page in the web browser, and
		    the "link text" is what is displayed on the Help screen.
		See page 0 below for an example of all three in use.
		
	@S0 gets replaced by the name of the folder in which the game is installed.
	@S1 gets replaced by the name of the game.
	@S2 gets replaced by the xxLOG.CSV file name
	@S3 gets replaced by the xx.CFG file name
	@S4 gets replaced by the PROGRAM installation path
	@S5 gets replaced by the DATA (created files) path
	@S6 gets replaced by the OS Version information
	@S7 gets replaced by the name of the Ctrl key ("Ctrl" on PC's, "Cmd" on Macs)

	@#xH> 'H' is a series of hex digits comprising the unicode value of a character.
	@#D>  'D' is a series of decimal digits comprising the unicode value of a character.
		Examples:
			@#xA0>	is the non-breaking space character (&nbsp; in HTML)
			@#160>	is the non-breaking space character (&nbsp; in HTML)
			@#x20AC> is the Euro monetary symbol
	@SPACE (the '@' followed immediately by a ' ' (SPACE) character acts
		as a non-breaking space (like "&nbsp;" in HTML), which is essentially
		short-hand for "@#xA0>".
			
	@CH> starts and ends a commented block within a page. Such a commented
		block appears ON SCREEN (in the game), but not in the EXPORTed HTML file.
	@CS> starts and ends a commented block within a page. Such a commented
		block appears in the EXPORTed HTML file, but not ON SCREEN (in the game).
		
	@L0 causes a single line break (CR/LF) or in html <br>
	@L causes a CR/LF with an extra 1/2 line-height advance or in html </p>
		This marker is stand-alone, and has no "terminating" marker.
	
	@Z> terminate a list (see below).
	@Zn> starts a list with 's'==0 (see @Zn.s> below). 'n' can be 0,1,2,3:
			0	a simple list of entries (indented) with no bullets or numbering
			1	a simple list with a bullet before each entry
			2	a numbered list starting with "0)"
			3	a numbered list starting with "1)"
		The @Zn> automatically does a "line feed" at the start. Each item (line)
		of the list is terminated with an @L0 line break, except the LAST list
		item, which is terminated with @Z> (no 'n' between 'Z' and '>'). The 
		terminating @Z> does an automatic full line break after the list.
		
		NOTE: list blocks may NOT be nested.
		NOTE: list blocks may NOT occur within a TABLE.
		NOTE: a list block starting to the right of a graphic will automatically be forced to start below the graphic.
		NOTE: @Z2> and @Z3> are limited to a max index of 99, so 0-99 and 1-99, respectively.
	@Zn.s> starts a list with s=0 to 4, which adds s*line-height/4 extra
		spacing after each list item except the last one, or in html s*.25em.
		
	@T n> is a single TAB to move the following text to the offset of n*LU from
		the left margin (LU=1 Logical Unit, and the help text window
		is 144 LUs wide). @T must ONLY be used at the start of a line (AFTER
		an @L line break).
	@T n1 n2 n3...> with more than one 'n' in the list, this starts a TABLE,
	    where the 'n's specify the n*LU distance from the left margin of
		successive columns of the table. There MUST be one more 'n' than there
		are columns of data. Fence posts versus fence rails.
		NOTE: you can CENTER the text in a COLUMN by placing a 'C' immediately
		after the 'n' number. So, for example:
			@T 3 15C 25C 40 55>
		would cause the 2nd and 3rd columns of the table to be centered.
	@TS n> starts a row of data for the table. EVERY row MUST start with this!
			'n' is an index into the @TC> list of table colors, where 0 is
			the first entry in the list, 1 is the second entry, and so on.
	@TN> skips to the next column of the table for the following text. After
		the last column of each row, an @L should be used to start the next
		row and reset the column offset index, EXCEPT for the LAST row, which
		should be terminated with @T>
	@TE> ends a row of data for the table. EVERY row MUST end with this EXCEPT
		the LAST row, which MUST end with @T>.
	@TC is not allowed inside a page definition, but I include it here because
		it's related to the other table stuff. See the OUTSIDE OF PAGE SECTION
		section above.
	@T> terminates the table.
	
Example of a TABLE:

...miscellaneous text and whatnot.@L
@T 3 15C 25C 40 55>
@TS 0>@Bcol 1@TN>col 2@TN>col 3@TN>col 4@B@TE>
@TS 1>r2 1@TN>r2 2@TN>r2 3@TN>r2 4@TE>
@TS 1>r3 1@TN>r3 2@TN>r3 3@TN>r3 4
@T>
...further miscellaneous text and whatnot.@L
	
	
	@G must always occur at the start of a line (ie, all graphics must
		be left-justified, against the left margin).  Multiple @G's can 
		be "concatenated" together at the start of a line to build up a 
		graphic out of several smaller pieces, but there can be no text 
		before or between them on the line.
		
		NOTE: ALL @GG, @GU, @GH *MUST* have an @G> at the end of them
		or, if they have following wrap-around text, then the @G> must
		be placed at the end of the wrap-around text. However, if
		there are multiple images together with no text between them
		(so they get glued together as one single image in the output),
		then only a single @G> should be used at the end of all of them
		and/or the wrap-around text that follows them.
		
		@GG sx sy sw sh dw>
					draws the image from the game graphics file that
					is located at X = sx*GU and Y = sy*GU
					where GU is the "pixels-per-unit" value for the graphics file.
					The image gets scaled to dw by dw*sh/sw.
					NOTE: This is different from KINT 1 - 5!
				
		@GU sx sy sw sh	dw>
					draws button from the UI graphics file that
					is located at X = sx*UIUU and Y = sy*UIUU
					where UIUU is the "pixels-per-unit" value for the UI file.
					UI files are 56 UIUU wide. The image gets scaled
					to dw by dw*sh/sw.
					NOTE: This is different from KINT 1 - 5!
					
		@GH sx sy sw sh	dw>
					draws the specified region from the HELP graphic
					file. sx,sy,sw,sh are specified in HELP graphic
					logical units (which may be a different size than
					the current game logical units).  The image gets
					scaled to current game logical units, and dw specifies
					the target (destination) width.  (The destination
					height is then dh = dw*sh/sw.)
					
		@G>			terminates any "wrapping" of text or graphics around
					the current graphic image, moving the current X output
					location to the left side and the current Y output
					location to the bottom of any current graphic image.
					Generally, @L or @L0 does NOT need to be done after
					@G> unless you need an empty line.
					
		@Gn>		ONLY sets the spacing at the bottom of an image when
					@G> is encountered. Stays set for the rest of the
					page/section (or until another @Gn> is encountered).
					'n' is a number from 0 to 63 and is a distance of
					(for HTML export) 1/4 of an 'em' or (for on SCREEN)
					1/4 of a line height.
					NOTE: The @Gn> MUST be specified BEFORE the graphic
					is inserted, because this "bottom spacing" must
					be specified at the BEGINNING of the graphic in
					exported HTML help files.

		Images must ALWAYS be against the left edge of the help window, 
		(unless several images are together, but still the first one
		must be against the left edge, that's just the way it is...)
		and all following text is "wrapped around" the picture
		until past the picture, at which point the text returns to the
		normal left margin.
@C>

@C>***********************************************************************
	Location in HELP.png of optional GAME ICON for HTML Help EXPORT
	If not provided, delete the @I line, or set the coordinates to -1.
@C>
@I 178 49>

@TC CC9966 0 0>
@TC CCFFFF 0 0>

@C>***********************************************************************
	This is for material you wish to include in the EXPORTED HTML help file's
	'header' area, most likely an additional <style> section for modifying
	the pre-programmed HTML coding.
@C>
@S>
	<style>
	</style>
@S>

@C>***********************************************************************

NOTE: WARNING: ALERT: !!!!!!!!
This page MUST MUST MUST be the VERY FIRST PAGE!!!!

@C>
@P CONTACT "Contact Info" "(reach out and touch someone!)">
@L
@GH 166 49 12 16 8>
EVERETT KASER SOFTWARE@L0
POB 403@L0
ALBANY OR 97321-0117@G> 
@L0
phone: 1-541-928-5259@L0
e-mail: @H -1 1 "everett@kaser.com">@L0
web site: @H -1 0 "www.kaser.com">
@L
This game is distributed in shareware (demo) and licensed versions.  The
shareware version may be freely distributed (but not sold).  The licensed
version may not be redistributed.  It may be purchased for US $19.95 as
a download from @H -1 2 "https://www.kaser.com/sherwin.html">. What a deal!
@L
@P>
@C>***********************************************************************

NOTE: WARNING: ALERT: !!!!!!!!
This page MUST MUST MUST be the SECOND PAGE!!!!
All other pages can be in whatever order you want, but these first two
must be the first two! Otherwise, the Gates of Hell will break open
and the Demon Hordes will pour forth into your underwear.

You've been warned.

NOTE TO TRANSLATORS: names (identifiers, all-caps, like BASICINFO, TOOLMENU, etc.)
of pages must NOT be translated. Leave them as-is, or the Backup Demon Hordes will
be headed your way...

