	   ͻ
	                                                 
	                BATTLE FOR THE ASHES             
	                                                 
	                    Cover Disk                   
	                                                 
	       Copyright 1994 Audiogenic Software Ltd.   
	                                                 
	   ͼ



		       Ŀ
		        SYSTEM REQUIREMENTS 
		       

CRICKET requires a 286 computer or higher. CRICKET requires a VGA graphics
card with at least 256k of video memory (this is not the same as conventional 
memory, this is video memory. Check your video card's manual to make sure of 
how much video memory you have).  The game also requires that you have 552k 
of conventional memory available OR 64K of upper memory and 488K of 
conventional memory.


		     Ŀ
		      BEFORE RUNNING THE GAME 
		     

This game is not designed to be run under MicroSoft Windows.  Windows takes
up far too many system resources that CRICKET requires for efficient and
proper operation.  When running this program, DO NOT LAUNCH FROM WINDOWS.
Run it directly from DOS.  If you are in the Windows environment, quit
Windows and then run the program.  (NOTE: Using the MS/DOS Icon does not exit
you from Windows.  That is a shell from Windows. You need to completely close
down the Program Manager to totally exit from Windows).

Any kind of menu program such as Dos Shell will most likely cause problems.
We recommend running our programs completely from the DOS prompt.  To test
this, enter the word "exit".  If nothing at all happens, then you are
completely at the dos prompt, and not "shelled" from anything else.  If you
type exit, and return to another program (such as Windows or the MS/DOS
Shell), then you need to completely exit the program that you returned to
before attempting to run CRICKET.


			 Ŀ
			  GETTING STARTED 
			 
	       
Select the number of players and the team you wish to play by clicking on
1 player England, 1 player Australia, 2 players or computer v computer.                         

			  
			    Ŀ
			     CONTROLS 
			    
				 
BFTA can be controlled using either the keyboard or joystick(s).                                 

Keyboard 1 is the numeric keypad with 0 as the fire button.
Keyboard 2 is Q,W,E,A,D,Z,X,C and left shift as the fire button.

				 

			    Ŀ
			     BATTING 
			    

1  Move the joystick left or right to position the batsman. Watch the 
small white square - this shows where the bowler intends to pitch the ball
- when it turns grey it will stop moving, and the bowler will commence his
run-up. Start thinking about which stroke to play.

2  When the ball leaves the bowler's hand you have a fraction of a second
to move the joystick into one of the eight possible directions to determine
which stroke is played.

			     forward/backfoot
				 defensive
		 
		 square cut  ___    l    ___  sweep/hook
				\   l   /
				 \  l  /
				  \ l /
				   \l/
	     square drive   ________l________       leg glance
				   /l\
				  / l \
				 /  l  \
			     ___/   l   \___ 
				    l         
		cover drive         l         front/back foot
						 on-drive
			      straight drive


This diagram represents the stroke available to a right handed batsman.
For a left hander the diagram is mirrored.
			  

			  
			    Ŀ
			     BOWLING 
			    

1   Before you can start your run-up you must decide where you want to pitch 
    the ball. Move the small white square which indicates where the ball will 
    bounce, and press fire to fix it in position.                          

2   Fast bowlers: All you need do is use the left and right keys or waggle 
		  the joystick to increase the speed of the delivery.

    Spin/Swing bowlers: Choose the direction you wish to spin or swing the
			ball and press fire. Then waggle to increase the 
			amount of spin or swing.


			 
		     Ŀ
		      RUNNING BETWEEN THE WICKETS 
		     
			 
To start the batsman running you just wiggle the joystick (or push the left 
and right keys alternately) or push the fire button. The fire button can
also be used to turn the batsman around.


			  Ŀ
			   IN-GAME OPTIONS 
			  

Pressing the SPACE BAR before the bowler has begun his run-up brings up
an options menu : 

POSITION FIELDERS - takes you to the position fielders screen where you can
		    edit the fielding set-up.

KEEPER-SLIP - allows you to alter the keeper slip set-up (no. of slips etc).

BOWL OTHER SIDE - allows you to bowl the other side of the wicket.

SCORECARD - views the scorecards.

SOUND & MUSIC - switches between no sound, no music etc.

ABANDON MATCH - returns you to the main options screen.



		       Ŀ
		        EXITING THE PROGRAM 
		       
				  
To EXIT to DOS press ESCAPE at the main menu screen.                                  



			 Ŀ
			  MEMORY PROBLEMS 
			 

CRICKET requires 488K (plus 64K upper memory) or 552K bytes of free
conventional memory in order to execute properly. If you run the game,
and get an error that says you do not have enough memory to run the game,
please read this section.

Here is a simple setup, and will provide you with enough memory in order to
run the game.

These examples use MSDOS commands. If your version of DOS is not MSDOS,
you will need to use the appropriate substitute commands for the
MSDOS counterparts.  If you are unfamiliar with editing your configuration
files, or are uneasy about it, get a friend that is familiar with
the procedure to help, or check your DOS manual on how to use the text
editor that comes with your version of DOS.


