		   Multiplayer Masters of Magic Shell 
		       Version 3.0s Unregistered
		     
		     Copyright 1995 by Jay Barnett
			  (jay5941353@aol.com)     
		     
                               7-04-95

	
	
	IMPORTANT: YOU MUST READ THE * SECTIONS EVEN IF NO OTHERS.
		   
       REMEMBER, THE HOT KEYS DO NOTHING IF "SCROLL LOCK" IS NOT ON.
			  (See section 4.2)


				CONTENTS

1.  General Information
	1.1  Copyright Notice & Disclaimer
	1.2  Registration Information
	1.3  Support and Bug Reporting
	1.4  List of Files
	1.5  Version Numbers

2.  Getting Started
	2.1  Installing
	2.2  Running the Shell
       *2.3  Configuring

3.  Game Creation
       *3.1  Creating a ".WIZ" File
       *3.2  Creating the Base File
	3.3  Creating the Game File

4.  Game Play
	4.1  The Turn Sequence  
       *4.2  Hot Key List and Use--IMPORTANT!!!
		4.2.1  End Turn
		4.2.2  Address the Council
		4.2.3  Resign
		4.2.4  Quit
		4.2.5  Help
		4.2.6  Send

5.  The Multiplayer File System

6.  Play-by-Email & Play-by-Modem
	6.1  Manual Play
	6.2  Crunch30.exe and Uncrunch30.exe
	6.3  Automated Play
		6.3.1  Setting Up the Batch Files
		6.3.2  Play

7.  General Considerations and Known Problems
       *7.1  Rampaging Monster and Raider Movement
       *7.2  The Ghost Wizard
	7.3  Speeding Up the Game        


	To locate a section, use the search function on your editor to find
the section number.





			    1.  General Information
	
	The Multiplayer Master of Magic Shell (hereafter referred to as
simply "the Shell") provides for hot-seat of Microprose's Master of Magic
game.  It makes no modifications of any of Microprose's files other than  
the saved games.  

	The Shell has been tested with Masters of Magic v1.2, v1.3, and
v1.31.  If you have a prior version of Masters of Magic and wish to use
the Shell, you should contact Microprose for their v1.31 patch.  The
version number may be found in the readme file distributed with their game.

	CD-ROM users must copy all files to the hard drive in order to
run the Shell.

	The Shell requires that you have an extended keyboard BIOS to run
properly.  You do not have to have an extended keyboard, but you BIOS must
support the extended keyboard interrupts.  Check with your manufactor if
you experience problems with the Shell and are unsure about this.

	Additionally, the Shell requires approximately 500 bytes of upper
memory space in which to run.  It should need no additional memory over
that normally needed by MoM other than this.

	Microprose was not involved in the production or distibution of the
Shell, will not support it or any changes it makes, and will not be liable
for any damage it might cause.



		    1.1  Copyright Information and Disclaimer

	The Shell is copyright 1995 by Jay Barnett.  All rights are reserved
with this registered version.  Registered users only are licensed to run
the Shell at one location at a time.  Distribution of the registered version
of the Shell or any of its files is a violation of this file.

	The author makes no warrantees expressed or implied as to the fitness
of the Shell for any use, unless otherwise required by the laws of a state.
Nor will he be liable for any damage of any sort that it might cause.

	Masters of Magic itself is copyright 1994 by Microprose.
Microprose was not involved in the production or distibution of the
Shell, will not support it or any changes it makes, and will not be liable
for any damage it might cause.  However, they are aware of its existence
and have given their permission for its distribution as shareware.  This
permission should not in any way be construed as a recommendation for the
Shells use, however.

	The unregistered may be distributed on the condition that all files
are included in completely unmodified form.  If you use the unregistered
version for more than 30 days you should register it.
		    

			 1.2  Registration Information
	
	Registration fees are currently $5 for receipt of the registration
files by email, and $10 for receipt of the files by convention mail within
the United States.  Residents for foreign countries who wish to receive
the files by mail should contact me.