@C>
@P CONTENTS "Help Contents" "(REAL men don't ask for directions...)">
@L
@BTable of Contents@B
@Z0>
@H BASICINFO 0 "Basic Information (what to do and how to play)">@L0
@H BASICINFO 1 "Clues (What the clues tell you)">@L0
@H HINTSTIPS 0 "Hints and Tips (how to solve these puzzles)">@L0
@H WHATIF 0 "What If (you only had a brain!)">@L0
@H SCORES 0 "The Scoreboard and @S2 (statistics!)">@L0
@H TOOLMENU 0 "Toolbar, Menu, & Dialogs (the user interface)">@L0
@H PLAYERMOOD 0 "Players & Moods (having things YOUR way)">@L0
@H OPTIONS 0 "Options (changing the game's behavior)">@L0
@H KEYMAP 0 "Key Mapping (The key to a good life!)">@L0
@H MOUSEMAP 0 "Mouse Mapping (mousing around)">@L0
@H GRAPHICS 0 "Graphics (changing the game's appearance)">@L0
@H LANGUAGE 0 "Language (what's your favorite language?)">@L0
@H INTERFACE 0 "Interface (toolbar, menu, dialog size and appearance)">@L0
@H SOUND 0 "Music & Sounds (changing the game's sound)">@L0
@H QH 0 "Quick Help (easily improve your memory!)">@L0
@H OSKINT 0 "Running the Game on Non-Microsoft Operating Systems">@L0
@H TECHINFO 0 "Technical Info (where're my files???)">@L0
@H CREDITS 0 "Credits (who's to blame???)">@L0
@H CONTACT 0 "Ordering Information (send money!)">@L0
@H ZEBRA 0 "Who Drinks Water and Who Owns The Zebra (Who cares?)">@Z>
@L
@P>
@C>***********************************************************************
@C>
@P BASICINFO "Basic Information" "(Boot Camp for the bewildered...)">
I've been advised to state this right up front: I am @Bnot@B responsible
for anything that happens as a result of your playing this game.  If you
lose your mind, your job, your house, your spouse or your mouse as a result
of spending too much time playing "just one more game," it's @I@Bnot@B@I my
fault.  @BYOU@B are in control of your hands and fingers and feet.  Go outside,
get some exercise, play with your kids (or your cat or dog or...).  Remember,
you have a @I@ULIFE@U@I.  You've been warned!
@L
@BNOTE:@B Throughout these instructions, I will occasionally refer
to specific mouse buttons, keys, graphics, etc. My references will be
to the DEFAULT settings. You can change MANY of those things in the game's
MENU dialogs. If you do, the HELP descriptions will not change, and it is
your responsibility to understand the differences and the effects of the
changes you've made. I know you have the intellectual ability to do that,
because you're playing this game. Right? Right!
@L
@GH 0 0 166 54 130>
@G>
Sherlock is a computerized @Blogic puzzle@B.  The game makes the puzzles,
you (try to) solve them.  The @Bgoal@B is to locate the correct positions
of all of the images on the playing board.
@L
The game display consists of four primary areas: the toolbar (down the left
side), the playing board (in the upper-left-corner), the vertical clues
and the horizontal clues (below or to the right of the playing board,
depending upon the puzzle size or type).  Each row of the playing board
has different images of the same type.  At the start of a puzzle, the
game may show some @B@Iknown@I@B images on the playing board, but most of
them will be unknown.  The @Iknown@I images are drawn large.  In the locations
where the image is not known, the images that are @B@Ipossible@I@B there
are drawn smaller.
@L
You can remove @Ipossibilities@I on the playing board by
pointing at them and @BRIGHT@B-clicking. When you figure out where an image
has to be located, you point at its small @Ipossibility@I at that location
and then @BLEFT@B-click.  (Remember: both RIGHT and REMOVE start with 'R', while
both LEFT and LEAVE start with 'L'. If you can't remember which hand is left
and which is right, maybe you can paint the letters L and R on your mousing
fingers?)  If you correctly make all of the images @Iknown@I,
you've solved the puzzle.  For Type A puzzles, the game can be set to give you some
extra @Iknown@I images (called a @Ihandicap@I). Each puzzle size has its own
Handicap setting in the @IOptions@I dialog. Setting the Handicap to 0 gives
the most difficult puzzle. Each count above that gives one additional known
image at the start of each puzzle. Type B puzzles don't get any handicaps.
@L
Once you've solved a puzzle, the puzzle will always be displayed in its solved state until
you 'unsolve' it by clicking the RESTART PUZZLE button while the solved puzzle is being viewed.
@L
NOTE: (This paragraph assumes Handicap set to 0.) Many puzzles will
have one or more GIVEN images in the puzzle at the start.  This is natural,
but some folks don't like that.  So, the puzzles in each size are divided
into two parts; the first part MAY have givens, and the second part will
NEVER have givens. Square puzzle sizes (33, 44, 55, 66, 77 and 88) each have 65536
puzzles, with puzzles 1 through 32768 frequently having at least one given
image, while puzzles 32769 through 65536 have NO given images. All the other, non-square, puzzle
sizes will frequently have givens on puzzles 1 through 5000, and puzzles from 5001 and higher will
never have givens. Those non-square puzzle sizes have 10000 puzzles total for type A and
16384 puzzles total for type B.
@L
When you point the cursor at a clue, an explanation of that clue will be
displayed in the explanation box at the top of the game window.  Use these to help you learn
the meanings of the clues.  The @BHINT@B button on the toolbar will show
you one deduction.  This can also be used to help you learn how to play the
game.
@L
@GU 24 0 5 5 5>@GU 24 5 5 5 5>@GU 24 10 5 5 5>@GU 24 15 5 5 5>@GU 24 20 5 5 5>@GU 24 25 5 5 5>There are 36 different sizes (types)
of puzzles which are selected using the two columns of toolbar buttons.  The
left column selects the WIDTH of the puzzle (3 to 8) and the right column
selects the HEIGHT of the puzzle (3 to 8).  If you want to select a puzzle
type where the WIDTH and HEIGHT are the same, @BRIGHT@B-click on a button
instead of @BLEFT@B-click.
@G>
@GU 24 30 5 5 5>@GU 24 35 5 5 5>There are also two 'sets' of puzzles, each with
their own puzzles in all 36 sizes. The 'A' puzzle set is the same as earlier
versions of the Sherlock game, where each puzzle can be solved by processing
each clue by itself, one at a time, over and over. The 'B' puzzle set contains
all new puzzles, and SOME of those puzzles require that you either combine
clues to solve them, or use WHAT-IF logic to figure out which images can NOT
be at a given location. See @H SCORES 0 "The Scoreboard and @S2 (statistics!)"> for more
information about the 'B' set of puzzles.
@G> 
NOTE: Just because there are bigger puzzle sizes does NOT mean you have to play
them.  The larger puzzle sizes are included for the masochistic folks, not just
because I'm sadistic.  Choose your puzzle size wisely!
@L
@L
@U@BUSING THE MOUSE TO PLAY THE GAME@B@U
@L
NOTE: The actions that are mapped to the mouse buttons can be
changed by using the @IMouse mapping@I dialog.  These are
the default settings:
@L
The LEFT mouse button is used to make images known on the playing board, to
mark a clue (by LEFT-clicking on it, a red outline mark will appear around it,
which is purely for you to help remember "where you were"), or to rearrange
clues by dragging them (they must remain within their appropriate clue bin).
@L
The SHIFT-LEFT mouse button can be used to 'reverse' the outer images in
IS-BETWEEN, IS-NOT-BETWEEN and IS-NEXT-TO types of clues (where the order of the outer images
carries no significance).  It can also be used to shift the overlay on SAME-AS-THIS-OR-THIS clues.
@L
The RIGHT mouse button is used to remove possibilities from the playing board
and to send no-longer-needed clues to the @IOther Clues@I bin.  When a clue is
of no further use, it's just cluttering up the display.  By sending it to the
@IOther Clues@I bin, you can better focus on the remaining clues.  NOTE: if the
@INotify on clue removal@I option is enabled in the @IOptions@I
dialog (which it is, by default), then the game will not let you remove a clue
that is still necessary for solving the puzzle.  You can swap the viewing of the
normal clue bins and the Other Clue bins by clicking on the "magnifying glass"
button on the toolbar.
@L
You can MIDDLE-click on a clue to attempt to auto-complete the clue.  For this
to be successful, using ONLY that one clue, you have to be able to resolve
ALL of the images in the clue sufficiently for the clue to be considered 'done'. If
that's not possible, an error will occur.  Otherwise, if it IS possible, then the
remaining deductions possible with that clue will be made in the puzzle and the 
clue will be removed to the "Other Clues" bin.  To be considered "all used up," 
the clue can be of no further use in resolving the locations of any of the images
used in the clue.
@L
Holding down the MIDDLE mouse button on an image (in a clue or in the puzzle)
will cause the game to show you all locations of that image in the puzzle and in the
clues.  It does this by blinking the clues that contain that image, and by
'circling' the locations in the puzzle.
@L
@L
@M 1>@U@BTHE CLUES@B@U
@L
The @BHorizontal Clues@B show positional relationships between two or three images
(are you ready for this?) horizontally, left or right from each other.  The @BVertical
Clues@B show relationships about which images are (or are not) in the same column.  In
order to solve the puzzle, you must repeatedly scan through the clues, testing each clue
to see if it will eliminate any more possibilities in each board location.  Remember,
@B@IALL@I@B of the puzzles in the game are guaranteed to be solvable with the provided
clues.  (No, I haven't played all of the puzzles myself.  I'm trusting my programming
abilities and the accuracy of my algorithms, a chancy thing at best, but so far, no one
has found a Sherlock puzzle that's not solvable!)
@L
NOTE: The appearance of the Horizontal Clues may differ, depending upon the settings of
two options in the @IOptions@I dialog: @IOld-style clues@I and
@IDraw clue arrow overlay@I.  By default, the game does no sorting or arranging
of the clues other than by vertical and horizontal.  However, there is a @ISort clues at start@I
checkbox in the @IOptions@I dialog that causes the program to make an attempt at sorting
the clues in a useful fashion.  Another option that may affect your interaction with clues is
@IUNDO clue moves@I.  When checked, if you rearrange clues or send clues to the
"Other Clues" bin, then clicking on the UNDO button will undo those clue movements.  If not checked,
then UNDO will only undo changes to the playing board.
@L
@GH 100 76 25 36 17>These are examples of the @I@BIs-Same-Column@B@I clue.  This clue consists of either
two or three images stacked vertically, as seen here.  This clue tells you that all of the images in
the clue exist in the @Isame@I column in the puzzle.  These clues can be used in several ways.  First,
if the location of at least one of the images in the clue is known (it's enlarged in the puzzle), then
all of the other images in the clue are known to be in that same column and can be enlarged if they aren't
already.  The second way these clues can be used is to remove possibilities.  Since all of the images in
the clue have to be in the same column, if any one of the images is not possible in a column, then none
of the other images can exist in that column either and may be removed as possibilities in that column. 
Further, if the location is known for a different image of the same type as one of the images in these
clues (i.e., an image in the same row as one of the images in the clue, but @B@Inot@I@B in the clue itself),
then the other images (from other rows) in the clue can be removed from that column as possibilities.  For
example, using the two clues above, if the Apple location is known, then not only is the white-haired man
known to be in that same column, but the Yellow House and the 3 can @Inot@I be in that column, and
can be removed as possibilities, because if the Apple is located there, then the Banana (being in the
same row) can't also be in that column, so neither can the other two images.
@G>
@GH 100 112 26 36 16>@GH 100 148 26 36 16>These are examples of the @I@BNot-In-Same-Column@B@I clue.  The image with the red "not"
symbol (slashed circle) superimposed over it can @Inot@I be in the same column as the other images.  If you
know where the @Inot@I image is located, the others in the clue can be removed from that column as possibilities,
and the @Inot@I image can be removed from a column if any of the other images are known.  In the clues of this
type with three images, the two images without the not-symbol over them @Iare@I in the same column.
@G>
@L
@GH 100 184 25 36 17>The left-hand image is an example of the @I@BSame-As-This-OR-This@B@I clue.  It tells you
that the top image is in the same column as either the middle image or the bottom image, but not both.  This
clue can be very tricky to apply, so think very carefully about it as you use this type of clue.  If the top
image is known to be located in a column and both of the other two images are possibilities in that column,
you can't make any deductions there.  But if the top and middle images are known in the same column, then the
bottom image can't be in that column.  Likewise, if the top and bottom images are known in the same column,
then the middle image can not be in that column.  If the top image is known in one column, and the middle image
is known in a different column, then the bottom image must be in the same column as the top image.  If neither
the middle nor the bottom images are possible in a column, then the top image can not be in that column either.
If the middle and bottom images are known, and the top image is not known, then the top image can be removed
as a possibility from all columns except for the two columns containing the middle and bottom images.
@G>
If the middle image is known and the top image is not possible in that column, then you know that the top image
is in the same column as the bottom image (and similarly, if the bottom image is known and the first image is not
possible in that column, the top image must be in the same column as the middle image).  In this situation, you
can use a SHIFT-left click on the clue to move the overlay so that it's positioned over the middle or bottom
images.  When you do this, a not-symbol will also appear.  This doesn't affect the game's logic, but is a
mnemonic device (a string around your mental finger) to help you remember that you know that the top image
has to be in the same column as the non-marked image.  Successive SHIFT-left clicks will cycle the overlay
through the three possible locations.
@L
@GH 196 7 36 25 24>These are examples of the @I@BNext-To@B@I clue type.  They are both the same clue, but it's
drawn differently depending upon whether or not @IOld style clues@I is checked in the
@IOptions@I dialog.  This clue type tells you that the two images are in adjacent columns, columns
immediately next to each other, but it does @Inot@I tell you whether the first image is on the left or the
right of the second image.  If you know where one of the images is located, then the other image has to be in
the column to its immediate left or its immediate right, and possibilities of it in all other columns can be
removed.  If one of the images is a possibility in a column and the other image is @Inot@I possible in either
column to the left or right, then that possibility for the first image can be removed from that column.  The
images in this clue can be swapped by holding down the SHIFT key and left-clicking on the clue.  This does
not affect the game at all, but is useful as a mnemonic if you figure out which order they belong in before
you figure out where they are located.
@G>
@GH 160 76 36 12 24>This is the @I@BLeft-Of@B@I clue.  The three dots in the center of this clue is an 'ellipsis',
and it's used here to denote that the distance between the two outer images is unknown.  They could be next to
each other (in adjacent columns), or they could be clear across the puzzle from each other.  Regardless of how
far apart or close together they are, this clue tells you that the first image is somewhere to the left of the
second image.  So, as soon as you start a puzzle with a clue like this, you can remove the first image from the
right-most column, and you can remove the second image from the left-most column.
@G>
@GH 196 32 36 25 24>These are both examples of the @I@BIs-Between@B@I clue.  The red arrow overlay is drawn or not
depending upon the setting of the @IDraw clue arrow overlay@I checkbox in the @IOptions@I dialog. 
The meaning is the same: these three images are next to each other in three consecutively adjacent columns (for
example, columns 3, 4 and 5).  The middle image is definitely in the middle of the three columns, but the outer
two images may be swapped (reversed).  You can swap the outer images in this clue by SHIFT-left clicking on the
clue, but that doesn't change the meaning of the clue.  This clue type tends to be one of the more useful ones,
as it gives so much information about so many images.  You know that the first image is next to the second image,
that the second image is next to the third image, that the first image is two columns away from the third image,
and that none of the images are in the same column.  One of the first things you do at the start of a puzzle is look
for these kinds of clues, because the middle image can not be located in either the left-most nor right-most columns
of the puzzle.
@G>
@GH 196 57 36 25 24>These are both examples of the @I@BIs-Not-Between@B@I clue.  The red arrow overlay is drawn or not
depending upon the setting of the @IDraw clue arrow overlay@I checkbox in the @IOptions@I dialog. 
The meaning is the same: the outer two images are two columns away from each other and the middle image is @Inot@I in
the column between them.  Again, the first and third images might be swapped or reversed.  SHIFT-left clicking on the
clue will cause it to be redrawn reversed.@G>
@L
@P>
@C>***********************************************************************
@C>
@P HINTSTIPS "Hints and Tips" "(HELP!  I'm lost without Dr. Watson!!!)">
@BHint #1)@B: Always look both ways before crossing the street.@L0
@B2)@B Look for any clues containing an image whose location is already known.@L0
@B3)@B Look for @I@BIs-Between@B@I clues.  The middle image can never be in the outside columns.@L0
@B4)@B Look for @I@BLeft-Of@B@I clues.  The first image can't be in the right-most column, and the
second image can't be in the left-most column.@L0
@B5)@B Any time you make changes to the puzzle, either locating (enlarging) an image or
removing a possibility, immediately scan all of the clues for any other clues that refer to that
image.  But, don't forget which clue you were working on before you started scanning for other
images, so that you can resume your search for deductions when you run out of the clues related to
the change.  You can use the "select clue" feature (LEFT-click on a clue) or the "bookmark clue" (Shift-@S7-MIDDLE on a clue) to help you remember.@L0
@B6)@B If playing with @INotify on puzzle@I off, use UNDO to correct mistakes.@L0
@B7)@B Get rid of clues that are used up (done) by RIGHT-clicking on them.@L0
@B8)@B If you have @INotify on clues@I off, don't send useful clues to the Other Clues bin!@L0
@B9)@B Use the HINT button regularly when first learning to play the game.@L0
@B10)@B Clues can be rearranged by dragging them to their new position.@L0
@B11)@B Reduce your @IHandicaps@I settings in @IOptions@I as you get better at the game.@L0
@B12)@B Hold down the middle (or @S7-LEFT) button on an image to find other clues with that image.@L0
@B13)@B The Surgeon General has found playing Sherlock to be an addictive habit, and should be avoided
during times of work hours, cooking hours, and other dutiful moments.  Remember to talk to your family
members, and don't forget to sleep.@L0
@B14)@B Never, @Iever@I, run with scissors.  Don't run with a gang either.  If your nose runs, wipe it.
@L
@P>
@C>***********************************************************************
@C>
@P SCORES "The Scoreboard and @S2" "(I really like statistics!)">
The game includes a "scoreboard" list for each puzzle type that can
be viewed with the menu's @IScores@I dialog.  Puzzle types are referred
to as 33, 36, 53, 84, 48, etc. to denote the puzzle WIDTH (first digit) and HEIGHT (second digit).
@L
Some folks want to know MORE about their track record, like how they've done
over time, etc.  To accommodate this, EVERY game that is played, by EVERY
player, is logged to an ASCII text file called @B@S2@B in the @B@S5@B folder.  The ".CSV" file
extension means that it's a "comma-separated-values" file.  Each line
of the file represents ONE game that was played, with the individual
"fields" of information separated on the line by commas.  The first line
of the file tells you the names of each of the fields.  Every other line of
the file is a single game that was played by someone, showing (in order):
@L
1) The date and time when the game was completed.@L0
2) The type of the puzzle (33, 47, 85, etc.)@L0
3) The puzzle number.@L0
4) The 'score' achieved for that puzzle solution.@L0
5) How long it took to solve the puzzle.@L0
6) How many clicks of the mouse the player had to make to solve the puzzle.@L0
7) How many Hints the player asked for.@L0
8) How many times the player was Notified of an error.@L0
9) What Handicap setting was used at the start of the puzzle.@L0
10) How many times Auto-complete was used during the game.@L0
11) Whether clue auto-sorting was used or not.@L0
12) The name of the player who solved it.@L0
13) The Mood that was active at the finish of the puzzle.
14) The number of What-Ifs required by the GAME to solve the puzzle (always 0 for type A puzzles).
15) The number of What-Ifs used by the PLAYER to solve the puzzle.
@L
You can read this file into a spreadsheet program.  Each line (game) will
be one row of the spreadsheet, and each of the above fields will be
in a column.  Then, you can use the spreadsheet program to sort and filter
the data for specific players, specific date ranges, specific time ranges,
etc.  You can also calculate averages, totals, etc.
@L
The @IScores@I dialog shows the scores for the CURRENT PLAYER
and for the CURRENT PUZZLE SIZE.  There is no support in the game itself to
compare scores between different players. The data shown in this dialog is stored
in the @S3 file. When you CLEAR scores in that dialog, it doesn't actually delete
any of the information in the @S2 or @S3 files, it just sets flags indicating
which scores to show and which ones not to show.
@L
The @IScores@I dialog has a pushbutton
at the head of each column of information.  The scores in the listbox can
be sorted by any one of those columns by clicking on the column header
button.  You can only sort on one column at a time, not multiple columns.
@L
The SCORE field value is a haphazard attempt to calculate a somewhat
reasonable 'score' for your performance based upon many of the things
that affects how quickly and easily (or not) you can solve the puzzle.
This is not a science, and is impossible to really do in any fair and
accurate method, but I took a stab at it for those folks that like to
boil their performance down to a single number.  The score value starts
with a @Bmaximum@B value, and then various amounts get subtracted from
that, depending upon the time it takes to solve the puzzle, the number
of HINTS you used, the number of times you were notified of a mistake,
the Handicap setting you used, whether you used Auto-complete and whether
you used Auto-sorting of clues.  For those mathematicians amongst you that
are terminally curious and just @Ihave@I to know the details, below is a
table that shows the various values used for each puzzle size.  The values
on each line are:
@L
PuzzleSize, MaxScore, Time, Hints, Notifies, Handicaps, AutoComplete, AutoSort
@L
33, 750,  9, 75, 150, 125, 25, 12@L0
34, 1500, 9, 100, 200, 225, 50, 25@L0
35, 2600, 9, 125, 250, 335, 87, 43@L0
36, 4100, 9, 150, 300, 475, 137, 68@L0
37, 6000, 9, 175, 350, 650, 200, 100@L0
38, 8500, 9, 185, 370, 875, 283, 141@L0
43, 1500, 9, 100, 200, 225, 50, 25@L0
44, 3000, 9, 125, 250, 375, 100, 50@L0
45, 5400, 9, 170, 340, 600, 180, 90@L0
46, 8500, 9, 185, 370, 875, 283, 141@L0
47, 12450, 9, 200, 400, 1175, 415, 207@L0
48, 17400, 9, 225, 450, 1525, 580, 290@L0
53, 2600, 9, 125, 250, 335, 87, 43@L0
54, 5400, 9, 170, 340, 600, 180, 90@L0
55, 10000, 9, 200, 400, 1000, 333, 166@L0
56, 14800, 9, 220, 440, 1350, 493, 246@L0
57, 21750, 9, 250, 500, 1840, 725, 362@L0
58, 30350, 9, 275, 550, 2400, 1012, 506@L0
63, 4100, 9, 150, 300, 475, 137, 68@L0
64, 8500, 9, 185, 370, 875, 283, 141@L0
65, 14800, 9, 220, 440, 1350, 493, 246@L0
66, 25000, 9, 275, 550, 2083, 833, 416@L0
67, 34300, 9, 300, 600, 2650, 1143, 571@L0
68, 47900, 9, 350, 700, 3450, 1597, 798@L0
73, 6000, 9, 175, 350, 650, 200, 100@L0
74, 12450, 9, 200, 400, 1175, 415, 207@L0
75, 21750, 9, 250, 500, 1840, 725, 362@L0
76, 34300, 9, 300, 600, 2650, 1143, 571@L0
77, 50000, 9, 350, 700, 3571, 1666, 833@L0
78, 70400, 9, 400, 800, 4700, 2347, 1173@L0
83, 8500, 9, 185, 370, 875, 283, 141@L0
84, 17400, 9, 225, 450, 1525, 580, 290@L0
85, 30350, 9, 275, 550, 2400, 1012, 506@L0
86, 47900, 9, 350, 700, 3450, 1597, 798@L0
87, 70400, 9, 400, 800, 4700, 2347, 1173@L0
88, 100000, 9, 450, 900, 6250, 3333, 1666
@L
The score starts as @BMaxScore@B.  Then:@L0
@BTime@B is subtracted for each second taken to solve the puzzle.@L0
@BHints@B is subtracted for each HINT used.@L0
@BNotifies@B is subtracted for each time you were notified.@L0
@BHandicaps@B is subtracted for each count of Handicap used.@L0
@BAutoComplete@B is subtracted ONCE if Auto-complete was enabled in Options and
an auto-complete happened during the game, or if you use MIDDLE-click to auto-complete a clue.@L0
@BAutoSort@B is subtracted ONCE if Auto-sort-clues was enabled in Options at any
time during the game.
@L
So, for example, on a 56 size puzzle, if you took 45 seconds to solve the puzzle, used
no hints, were notified once of an error, used a Handicap setting of 2, used Auto-complete
but not Auto-Sort, then your Score would be:
@L
14800 - 45*9 - 0*220 - 1*440 - 2*1350 - 493 - 0 = 10762
@L
If the calculated score goes below 0 (negative), then the score is set to 0.
@L
@P>
@C>***********************************************************************
@C>
@P WHATIF "What If" "(you only had a brain!)">
@GU 24 35 5 5 5>The 'B' set of puzzles will sometimes solve in the same manner as the 'A' set of puzzles,
using simple clue-by-clue deductive logic. But, some of the 'B' puzzles will require more complicated
logic to solve them. Sometimes, you may be able to 'see' the needed deductions by combining multiple
clues and holding various possible positionings in your head and, thus, reach a valid deduction without
guessing. The program, when generating the puzzles, NEVER does that. Rather, it uses a "what-if?"
mechanism, where it looks for situations where there are exactly two images remaining possible within a
cell, or one image remains possible at exactly two locations on a row. For those situations, it will save
the state of the puzzle, make one of the images KNOWN, then proceed with normal clue-by-clue deductions
until either it reaches a "dead end" (where it can't find any more simple deductions, but the puzzle
remains valid) or it reaches a point where the state of the puzzle contradicts at least one of the clues.
When the latter happens, the program knows that its 'guess' was wrong, because it resulted in a contradiction
with the clues. The game then restores the puzzle to its state BEFORE the guess was made, then removes
the image that it guessed was true but turned out to be wrong. That means the other image at that location, or the same image at
its other location, can be made KNOWN. If, instead, the guess reached a "dead end," then the program restores
the game to its state before the guess was made, then repeats the process by making the OTHER image KNOWN,
then proceeding with simple deductions to see if that causes the puzzle to reach an invalid state.
@G>
YOU can use this same process to solve puzzles in set 'B'.
@L
@BNOTE:@B The program NEVER 'nests' what-if deductions, and provides no mechanism for you to do so.
You never need, nor will be able, to start another what-if sequence when you're already inside the
first what-if.
@L
When you select set 'B', the @IOther Clues@I button on the toolbar becomes half-width, and to the right
of it appears the @IWhat-If@I button. Below the @IPAUSE@I button will be displayed, after "WI:", the number of times
the program had to use the what-if mechanism to solve the current puzzle and, in parentheses, the number of times the player has used What-If. 
If that number is 0, then you can solve that puzzle the same way you do the set 'A' puzzles.
If that number is non-0, then that means the puzzle is more difficult and you MAY have to use the what-if
mechanism to solve it. You MAY be able to solve it by seeing things "in your head", and so avoid the
game's built-in what-if tool, or you may make a better what-if guess and solve the puzzle in fewer
what-if attempts than what the program required.
@L
@GU 24 40 5 5 5> This is the @IWhat-If@I button. Again, it only appears on type B puzzles.
As you solve puzzles in set 'B', the program is constantly watching
to see if there is a "simple deduction" still available that only require a single clue and no guessing.
When the puzzle reaches a state where there are no more deductions like that, then a message will temporarily appear
in the message bar at the top of the window, with a blue background, alterting you to the situation. As long as
that message doesn't appear, that means there is still a "simple deduction" that you can make.
To start a what-if deduction, you click the @IWhat-If@I button (which stays depressed), then you must make a possible image in the puzzle
KNOWN. That known image will be outlined with a thick rectangle (blue by default, although different image
sets may change that color) to help you remember which image you guessed. You can then proceed making
simple deductions, while watching to see if the puzzle becomes invalid. That may happen if all possible
images are removed from any cell of the puzzle, or if the puzzle reaches a state that contradicts one of
the clues. When you see an invalid state, you know your guess was wrong, and you can exit the what-if mode
by clicking on the @IWhat-If@I button to release it (which will restore the puzzle to its state before
you started the what-if guess) and then remove your (invalid) guess as a possibility.
@G>
@BNOTE:@B The game does not recognize the puzzle as solved if you happen to guess the correct image and
solve the puzzle to the state where ALL images are known and no clue contradicts it. YOU have to recognize
that you've reached the correct solution by seeing that all the images are known AND that EVERY clue
remains valid. At that point, you can Keep (see below) that position of the puzzle to finish it.
@L
Normally, you enter what-if mode (which also internally saves the state of the puzzle) by clicking the
@IWhat-If@I button, and exit what-if mode (which then restores the state of the puzzle from that internally
saved copy) by clicking the @IWhat-If@I button. But, there are occasions when you'd like a little different
functionality, such as:
@Z0>
@BKEEP:@B This is usually only useful if you've made a what-if guess, and it turned out to be correct,
and you reach a validly completed puzzle. When that happens (and you've DOUBLE-checked all the clues to
make sure they're all valid, then you can KEEP that state, by SHIFT-LEFT clicking on the @IWhat-If@I button.
This will exit the what-if mode WITHOUT restoring the pre-what-if state of the puzzle. At that point, the
game will test to see if your solution is correct and either proceed to the 'win' display or laugh at you.@L
@L
@BFAIL:@B When you make a what-if guess, but then further deductions carry the puzzle to an invalid state,
you would normally need to exit the what-if state, remembering what your guess had been, and then remove that
possibility. Instead, you can FAIL the what-if by RIGHT clicking on the @IWhat-If@I button. This will do both
of those actions for you: exit what-if mode and automatically remove the possibility that you had made KNOWN
as your initial what-if 'guess'.@L
@L
@BNEXT:@B Normally, it's best to make your what-if 'guess' where there are only two possibilities (two images
at one location, or one image at only two locations). That way, when you find that your guess is invalid, not
only do you get to remove your guessed possibility, but you get to make the other image KNOWN. If your first
guess reaches a "dead end" (thus revealing
no useful information), it MAY be that another possibility WILL reveal useful information. You could exit
what-if mode, remembering which image you had guessed, then re-enter what-if mode and guess another image in that cell,
proceeding with deductions to see if that would reach an invalid state. Instead, you can NEXT the first what-if by
SHIFT-RIGHT clicking on the @IWhat-If@I button. This will do both of those actions for you: exit what-if mode
(restoring the puzzle state), then automatically re-enter what-if mode and 'guess' the 'next' image possibility
at that same location. This works for locations with more than two images, although the game never does that
when generating the puzzles.
@Z>
All four of these functions (enter/exit what-if mode, KEEP, FAIL, NEXT) can also be assigned to mouse and/or
User buttons (these functions are in the ELSEWHERE list box) via the @IMouse mapping@I dialog, and to keyboard
keys via the @IKey mapping@I dialog.
@L
@BNOTE:@B Just because you reach a "dead end" in your what-if and the puzzle, at that point, APPEARS to be
valid, does NOT mean that your guess was CORRECT. It may have been correct OR incorrect, so KEEP should NOT
be used at this point (unless you like being laughed at). A real detective never leaps to unfounded conclusions!
@L
@BNOTE:@B Naturally, the smaller puzzle sizes will have fewer puzzles that may require what-if logic, while
the larger puzzle sizes will have far more puzzles requiring what-if logic. If you don't like what-if logic,
then just stick with the 'A' puzzle set, and you'll never need to use it.
@L
If the @INotify on puzzle@I option is ON, then when your what-if reaches a dead-end OR an invalid state, you
will be notified by a message on the message bar with a red background. With @INotify on puzzle@I OFF, you're
on your own to recognize when you've reached either of those states. However, in this latter case, you CAN
still use the "check correctness" function (mapped to the '?' key, by default) to see if the what-if is VALID
(not necessarily CORRECT, but if there are not yet any contradictions) or not, and you can use a small hint
to test if you've reached a dead end. REMEMBER: getting a positive result from "checking correctness" within
a what-if does NOT mean your guess was correct. It merely means that there are not any INVALID situations.
@L
@P>
@C>***********************************************************************
@C>
@P TOOLMENU "Toolbar, Menu, & Dialogs" "(...and lions and tigers, oh my!)">
The toolbar runs down the left side of the window, with a MENU button at the top-left, and a MESSAGE BAR across
the top of the window. The rest of the window is the game display area.
@L@L0
@B@UTHE TOOLBAR@U@B
@L
@G1>@GU 0 39 12 5 12>The MENU button, as well as the F1 key (unless you've remapped that in 
the @IKey mapping@I dialog) brings up the menu, which gives you access to all the settings
and other features of the game. Once the menu is up, clicking the button again is the
same as clicking the OK button. General information about using the menu is below, and
see @H PLAYERMOOD 0 "Players & Moods"> for more information on the specifics of most of the menu entries.
@G>
@GU 24 0 5 5 5>@GU 24 5 5 5 5>@GU 24 10 5 5 5>@GU 24 15 5 5 5>@GU 24 20 5 5 5>@GU 24 25 5 5 5>These six size buttons, 3 through 8,
control the size of the puzzle, with the left column controlling the puzzle WIDTH and the right column controlling the puzzle HEIGHT.
You may click on them individually or, if you wish for a 'square' puzzle size where the width and height are the same, then you can
RIGHT-click on one of the buttons and both the width and height will set accordingly.
@G>
@GU 24 30 5 5 5>@GU 24 35 5 5 5>These select type A or type B puzzles. Type A are the puzzles that have been in Sherlock for decades,
which NEVER require any combining of clues, guessing, or using What-If style logic. Type B puzzles are more challenging (thus, more
fun for some folks, less fun for other folks), sometimes requiring that you either combine clues, do deductive work in your head, or
use the What-If feature to try different possibilities until you figure out which one HAS to be right. The puzzles in type B are
completely different from the puzzles in type A, whether they need What-If logic or not.
@G>
@GU 24 40 5 5 5>This is the What-If button, which ONLY appears when you have selected type B puzzles. This button lets you start and
end What-If mode. See @H WHATIF 0 "What If"> for more information.
@G>
@GU 24 60 10 5 10>This is the "Other Clues" button, which swaps the contents of the visible clue bins with the Other Clues bin, where
clues are sent from the visible clue bins when you RIGHT-click on them.
@G>
@GU 34 40 5 5 5>@GU 34 50 5 5 5>Previous puzzle and next puzzle with the current puzzle number below them.  The
puzzle number has a RED background if the current puzzle hasn't yet been solved, or it
has a GREEN background it has been solved.  You can left-click in the puzzle number edit
box, edit the puzzle number, then press the ENTER key to jump to a specific puzzle number.
@G>
@GU 34 20 5 5 5>Restart the current puzzle.
@G>
@GU 34 25 5 5 5>Save the game state. The game state is automatically saved when you exit
the program or when you switch to a different puzzle, but this allows you to force
the game to save the state RIGHT NOW! The game will be saved in a file called "SH-pppppp-WH_#####.sav", where 'pppppp' is your player name, 'WH'
is the WxH size of the puzzle, and '#####' is the puzzle number. The
.sav files are stored in the game's 'data' folder (see @H TECHINFO 0 "Technical Info"> for the location of that folder).
@G>
@GU 34 60 10 5 10>Request a HINT (LEFT-click). Same as the @IH@I key. Alternatively, request a SMALL hint (RIGHT-click or @S7-LEFT click),
and either a set of puzzle cells will be highlighted if a non-clue deduction can be made in those cells, or a clue will be highlighted if it can
be used to make a deduction in the puzzle. A SMALL hint can also be triggered with the @ISHIFT-H@I key. Every other SMALL hint adds 1 to the Hint Count so,
on average, each Small Hint costs 1/2 a Hint Count.
@G>
@GU 34 0 5 5 5>@GU 34 10 5 5 5>Undo and Redo changes.
@G>
@GU 34 30 10 5 10>Pause the game, which hides the puzzle display and stops the game timer. Click
again or press any key to resume the normal game play.
@G>
Depending upon your options settings, the time, click count, hint count, and notification count are displayed
below the PAUSE button.
@L
Up to 5 other 'User' buttons may appear at the very bottom of the toolbar, depending upon your 'User' button
configurations in the @H MOUSEMAP 1 "Mouse mapping dialog (User buttons)">.
@L
@L
@U@BThe Menu@B@U
@L
@GU 0 39 12 5 12>When you click the MENU button, the game's menu appears along with a dialog to the
right of it for the currently selected menu item. The menu and most of the game's dialogs are an
integrated whole, with each menu item being tied (usually) to an appropriate dialog. The menu
is divided into sections.@G>