SAMPLE CONFIG.SYS
-----------------
LASTDRIVE=Z
DEVICE=C:\DOS\HIMEM.SYS
DEVICE=C:\DOS\EMM386.EXE RAM
DOS=HIGH,UMB
DEVICE=C:\DOS\DBLSPACE.SYS /MOVE

The fifth line should only be used if you're using MSDOS's DoubleSpace
utility.  (That would also most likely be the place you have a Stacker,
SuperStor, or other some disk compression driver).

Other things that go in here would be sound drivers (SoundBlaster 16,
Pro Audio Spectrum 16, etc..).



SAMPLE AUTOEXEC.BAT
-------------------
@echo off
SET BLASTER=Aw Ix Dy Tz
LH C:\DOS\MOUSE.COM

You would only put the mouse line in there if you use the mouse with the
game, and you would only use the SET BLASTER line if you are using a
sound card.


If you are running MicroSoft DOS v6.0 or later, you can also try this to get
your game running.  When you start your system, you will see a message that
says "Starting MS-DOS".  If you press the F5 key during this time, you will
get a message that says "MS-DOS is bypassing your CONFIG.SYS and AUTOEXEC.BAT"
files.  This is what's more commonly known as "booting clean", since you've
bypassed your system startup files. At this point, you can change to the
CRICKET directory, and run the game.

If you do find that you need some sort of modified config.sys and autoexec.bat
files in order to run this game, you might wish to explore what is about to be
said.  Later revisions of DOS (MSDOS 6.x+, and DR-DOS 6+) have built into them
the capabilities of "Multiple Boot Configurations".  If you are familiar with
these procedures, it will be a snap to do.  If you are unfamiliar, you need to
consult your DOS manual.  The process varies greatly from computer to computer
depending on how you have your system set up, so this will not be explained
here.  However, the time spent learning this procedure from your DOS manual
will benefit you greatly elsewhere, in addition to this game.

This document does not pretend to be your DOS manual, but it does give you a
basic explanation as to why you may not have enough memory in order to run a
program of ours.  If you are still having trouble getting this program to run
after attempting the steps outlined above, you need to consult your DOS manual
on "How to make more conventional memory" available.  Your DOS manual has far
more exhaustive examples on how to do this than we could possibly document
here.Audiogenic Technical Support is unable to assist beyond what is
documented here.  If you are still having trouble getting the program to run,
it is not a fault of our game, it is a limitation of DOS.  Please check your
DOS manual, or call MicroSoft's Technical Support Department.

If you need further help on memory problems, please read the section titled
"Background Information on the IBM PC" near the bottom of this document.



		     Ŀ
		      CONFIGURING YOUR SOUND CARD 
		     

You must select the correct sound driver for your PC when you install
cricket to your harddisk. If you need to change any of the settings
at a later date, just type INSTALL in your cricket directory, at the 
menu press F2 and you will then be prompted for the new settings.


			   Ŀ
			    SOUNDBLASTER 
			   

If you have a soundblaster or compatible sound card, you must specify
the correct I/O address, IRQ (interrupt) and DMA channel for your card.
Failure to do so could result in the game not functioning or the machine
locking up!!

The install program uses the BLASTER environment variable for setting
the sound card defaults. If you have the SET BLASTER line in your
AUTOEXEC.BAT file, it will probably contain the right settings for your
system.

This is what a proper SET BLASTER line looks like.  This is an example,
and isn't exactly what you need to put in your system, make sure you read
this whole section.

  SET BLASTER=A220 I5 D1 T3
   |    |      |    | |  |
   |    |      |    | |  |______ Type of Card
   |    |      |    | |_________ DMA Channel
   |    |      |    |___________ Interrupt
   |    |      |________________ Port Address
   |    |_______________________ Environment Variable
   |____________________________ DOS Command

Now, these may not (most likely not) be the same for your sound card,
because the Port Address, Interrupt and DMA Channel can be set by adjusting
"jumpers" on your sound board.  Some newer cards have this information
controlled by software, please consult your sound card's manual for more
information on how to set such things as port address, and other sound
card related settings.

For PORT ADDRESS, it's almost ALWAYS 220.  That seems to be the
default for most sound cards out there, and unless you know you've
switched it away from 220, it's a safe bet it's still there.

The INTERRUPT is something that varies from system to system.   IRQ2 is
valid variable here, but 2 is not recommended, since most of the people
I've run into that use IRQ2 tend to have lots of conflicts.  That's not
to say it won't run, it will, but I've run into more problems with IRQ2
than with any other IRQ.

The DMA CHANNEL is one that causes some people problems.  By default,
this is almost always set at 1.  Unless you have a specific need to
change this, it's probably still at 1.  If you're running into lockups
using digitized sound with CRICKET, this is probably where your
problem lies.   If you get lockups with CRICKET and this variable
is correct, try turning off the sound effects, and if the game plays
right, you probably have a DMA conflict.  Adjust the DMA channel on your
sound card, then reflect the change in this variable in the SET BLASTER line.