	To register, send a check, money order, etc. to:

	Jay Barnett
	1012 Loretta Lane
	Little Rock, AR 72227
	USA

	You should include a note with your email or conventional address
and current shareware version of the Shell. 

	Registered users with email address not be charged for future 
upgrades.  Those who wish to receive the files by conventional mail will 
be charged only a small fee to cover disk and mail costs.


			 1.3  Support and Bug Reporting

	For support or to report bugs, send email to:

		jay5941353@aol.com

	
			      1.4  List of Files

	The following files should be included with the Shell:

	multi.txt                       dconnect.bat
	m.bat                           mult30b.exe
	receive.bat                     crunch30.exe
	send.bat                        uncrch30.exe
	received.bat                    end30.exe
	connect.bat                     init30.exe
	cleanup.bat                     multi30.bat
	stop30.com                      macro30.com
	perm.aol			permresp.aol
	register.txt			mtemp.bat
	multi.doc			mtitle30.exe
	descript.txt			create30.com


			     1.5  Version Numbers

	Shell version numbers are given in the format, vX.YZ.  Changes in
X represents major changes to the basic structure of the Shell.  Changes
in Y represent minor changes, such as bug fixes and new features.  Changes
in Z represent changes only to the Shell's documentation, usually to address
questions I am frequently asked.

	An "s" at the end of the version number represents the shareware
version, which may be freely distributed, as long as all files are included
in unmodified form.  The lack of an "s" represents the registered version,
which may not be distributed.
				
				
				2.  Installing
	
	To install the Shell, simply copy all files to your Masters of Magic        
directory.  If you have the CD-ROM version, you must also copy all files  
of your disk to the MoM directory on your hard drive.

	If you are upgrading from a previous version of the Shell, you should
run the file "cleanup.bat" to delete unnecessary files.



			    2.2  Running the Shell
				
	To run the Shell, simply change to your MoM directory and type "m".
The file you run is "m.bat"--you MUST NOT CHANGE the name of this file, or
any others that come with the Shell.



			       2.3  Configuring
	
	When you run the Shell for the first time, you should select the
"Configure" option with the mouse before doing anything else.  This will
allow you to select how Masters of Magic will run when using the Shell.
Your options are:
		
		Music & Sound Effects
		Sound Effects Only
		No Sound
	
	I recommend running with sound effects only.  If you select Music,
the Shell will have to use Master of Magic's normal exit routines every
turn to re-intialize your sound driver--increasing the time between turns
over Sound Effects and No Sound by about 45%.

				IMPORTANT!!!                        

	When using the Shell, it will change the installation settings
in Masters of Magic to fit the settings you select on this menu.  When you
exit the Shell, it will return these settings to normal.  Therefore, if
you turn your computer off while running the Shell, you should immediately 
run the Shell again and exit it normally to restore these settings.

	Any time you make changes to your Masters of Magic settings, you
should configure the Shell again to allow it to update to your new settings.

	If you experience problems running the Shell, try running with "No
Sound".  If this doesn't work, try running with "Music" selected, even if 
you do not have a sound card.


			      3.  Game Creation

	Beginning a new game requires four steps.  First, you must create
wizards files (*.wiz), if you do not have ones you wish to use already.  
This process will extract wizards from any normal or multiplayer saved game.
Secondly, you must create the base file so the wizards will have a world
to transport into to.  Third, you must create the game file.  Finally, you 
select the game file from among the "created games" on the main Shell screen
to begin play.  These steps are outlined below.
	
			
			3.1  Creating a ".WIZ" File
	
	Before creating a new multiplayer game, you must first extract
wizards into "*.wiz" files to use in the game, unless you have done so
already.  You may extract a wizard from any normal or multiplayer saved
game.

	The wizard you extract MUST have moved at least one turn since the
start of the game.  That is, the game you extract from must be on at least  
turn 2.