NOTE: While the focus (highlight) is on the menu itself, you can press letter keys to go to the
'next' menu item whose name begins with that letter. If multiple items begin with the same letter,
then successive presses of that key will cycle through those entries. Also, when "message dialogs"
appear (those are 'pop-up' dialogs that have nothing but static text messages and one or more
push-buttons), you can also activate your chosen button by pressing the first letter of the button
label.
@L
The top menu section contains general game/program items such as @IHelp@I, @IAbout@I, and @IExit game@I. These
are not player- or mood-specific. See @H TOOLMENU 1 "Help Export"> below for information regarding
exporting the Help screens to a single HTML Help file. Otherwise, you're here and reading this,
so I feel reasonably safe in assuming (yes, I know...) that you can find your way around in the
Help. If the Help isn't in your native language, see @H LANGUAGE 0 "Language"> for
information on switching language or, if your language is not available, how to create a
translation for your language.
@L
The @IAbout@I dialog gives you various useful and possibly useless information about the game,
the revisions of various components of the software, and the sizes of your screen, game window,
and user interface. All of these can be important for tracking down problems, so if you ever
need support (of the non-emotional variety), before sending me an email, go to this screen,
click on @ICopy to clipboard@I, and then paste that into your email, which will give me a
little more information about your system.
@L
@IExit game@I will ...well... oh, never mind.
@L
The next three sections of the menu have to do with managing PLAYER configurations, MOOD
configurations, and the specific settings for the current mood. For more information on 
these three sections, see @H PLAYERMOOD 0 "Players & Moods">.
@L
At the bottom of the menu are OK and Cancel buttons. Clicking the OK button and clicking the
MENU button have the same effect: any changes you've made to the current mood will be saved
before the menu is terminated, taking you back to normal game play. If you click on Cancel,
then any changes you've made to the current mood will be discarded @Ias long as you haven't
done something that forced those changes to be saved to prevent them from being lost.@I Those
'things' (that might trigger an auto-save of changes) are changing, adding, or renaming a
player or a mood. If you do any of those, then it's as if you'd clicked OK, then MENU, then
the 'thing' you actually clicked on: any changes you'd made to the current mood settings
will get saved BEFORE the 'thing' you'd clicked on is acted upon. If you click @IExit game@I,
it will also save any changes you've made before exiting the game.
@L
@L
@M1>@B@UHelp Export@U@B@L
The @IExport@I button in the Help dialog allows you to export the internal Help screens to
a single HTML file which can be viewed in a web browser, and there you can search for various
terms you want help on, or you can print the help. When you click on @IExport@I, another dialog
will appear that provides significant control over the appearance of the HTML help file.
@L
@L
@UCOLORS@U@L0
In the top-left corner, you can control the COLORS of various aspects of the exported help.
For all of the items, there's a checkbox which, if checked, means that you're overriding the
default color that your browser would otherwise use for that component, and the override color
is shown in the rectangle to the left of the checkbox. If the checkbox is NOT checked, then
the color box will have a large 'X' in it and that item will use the default color provided
by your browser. The components you may override are:
@Z1.2>
@IBackground@I is the background color of the main help text. Most browsers default to WHITE.@L0
@IText@I is the color of the main help text characters. Most browsers default to BLACK.@L0
@IHeader/footer background@I is the color of the header & footer boxes at the top and bottom of the HTML help file.@L0
@IHeader game title@I is the color of the title of the game in the header at the top of the HTML help file.@L0
@IHeader/footer text@I is the color of the text in the header & footer boxes, except for the game title which is controlled by the @IHelp title@I.@L0
@IHeader/footer frame@I is the color of the outline box around the header and footer boxes.@L0
@ISection title@I is the color of the primary name of each Help section, such as "Basic Information."@L0
@ISection sub-title@I is the color of the secondary name of each Help section, such as "(what to do and how to play)."@L0
@IContents background@I is the color of the background of the 'Contents' bar along the left side of the HTML help if the @IWidth of contents bar@I setting is not 0.@L0
@IContents text@I is the color of the non-link text in the Contents bar.@L0
@IContents link@I is the color of the links text in the Contents bar.
@Z>
When you select one of the color checkboxes, you will note that there is a subtle color outline around the "sample patch"
to the left of that checkbox. That indicates the @Icurrent color item,@I and that selection highlight
remains there even if you move the main 'focus' to one of the other non-color controls in the dialog.
Below the @IColors@I checkbox group is the @Icolor picker@I control. When you make changes to the
color picker, it affects the @Icurrent color item@I. So, to make color changes, first select the specific
color item you wish to modify, then use the color picker to modify it.@L

