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

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

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


The Privateer(TM) .SAV files are variable in length, and composed of numbers
of records dependent upon installed equipment, unfulfilled missions, etc.
This version has not been well-tested on files that contain mission text.
This includes missions from both Guilds and the mission computer.  This
DOES NOT include the plotline missions; these may be edited freely.  (If
you have a mission loaded, and either credits or name and callsign are not
what is expected, do not edit these parameters!)


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

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

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

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

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

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

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

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

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


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

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


   MAIN WINDOW:

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

   Any currently open file is displayed on the bottom bar.



   FILE MENU:

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

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

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

      Save As           You will be prompted to enter a filename.  ESC to
			cancel and return to the Main Window.

      Exit              Self-Explanatory.



   EDIT MENU

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



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

      View Window:      Summary of current ship parameters.  ESC to return
			to Main Window.  Most is self-explanatory.  Friend/
			Foe (lower right) is graduated as (N)eutral,
			(F)riendly, N/H (neutral bordering on hostile),
			or (H)ostile.

      Weaponry:         This opens to a sub-menu by category: launchers,
			cannons, ECM system and targetting system.

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

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

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

			To edit projectile type, select which is to be edited
			with the up and down arrows, then scroll through the
			available choices with the TAB key.  To edit number
			of projectiles, first select which type with the up
			and down arrow keys, then press PLUS (+) to open a
			data entry window.

			When editing projectiles, be wary you do not select
			a projectile you don't have a launcher for.
			Privateer will crash under these circumstances.
			Privateer will also crash if you set two missile
			fields to the same type of projectile.

			Editing missiles is straightforward.  Torpedoes are
			not.  There is a seperate torpedo field for each
			launcher installed.  Be sure not to edit away a
			torpedo field without also removing the launcher.

			If you change missile launchers or tractor beams to
			torpedo launchers, make sure you have enough
			different types of projectiles to edit them into the
			required number of torpedo fields.

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

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

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

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

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

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

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

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

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


   SHIPS MENU

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

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

      Ship parameters are grouped into three sections, in order, speed and
      acceleration and shields, maneuverability about the three axes, and
      armor thickness.

      The LEFT and RIGHT arrows toggle between the three parameter boxes.
      UP and DOWN arrows select which value is to be modified.  Finally, the
      + and - keys edit the value.  ESC to leave this window.  No values are
      saved until "Save" from the Ships Menu is selected.

      In making ship changes, note that these changes are global.  If you
      give yourself very high values, hope that you don't meet up with
      someone flying the same model ship!  (This does not apply to the
      shield edit)


   MISSIONS MENU

      Selecting Edit brings up the Missions editing window.  TAB will scroll
      through all of the missions.  ENTER will log the mission as complete,
      and also all missions previous.  Conversely, if jumping to a previous
      mission, all missions originally completed after than one will be
      erased.

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

      ALT+R will restore the .SAV file to its initial configuration at the
      beginning of the game (no missions started).

      Note that the normal progression of the game inserts a time delay
      between the end of mission 5D, and meeting the fixer for mission 7A.
      (There is no series 6)  Selecting Mission 5D as complete also sets up
      the file for immediately meeting Sandra Goodin at any mining base.
      (Selecting Series 7 Mission D places you at the BEGINNING of that
      mission.)

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



   HELP MENU

      About          (A)         Opens "About" Window.



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

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

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

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


      If you would like to make a make a $5-10 DONATION, please make checks
      payable to Tina E. Verras, 115 Beach 129th St., Belle Harbor, N.Y.,
      11694.