	When you extract a wizard, he may take all his mana, fame, money,
casting skill, spells, spell books, special abilities, global enchantments, 
etc., with him. In addition, he may take one city (with all its population, 
buildings, enchantments, etc.) and up to nine non-hero (either normal or
summoned) units, with all their enchantments, experience, etc., with him.
If he takes less than two units with him, random spearmen or swordsman
will be substituted to get the number up to two.

	The city extracted with the wizard will be the one his summoning
circle is in.  You should therefore cast summoning circle and move it to the
city you wish to take prior to extraction.  The city may be Myrron or not.

	The units extracted with the wizard will be those in the city taken.
THESE UNITS MUST NOT BE HEROS--SO YOU MUST MOVE ANY HEROS IN THE CITY
YOUR SUMMONING CIRCLE IS IN PRIOR TO EXTRACTION.  Before extraction, you 
should move any normal or summoned units you wish to take with you into 
the city your summoning circle is in.

	To extract a wizard, select "Extract Wizard" from the Shell's main
screen.  You will be presented with a list of normal and multiplayer games
in your MoM directory.  Note that the files, "save1.gam" through "save8.gam"
correspond, in order, to the eight slots on MoM's saved game screen.  To
extract a wizard from a game saved in one of these slots, just count the
slot number, starting at the top, on MoM's saved game screen and select
the appropriate "saveX.gam" file on the Shell's extraction screen.  If you
select a multiplayer game to extract from, you will be prompted for the
player number to extract.

	Once you select the file to extract from, you will be prompted for
a name for the ".wiz" file to create.  This file may then be used anytime
you create a new multiplayer game.  When you are done extracting wizards,
select "Cancel" to return to the Shell's main screen.



			3.2  Creating the Base File
	
	The first step in creating a new multiplayer game file is creating
the base file.  To do this, select "Create New Game" from the Shell's main
screen, then "Create Base File" from the next screen.  The Shell should
automatically begin MoM, create a wizard, execute one turn, select a research
spell, save in the "continue" slot with the F10 key, then return to the Shell 
by exiting to DOS.

	IMPORTANT: YOU MUST NOT MOVE THE MOUSE WHILE THIS PROCESS IS WORKING.
If you do, the directions the Shell is giving MoM may be interrupted, making
it necessary to complete the above sequence manually.

	Once the base file is created, you will be returned to the Shell's
main screen.


			3.3  Creating the Game File

	After you have created the base file and at least one .wiz file, 
you are ready to create a new multiplayer game file.  Select "Create New
Game" from the Shell's main screen.  Click on "Player 1"--it should start
blinking.  Select a .wiz file to use for Player 1.  Repeat this procedure
for as many human players as will be playing--the computer will play any
other wizards.  More than one player may use the same .wiz file.

	When you have selected .wiz files for all players, click on "Create
Game".  You will be prompted for a name for the game.  After this, the game
will be created and may be selected from among the "Created Games" on the
Shell's main screen.


				4.  Game Play

	Each multiplayer game is given a name when created.  To play a
multiplayer game, simply select it from among the "Created Games" on the
Shell's main screen.  If you have already played the game, it will start
where you left off.

	
			   4.1  The Turn Sequence  
	
	Game play consists of players executing one or more turns, then        
ending their turns with one of the hot keys below.

		4.2  Hot Key List and Use--IMPORTANT!!!

	IMPORTANT!!!: The following hotkeys are active only when "scroll
lock" is engaged!!!  If scroll lock is not engaged, they will do nothing.  
This is to allow you to do things such as type spaces withing the game.

		Spacebar:  End Turn
		  ALT-C:  Address the Council
		  ALT-R:  Resign
		  ALT-Q:  Quit
		  ALT-S:  Send

	All of these keys should be used only after you complete your turn
and have hit MoM's "end turn" button, with the exeption of ending an
Address the Council subturn.