The color picker is a hue-saturation-lightness control. The hue setting controls the fundamental COLOR
you want to specify. The saturation controls how ...um... saturated the color is, from fully saturated
('full' color) to fully unsaturated (gray). The lightness controls how light or dark the color is. These
three values determine which ONE color you want out of over 16 million possibilities. You can change the
settings by:
@Z1.2>
LEFT-clicking within the central color square.@L0
LEFT-hold within the central color square and drag the small selection circle around.@L0
Adjusting the scrollbars.@L0
Editing the number in the hue, saturation, and light boxes.@L0
Using the copy/paste buttons below the 'Light' edit box.
@Z>
@GU 0 44 8 4 8>This button copies the color of the current color item to the clipboard.@G>
@GU 8 44 8 4 8>This button copies the color from the clipboard to the current color item.@G>
The current color in the clipboard is shown between the @Icopy@I and @Ipaste@I buttons.
You can use the clipboard feature to temporarily save a color you find interesting, which
can then be restored to the picker and whichever color item is currently selected, or you
can use it to copy a color from one color item to another. To do the latter, select the
color item you wish to copy, then click the copy button, then select the color item to which
you wish to copy that color, and then click the paste button.
@L
Computers generally refer to colors in RGB (Red, Green, Blue) values, so if you need to know
the specific RGB color values that match the hue-saturation-lightness values, the RGB values
are shown as six hex digits.
@L
@L
@UFONTS@U@L0
You can control the fonts used in these parts of the HTML file:
@Z1.2>
Normal text@L0
Help title in the header@L0
Help section major title@L0
Help section minor title (sub-title)
@Z>
First, in the @IFonts@I group box, select the help item for which you wish to specify a font.
Second, in the group box below that, select @Idefault@I if you wish the browser to use its
default font, otherwise choose a specific sans-serif or serif font for that item. The fonts
available are the fonts that are most likely to be supported by the widest range of browsers,
but not all browsers and/or operating systems may support all of those fonts, in which case
unsupported ones will default to something else. Trial and Error are both your friends...
@L
@L
@UOTHER SETTINGS@U@L0
To the right of the font settings are various checkboxes and editboxes.
@L
The first three settings are:
@Z1.2>
Rule line before section headings.@L0
Spacing above rule line in 1/10th 'em's.@L0
Spacing below rule line in 1/10th 'em's.
@Z>
These control if a horizontal line will be inserted BEFORE each help section title,
and (if so) how much empty space appears above and below that horizontal line. An 'em', in HTML, is
the width of a lowercase letter 'm' in the currently selected font. Using 'em's as a unit of measure
means that spacings will adjust proportionally as the font gets larger or smaller (which is under
the control of the browser and the user of the browser). Here, we are specifying the number of 1/10th
(0.1) ems for the spacing. So, whatever number you enter will get multiplied by 0.1, and that value
will get multiplied by whatever the value of an 'em' is in the browsers current settings, and that's
how many pixels of "white space" will be inserted.
@L
The next three settings are very similar:
@Z1.2>
Rule line after section headings.@L0
Spacing above rule line in 1/10th 'em's.@L0
Spacing below rule line in 1/10th 'em's.
@Z>
They control the appearance (or not) of a horizontal line AFTER each help section title,
as well as the spacing of that line.
@L
The next three are related:
@Z1.2>
Link to Contents at end of each section.@L0
Width of content bar in 'em's (0=no bar).@L0
Spacing of content bar items in 1/10th 'em's.
@Z>
The @ILink to Contents at end of each section@I, if checked, will insert an HTML link at the end
of each section, just above the next section's title, that can be used to jump back to the table
of contents. Generally, you'll probably want to have this unchecked and @IWidth of content bar@I
set to a non-0 value, or you'll want to have this checked and @IWidth of content bar@I set to 0.
If you have the content bar showing, then you really don't have need for links back to the table
of contents. But if you don't have the content bar showing, then you MIGHT want to have these
links to the table of contents included. Dealer's choice.
@L
The @IWidth of content bar@I is specified in whole 'em's, because it's wide enough that fractional
'em's doesn't really make sense. The @ISpacing of content bar items@I controls how much (if any)
white space there is VERTICALLY between entries in the content bar, and it is specified in 1/10ths
of 'ems' because finer control is desired. At least, it's my desire, so it has to be your desire,
as well. Such is life. A value of 0 means the content bar is "single spaced." A value of 10 means
the entries are "double spaced." If an entry "wraps around," because it's longer than will fit in
the width of the content bar, that entry is ALWAYS "single spaced." The @ISpacing of content bar items@I
controls the spacing @Ibetween items@I, not @Iwithin items@I.
@L
The next two control the width and positioning of the main help text:
@Z1.2>
Width of help output in 'em's.@L0
Width of help left margin in 'em's.
@Z>
If @IWidth of help output@I is 0, then the help
text takes up the full width of the browser window. But if you want shorter line lengths, regardless
of the width of the browser window, you can set this to whatever value you want. A value between
about 32 and 40 would probably be comfortable for most people who don't want full-width. Again,
Trial and Error are your friends.
@L
If @IWidth of help left margin@I is set to 0, then the main help
will be very close to the content bar (or the left edge of the browser window if the content bar
is disabled). Setting this to 1 or 2 (or whatever you want) will give a little more visual breathing space
on the left side of the main help text.
@L
@L
Once you've got all of your settings the way you want, then click @IExport HTML@I and the help will
be written to a file. When finished, a dialog will appear showing you the exact location and file
name of the HTML help.
@L
@BNOTE:@B if you make changes to the Export settings and then click Cancel (or press the ESC key),
your changes will NOT be saved. If you wish to save your settings, you MUST click on @IExport HTML@I,
even if you don't need an updated HTML file. Your settings will then be saved in the game's @B@S3@B file,
and will remain set "your way" in the future.
@L
@BNOTE:@B if you're writing or translating the help file, and you regularly wish to see what your
changes look like in HTML, you can do so without having to manually go through the process of
doing the export yourself. If you run the game program with a @I-eh@I command-line switch, then
the game will start up, automatically bring up the help, do the export, and then exit the game.
Much quicker and easier than doing it all yourself. For most folks (almost certainly YOU), this
feature is of no use, and if you have no idea what a "command-line switch" is, just ignore this
paragraph. When using this command line switch, the game must @BNOT@B already be running, or it won't work.
@L
@P>
@C>***********************************************************************
@C>
@P PLAYERMOOD "Players & Moods" "(What kind of mood are YOU in???)">
The game supports multiple player setups or configurations. Each player
can have multiple @Imoods@I. A mood includes pretty much all of the options
and settings that are available for changing the way the game works.
@L
@L
@B@UPLAYERS@U@B@L0
In the game's menu, you'll see a section for managing different players.
To add a player, (you're going to find this very surprising!) click on
the @IAdd player@I menu item. You'll be able to enter a player name and
choose whether you want the new player to use the game's @Idefault settings@I
for a new player, copy just the current mood from the current player, or
copy all moods from the current player.
@L
NOTE: When you choose @IUse default settings@I, you can also specify a name
for the 'new' mood for the new player. But when copying moods from the current
player, the names of the moods come along, too. You can always rename the
moods once your new player is created and active.
@L
Once you have your new player name and mood option chosen, clicking @IAdd player@I will
create and switch the game to the newly created player setup. You can always
rename the current player using (you guessed it!) the @IRename player@I menu
item. When there's more than one player, the options to @IChange player@I
and @IDelete player@I become enabled. Because I have great faith in your
abilities, I'll let you figure out what those do.
@L
The game will always remember the most recent player, and will automatically
load that player the next time the game starts. You can switch
to another player using one of these methods:
@Z1.2>
Using the @IChange player@I dialog via either the Menu @IChange player@I item or pressing the @BP@B key.@L0
Using the @B@S7-P@B keys to switch to the NEXT player.@L0
Using the @BShift-P@B keys to switch to the PREVIOUS player.@L0
Using a mouse button or User button to which a player-changing function has been mapped.
@Z>
NOTE: Deleting the file:
@L
@T3>@B@S5@S3@B
@L
while the game is not running will cause all player settings to be lost, and cause
the program to start up as if it had never been run before.
@L
There are two additional "player-wide" options (i.e., the same for ALL moods, see below)
that can be set in the @IChange player@I, @IAdd player@I, and @IRename player@I dialogs.
Those options are the SAME in all three dialogs, they're just made available in all three
for your convenience. These options are:
@Z1.2>
@BHide puzzle area KNOW & REMOVE POSSIBILITY button-mapping messages:@B When this is not checked, moving the mouse cursor over the PUZZLE AREA will cause
a message to appear on the message line reminding you which button will make an image KNOWN and which button will REMOVE possibilities. When this is checked,
that message will not appear.@L0
@BHide clue area CLUE EXPLANATION messages:@B When this is not checked, moving the mouse cursor over a CLUE (or selecting a clue) will cause an explanation
of that clue to appear on the message line. When this is checked, those messages will not appear.
@Z>
NOTE: You do NOT have to actually change the player, add a player, or rename the player to change the states of these options. Simply change the option
settings as you wish, then click the OK button.
@L
@L
@B@UMOODS@U@B@L0
@G2>@GH 166 7 30 42 30>All of the Music, Interface, Language, Graphics, Mouse mapping, Key mapping, and Options
settings are included together as a @Imood@I. Each player can have as many moods as they
wish, and can easily switch between them. The game window position and size is a player-level
setting, so each player will only have one of those, regardless of which mood is being used.
But all other settings can be changed in one fell swoop by changing your mood.
@G>
The current player name and current mood is shown in the title bar of the game window
in the form: "Rabid Rabbit [Feelin' Frisky]", where 'Rabid Rabbit' is the player's name
and "Feelin' Frisky" is the current mood's name. The current mood's name is
also shown in the menu below the mood management items and above the mood settings items.
@L
If a player has multiple moods set up, they can switch to another mood using one of these methods:
@Z1.2>
Using the @IChange mood@I dialog via either the Menu @IChange mood@I item or pressing the @BM@B key.@L0
Using the @B@S7-M@B or @B@S7-F@B keys to switch to the NEXT mood.@L0
Using the @BShift-M@B or @BShift-F@B keys to switch to the PREVIOUS mood.@L0
Using a mouse button or User button to which a mood-changing function has been mapped.
@Z>
There are many settings available, and you can read about each section in:
@Z0.1>
@H SOUND 0 "Music & Sounds (changing the game's sound)">@L0
@H INTERFACE 0 "Interface (toolbar, menu, dialog size and appearance)">@L0
@H LANGUAGE 0 "Language (what's your favorite language?)">@L0
@H GRAPHICS 0 "Graphics (changing the game's appearance)">@L0
@H MOUSEMAP 0 "Mouse Mapping (mousing around)">@L0
@H KEYMAP 0 "Key Mapping (The key to a good life!)">@L0
@H OPTIONS 0 "Options (changing the game's behavior)">@L0
@Z>
Each of those mood settings dialogs have a checkbox for @IMirror these changes in ALL moods for this player@I.
If your player setup has multiple moods, sometimes you may wish to make changes to
just one of the moods, and sometimes you may wish to make the same change to ALL of
your moods. This checkbox lets you control which of those occur.
@L
@P>
@C>***********************************************************************
@C>
@P OPTIONS "Options" "(Playing \"just one more game\" is ALWAYS an option)">
The Options dialog, accessed via the menu or with the @BO@B (as in Options) key,
contains a collection of miscellaneous settings that don't fit in any of the
other mood settings dialogs. All of these options are mood-specific.
@L
@BNOTE:@B For space-saving reasons, many of the options are quite brief. When you point the mouse cursor at an option, you will see a longer description in the Message Bar at the top of the window.
@L
The Options are:
@Z1.2>
@BBypass title screen:@B When checked, the title/copyright screen is not displayed when the program is started. This option is only available in the licensed version of the game.@L0
@BGAME sounds:@B Uncheck this to turn OFF most game sound effects.@L0
@BERROR sounds:@B Uncheck this to turn OFF sound effects when an error occurs.@L0
@BDisable PAUSE:@B Check to hide the PAUSE button on the toolbar and disable the SPACEBAR for pausing the game timer.@L0
@BShow timer (H:M:S):@B If checked, the timer is shown on the toolbar. (Imagine that!)@L0
@BShow C: H: N: counts:@B If checked, the number of clicks, hints, and notifications that have happened so far in the current puzzle are shown on the toolbar.@L0
@BProgress in message bar:@B If checked, then a colored background 'bar' will grow, left-to-right in the background of the message bar, indicating the percentage of your way through solving each puzzle.@L0
@BRestart puzzle prompt:@B If checked, clicking on the Restart button causes a "Restart puzzle?" prompt to appear if the game has been solved or partially played.@L0
@BNext puzzle prompt:@B If checked, shows a "What would you like?" dialog after each puzzle. For type B puzzles, RIGHT-clicking (SHIFT- or @S7-LEFT clicking) the FIRST or NEXT puzzle buttons causes the game to skip puzzles that do NOT require a What-If deduction.@L0
@BShow SCORES:@B If checked, the Scores dialog will appear after the win display at the end of each puzzle, showing how your just solved puzzle compares with the other puzzles you've solved in that puzzle layout/type and size. You can also see this at any time via the Menu's @IScores@I entry.@L0
@BColor all on What-If:@B If checked, when What-If causes a notification message, besides color-highlighting the message bar, the toolbar and main window backgrounds will also be colored, in order to make SURE you don't miss the message.@L0
@BOld style clues:@B If checked, @Bnext-to@B types of clues are drawn with three images, with the first and third images being the same.@L0
@BDraw clue arrow overlay:@B If checked, the "red arrow" is drawn over @Bbetween@B and @Bnot-between@B clues.@L0
@BSelect clue at start:@B If checked, the first clue visible will be selected at the start of each puzzle, otherwise no clue will be selected. The @BH@B checkbox to the right controls whether the first HORIZONTAL (if checked) clue is selected or if the first VERTICAL (not checked) clue is selected.@L0
@BSort clues at start:@B If checked, the clues will be auto-sorted at the start of each puzzle. The sorting algorithm is to first group by clue TYPES, then try to arrange clues so that clues containing the same image are adjacent in the clue bins. It's a little more complex than that, but that's the basic idea.@L0
@BAuto-compress clues:@B If checked, all of the clues will automatically be 'compressed' (moved toward the beginning of the clue bins) any time a clue is removed. Obeys the setting of the @ISpace clue types@I option.@L0
@BSpace clue types:@B If checked, an empty clue slot (if possible) will be left between groups of different clue types during SORT and COMPRESS operations.@L0
@BAdvance clue selection:@B If checked, then when a selected clue is removed, the 'next' clue will automatically be selected. Otherwise, the clue selection is simply de-selected.@L0
@BUNDO clue moves:@B If checked, then manually dragging clues around to rearrange them can be undone and redone using the UNDO/REDO buttons.@L0
@BAuto-remove clues:@B If checked, then when all the images in a clue have become known in the puzzle, the clue will be automatically removed to the Other Clues bin.@L0
@BAuto-bookmark FINDs:@B If checked, when you do any kind of FIND image, any prior clue bookmarks will be cleared, then the clues where an image is found will be bookmarked.@L0
@BBlink clue marks:@B If checked, then the "selected clue" outline and any "bookmarked clue" outlines will blink.@L0
@BBlink clue overlays:@B If checked, then the clue overlays (arrows, not-symbols) will blink. The rate of the blinking can be set by the @ION time@I and @IOFF time@I settings.@L0
@BON time@B and @BOFF time:@B When @IBlink clue overlays@I is checked, these two values (in 1/10 seconds) control how long the blinked items are ON and how long they're OFF.@L0
@BO-key OFF time (1/10 sec):@B When the SHIFT-O key is pressed, the clue overlays (arrows, not-symbols) are erased for this period of time before being redrawn (a "one time blink").@L0
@BNotify on puzzle:@B If checked, the game will laugh at you (if @IERROR sound effects@I are enabled) and display an error message if you make an incorrect deduction in the puzzle.@L0
@BNotify on clues:@B If checked, the game will laugh at you (it likes to do that) and display an error message if you try to remove a clue before its usefulness has been exhausted.@L0
@BAuto-finish last image:@B If checked, then every time you make a change to the puzzle, the game will look for any locations where possibilities can be removed (if an image was made KNOWN elsewhere) or made KNOWN (because it's the last possibility at a location), and take those actions automatically for you.@L0
@BAuto-finish slowly:@B If checked and @IAuto-finish last image@I is checked, then when the game makes changes to the puzzle because of auto-finish, it will happen slowly and a graphic animation will highlight the location of each auto-finish action.@L0
@BFade when clue selected:@B If checked, then when a clue is selected, ALL other clues will be 'faded' in order to emphasize the selected clue, and all of the puzzle will be faded EXCEPT for those rows containing the selected clue's images.@L0
@BFade cells without image:@B If checked, in addition to puzzle rows that don't pertain to the selected clue, also cells that DO pertain to the selected clue will be faded if they don't contain an image that is in the clue.@L0
@BFade to WHITE:@B If checked, the fading of the puzzle and clues fade to white, resulting in a LIGHTER display rather than to black, resulting in a DARKER display.@L0
@BPuzzle fade %:@B This value (0 to 100) controls how MUCH (by what percentage) the puzzle is faded. The default is 60. 0 would result in NO fading. 100 would result in being completely BLACKED- or WHITED-out.@L0
@BClues fade %:@B This value (0 to 100) controls how MUCH (by what percentage) the non-selected clues are faded when a clue is selected.@L0
@BMaximum cell-size (n):@B This value controls the maximum size of the KNOWN images in the puzzle. It's limited to 128, but if you set it to a smaller value, that will prevent the puzzles from blasting your delicate eyes when playing smaller sizes. The number ('n') in the parentheses shows what is the current KNOWN image size.@L0
@BRandom puzzle images@B and @BRows order:@B Since all but size 88 puzzles don't use all of the images
available, and some people (I'm not pointing a finger or naming names!) get bored seeing the same
old images every time, the @IRandom puzzle images@I option causes the game to select random rows of possible images for
use in each puzzle (but the rows used are always in the same order, top to bottom, and the images used are always in
the same order in the possibilities).  You may not like using Random images, but you may wish that the rows were in
a different, specific order.  The @IPuzzle images row order@I then lets you specify the order you want the rows to
be.  The default is "12345678".  Setting this, for example, to "87654321" would invert the order of the rows of images
in the puzzle, placing the faces on the bottom-most row.  If you play smaller to medium sized puzzles most of the time,
and prefer certain rows of images, you can use this setting to put those rows at the top so that they're the ones you'll
be using.
@Z>
The @BWin display@B group box lets you select what type of win display you
wish to see at the end of each puzzle, or a random one, or none at all.
@L
@BWin delay (1/10 secs)@B lets you control how long the "rainbow toolbar"
flashes between solving the puzzle and the start of the main win display. This
setting is the number of 1/10ths of a second, so a value of 20 would be 2 seconds.
A value of 255 will cause the rainbow to run endlessly until you click the mouse or
press a key.
@L
@BWin speed@B lets you control how fast the win display runs. 0 is
the very slowest setting, 99 is the very fastest.
@L
@BQuick Help trigger:@B The Quick Help screen (see @H QH 0 "Quick Help">) can be brought up at any time using the 'V' key
(or whichever key you've remapped that to), but can also be brought up automatically by moving the mouse cursor onto some portion of the message bar.
This group box allows you to control which portion (if any) of the message box will trigger the appearance of the Quick Help.
@L
The @BHandicaps@B group box is used to set individual handicaps for each puzzle.  When the game first
brings up a puzzle, there may be anywhere from 0 to several locations in the puzzle @Igiven@I to you as known images.  It then
looks at the @IHandicap@I setting for that puzzle size and, if it is non-zero, it makes that many @Imore@I images known.  As you get better
at the game, you may want to lower your @IHandicap@I settings, eventually setting them all to zero.
@L
The last group box contains the settings for the 'spacing' between various elements of the game display. You can use these settings
to control how tightly together the puzzle cells and clue bins and clue slots, etc. are drawn. More tightly together gives more screen pixels
to the actual game elements, which MAY allow them to be drawn larger, whereas more spacing between the game elements can make them easier to
see and discern. You can set this values here OR by using the @IAdjust spacing@I dialog, which can be brought up with @S7-SPACEBAR or whatever
button or key to which you've mapped that function. The @IAdjust spacing@I dialog is much easier to use than these settings in the @IOptions@I
dialog, because you can then see things redrawn and adjusted in "real time." Rather than entering a value, clicking OK to see how it looks,
then re-entering the @IOptions@I dialog to tweak some more, the @IAdjust spacing@I dialog lets you simply select the item you want to change,
then repeatedly press the '+' or '-' buttons in the dialog or the '+' and '-' keys on the keyboard. You'll see the display redrawn with the
changed spacing, and can continue to adjust things until everything looks the best to you.
@L
@BNOTE:@B The 'units' used in the 'spacing' settings is a PERCENTAGE, either of the size of a KNOWN image or the size of a CLUE image. In this
way, the spacing automatically 'adapts' to the size of the puzzles (from 33 to 88), based upon the sizes of the graphic elements. But, because
of this 'percentage' nature, a single click of '+' or '-' may increment or decrement by more than a count of 1, as a larger change may be needed
in order to actually change the pixel count of spacing on the screen. An additional side effect of this (caused by internal "round-off errors")
is that when increasing the spacing and decreasing the spacing, you may see slightly different 'sequences' of percentages, especially when viewing
larger puzzle sizes. For example, when increasing, you may see the percentage go 0, 3, 5, 7, 10, 12, 14, 16, 19, 21, but decreasing you might see
21, 20, 18, 15, 13, 11, 9, 6, 4, 2, 0. Again, this is due to "percentage-to-pixels" round-offs. Any of the values will WORK, just don't be surprised
by this mathematical anomaly.
@L
@BSame window placement for all moods:@B When not checked, each @IMood@I will keep track of the "current window size and placement" individually.
This may be what you want, or it may be discombobulating to have the window jump around as you change Moods. When this option is checked, then
the different Moods will share a single knowledge of where and what size the window should be.
@L
@BMirror these changes in ALL moods for this player:@B If not checked, then each Mood will have its own independent Options settings, but when
checked, when you click OK, the Options settings will be copied to ALL of your Moods (assuming you have more than one).
@L
@BLog file (.CSV) separator (use 't' for TAB)@B lets you specify which character
you want used for separating values in the @S2 log file. Normally, this will be
a comma (,) semi-colon (;) or TAB (t), but you can use any character you wish.
NOTE: Changing this setting will only effect FUTURE solved puzzles, it will not
go back and edit previous entries in the log file. You can do that manually in
a text editor. (What? You expect me to do EVERYTHING for you???)
@L
@BNOTE:@B There are two additional options, in the @IChange player@I, @IAdd player@I, and
@IRename player@I dialogs, to manage messages that appear in the message bar when the mouse
cursor is pointing at the PUZZLE AREA and at CLUES. For more details, see @H PLAYERMOOD 0 "Players & Moods">.
@L
@M 1>
@B@UCLUE BINS CONFIGURATION@U@B
@L
While not Mood-specific settings, there is a @IClue bins configuration@I dialog available that lets you
change the arrangement of the clue bins, on a per-puzzle-size basis. Each puzzle size (33-88) and
type (A and B) has its own settings for
where the puzzle, the horizontal and the vertical clue bins are located, and (within limits) how many clue slots there
are for the horizontal and vertical clue bins. For each puzzle size, there is a MINIMUM number of clue
slots that must exist, and for all sizes, there is a MAXIMUM number of clue slots that are allowed, which
is 48 for the horizontal clues and 32 for the vertical clues.
@L
By default, you can open the @IClue bins configuration@I dialog by pressing @S7-C. You can also map the
"Clue bins configuration dialog" function, from the @IElsewhere@I action list in the @IMouse mapping@I
dialog, to either a mouse-button/key combination or a User Button. The dialog can be moved within the
game window by dragging the title bar, but it defaults to the upper-left corner where it will usually
be mostly out of the way.
@L
All settings within this dialog are changed by first selecting a radio button, then either click the
+ or - buttons in the dialog, or press the + or - keys on the keyboard. 
@L
The top group box contains the settings for where the puzzle (P), horizontal clue bins (H), and
vertical clue bins (V) are placed in the game window. The game ALWAYS positions the puzzle (P) first,
which is always relative to the game window (left, center, right, and top, middle, bottom).
Second, it positions the horizontal clue bins (H), which can be positioned relative to the game
window OR relative to the puzzle. For example, "H left to P right (8)" means that the @Ileft@I EDGE
of the horizontal clues (H) will be placed as close as possible (given the spacing settings in the @IOptions@I
dialog or the @IAdjust spacing@I dialog, as described above) to the @Iright@I EDGE of the puzzle (P).
Third, the vertical clues bins (V) are placed, which can be positioned relative to the game window,
relative to the horizontal clues (H) or relative to the puzzle (P). There are 13 different 'relative'
placement settings, and the index number (1 to 13) of the setting is shown at the end of the setting
in parentheses. The puzzle placement can use only settings 1 to 3 (relative to the window), the
horizontal clues placement can use settings 1 to 8 (relative to the window or relative to the puzzle),
and the vertical clues placement can use all 13 (relative to the window, relative to the horizontal
clues, or relative to the puzzle). The three settings on the left are the left-to-right placement
(or alignment or justification), and the three settings on the right are the up-down placement.
So, the first item in each column, together, specify the left-to-right and up-down placement for the
puzzle, the second one in each column, together, specify the placement for the horizontal clues, and
the third pair specify the the placement for the vertical clues, i.e., in the same sequence that
the game decides where to draw those elements of the game display.
@L
I'm trying to be very detailed about how all of this works, as it's important that you understand
all of this in order to successfully change the display layout to better suit your preferences and/or
your display's available space.
@L
The bottom group box contains, on the left, the settings for how many rows and columns of horizontal clue (HC)
slots there will be and, on the right, how many rows and columns of vertical clue (VC) slots there will be.
Also, above each of those, is @Ir*c: min (cur) max@I, where 'min', 'cur', and 'max' are the minimum,
current, and maximum values for rows-times-columns, i.e., the number of horizontal or vertical clue slots.
The maximums are 48 (always) for horizontal clue bins and 32 (always) for vertical clue bins. The minimums
vary with each puzzle size/type. Only the 'current' value can be changed, and it must remain somewhere from
the minimum to the maximum. As you change the rows and columns, the other setting will automatically be
adjusted if the current value would fall outside the allowed ranges.
Also, below HC settings, is a setting for the size of the images that will be drawn for both the horizontal
and vertical clues. This value is from 1 to 8, with 1 being exactly 1/2 the size of a KNOWN image in the
puzzle, 8 being exactly the same size as a KNOWN image in the puzzle, and the values in-between being
proportionally in-between a half- and full-sized KNOWN image.
@L
Each of those two group boxes also contains a COPY and PASTE button. These allow you to copy all the
settings within its group box (into a temporary 'clipboard' within the program, NOT the system clipboard),
which you can then paste into another layout setting. The contents of this internal clipboard will stick
around as long as the program is running, but will disappear when the program is exited. @BNOTE:@B when
pasting the clue bin row/column counts from a smaller sized puzzle to a larger sized puzzle, the number