As a last resort, delete the file SND.DAT in your cricket directory. This
will force the game to auto-configure the sound drivers. This works on 
most PC's, but if your game fails to start you must re-install CRICKET
from the original floppy disk.



		 Ŀ
		  BACKGROUND INFORMATION ON THE IBM PC 
		 

This section isn't actually needed in order to get the game running. What
is contained here is assist you in understanding why you need to make
more conventional memory available.

When MicroSoft first made DOS 1.0, 640 kilobytes (KB) was set aside as the
highest amount of memory that a computer could have.  The 640KB of memory is
what is called "conventional memory".  To maintain compatibility with older
versions, this was never changed.  Advances in memory management have made
access to memory beyond 640KB, but this memory can only hold data; the program
actually has to run in the first 640KB.  This first 640k is called
"Conventional Memory".

Here is a brief discussion of the different types of memory available on your
computer.  The most important one is Conventional memory.

CONVENTIONAL MEMORY starts at 0k and normally ends at 640k (The cases
where this is not the case are EXTREMELY rare). If you are NOT using some
sort of memory manager (such as DOS's EMM386, Quarterdeck's QEMM, or
Qualitas' 386MAX), this is the only type of memory you have.  Conventional
memory is used by DOS as well as device drivers and TSR's (Terminate and
Stay Resident Programs).  A TSR is a program that is loaded into your
computer's memory (usually from the CONFIG.SYS or AUTOEXEC.BAT files) and
stays there. Most programs remove themselves from memory after execution,
a TSR does not. Device drivers and TSR's are programs that enable the
computer to use additional hardware such as a mouse, scanner, CD-ROM,
expanded or extended memory etc.  A program such as this game is NOT
a program that can be loaded as a TSR.  If all you have is conventional
memory, anything that you would load as a TSR would come out of this
section of memory.  Take too much away, and you're not left over with
enough memory to run this product.

If you are getting an out of memory error from this game, it is this
memory that you are running out of. Whether you have 1 meg, 8 meg of
memory, or 32 meg of memory, it's irrelevant.  Only the first 640k of
memory is available for program execution.  Please do not confuse this with
hard drive space.  Your hard drive space is not memory, and is not relevant
nor should it be considered in this example.

UPPER MEMORY starts at 640k and ends at 1024k.  Normally, this area is used
for things such as system ROM, video and hardware cards, and the like.  On
most PC's, hardware does not use the entire upper memory area, and with the
use of the aforementioned memory managers, (EMM386, QEMM, FnordMem, etc.)
you can move some TSR's into this memory area.  These unused areas are
called Upper Memory Blocks (UMB'S), and this where some TSR's can be
loaded.

EXTENDED MEMORY (XMS) is the memory addressed above 1024k.  Extended memory
requires the use of a memory manager, such as MS/DOS's HIMEM.SYS.  This
region of memory is not usable for standard program execution; it can only
be used for data storage.  Programs that use this type of memory only use
this to store level or graphic data. The actual program itself is running
in conventional memory.

HIGH MEMORY AREA (HMA) is the first 64k of extended memory. This is a
special region of memory that is most commonly used to load DOS high. When
you issue the DOS=HIGH command in your config.sys file, the amount of
conventional memory that was previously being occupied by DOS itself is
moved into this region.

EXPANDED MEMORY (EMS) is another type of memory that some MSDOS programs
can make use of.  Like XMS, this memory is not available for program
execution, it's only used for data storage due to it's nature.  An
explanation of this type of memory is rather technical, so it will not be
delved into here.  If you're curious, check your DOS manual, or your memory
manager manual.

When you first start up your computer, there are two files that your computer
looks at: CONFIG.SYS and AUTOEXEC.BAT. These two files contain lists of device
drivers and TSR's that are automatically run when starting your computer. Each
of these takes up space, and it is taken away from the 640k of conventional
memory.  As more and more programs are loaded from the AUTOEXEC.BAT and
CONFIG.SYS files, you have less and less available from the original 640k.
Since it is this memory that programs run in, you can see that the amount
taken away from the programs executed in CONFIG.SYS and AUTOEXEC.BAT would
want to be kept to a minimum.  This can be accomplished by either reducing
the amount of programs loaded in from CONFIG.SYS and AUTOEXEC.BAT, or moving
them to high memory via the use of EMM386, QEMM, 386MAX, or some other memory management
program. See the simple examples in the "Memory Problems" section above.



			 Ŀ
			  FINALLY... 
			 

For queries and information about Battle for the Ashes don't hesitate 
to contact us at the address below...

		Customer Service Department
		Audiogenic Software Limited
		Unit 27
		Christchurch Industrial Centre
		Wealdstone, Harrow
		Middlesex HA3 8NT

		Tel: 081 424 2244
		Fax: 081 861 1773