		
			     4.2.1  End Turn
		
	The spacebar invokes the "end turn" function, which should be
distinguished from MoM's own "end turn" function.  Each player's turn
consists of playing one or more of MoM's turns, then hitting the spacebar
to begin the next player's turn.

	The spacebar should only be used after you have used MoM's "end
turn" function at least once--i.e., after you have played at least on turn.


			4.2.2  Address the Council
		
	ALT-C is used to invoke an "address the council" sub-turn.  It
should be used only at the end of your turn, after you have used MoM's
"end turn" function--i.e., at the time you would normally use the spacebar
to begin the next player's turn.

	The "address the council" sub-turn is used to speak to other wizards.
During the sub-turn, ALL wizards in the game will appear in the mirror slots
on the "magic" screen.

	During the sub-turn, you should not move any units, etc., and MUST
NOT hit "end turn"!!!  If you do hit "end turn" during a sub-turn, the
computer will move for all other players in the game.

	When you are done interacting with the other wizards, hit the space-
bar.  This will initialize the next players turn.  Note this is the only time
you should use any of the hot-keys without having first hit "end turn".


			      4.2.3  Resign
	
	ALT-R is used to allow a human wizard to resign.  The computer will                 
take over his wizard, and all players after him will be moved up a slot--i.e.,
if player one resign, player two becomes player one, player three becomes
player two, etc.

	If only one human wizard is left, the game will return to normal
mode--i.e., you may continue to play without using the spacebar, etc.


			       4.2.4  Quit
		
	ALT-Q invokes the quit function.  When you are done playing, use
this function to return to the Shell's main menu.  The multiplayer game
file will be updated, and will begin on the next player's turn the next time
you select it.  


			       4.2.5  Help
		
	ALT-H invokes a menu from which all the above options may be
selected by mouse.  Use it if you forget a hot-key.


			       4.2.6  Send
	
	ALT-S invokes the automatic send funtion for email or modem games.
See the section on such games for more details.


		    5.  The Multiplayer File System

	Each multiplayer game is given a name when it is created.  It is
saved with this name, followed by the extension ".mXY", where X is the
current player's number, and Y is the total number of human players.  This
file is updated every turn during play, so if MoM locks up or your power goes
out, don't worry.


		   6.  Play-by-Email & Play-by-Modem

	There are two basic methods of Email, modem, and network play.  The
first, and simplest, is manually.  This would simply involve playing a turn,
exiting the Shell, and sending the file, "filename.m??" on to the next player.
The better, and more complex method, is automated play.  Both are detailed
below.



			   6.1  Manual Play

	To play manually, simply send all the *.wiz files for each player
to player 1's system, and have him start the game.  After his turn, he
exits the Shell and sends the file, "filename.m??" on to the next player.
Note that multiplayer files consist of the filename, followed by "mXY",
where X is the current player number, and Y is the total number of human
players.
	
		  6.2  Crunch30.exe and Uncrch30.exe 
			  
	Crunch30.exe and uncrch30.exe may be used with either manual or
automated email, modem, network, disk, etc., play.  Their purpose is to
decrease the size of the files that must be sent by sending only the changes
made to the file.  The format for both is "crunch30 filename" or "uncrch30
filename", where filename is the name of the appropriate multiplayer file
WITHOUT EXTENSIONS!!!  That is, if the file is "mygame.m23", you use
"crunch30 mygame", leaving off the ".m23".

	To use them manually: after exiting the Shell, from the DOS prompt
type "crunch30 filename", without extensions.  The file, "filename.s??" will
be created--that is, a file identical to the original file's name, except
that "s" is substituted for "m".  "mygame.m23" becomes "mygame.s23".  Send
this file on to the next player.  He should unzip it, etc., then place the
file in his MoM directory and type, "uncrch30 mygame".  This will create the
file "mygame.m23".  He can then access this file from within the Shell,
play his turn, crunch30 the file, and send it own to the next player.