of clue slots may be less than the minimum allowed for the larger puzzle size. In that case, the row/column
counts will be automatically adjusted to bring the rows*columns clue slot count up to at least the minimum
required. @BNOTE:@B both COPY & PASTE buttons can be used at the same time to copy and paste both the
'alignment' settings AND the clue bins 'size' settings, or you can use them individually to copy and paste
JUST the 'alignment' settings or JUST the clue bins 'size' settings. They each use their own "hidden clipboard,"
so one doesn't overwrite the other.
@L
Across the bottom of the dialog are these buttons:@Z0>
@BRESET@B changes all the settings in the dialog to the DEFAULT settings built into the program.@L0
@BLAYOUT (n)@B Each puzzle size/type actually supports TWO "clue bin configurations" (or 'layouts'). This button shows you in the ()'s which of the two (1 or 2) is the CURRENT layout, and clicking this button toggles to the OTHER layout. One good use of this, which is the default settings, is for a HORIZONTAL (landscape) window shape and a VERTICAL (portrait) window shape.@L0
@BOK@B as usual, saves the current settings and closes the dialog (you probably wouldn't have figured that out on your own...).@L0
@BCANCEL@B (in case you're REALLY thick today) this abandons any changes you've made in the dialog and closes the dialog, retaining the settings as they were when the dialog started.@L0
@B-@B decrements (if it can) the value of the currently selected radio button. Can also be done with the '-' key on the keyboard.@L0
@B+@B increments (if it can) the value of the currently selected radio button. Can also be done with the '+' or '=' key on the keyboard.
@Z>
The most common usage of this dialog will be for players to add or subtract clue slots, or to make clue images bigger or smaller,
to better suit their taste. However, you can make radical changes to the overall layout, too. When doing that, you will generally
want to begin with the PUZZLE's location, since everything else tends to be relative to it and subordinate to its location.
Once that's done, then position the HORIZONTAL CLUE bins. Finally, change the settings for the VERTICAL CLUE bins.
@L
Don't worry, during the above process, about how 'good' the display looks, as you're
just trying to get the puzzle and clue bins arranged right (their edges aligned or justified with each other). 
Once you've got the above positionings where you intend, THEN you can start worrying about how big the puzzle
is, how big the clue images are, how many clue slots there are. ALL of this affects the size of things and how
well they fit on the display. Sometimes, especially if you're using any of the CENTER settings, the puzzle and
clue bins will turn itsy-bitsy, teeny-weeny. This happens when the CENTERING and the relative sizes of things
forces one of the three (P, H, or V) to be OUTSIDE of the edges of the game window. For example, if you place
the puzzle (P) to the LEFT and TOP of the window, and then place the vertical clues (V) against the bottom edge
of the puzzle but CENTER it left-to-right, and the number of vertical clue bin COLUMNS is too large, the
vertical clue bin will always be wider than the puzzle, regardless of the @IClue image size@I, causing it to
extend left of the puzzle beyond the game window space. The game keeps making all the images smaller and smaller,
trying to get everything to fit within the window, but it's impossible. To fix it, you have to either change
the vertical clue bin to be LEFT-aligned with either the window or the puzzle, OR you have to reduce the number
of columns of vertical clue slots. Similar problems can arise with the horizontal clue bins.
@L
Remember that all of these settings are ONLY for the CURRENT puzzle size. There are 72 different puzzle sizes/types,
and each of those can have two different layouts,
so you could potentially spend a fair amount of time tweaking the clue bins to fit your preferences. But, once
set, the game will remember your settings and maintain them thereafter. But, also remember, these clue bin
settings are PLAYER and PUZZLE SIZE specific. If you have multiple players, each will have their own clue bin
settings. These settings are NOT Mood specific, so changes to the clue bin configurations will be maintained
across your many Moods. When you're playing the game, you can switch between the two different layouts for
the current puzzle size/type by pressing the 'L' key (by default) for 'Layout', or in the @IMouse mapping@I dialog,
you can map the @ILAYOUT toggle@I function from the @IELSEWHERE actdions@I list box to either a mouse button or
a User button.
@L
So, finally, to make changes, follow these steps:@Z3>
Set your game window to the size and shape at which you normally play.@L0
Choose the puzzle SIZE (33 to 88) and type (A or B) you wish to modify.@L0
Bring up the @IClue bins configuration@I dialog.@L0
Make sure you're on the "Layout (1/2)" you wish to modify.@L0
Modify the left-right and up-down placement for the Puzzle, Horizontal clues, and Vertical clues.@L0
Repeatedly select the row or column radio button for the horizontal or vertical clues, and use + and - to modify them.@L0
Increase or decrease the @IClue image size@I, as that will affect the sizes of the clue bins and indirectly affect the size at which the puzzle can be drawn.
@Z>
Repeat some of the steps until you arrive at something that pleases you. Keep in mind that, in order to get
the clue bins to fit nicely, you may need to not only modify the row and column counts for the clue bins,
but also adjust the clue image size. Also, be aware that it is YOUR responsibility to make sure that the
horizontal and vertical clue bins do NOT overlap when using @ILayout types@I 1 or 2, although the program @Itries@I to avoid that.
@L
@P>
@C>***********************************************************************
@C>
@P KEYMAP "Key Mapping" "(The key to a good life!)">
The @IKey mapping@I dialog can be accessed via the menu or with the @BK@B key, and
it allows you to change which functions are activated by which keys on your keyboard.
The default mapping that is built into the program is, of course, the @Icorrect@I
mapping, but some delusional people think they know better, so this dialog is here
to demonstrate why they're wrong.
@L
For a list of the default key mappings, simply bring up the @IKey mapping@I dialog and
look through the @IKey mappings@I list at the top of the dialog.
@L
The dialog has three list boxes. @IKey mappings@I shows the keys and their associated
functions that are currently configured. @IKeys@I shows the list of possible keys onto which
functions can be mapped. @IFunctions@I shows the list of possible functions that can be
mapped (or associated with) a key. There are also two checkboxes, @IShift@I and @I@S7@I,
which 'modify' the key, so any one key can have up to four functions mapped onto it via
various combinations of the Shift and @S7 flags.
@L
When you double-click on an item in the @IKeys@I or @IFunctions@I list boxes, if there is a
mapping that involves that key or function, it will be selected in the @IKey mappings@I list box.
If there is more than one mapping that involves that key or function, then a further double-click
will select the next one. When you double-click on an item in the @IKey mappings@I list box, the
associated entries in the @IKeys@I and @IFunctions@I list boxes will be selected and the matching
@IShift@I and/or @I@S7@I checkboxes (if any) will be checked to show the mapping.
@L
@BADD A NEW MAPPING:@B Select the key in the @IKeys@I list box, check or uncheck the
Shift and @S7 checkboxes as desired, select the function in the @IFunctions@I list box, then click
on the @IAdd@I button. If a mapping already exists for that key/modifier combination, you'll be
warned and asked whether you wish to replace it or not. When the new mapping is added, it will also
be automatically selected in the @IKey mappings@I list box.
@L
@BDELETE AN EXISTING MAPPING:@B Select it in the @IKey mappings@I list box,
then click the @IDelete@I button. (Hard to believe it's that complicated, isn't it?)
@L
@BMOVE @IONE@I EXISTING MAPPING ON A KEY TO A DIFFERENT KEY:@B Double-click the desired mapping in the @IKey mappings@I list box.
This will set the @IKeys@I and @IFunctions@I list boxes and the SHIFT and @S7 check boxes to match.
Click the @IDelete@I button to delete the current mapping, but leave the other settings still set for
that function. Select the new key you wish that function mapped to and, optionally, modify the SHIFT and/or @S7
checkboxes, then click the @IAdd@I button.
@L
@BMOVE @IALL@I EXISTING MAPPINGS ON A KEY TO A DIFFERENT KEY:@B Select one mapping on the 'old' key in the @IKey mappings@I list box,
then click the @IMove@I button. In the new dialog, ALL mappings for that 'old' key will be shown
in the top list box. Select the 'new' key in the @IKeys@I list box, then click OK (or, just double-click
the 'new' key in the @IKeys@I list box). You'll be returned to the main Key Mapping dialog with the
functions moved to the new key in the @IKey mappings@I list box.
@L
@BDUPLICATE @IONE@I EXISTING MAPPING ON A KEY TO A DIFFERENT KEY:@B Double-click the desired mapping in the @IKey mappings@I list box.
This will set the @IKeys@I and @IFunctions@I list boxes and the SHIFT and @S7 check boxes to match.
Select a new key in the @IKeys@I list box and/or modify the SHIFT and @S7 check boxes, leaving the
function selected in the @IFunctions@I list box, then click the @IAdd@I button.
@L
@BDUPLICATE @IALL@I EXISTING MAPPINGS ON A KEY TO A DIFFERENT KEY:@B Select one mapping on the 'old' key in the @IKey mappings@I list box,
then click the @IDuplicate@I button. In the new dialog, ALL mappings for that 'old' key will be shown
in the top list box. Select the 'new' key in the @IKeys@I list box, then click OK (or, just double-click
the 'new' key in the @IKeys@I list box). You'll be returned to the main Key Mapping dialog with the
functions duplicated onto the new key in the @IKey mappings@I list box.
@L
If you totally botch things, you can either @ICancel@I the dialog, which will leave your mappings
as they were when you entered the dialog, or you can click @IReset@I which will restore the
original, built-in (correct!) mappings. But the reset will only really take effect if you click
OK on the dialog; a reset followed by cancel will still leave the mappings as they were when the
dialog was started.
@L
If you wish to create a printed "cheat sheet" of your key mappings, the EXPORT button will write
the current key mappings to the file @IPlayerName_MoodName_keymap.txt@I in this folder:
@L
@B@S5@B
@L
This exported file is of no use to you other than as a "cheat sheet" reference.
@L
NOTE: The list of functions will always be the same on everyone's computer. However, the list of
available KEYS may vary. The names and codes for the available keys are in a single string in the
STR_*.txt file(s) (see @H LANGUAGE 0 "Language">). If someone does a translation of the game's
strings to another language, and computers for that country have different keys than are on a U.S.
keyboard, then that translator can edit that string to change the key names and key codes, and
that will then affect the list of @IKeys@I in this dialog. TRANSLATORS: See the note before block 6
in the STR_*.txt file for details about modifying the available keys list.
@L
@P>
@C>***********************************************************************
@C>
@P MOUSEMAP "Mouse Mapping" "(But... but... I'm LEFT-handed!!!)">
The game supports up to 5 mouse buttons: LEFT, MIDDLE, RIGHT, BACK, and FORWARD.  All of
these (and especially the latter two) require that your computer's mouse driver be configured to
do the 'default' action for those buttons in order for this mapping to work.  Many mouse drivers
will default to having the buttons (other than the left button) be mapped to weird things like
'double-left-click' or 'undo' etc.  To fix these problems you need to run Control Panel or your
"system settings" application, and the Mouse application, and set the buttons to reasonable defaults.
I can't give you much better directions than that because the Mouse configuration application varies
from manufacturer to manufacturer.  But generally if one has an option that says "(default)" after it,
that's the first one to try.
@L
Once you have the mouse driver properly configured, then you can modify the game's button
actions using the @IMouse mapping@I dialog.  You can map actions to any
of the buttons and any combination of SHIFT and/or @S7 with the buttons for action within
the game area, and you can also map actions onto 5 User buttons on the toolbar (see @H MOUSEMAP 1 "USER BUTTONS"> below).
The rest of this first section focuses on the "Left" through "Shift-@S7-Fwd" mouse button configurations.
@L
The "Button" group box lists the possible button/key combinations (Left, Shift-Middle, and so on),
while the "action" group boxes list the possible actions that can be mapped to the selected mouse button combination.
@L
To change the mappings, first select the Button (or SHIFT-@S7-button combination) that you wish
to change, then select the action you wish that button to accomplish when it's activated within a specific area of the game window.  When
you select a different Button, the "Action" settings are automatically changed to show what is
currently mapped to that button.
@L
For ease and clarity in the following discussion, let's define a few terms:@Z0>
@BPUZZLE cell:@B the area within each row and colulmn of the puzzle that contains the possibilities and known images, but does NOT include the SPACING between the cells.@L0
@BPUZZLE non-cell:@B the SPACING between the puzzle cells.@L0
@BCLUES:@B the actual clue images within the clue bins, but does not include empty clue slots nor the spacing between and around clues.@L0
@BCLUES NON-CLUE:@B empty clue slots and the spacing between and around clues.@L0
@BELSEWHERE:@B all other 'background' game areas outside the puzzle area and the clue bins.
@Z>
When you activate a mouse button & key combination in the game area, the game figures out which AREA you've clicked in,
then activates the function you've mapped onto that button-key combination for that area. When modifying your button-key
mappings, you should think about the AREA first, then think about the ACTION for that area which you want to place on that BUTTON. Once you've
decided upon those three things, then first select the button-key combination in the @IButton@I group box, then go to the
appropriate 'area' list box (PUZZLE cell action, PUZZLE non-cell action, CLUES action, CLUES non-clue action, or ELSEWHERE actions),
find the desired function within that list box, and select it. Repeat this process for any mapping changes you wish to make.
Some actions will appear in multiple action list boxes, wherever they're applicable. Some actions are only applicable to a specific area,
and those will only appear there.
@L
@BNOTE:@B While in the Mouse Mapping dialog, if you want to find out which button(s) a particular @IAction@I is mapped to, you 
can point the mouse at the action in an actions list box and then hold down the RIGHT mouse
button. Any button/key combinations to which that function is mapped will have its radio button
be drawn in GREEN. Surprisingly useful is RIGHT-hold on the "No action" item, as it shows you
AVAILABLE buttons onto which you can map actions.
@L
The available functions are:
@Z1.2>
@BNo action (default):@B No action is taken. (Well, what did you THINK?)@L0
@BMake known or find image:@B Click makes a possibility in the puzzle KNOWN, click-hold on an image in the puzzle or the clues does a FIND image and, if the @IAuto-bookmark FINDs@I option is ON, will also set a bookmark on every clue where the image is found.@L0
@BRemove closest possibility:@B Removes the nearest possibility within the puzzle cell (may not be ON a possibility to activate, just within a cell's "possibilities space").@L0
@BRemove or restore exact possibility:@B Must be clicked ON a possibility place within a puzzle cell; removes it if there, otherwise restores it.@L0
@BFind image:@B Click-hold on an image in the puzzle or the clues does a FIND image and, if the @IAuto-bookmark FINDs@I option is ON, will also set a bookmark on every clue where the images are found.@L0
@BFind known images:@B Click-hold FINDS all KNOWN images in the puzzle and any clues referring to them and, if the @IAuto-bookmark FINDs@I option is ON, will also set a bookmark on every clue where the image is found.@L0
@BDe-select clue:@B If a clue is selected, it is de-selected, which also un-fades any faded areas.@L0
@BSwap Other Clues:@B Swaps the contents of the visible clue bins with the contents of the Other Clues bin.@L0
@BSort clues:@B Sorts the clues by TYPE, but also tries to group clues together that have a common image. This is useful if you've manually made a mess by rearranging clues.@L0
@BCompress clues:@B If the @IAuto-compress clues@I option is OFF, this action will manually trigger clue compression.@L0
@BCheck if puzzle is correct:@B Checks the correctness of the current state of the puzzle.@L0
@BHint:@B Request a HINT. Same as clicking on the HINT button on the toolbar or pressing the @IH@I key.@L0
@BSmall hint:@B Requests a Small Hint, which shows you either a set of cells where a non-clue deduction can be made, or shows you a clue which can be used to make a deduction.@L0
@BUndo:@B Undo the most recent change.@L0
@BRedo:@B Redo the most recently undone change.@L0
@BNEXT mood:@B Changes to the next mood. Duh.@L0
@BSelect MOOD dialog:@B Opens the @IChange mood@I dialog so you can select a specific mood configuration.@L0
@BPREVIOUS mood:@B Do I @Ireally@I need to tell you this???@L0
@BSelect or move empty slot:@B Click on an empty clue slot to select it (you fool), click-hold-drag to move an empty clue slot (when you're manually rearranging the clues).@L0
@BSelect or move clue, find image:@B Click on a clue selects or de-selects it. Click-drag moves a clue to a new clue slot location. Click-hold performs a FIND on the clue image clicked upon and, if the @IAuto-bookmark FINDs@I option is ON, will also set a bookmark on every clue where the image is found.@L0
@BRemove clue:@B Click on a clue sends the clue to the Other Clues bin.@L0
@BFind all clue images:@B Click-hold on a clue does a FIND image for ALL images in that clue and, if the @IAuto-bookmark FINDs@I option is ON, will also set a bookmark on every clue where the image is found.@L0
@BAuto-complete clue, find image:@B Click attempts to auto-complete the clue, making all deductions possible with JUST that clue. If that completes (exhausts) the clue's deductions, the clue is removed to Other Clues, else it fails with a Notify. Click-hold does a find for the clicked-upon clue image.@L0
@BSwap images on some clue types:@B Some clue types are "spatially specific" (like LEFT-OF clues), while others are "non-spatially specific," in which case the images can be swapped and the clue is still valid. This action lets you swap those images for those clue types.@L0
@BBookmark toggle:@B Click on a puzzle image or a clue to set a 'bookmark' on that puzzle image or clue (a yellow arrow/outline, image set dependent). When this action is assigned as a CLUE action, it operates on the clue at which the mouse pointer is currently pointing. When assigned anywhere besides CLUE actions, the click toggles the bookmark on the currently selected clue (if none is selected, then it's ignored). Bookmarks are ignored by the game, intended purely for the user's "bookkeeping."@L0
@BBookmark clear:@B Clears ALL bookmarks currently set.@L0
@BBookmark next:@B Moves the clue selection to the NEXT bookmarked clue.@L0
@BBookmark previous:@B Moves the clue selection to the PREVIOUS bookmarked clue.@L0
@BNEXT player:@B Loads (switches to) the next player setup (if more than one exists). This will loop around through all the player setups repeatedly.@L0
@BSelect PLAYER dialog:@B Opens the @IChange player@I dialog so you can select a specific player setup.@L0
@BPREVIOUS player:@B Loads (switches to) the previous player setup (if more than one exists). This will loop around through all the player setups repeatedly.@L0
@BScores dialog:@B Opens the Scores dialog.@L0
@BMusic dialog:@B Opens the Scores dialog. (Do I REALLY have to explain all these???)@L0
@BInterface dialog:@B Opens the Interface dialog. (sigh)@L0
@BLanguage dialog:@B Opens the Language dialog. (I have some language I could use right now...)@L0
@BGraphics dialog:@B Opens the Graphics dialog. (Lather, rinse, repeat...)@L0
@BMouse mapping dialog:@B Sets a trap for any mice running about your house. (Just checking to see if you've fallen asleep.)@L0
@BKey mapping dialog:@B Opens the Key mapping dialog. (I'd tell you the key to a happy life, but I don't want to spoil your fun.)@L0
@BOptions dialog:@B Opens the Options dialog. (You HAD the option NOT to read all this!)@L0
@BNew puzzle dialog:@B Opens the "new puzzle" dialog which normally appears at the end of each puzzle when the @INext puzzle prompt@I option is enabled.@L0
@BAdjust SPACING dialog:@B Opens the Adjust SPACING dialog. (What did you think?) This dialog is much more convenient than the edit boxes in the @IOptions@I dialog, as this dialog shows you in "real time" what the game display will look like AS you make the changes.@L0
@BHelp:@B Opens the Help dialog. (But, you're already here, right? Right?)@L0
@BHelp (User button configuration):@B Opens the Help dialog to the small Help page which is mapped to a User Button by default, to encourage new players to get started with User Buttons.@L0
@BExit game:@B A convenient quick way to exit the game (amongst the half-dozen OTHER ways to exit the game).
@Z>
There's an @IExport@I pushbutton in the dialog which will create the file "PlayerName_MoodName_MouseButtonMappings.TXT" in
the data folder (@S5), where 'PlayerName' is the current player's ...ummmm... oh, never mind. This file will contain a table of the 20 possible mouse-button/key
combinations and the 'actions' that are mapped to them for each of the 5 'areas' in the game window. After that, it will contain a table of the
5 possible USER BUTTONS (see below) and the 5 possible actions that are mapped to them. This is for your reference only. The file cannot be imported
back into the game, nor does it affect the behavior of the game in any way. It merely acts as a reference of what
the button-to-function mappings were when you clicked on the @IExport@I button. Each time you click on the
button, the same file is overwritten, so it's up to you to save the file, or rename it, if you want to save the reference for a
particular set of mappings.
@L
The @IReset@I button will reset all of the mouse button mappings (and the USER BUTTONS mappings) to their default values.
@L
The @IMouse wheel selects clues@I checkbox enables (or disables) the movement of the clue selection by rolling the mouse wheel.
@L
The @IReverse wheel movement@I checkbox causes bird droppings to land on your freshly washed car (and, also, reverses the direction of the mouse wheel action).
@L
The @IWheel requires SHIFT@I checkbox, if checked, requires the SHIFT key to be held down for the wheel movement to take effect.
@L
@L
@M 1>@BUSER BUTTONS@B
@L
There are five user-configurable buttons that appear at the bottom of the game's toolbar. Each button will only appear there if at least one mouse button
has an action assigned to it for clicking on that button. These buttons are configured in the @IMouse mapping@I dialog when you select the @IUser 1@I through
@IUser 5@I buttons in the @IButton@I group box. When one of those five is selected, the @IPUZZLE cell action@I, @IPUZZLE non-cell action@I, @ICLUES action@I,
and @ICLUES non-clue action@I list boxes, along with a few of the other controls, will disappear, and the User Buttons controls will appear. All five User Buttons
and their configuration function the same, except for the order in which they appear, both in this dialog and on the toolbar. So, everything below applies equally
to all five User Buttons.
@L
Almost everything to the right of the @IButton@I group box, and any changes you make there, applies to the CURRENTLY SELECTED User Button. The only exceptions
are the 'label' and 'tooltip' edit boxes immediately to the right of the User 1 through User 5 radio buttons. The first (shorter) edit box is where you can enter text
to be drawn on the User Button, and the second (longer) edit box is where you can enter text to be displayed on the game's message bar (at the top of the window)
any time the mouse cursor hovers over a User Button (and the currently selected User Button's tooltip string is always shown on the message bar while in this dialog).
In the center of the right-hand side are full-sized sample displays of what the User Buttons will look like on the toolbar. You can click on those samples to see
what the button looks like when it's pressed.
@L
For a User button to appear (as a sample in this dialog, AND on the game's toolbar), it MUST have at least one @Iaction@I mapped to at least one mouse button.
To do that, you select your chosen User button, then select one of the @ILeft, Middle, Right, Back,@I or @IFwd@I radio buttons, then find your desired action
from the @IELSEWHERE actions@I list. That will assign that action to THAT mouse button when clicked on THAT User button. Having at least one mapping like this
is required for the button to appear. The buttons appear in a fixed position at the bottom of the toolbar. You can use this to space the buttons
apart (if you're using less than all 5 User buttons). If you don't want any spacing, but want them all compressed together at the bottom or at the top, then
you'll need to put all of your mapped usage at the bottom or top of the list of these five User button definitions. You can use the @ICopy, Paste,@I and @IClear@I
buttons to move the button mappings around. Note: Copy and Paste affect ALL of the settings for the given button, not just text in the edit boxes. So, if you
select a User button that you've set up, then click @ICopy@I, all of the settings for that button are copied into an internal buffer. Then, if you select
another User button, then click @IPaste@I, that 'another' User button will be COMPLETELY overwritten with the settings from the first button that you copied,
thus duplicating the first button into the second slot in its entirety. You can then copy and paste some other User button into the first button's slot, or
you can @IClear@I the first button's slot, which sets all of its mouse button @Iactions@I to @INo action@I, and that button will then disappear. This gives
you a primitive way to rearrange your buttons however you wish.
@L
The User Buttons can be configured to be drawn in three different ways:@Z1>
Just a background image (selected from the @IBackground@I list box) with no label@L0
A background image with a TEXT label@L0
A background image with a GRAPHIC label (selected from the @ILabel@I list box)
@Z>
To get a button that is JUST a background image, the @ILabel@I list box must be set to @INone@I. To get a button with a text label,
the @ILabel@I list box must be set to @INormal, Bold, Italic,@I or @IBold+italic@I, AND you must enter the text label in the label
(first) edit box to the right of the @IUser@I radio button. To get a button with an image label, the @ILabel@I list box must have
one of the graphics from 6 on-up selected.
@L
For User buttons that have a TEXT label, you can also control the SIZE of the font used, by selecting a size from the @IText size@I list box. The
'normal' size for text on the buttons is 5. If you select a smaller number, the font will be smaller and hence allow more characters in the label.
If you select a larger number, the font will be larger (you didn't see that coming, did you?) and fewer characters will fit on the label. @BNOTE:@B the
program does NOT adjust the label to make sure it fits on the button. It's entirely up to you to make sure that the combination of text size and the
length of your text label will FIT on the button. That's where the SAMPLE buttons come in handy.
@L
The @ILabel color@I group box lets you select a color for the label that (maybe) appears on the button and/or the dark or light
version of the graphic label. @IDefault@I is whatever color is specified in the @IInterface@I graphics file for "Normal TEXT" (see 
@H INTERFACE 0 "Interface"> for more information on exactly which color pixel at (13,0) that is). This is BLACK for some 'brighter' UI sets, and
WHITE-ish (or, at least, much brighter) for 'darker' UI sets. I.E., it's usually set to a very contrasting color for the usual controls
that come from the @IInterface@I graphics. BUT... you're potentially specifying wildly different button backgrounds here, so the
@IDefault@I color may or may not work well, and you may wish to pick a specific dark, medium, or light color for the text label on
a button, or control whether the dark or light GRAPHIC label is used. The graphic labels come in two shades, one quite dark and one
quite light. Which one of them is used on a button that uses graphic labels is determined by whether you select a dark or light
@ILabel color@I.
@L
In addition to the above, regardless of which Background you've chosen, you can also choose to 'colorize' your button
by checking the @IColorize background with custom color@I checkbox. When you do that, a "color picker" control will appear at
the top-right of the dialog. You can choose any color you wish, and that color will be 'applied' to the button. That means the
entire graphic will be tinted that color, overriding any of the other colors that are in the background graphic. This colorization
only applies to the currently selected User button. If you wish to use the same color on another button, you can use the arrow
buttons by the @ISample@I square in the color picker to COPY (the arrow on top of the 'clipboard' square) the current color into
the clipboard square, then select the other User button and PASTE (the arrow below the 'clipboard' square) to set the control
picker to that color for that second button.
@L
@BREMEMBER:@B When configuring a User button, make sure its sample shows in the middle of the dialog. If it doesn't, you need to
assign some non-@INo action@I action to one of the @ILeft, Middle, Right, Back,@I or @IFwd@I radio buttons. Just selecting items
in the list boxes and/or entering text in the edit boxes is NOT enough for it to appear. It MUST have an action assigned. So, usually
you'll want to do that first, so that you can SEE what you're doing on the sample buttons.
@L
Once you've got everything configured, then you'll be able to click on those User Buttons on the toolbar with the LEFT, MIDDLE, RIGHT,
BACK, or FWD mouse buttons, and get whatever @Iaction@I you've mapped for that mouse-button/User-button combination. Remember, that as
you point at the User buttons, their tooltip will appear on the message line to help you remember what actions are 'on' that button.
So, if you have multiple mouse buttons (and, thus, multiple actions) mapped onto a User button, I highly recommend "button abbreviations"
in your tooltip, paired up with brief descriptions of the corresponding actions. Here are some 'style' ideas for tooltips:@Z0>

@CH>
@CS>
 ************************************************************************
 COMMENT TO TRANSLATORS: Remember that the "@ " sequence (the '@' symbol
 followed by a SPACE character) is a "non-breaking space", like &nbsp; in
 HTML. So, the " @ " sequences in the following examples are there to 
 force TWO spaces together, since the normal Help and/or HTML code will
 replace multiple spaces with just a single space, and I wanted a little
 extra space in these examples. So, do NOT muck those up. :-)
 ************************************************************************
@CS>
@CH>

Left: Options @ Middle: Spacing @ Right: Mouse@L0
Lf: Options @ Md: Spacing @ Rt: Mouse@L0
L: Options @ M: Spacing @ R: Mouse@L0
[Options] @ [Spacing] @ [Mouse]
@Z>
You can put whatever you want there, whatever works best for you!
@L
@L
@BADDING YOUR OWN BUTTON BACKGROUND and GRAPHIC LABEL IMAGES@B (Tech talk...)
@L
The first five @IBackground@I User button images come from the @H INTERFACE 0 "Interface"> (UIIMAGES) bitmap, which contains a single
normal and pressed button image, and five color pixels. That one
button image is colorized using the 5 color pixels to create 5 differently colored instances of that one button image/texture,
and those are @IBackground@I images 1 through 5. Then, starting with @IBackground@I image 6, the images come from the file
@BUserButtons.png@B. The images for the @ILabel@I graphics, starting at 6 in the @ILabel@I list box, come from the file
@BUserOverlays.png@B. Both of these .png files reside in the game's program folder at (on your computer):
@L
@T5>@B@S4@B
@L
If you want to add your own button and overlay/label graphics, you can do so. Rather than editing those files where they are,
I recommend COPYING them to your game's data folder at (on your computer):
@L
@T5>@B@S5@B
@L
Then, you can edit those copies there. They will override the original copies that are still in the program folder. In both files,
the individual images are 12 'units' wide by 5 'units' tall. In the ones shipped with the game, the 'unit' size is 16 pixels, so
the individual images are 192 (12*16) pixels wide by 80 (5*16) pixels tall. Unless you have a super-duper hi-resolution display,
I recommend sticking with those sizes, as otherwise you'd have to resize everything and so on. I'm just saying that the game WILL
accept other larger or smaller resolutions, so long as EVERYTHING is scaled equally, using a reasonable 'unit' size, so that the
buttons and overlays retain their 12:5 aspect ratio. Now, probably forget about all that.
@L
The UserButtons.png file has two columns of 'buttons'. The left column is the normal (not pressed) button graphic, and the right
column is the 'pressed' button graphic. The file included with the game has 6 empty slots at the bottom that you can use to add
your own custom buttons. If you need more than that, then you'll need to either overwrite one (or
more) of the existing buttons, OR (best choice) increase the HEIGHT of the bitmap by a multiple of 80 pixels, adding the extra
space to the bottom. The game will handle up to 251 buttons (251 normal, 251 pressed, i.e., 251 ROWS of buttons), which is way more than anyone is likely
to use or need for this simple game. The game detects the 'unit' size based on the width of the bitmap, and then uses that to
detect how many buttons there are based upon the height of the bitmap. So, 'all' you have to do is increase the height of the
bitmap (by an EVEN MULTIPLE of the height of the buttons, which is 80 pixels in the default set), and the game will automatically
recognize that there are more buttons and will add them to the @IBackground@I list box in the @IMouse mapping@I dialog.
@L
@BNOTE:@B When I say to "increase the height of the bitmap," I do NOT mean to RESIZE the bitmap. Many graphics editors have
a resize function which STRETCHES (or COMPRESSES) everything to a new size, and that's NOT what you want. They usually have
a way to add or subtract some number of pixels to/from the edges of what's there without changing what's there. Sometimes this
is called "Canvas size," sometimes it's called something else. But it's the latter that you want to do.
@L
The UserOverlays.png file similarly has two columns. The left column contains the DARK versions of the graphical overlay labels,
and the right column contains the LIGHT versions. Again, the file included with the game has 6 empty slots at the bottom that
you can use to add more overlay choices. If you need more than that, then just grow the height of the bitmap, without
changing the width, by adding an EVEN MULTIPLE of the height of the buttons (i.e., 80, 160, 240, 320, etc.), and then the game
will automatically add whatever you put there to the @ILabel@I list box in the @IMouse mapping@I dialog. The overlays that are
already in the UserOverlays.png file are primarily BLACK or WHITE, but they don't HAVE to be, they can be full color overlays.
But, to make the system work best (i.e., with all the different light and dark button backgrounds), the left overlay should always
be on the dark side, and the right overlay should be on light side. You will see light blue rectangles around each of the overlays
in the bitmap. Those are there to make the postions of the overlays and where their edges are located more obvious. The game reads
the pixel from the top-left corner of the entire bitmap at (0,0) and it uses the color of that pixel as a "transparency" color. In
other words, any pixels that EXACTLY match that top-left transparency pixel will be MADE transparent, they won't show when the
overlay is drawn. Further, when a button is pressed, the overlay is drawn on the pressed button down and to the right by 1 pixel.
As a result, your overlay graphics should NEVER extend into the blue outline.
@L
@BNOTE:@B The game doesn't watch for changes to these two files. But to make it easier for the one or two people that might do
this, the game DOES reload the @IInterface@I (UIIMAGES) graphic, the UserButtons, and the UserOverlays graphics any time you
change the selected control FROM a non-User button control TO a User button control in the @IMouse mapping@I dialog's @IButton@I group box. So, if the game is running, the dialog is open,
and a User button is selected when you make a change to one of these graphics files, selecting one of the @ILeft@I through
@IShift-@S7-Fwd@I radio buttons, then again selecting any one of the @IUser@I radio buttons will trigger the game to reload those
three graphics files and redraw the window so your changes will appear. Or, just exit the game and restart it. :-)))
@L
@P>
@C>***********************************************************************
@C>
@P GRAPHICS "Graphics" "(So, you've always wanted to be Leonardo or Pablo?)">
@G1>The game graphics are automatically drawn as large as possible within the game window,
so to make them as large as possible either maximize the program window or stretch it
to fill most of the display. If you have a high-res display and wish the game to
only take up a part of the display, merely shrink the size of the game window. There is
also a @IMaximum cell-size@I setting in the @IOptions@I dialog which can limit the maximum
size at which the images are drawn.
@L
The image bitmap file is of a fixed relative size and layout. The overall size of the image file
can be larger or smaller, but if you use a different size, ALL of the elements must be scaled
appropriately. I recommend keeping the same size as the distributed image sets. The color
pixels MUST be individual pixels in the row starting at the top-left corner (0,0)
and extending to the right. See below for further information on the color pixels and what they control.
@L
The game graphics are stored in the @B@S4IMAGES@B sub-folder in the PNG file format.
If you wish to try your hand at creating your own graphics for the game, I recommend copying
an existing bitmap file to a new name.  Then, load that new file into a graphics editor of your
choice and tweak away until your heart's content (or sick...). Most of the image sets included
have 96x96, 80x80, or 32x32 pixel images, but you can scale up or down as you wish (just be sure
to COPY the color pixels row AS-IS, as they ALWAYS take ONE pixel each, regardless of the cell
size of everything else).
@L
Remember: Do not MOVE anything.  Everything must remain EXACTLY where it is, to the precise pixel (relative to each other).
If you want to send a copy to me, I'll be glad to add it to the web page for others to download.
@L
The format (layout) of the image set bitmap is shown in this image:
@L
@GH 0 75 100 125 80>@BA@B has the color pixel row (see below) at the top-left.@L0
@BB@B contains the "creator credits" (which shows in the @IGraphics@I dialog when the set is selected).@L0
@BC@B contains the 'highlighting' circle for indicating cells on the puzzle during hints and finds.@L0
@BD@B contains the "empty clue slot" background images for vertical (left) and horizontal (right) clue slots.@L0
@BE@B contains the puzzle images, 8 rows with 8 similar images in each row.@L0
@BF@B contains the puzzle cell background image, which gets stretched to fit the area where possibilities are shown.@L0
@BG@B contains the clue overlay images.@L0
@BH@B contains the clue 'bookmark' arrow-heads (or whatever you want to put there), which is overlayed on the first image of bookmarked clues.
@G>
The @Bcolor/control pixels@B are individual pixels starting at the top-left pixel (0,0) in Area A and
extending right in a horizontal row. The left-to-right sequential meanings of these pixels are:
@Z2>
TRANSPARENCY color 1 for this image set.@L0
TRANSPARENCY color 2 for this image set.@L0
Unused.@L0
Horizontal CLUE BIN BACKGROUND fill color.@L0
Horizontal CLUE BIN FRAME outline color.@L0
Vertical CLUE BIN BACKGROUND fill color.@L0
Vertical CLUE BIN FRAME outline color.@L0
PUZZLE BACKGROUND fill color (where the puzzle cells are drawn).@L0
PUZZLE BACKGROUND FRAME color (to help show the columns of the puzzle).@L0
SELECTED CLUE OUTLINE color.@L0
WHAT-IF MARKER fill color.@L0
WHAT-IF MARKER outline color.@L0
Unused.@L0
CLUE BOOKMARK outline color (can be transparent if area @BH@B is sufficient for a clue bookmark indicator).
@Z>
@L
Finally, below the row of color pixels, purely for ease of use (the game doesn't care about it) there may be a crude 'ruler', with a
long tick every 10 pixels and a short tick at 5 pixels in between the long ticks, making it easier to count where you're
at in the X direction. Counting from the first pixel being X=0, the first short tick is at X=5 (so, the 6th pixel on the
line), and the first long tick is at X=10 (the 11th pixel on the line), to match the pixel numbers in the list above.
@L
@L
When creating your own graphics images, keep the images simple and clear. They have to look good when drawn large (on sizes 3 and 4 puzzles)
and also when drawn quite small (on sizes 7 and 8 puzzles).
@L
And that's about it.  Tweak 'til your heart's content...
@L
@P>
@C>***********************************************************************
@C>
@P LANGUAGE "Language" "(Do you speak Klingon???)">
This game supports localization from top to bottom for many of the world's
languages, although some Asian languages may not work. So localized characters
can be used not only in the Help screens and text in the game, but also in
player names, mood names, and miscellaneous file names (such as image sets). The
game's strings (toolbar, menu, dialog text) and help (what you're reading,
I presume) are UTF-8 encoded text files that can be edited and translated.
@L
@M 3>The menu's @ILanguage@I dialog lets you select from available language
files. If others become available later, they will be placed on the @S1 page
of the @H -1 0 "www.kaser.com"> web site for you to download.  If there
isn't a translation to YOUR favorite language, you can attempt one yourself: the Help is stored in
the @BHLP_English.TXT@B file in the @B@S4HELP@B sub-folder, and all other program strings are stored
in the @BSTR_English.TXT@B file in the @B@S4STRINGS@B sub-folder.  These are UTF-8 encoded files
(simple ASCII text files for the English versions), which
can be loaded into most text editors.  Make a copy of one of the existing files to your language name,
and then edit it until your heart's content (or until your heart's sick, whichever comes first...)
Just be sure to SAVE the file as a TEXT file (using UTF-8 encoding if you use any characters other than
the lower 127 ASCII characters), not as some proprietary .DOC, etc, file format!!!
@L
There are comments at the beginning of each file that describe the file format.
The file name for Help files has this format: @IHLP_xxxxxxx.TXT@I, where the @Ixxxxxxx@I portion is the
name of your language (and it is that portion of the file name that is displayed in the @ILanguage@I
dialog).  The file name for the other strings file has this format: @ISTR_xxxxxxx.TXT@I, where the @Ixxxxxxx@I
portion is the name of your language.  
@L
NOTE: These files are 'checksummed.' A modified file will not match its checksum,
and the game will detect that, causing your computer to explode. Well, no, that's
not right. If the STRINGS file doesn't match the checksum, then the "title screen"
will appear (even if the "Bypass title screen" option is checked) when you start
the game, with a warning message that the strings have been modified. If the HELP
file doesn't match the checksum, then the "contact" help page will appear when
you first bring up the help, with a warning message that the help has been modified.
@L
If you make a translation of one or the other of these files,
please consider sending it to @H -1 1 "everett@kaser.com"> and it will be added to the web site for others
to download, and I will 'checksum' it and return the checksummed file to you.
@L
@P>
@C>***********************************************************************
@C>
@P INTERFACE "Interface" "(Appearance and size of the toolbar, menu, and dialogs)">
@L0
@GH 166 0 56 7 28>At the top of the @IInterface@I dialog is a series of buttons. These control the SIZE
at which the user interface (toolbar, menu, dialogs) is drawn. The buttons start
with 'A' (for Automatic) and then continue with '4' on up to the maximum allowed
size (which is determined by the resolution of your display). There may be fewer
or more buttons on YOUR display. If set to automatic,
then the game will size the user interface so that everything is as large as possible
while still fitting within the current game window size. If the window is resized,
the size of the UI will be automatically adjusted. However, some (misguided) folks
may want to force the UI to be smaller or larger than what would automatically be
chosen, so the other buttons allow you to override the automatic setting. When
automatic is chosen, an @IAuto size@I text appears below the buttons, showing which
override button would match the current automatic setting.
@G>
You might ask, "Why do the buttons start at '4'?" This is revealing a little bit
of the "technical aspect" of the program. The user interface is scaled in "logical
user units" (UU for short). These buttons indicate the number of PIXELS per UU.
For example, typical text in the user interface is 4 UUs tall, including the empty
space above and below the text (the 'white-space' between lines of text). So, when
set to interface size 4, each line of text is 4*4=16 pixels high. When set to interface
size 7, each line of text is 4*7=28 pixels high. Don't confuse these UU units with
the "relative units" discussed below. The UU units applies to how things are scaled
on the DISPLAY (the destination), and the "relative units" discussed below apply to
how things actually are in the UIIMAGE graphics file (the source). The game takes
care of scaling the one into the other. This isn't really important to you,
but sometimes that's how it goes.
@L
Size aside, the appearance of the user interface in @S1 is controlled by a graphics file in the
@B@S4UIIMAGES@B folder. These graphics files are stored in the .PNG file format.
If you wish to add your own (or modified) graphics to the game, simply place
your file in the UIIMAGES folder, and they will then be accessible for selection
in the menu's @IInterface@I dialog. Rather than trying to create a file completely from
scratch, I recommend that you copy an existing interface file to a new file name (still
in the UIIMAGES folder), then edit that copy.
@L
First, you need to be aware that the UIIMAGES files are laid out using @Irelative units@I.
The files don't all have to be the same size, but they all have to maintain the same
RELATIVE sizes and positions. In general, the square images are 3, 4, or 6 relative units
wide and high. Overall, the entire image is 56 relative units wide by 94 relative units high.
If you take the width of the image (896) and divide by 56, you'll get 16. If you take the
height of the image (1504) and divide by 94, you'll get 16. For the UIIMAGES included with
the game, the @Irelative unit@I is 16 (16 pixels per relative unit). The game 'knows' where
various images are in the UIIMAGEs in terms of @Irelative units@I. When it reads in a UIIMAGE,
it divides the width by 56 to figure out the value (for that image) of one @Irelative unit@I.
It can then calculate the actual PIXEL locations and sizes of the images it wants by multiplying
the @Irelative unit@I size (pixels per unit) times the @Irelative unit@I position. Because of
this, you COULD make your UIIMAGE smaller or larger, as long as you scaled everything down or up
perfectly (EVERY pixel counts!) so that all the relative positions and sizes stay the same proportionally.
For example, if you wanted a relative unit size of 5 (pixels per unit), then the overall size of
the UIIMAGE would need to be 56*5 x 94*5 (280 x 470). If you wanted a relative unit size of 20,
then the image would need to be 56*20 x 94*20 (1120 x 1880). But, really, there's probably no
reason for you to want to do that, so I just wasted several minutes writing all of this. Oh, well.
@L
Here's the layout of the UI image files. I'll include (W x H), at the beginning of each description,
showing the width and height of that area in "relative units" (see, there WAS a reason for writing
the previous paragraph). NOTE: Some of the controls support different images for whether the control
has the input focus (which I refer to below as 'focus'), if it doesn't have the focus but the
mouse cursor is ON the control ('hover'), and if the control doesn't have the focus and the mouse
cursor is NOT on the control ('normal').
@L
@GH 127 92 109 183 60>
NOTE: The two areas filled with deep red are UNUSED.
@L
@BA@B (8x4) The top 1/4 is reserved for the color pixels (see below for specific details),
although they only use the top line of pixels. The 2nd 1/4 of the area is the 'normal'
divider line for separating sections of the menu. The last 1/2 of the area is the MOODS
divider line for separating the MOODS settings in the menu from everything else.
@L0
@BB@B (16x4) This is the graphics file 'credits' area. This is where you can put whatever you like
to give whomever credit for the fact that you're an artistic genius. This area is shown in the
menu's @IInterface@I dialog when that file is selected in the list.
@L0
@BC@B (8x32) The puzzle width and height buttons for the toolbar, in their raised and depressed states.
@L0
@BD@B (12x84) The background graphics for the toolbar. It's the proper width for the full width
of the toolbar, but is usually too short for the full height of the toolbar, so it gets 'tiled'
(repeated) vertically to fill the full toolbar.
@L0
@BE@B (24x4) These are the six possible states of the CHECKBOX control, three unchecked and three checked.
In each case, the first of the three is the 'normal' state of the checkbox, the second is the 'hover' state,
and the third is the 'focus' state. In the default UIIMAGE, all three are the same, but you COULD make them
different if you wanted.
@L0
@BF@B (24x4) These are the six possible states of the RADIOBUTTON control, three unselected and three selected.
In each case, the first of the three is the 'normal' state, the second is the 'hover' state,
and the third is the 'focus' state. In the default UIIMAGE, all three are the same, but you COULD make them
different if you wanted.
@L0
@BG@B (6x6) This contains two items: there's an outer 'square' that is 1 relative unit wide all the way around