	Note that for the first round, the "*.s??" file will be the full
length of "*.m??".  After the first round, however, it should be significantly
smaller.  On my system, the first round of files run about 19k after zipping,
and later rounds about 6.5k after zipping.

	Note also that during the first round, several other files with
of the same name as the game file, but with different extensions, may be
created.  Do not delete these files--they are necessary for the proper
restructing of the files by the crunching programs.

	Finally, note that the order, once set, must not be changed.  If
a player drops out, you will need to delete all files on everyone's systems
except one copy of the .m?? file on the player immediately before him's 
system.  That player should begin the drop-out's turn and use ALT-R to
resign him, then crunch30 the file to start the send files over again.

	It is possible to play more than one turn on each system.  For
instance, player 1 might play on one system, and player 2 and 3 on another.
This is fine, except that if player 2 and 3 start playing on the same system,
they must keep playing on the same system for the entire game, unless you
reinitialize the crunch system by deleting all files on all systems except
for one .m?? file on one system.


			  6.3  Automated Play
		
	Automated play requires user customization of batch files.  If you
know nothing about batch files, find someone who does or use the manual 
procedures outlined above.


		   6.3.1  Setting Up the Batch Files
	
	Automated play consists of 5 batch files, "connect.bat",
"dconnect.bat", "send.bat", "receive.bat", and "received.bat".  The files as
they are provided are set up to use the communication programs PCPLUS from
a PCPLUS directory for connection and disconnection, SZMODEM from the MoM
directory for sending and receiving, and PKZIP and PKUNZIP for zipping.  In
addition, the crunch30.exe and uncrch30.exe files described above are used.

	Connect.bat and Dconnect.bat are called from the Shell's main
screen.  Selecting "Modem/ Email" will allow them to be called.

	Connect.bat should contain the DOS commands to run the communications
program you will use to establish a connection.  This must be a DOS based
program capable of exiting to DOS without hanging up the line--ProComm Plus
is an example of such a program.  You may simply run the program and
manually hook up to another modem, BBS, etc., or you may use command line
options, script files, etc., to automate this procedure.  The program should
be run, used to dial and establish a connection, and then exit to DOS while
maintaining the connection.  Note that simply shelling to DOS may not work,
since shelling typically does not free up all memory.

	Dconnect.bat should contain the DOS commands to run the
communications program run by connect.bat, but this time to hang up the line.

	Send.bat and Receive.bat should contain the DOS commands to run
the communications program that will be used to send the files.  They
should also contain commands to zip, UUENCODE, etc., the files as necessary.

	The communications program used may be the same as used by
connect.bat, or a separate one, such as an external protocal.  The example
program uses the shareware protocal "SZMODEM".  Note the sample loops
SZModem if it returns an errorlevel greater than 0--this is because if 
SZModem is not contacted by the remote system within a certain time, it
exits with an errorlevel of 1--the loop keeps it trying until the file is
actually received.  You may wish to delete this loop is you communications
system does not require it.

	The communications program may be invoked to automatically send or
receive the file using command line options or scripts, or you may simply
do this manually from within the program itself.

	Finally, the file received.bat is used to process a file already
received.  It should contain the directives that would be used in receive.bat
after the communications call--to un-UUENCODE, unzip, etc.

	All programs will be called with the filename in the variable "%1".
When extensions are necessary in specifying command line options, simply
add them to the variable--such as "%1.m??".

	The method used here--of user customized batch files--gives the user
full power to customized any kind of modem, BBS, network, etc., system, at
the cost of complexity.  If you cannot figure out how to use it, find someone
knowledgeable about batch files and your communications software, or use the
manual procedures above.

	The simplest way of customizing the files is to use the ones provided
as models.  Be sure to back them up before altering them.  Simply replace
the calls to "pcplus" and "szmodem" with the names of your own communications
software, and use the "szmodem" filenames in your command line options, or
as a guide to what to send manually.  If you are sending via text-only email,
you will want to add the uunecoder commands to send.bat and the un-uunecoder
commands to receive.bat and received.bat.