which is the graphics for a GROUPBOX control (the thing that groups other controls together in a dialog). The four
corners (which are each 1x1 relative units) form the corners of the group box, while the four sides of this image
(which are 4x1 or 1x4 relative units) are used repeatedly to draw the respective four sides of the group box. The
center (4x4) portion is the GREEN RADIOBUTTON, which is used in the @IMouse mapping@I dialog to indicate
mouse buttons which are mapped to the function on which you're holding down the right mouse button (see @H MOUSEMAP 0 "Mouse Mapping"> for more details).
@L0
@BH@B (18x12) This contains six (6x6) images, three each for the raised and depressed TEXT PUSHBUTTONS. In each
of the sets of three, the first is for 'normal' buttons, the second for 'hover' buttons, and the third for 'focus' buttons.
Not all of these may be used in the game. For example, if there are no TEXT PUSHBUTTONS that can be depressed
because of a state of the game (i.e., being depressed, but not HELD that way by the mouse), then the depressed
'normal' and 'hover' graphics would never be used, because any button being held down by the mouse would also
have the focus. But all the cases are here because they MAY be needed. NOTE: Just like the GROUPBOX above, only the
outer 'ring' is actually used to draw the TEXT PUSHBUTTONs. The central 4x4 area is UNUSED. Further, the color of
the bottom-right PIXEL of the top-left 1x1 corner is used as the "fill color" for the entire pushbutton. So, these
graphics are used to DRAW (paint) the outer edges of the pushbutton, and then color of that one pixel is used to
FILL the rest of the interior of the pushbutton.
@L0
@BI@B (6x6) This is for drawing DIALOGs. Like the TEXT PUSHBUTTON above, only the outer 'ring' is used to draw the
edges of the dialogs, and then the bottom-right PIXEL of the top-left 1x1 corner is used as the color with which
to fill the rest of the dialog. The central (4x4) area is UNUSED.
@L0
@BJ@B (6x9) These are the three (normal, hover, focus) states used for drawing the 'slider' on HORIZONTAL scroll bars. The
scrollbar never retains the focus, so the 'focus' graphic is only used when the mouse is DRAGGING the slider. The left
and right edges are used to draw the ends of the slider, and the middle is used repeatedly to draw the middle of the
slider, however long or short it needs to be.
@L0
@BK@B (9x9) These are the normal, hover, focus versions of the VERTICAL scrollbar's UP-button, scrollbar (slider) background,
and DOWN-button. Each sub-image is 3x3 units, and the middle (background) image is used repeatedly to fill the length
of the scrollbar.
@L0
@BL@B (9x9) These are the normal, hover, focus versions of the HORIZONTAL scrollbar's LEFT-button, scrollbar (slider) background,
and RIGHT-button. Each sub-image is 3x3 units, and the middle (background) image is used repeatedly to fill the length
of the scrollbar.
@L0
@BM@B (9x6) These are the three (normal, hover, focus) states used for drawing the 'slider' on VERTICAL scroll bars. The
scrollbar never retains the focus, so the 'focus' graphic is only used when the mouse is DRAGGING the slider. The top
and bottom edges are used to draw the ends of the slider, and the middle is used repeatedly to draw the middle of the
slider, however long or short it needs to be.
@L0
@BN@B (6x6) This is used to draw "3-D in-boxes" on non-standard controls (such as the "preview window" in the @IGraphics@I dialog).
Just as with GROUP BOXES and DIALOGS, the outer 'ring' of this is used to draw the edges of an 'in-box', and the color
of the bottom-right pixel of the top-left 1x1 portion of this image is used to fill the rest of the control. (Remember, in
the default UIIMAGEs included in the game a 1x1 relative unit area is actuall 16x16 PIXELS, so if the top-left corner of
this image were considered to be located at relative (0,0), then the color pixel would be at relative (15,15). The central
4x4 area is UNUSED.
@L0
@BO@B (6x6) This is used to draw a LIST BOX (ignoring the scrollbars). The outer 'ring' of this image draws the edges
of the list box, and the bottom-right pixel of the top-left 1x1 portion is the color with which the list box is filled.
The central 4x4 area is UNUSED.
@L0
@BP@B (24x5) This contains the normal and depressed versions of the MENU button. 'Nuff said.
@L0
@BQ@B (16x8) This contains the normal and depressed versions of the COPY and PASTE buttons used by the COLOR PICKER control
(such as in the Help-Export dialog).
@L0
@BR@B (10x20) These are the UNDO and REDO buttons on the toolbar. For each, the top two are
the 'active' normal and depressed states, and the bottom two are the 'disabled' normal and depressed states.
@L0
@BS@B (10x5) These are the normal and depressed states of the RESTART button on the toolbar.
@L0
@BT@B (10x5) These are the normal and depressed states of the SAVE GAME button on the toolbar.
@L0
@BU@B (10x10) These are the normal and depressed PAUSE button on the toolbar.
@L0
@BV@B (10x20) These are the NEXT PUZZLE and PREVIOUS PUZZLE buttons on the toolbar. For each, the top two are
the 'active' normal and depressed states, and the bottom two are the 'disabled' normal and depressed states.
@L0
@BW@B (44x24) This is the background graphics for the main game window. It's used repeatedly to 'tile' the entire window.
@L0
@BX@B (10x10) These are the normal and depressed HINT button on the toolbar.
@L0
@BY@B (6x6) The "single-wide" Other Clues button (not used by @S1).
@L0
@BZ@B (10x10) The "double-wide" Other Clues button (used by @S1).
@L0
@BAA@B (10x5) The default User Buttons background image in raised and depressed states. This may (or may not) get colorized
by 5 color pixels at (39,0) through (43,0). (See colors descriptions below.)
@L0
@BAB@B (10x10) The game contains two TYPES of puzzles, A and B. When the A button is pressed, you'll see the puzzles that were
in versions of Sherlock before Sherlock version 7. When B is pressed, you see an entirely new set of puzzles, and frequently
those puzzles require more complex, difficult logic than Type A puzzles. See @H WHATIF 0 "What If"> for more information.
@L0
@BAC@B (10x5) These are the graphics for the What-If mode buttons.
@G>
@L
@B@UCOLOR PIXELS@U@B@L0
There are a BUNCH (that's a technical term) of color pixels at the top-left of the UIIMAGE file (see area @BA@B above)
that control the colors used for drawing various things in the game, mostly in the user interface. Starting with the
first one at coordinates (0,0), and indicating just the X coordinate of each pixel, the colors are:
@Z2.2>
First TRANSPARENCY. There are two transparency colors, and aside from the .PNG file's inherent ability to have
transparent regions, any pixels whose color matches either of these two transparency colors will also be transparent
(not drawn). These can be used for outlining and coloring areas of the UIIMAGE while creating it, making it easier to
work on it, without those colors showing up when the images are used in the game.@L0
Second TRANSPARENCY.@L0
NORMAL background (fill) for the MESSAGE BOX across the top of the window.@L0
NORMAL edge (outline) for the MESSAGE BOX.@L0
NORMAL text for the MESSAGE BOX.@L0
ATTENTION (error) background for the MESSAGE BOX.@L0
ATTENTION (error) edge (outline) for the MESSAGE BOX.@L0
ATTENTION (error) text for the MESSAGE BOX.@L0
PROGRESS fill for the MESSAGE BOX (unused on @S1).@L0
DIALOG title bar (if one exists) fill.@L0
DIALOG title bar (if one exists) text.@L0
GROUP BOX text (if a group box name exists).@L0
Normal TEXT BACKGROUND in menu and dialogs.@L0
Normal TEXT.@L0
Hover TEXT BACKGROUND.@L0
Hover TEXT.@L0
Focus TEXT BACKGROUND.@L0
Focus TEXT.@L0
Selected edit box TEXT BACKGROUND.@L0
Selected edit box TEXT.@L0
Disabled TEXT.@L0
Unselected edit box TEXT BACKGROUND.@L0
Unselected edit box TEXT.@L0
Edit box CURSOR.@L0
MOOD NAME in menu.@L0
HELP text.@L0
HELP LINK text.@L0
HELP TITLE text.@L0
HELP SUB-TITLE text.@L0
HELP BACKGROUND fill.@L0
TOOLBAR edge.@L0
Toolbar PUZZLE NUMBER BOX fill (unsolved).@L0
Toolbar PUZZLE NUMBER BOX text (unsolved).@L0
Toolbar PUZZLE NUMBER BOX fill (solved).@L0
Toolbar PUZZLE NUMBER BOX text (solved).@L0
Toolbar PUZZLE NUMBER BOX edge.@L0
Toolbar status text (clicks, hints, notifies...).@L0
Unused@L0
Unused@L0
User button colorization 1@L0
User button colorization 2@L0
User button colorization 3@L0
User button colorization 4@L0
User button colorization 5@L0
WHAT-IF needed background (fill) for the MESSAGE BOX across the top of the window.@L0
WHAT-IF needed edge (outline) for the MESSAGE BOX.@L0
WHAT-IF needed text for the MESSAGE BOX.@L0
Unused...
@Z>
You'll notice that, in the default UIIMAGE set, there's a 'ruler' below
the line of color pixels with tick marks every 5 pixels, to make it easier
to count when trying to locate the exact color pixel you want to edit.
@L
The User button colorization pixels get used for drawing User buttons whose background image
is selected as numbers 1 through 5 in the @IMouse mapping@I dialog. These color pixels CAN
be 'transparent', in which case the built-in default User button background (area AA above)
is drawn "as is" with NO colorization. Otherwise, the button is drawn and then 'colorized'
using the chosen one of these 5 colorization pixels. When modifying these, a fair amount
of "trial and error" must be used until you arrive at the coloring you want. See the last
paragraph of the @H MOUSEMAP 1 "User Buttons"> help page for tips on how best to see the
effects of your "trial and error" colorizations. The first step is to choose a color who's
HUE (color) is what you're aiming for. Then, play around with the SATURATION and LIGHTNESS
(if you graphics editor supports the HSL color model) or the SATURATION and VALUE (if your editor
supports the HSV color model). In the HSV case, be aware that S and V interact in their
apparent effect on the color and the darkness/lightness, so it may take a little see-sawing
back and forth between the two of them to arrive at the colorization you desire.
@L
@BNOTE:@B Keep in mind that these 5 colorization pixels for the first 5 User background images
MAY get overridden by the user's use of the @IColorize background with custom color@I checkbox
in the @IMouse mapping@I dialog.
@L
@L
@P>
@C>***********************************************************************
@C>
@P SOUND "Music & Sounds" "(Or should that be \"The Sounds of Music\"???)">
The @BMUSIC@B files are MIDI files, and if you have MIDI files of music that you would prefer to the
ones provided (or in addition to), they can be added to the game.  Just copy your MIDI files into
the MUSIC folder, and then add them to your playlists in the @IMusic@I dialog.  The MUSIC
folder is located one level "up" from the @B@S0@B folder.  If, for example, the game is installed
in \EKS\@S0 then the MIDI files will be stored in \EKS\MUSIC.  To add MIDI files to your
playlist, the files MUST be in the MUSIC folder.  Then, in the @IMusic@I dialog, select the
music file in the @IAvailable MIDI files@I list box and click on the @IAdd@ one@ >>>@I or @IAdd@ ALL@ >>>@I
button.  MIDI files can be removed from a playlist by selecting the file in the playlist, and
then clicking the @I<<<@ Remove@ one@I or @I<<<@ Remove@ ALL@I button.  By default, all of the MIDI files in the
playlist are played in sequence.  If you'd prefer to hear them in a random order, just check the
@IPlay music in random order@I checkbox.  Some folks (like me) get tired of listening to MIDI files
while they play the game, so there are options to disable (turn off) background music.
@L
A number of @BSOUND EFFECTS@B are played at various times during the operation of the game.
These can be disabled by unchecking the @IGame sounds@I and/or @IError sounds@I
checkboxes in the @IOptions@I dialog.  The sounds are stored in standard WAVE
files, so you can modify the sounds used by the game if you want to.  To do this, I recommend
copying the current WAVE files to a backup folder in case you ever want to recover them, then
copy the WAVE file of your choice to the filename which the program uses.  The game stores all
of its WAVE files in the @B@S0@B folder (the same folder as the program).
@L
These are the WAVE filenames and when they're played:
@Z0>
BOUNCE - During the Bounce win display.@L0
COOL - When various operations complete successfully.@L0
EXP1-EXP4 - During the Fireworks win display.@L0
ILLCLICK - When you click on something that has no meaning or other minor errors.@L0
KNOWN - When a possibility is made known in the puzzle.@L0
MISTAKE - When you do something ROYALLY stupid...er...uh...illogical.@L0
MOVECLUE - When a clue is dragged and dropped in a new location.@L0
REDO - When REDO-ing a move.@L0
REMCLUE - When a clue is removed and sent to Other Clues.@L0
REMPOSS - When a possibility is removed from the puzzle.@L0
REPPOSS - When a missing possibility is replaced in the puzzle.@L0
UHOH - When things aren't happening the way they should.@L0
UNDO - When UNDO-ing a move.@L0
UNHHH - When something unfortunate must be conveyed to you.@L0
WEAVE1-WEAVE5 - During the Weave win display.
@Z>
The sound effect WAVE files @BMUST@B be 8-bit mono at a sample rate of either 11025, 22050, or 44100 Hz. That's what the program
expects, and it's the only thing that will be accepted. If you wish to change
or replace any of the sound effects files, your changes @BMUST@B be made in
the 'program' folder, NOT the 'data' folder.
@P>
@C>***********************************************************************
@C>
@P QH "Quick Help" "(easily improve your memory!)">
There are many features in the game, and some may be hard to remember, especially
those features that aren't used frequently. To aid your memory, the game contains
a "Quick Help" feature, a pop-up screen with whatever nuggets of information YOU
wish. The information contained on the pop-up Quick Help screen is contained in
the file "QuickHelp.txt" in the games data folder, which on your computer is:
@L
@T5>@B@S5QuickHelp.txt@B
@L
This file gets created the first time you run the game, with a sample file.
You can edit this file using any simple ASCII text editor, adding to it whatever
you wish. You MUST, however, save it as a simple ASCII or UTF-8 text file, not a document file
format used by fancy word processors. There are a few "formatting commands" you can use in the file,
introduced by the '@@' character. Otherwise, it's just simple "what you see is
what you get" text. The formatting commands that you can insert into the file
are:
@Z0>
@B@@@@@B inserts a single '@@' character.@L0
@B@@Sn@B specifies the size of the text, relative to the @IInterface@I size setting, where 'n' is a digit from 1 (small) to 9 (large). If there are multiple size specifications, the last one rules for the whole file (you can't have different sized fonts for different parts of the Quick Help).@L0
@B@@Q@B inserts the path to the game's DATA folder on YOUR computer.@L0
@B@@D@B inserts the Mouse Mapping EXPORT information.@L0
@B@@F@B specifies that the following text be displayed with a FIXED font.@L0
@B@@P@B specifies that the following text be displayed with a PROPORTIONAL font.@L0
@B@@B@B begins and ends a block of BOLD text.@L0
@B@@U@B begins and ends a block of UNDERLINED text.@L0
@B@@Xn:@B causes the following text to be displayed in column 'n'. Columns are numbered from 1 to 16, with each one being 1/16th the width of the Quick Help window. The ':' after the column number can be ANY character, as it's just there to terminate the number.@L0
@B@@Yn:@B causes the following text to be displayed on row 'n'. Rows are numbered from 1 to 64, although you'll be limited to less than that by the height of the game window. The ':' after the row number can be ANY character, as it's just there to terminate the number.
@Z>
The actual number of rows in the Quick Help screen will vary, depending upon the size and shape of your game window and the size of font you specify,
but you only get one page, no scrolling. The Mouse Mapping information, available through the @@D command, is less helpful
than notes you might enter yourself, but is provided here for those one or two people that might like it, as it's updated 'live' as you make changes to your mouse mapping.
@L
That's all there is for formatting. The sample file contains examples of all of the above formatting commands.
Again, you can put whatever text you want in the QuickHelp.txt file,
anything that you have trouble remembering and want available for quick access. However, I won't be liable
if you still forget birthdays and anniversaries! It's up to you to collate, format, and present it in a readable form.
@L
By default, the Quick Help will appear any time you move the mouse cursor up into
the Message Bar at the top of the game window, just below the title bar. It will
be displayed until you move the mouse cursor off the Message Bar. That may be a
little too invasive for you, so there are also choices in the @IOptions@I dialog to trigger the auto-Quick-Help on @IOnly mouse movement on the right-most end@I,
@IOnly mouse movement on the left-most-end@I, and @INone (disabled, use the mapped key)@I.
When right- or left-end options are enabled (checked), the
Quick Help will only appear when the mouse cursor is on the right-most or left-most end of the
message bar, which is marked off with a short vertical line.
@L
The Quick Help can also be toggled on/off using a key, by default the @BV@B key.
When displayed via the keyboard, another keyboard press (of ANY key) is required to
remove the Quick Help, mouse button clicks and movement are ignored.
@L
There is no scrolling of the text in the Quick Help display, so you're limited to what
will fit in that one screen. Any text that is too long will disappear off the right edge,
if there are too many lines, they will be clipped by the bottom of the game window. The
size of the font is determined by the size of the User Interface (the toolbar, for example) and the @@S size specification.
So, if you use the @IInterface@I menu to specify that a specific UI @Isize@I be used (rather
than the @IA@I automatic sizing), that will effect the font size in the Quick Help screen, too.
@L
There's probably more I could say, but I've gone on long enough and my fingers are weary,
and there's nothing (well, little) more tiring than weary fingers.
@P>
@C>***********************************************************************
@C>
@P OSKINT "Running the game on non-Microsoft OSs" "(Free at last!)">
This game has been completely written in a proprietary interpreted language
which makes very few assumptions about the operating system on which it's
running.  The first implementation of the @Iinterpreter program@I (the actual
program that is running on your computer, and which then @Iinterprets@I the
make-believe instructions of the proprietary language) was for Microsoft Windows
operating system.
@L
The source code for the interpreter (not the game, just the interpreter program),
while copyrighted, is freely available for personal use.  It can be acquired on
my website at www.kaser.com/kint.html.
@L
Documentation (some) is included.  So, if you're a knowledgeable programmer with the
ability to compile programs on another platform, you're welcome to try porting
the interpreter.  Once the interpreter is @Iproperly@I ported, then the game should
run exactly as it does on Microsoft Windows.  If you try doing a port and encounter
problems, feel free to write to me and I'll do my best to help out, although my time
is limited so don't expect extensive support on your efforts.
@L
A whole new KINT (version 6) was developed for this game (and any future games).
Older games cannot be run using this KINT interpreter (unless, or until, they've
been modified and ported to run with KINT 6). KINT 6 is NOT "backwards compatible"
with the earlier KINT interpreters.
@L
This game requires at least the 6.4.0 version of KINT.  The source codes for the
various versions of the KINT interpreters are available on @H -1 2 "www.kaser.com/kint.html">.
The Windows versions of my games can be run fine on Linux under WINE (search the internet).
@L
@P>
@C>***********************************************************************
@C>
@P TECHINFO "Technical Information" "(Where're my files???)">
@C>
NOTE: For "old games" (pre-KINT6) Help exports using HelpHack.txt,
the following paragraph should be removed or not included.
@C>

@CS><p><b>WARNING:</b> the folder paths specified in this HTML Help
file are the actual paths for where the game was installed on the
computer that exported this Help file. The paths on your computer
will be similar but different. However, if you look at the Help
screens within the game, then the accurate folder paths for YOUR
computer will be shown. You could then use the <b><i>Export</i></b>
button in the Help dialog to generate an HTML help file yourself
that would accurately show the paths for YOUR computer.</p>@CS>

@C>
NOTE: For "old games" (pre-KINT6) Help exports using HelpHack.txt,
remove the 'C>' tags from the following paragraph.
@C>

@C>
WARNING: the folder paths specified in this HTML Help
file (such as "\EKS\LOM" or "&lt;documents&gt;\EKS\LOM") assume that the
game was installed in the default location on a MS Windows computer.
If you changed the installation path, or are running on a different
operating system (like Mac OS) then these paths will not
be accurate for you computer. However, if you look at the actual
Help screens within the game, then the accurate folder paths
for YOUR computer will be shown.@L
@C>

All of the installed files for @S1 can be found in this folder:
@L
@T5>@B@S4@B
@L
NO files are installed in any of your operating system folders.  The only
files that may be installed anywhere else are MUSIC and/or UI files that
are stored in folders "one level up."
@L
Any files that get modified or added when the program is run are in this folder:
@L
@T5>@B@S5@B
@L
If you delete the added/modified files from that folder (while the game is not running),
then the next time you run the game, it will be as if the game was JUST installed.
BEWARE, though, that this will cause all statistics, player settings, added files, etc,
to be lost!
@L
In case you didn't know, you're running the game on this operating system:
@L
@T5>@S6
@L
@BNOTE:@B Let me clarify the use of the above two folders. Anytime the game wants to
READ a file, it first tries to read it from the second folder shown in bold above. If
it can't find the file there, it then tries to read it from the first folder shown in
bold above. This lets a newer (modified) version of a file override the older one that
was distributed with the game. When the game writes a file, it ALWAYS writes it to the
second folder shown in bold above. So, if you're looking for files the game has created
or modified, always look in the second folder above. If you don't find the file there,
there MAY be an older or original copy in the first folder above.
@P>
@C>***********************************************************************
@C>
@P CREDITS "Credits" "(Who's to blame for this screw-up???)">
This game was originally conceived and written by myself in early 1991, many, MANY moons ago.
@L
While the fundamental game is my fault, it was improved in many ways because of the pestering and heckling
of the fine folks doing beta testing. Without the arrows in my back, the game would be a pale shade of a dream.
So, a huge THANKS! to all the testers.
@L
Credits for translated strings and help files, alternate image sets, and alternate UI graphics are shown in
the appropriate dialogs as you select each file in the lists.
@L
@P>
@C>***********************************************************************
@C>
@P ZEBRA "Who Drinks Water and Who Owns The Zebra" "(Who cares?)">
Sherlock, the very first of all of my logic games, was inspired by a logic puzzle I'd been given by
my high-school geometry teacher in the late-1960's (yes, I'm an old fart).  Amazingly, at the time that I
wrote Sherlock for MS-DOS (1991), I was completely unaware that these types of logic puzzles were regularly
published in magazines, and that there were even entire magazines devoted completely to them.
But I'd always remembered that logic puzzle from way-back-when, although I'd long since lost my
copy of it.  That's why the original Sherlock had 6 rows and 6 columns: I misremembered the 'size' of
the puzzle.  Several years after releasing the original Sherlock, someone sent me a close facsimile
of the original logic puzzle.  Minor changes had been made over the years, as in the original
that I remembered, the men each smoked a different brand of cigarettes.  I've been told that
this puzzle had been widely published in a number of magazines, including Reader's Digest.
@L
With the original Sherlock, you never had to make a @Iwhat-if@I supposition... just keep making deductions from
the presented information.  The same is true of its sequel, Dinner With Moriarty.  In the third game
of the series, Honeycomb Hotel, I introduced some puzzles that do require making @Iwhat-if@I deductions,
which make the puzzles a little more challenging. In Sherlock 7, type B puzzles were added which sometimes
require the use of What-If logic. This puzzle is of that variety.  After a certain
point in solving the puzzle where a simple application of the clues doesn't provide any further deductions,
you'll have to say something like, "Well, @Iif@I this were located here, then this (later on) wouldn't work,
so the initial supposition must be wrong."
@L
Enough Jabberwocky (as Lewis Carroll might say), on with the shew (as Ed Sullivan said... and yes, I'm THAT old!)
@L
1. There are five houses, each a different color and inhabited by men (this is a sexist puzzle) of different
nationalities, with different pets, drinks, and cars.@L0
2. The Englishman lives in the red house.@L0
3. The Spaniard owns the dog.@L0
4. Cocoa is drunk in the green house.@L0
5. The Ukrainian drinks eggnog.@L0
6. The green house is immediately to the right (your right) of the ivory house.@L0
7. The Oldsmobile (remember those?) owner owns snails.@L0
8. The owner of the Ford lives in the yellow house.@L0
9. Milk is drunk in the middle house.@L0
10. The Norwegian lives in the first house on the left.@L0
11. The man who owns the Chevrolet (remember those?) lives next door to the man who owns the fox.@L0
12. The Ford owner's house is next to the house where the horse is kept.@L0
13. The Mercedes owner drinks orange juice.@L0
14. The Japanese man drives a Volkswagen.@L0
15. The Norwegian lives next to the blue house.
@L
@BWho drinks water?  Who owns the zebra?@B
@L
If you'd like to try your hand at solving this exact same puzzle, it appears as puzzle 1 in size 55B. For that one
puzzle, you may also wish to select the EKS_WaterZebra GRAPHICS set, and make sure you have @IRows order@I selected
in the @IOptions@I dialog, NOT @IRandom puzzle images@I. If you solve it by hand and want to check your
answer, or if you get stuck and give up, go to the @H SOLUTION 0 "next page"> (but no peeking!).
@L
@L
@P>
@C>***********************************************************************
@C>
@P SOLUTION "The Solution" "(The envelope, please...)">
Referencing clue numbers as (n) and house positions (left to right) as A, B, C, D and E:
@L
(10) Norwegian is in A, (15) B is blue, (9) Milk is in C.  House A is not blue (B is), not green
or ivory (6) as the blue house is next door, and not red (2).  So house A is yellow.  (4) Cocoa
is not drunk in A, B or C, and C is not green.  (5) Eggnog is not drunk in A, and the Ukrainian
doesn't live in C.  (6) House E is not ivory.  House D is not red, as green and ivory are together and
can only be C-D or D-E, so D is either green or ivory.  (2) The Englishman is in C or E.  (8) The Ford
is in house A.  (12) The horse is in B, and (3) the Spaniard is not.  House A doesn't have (7) the snails
or (3) the dog.  (7) The Oldsmobile is not in B.  (13) The Mercedes is not in C, and orange juice is not
drank in A, which leaves just the @B@IWater@I in A with the Norwegian@B.  Now @I@Bif@B@I the Japanese were
in B, the Volkswagen (14) would be too, as would orange juice (because the eggnog (5) couldn't be).  However,
(13) the orange juice must be with the Mercedes, so the Japanese can't be in B, which leaves only the Ukrainian,
and hence (5) the eggnog also.  The Chevrolet must be in B, as (13) the Mercedes and (14) the Volkswagen can't
be.  Now, @I@Bif@B@I the Japanese were in D, so would the Volkswagen (14), the cocoa (13), and the green house (4).
That would leave the Oldsmobile in C along with (7) the snails and (6) the ivory house.  That leaves only the
Spaniard in house C (2), but we've already said that snails would have to be in C, and that contradicts (3).  So,
the Japanese can't be in D, which leaves only the Spaniard and his dog in D, along with the Mercedes (7 and 14)
and orange juice (13).  Cocoa is left in E along with (4) the green house, (6) ivory in D, and red in C along
with the Englishman (2), leaving the Japanese and his Volkswagen in E, the Oldsmobile and snails in C, the
fox in A (11), and the @B@IZEBRA@I in E with the Japanese@B.
@L
<whew!>
@L
@P>
@C>***********************************************************************
@C>
@P USERBUTTS "User Buttons" "(I want MY favorite actions!)">
This game supports up to five user-configured buttons at the bottom of the toolbar.
They can be quite flexibly configured to look how YOU want, and you can map up
to five actions on each of the buttons, triggered by whether you click on the
button with the LEFT, MIDDLE, RIGHT, BACK, or FORWARD mouse button. You can
control what the button looks like, what text or graphical label is on the
button, and what actions are invoked from a long list of possible actions.
@L
To learn how to configure them, see the @H MOUSEMAP 1 "USER BUTTONS"> section
of the @H MOUSEMAP 0 "Mouse Mapping"> Help page.
@P>