	Note that the files provided use the crunch30.exe and uncrch30.exe                
files explained above.  After the first round, these will dramatically
decrease the size of the files sent.  However, the procedures outlined in
their explaination must be followed to use them.

			      6.3.2  Play

	Once the batch files have been customized, play is relatively simple.
Each player sends his .wiz file to player one, who creates the game.  Then,

	REMEMBER, WHEN THE BATCH FILES ARE INVOKED, THE HOT KEYS WILL STILL 
BE ACTIVE, SO BE SURE TO TURN "SCROLL LOCK" OFF IF YOU WISH TO TYPE SPACES.
FAILURE TO DO THIS WILL LEAD TO UNPREDICTABLE, BUT ALMOST CERTAINLY BAD,
RESULTS.

MODEM-to-MODEM
	Player 2 (or all the players on the remote system) choose
	"continue email" from the "modem/ email" screen within the Shell.
	Select "no" for "have you received the file", then enter the filename
	agreed upon for the game file.  Once player 1 sends the file,
	the Shell will automatically start up MoM on the next player's turn.
	(This invokes receive.bat, passing the filename without extension
	in the variable "%1".)
	
	To send the file, use "Alt-S" with scroll lock on from with MoM,
	instead of the spacebar (see section 4.2).  This will exit MoM
	and send the file.  (This invokes send.bat, passing the filename
	without extension in the variable "%1".)  You will then be asked 
	whether you wish to receive the file now.  If you select yes,
	receive.bat will be invoked and the circle continues.

	When you are ready to quit, select "no" for the receive file now
	option.  The person on the other end should then exit MoM with
	ALT-Q instead of ALT-S.  When you are ready to resume play, he can
	use the spacebar without hitting "end turn" to get back to his turn,
	then ALT-S to send again.

	Note that more than one person can play on each system, but you
	can not change who is playing where without reinitializing the
	crunch system (see 6.2 above).

EMAIL, BBS, INTERNET, ETC.

	Same as modem-to-modem, except that you should not select "yes" to
	the "receive now" question until your opponents have returned your
	mail (unless you want to wait around for it).




	      7.  General Considerations and Known Problems
		
		7.1  Rampaging Monster and Raider Movement

	Note that rampaging monsters and raiders move once every time a
human player hits "end turn".  (This is not true, however, of computer
players, who move only when the last player hits "end turn".)  This means
in a four player game in which all players move once per turn, monsters and
raiders will move 4 times to your one.

	This makes the sentry of cities much more important than in single
player play, since monsters and raiders yet in sight may take a city before
its your turn again.


			7.2  The Ghost Wizard
				  
	The wizard who appears in the first mirror on the magic screen is the
"ghost wizard".  He has no cities, mana, or units.  He will be killed off
when the number of living players reaches two.


		      7.3  Speeding Up the Game

	There are two chief methods of speeding up a multiplayer game.  The
first, and safest, is to use the extraction feature to begin the game with
more powerful wizards, units, and city than normal.  Note you can also use
this feature to continue a wizard through multiple single player games, by
importing him into a multiplayer game and then resigning all opponents.

	Note that another method of beginning the game with more powerful
wizards than normal is to use MoM's cheat function.  On the magic screen,
hold down the <ALT> key and type, in sequence, "PWR".  This will give the
wizard a casting skill of 100, 10000 mana reserves, and all the spells he
could research.  Be sure "Scroll Lock" is off if you are using the Shell,
or the ALT-R combination will cause you to resign.

	The second method of speeding up the game is to have each player
move more than once per turn.  Normally, each player would move once, then
hit the spacebar to begin the next person's turn.  It is, however, possible
to have each player move as many times as you like before hitting the space
bar.

	There are two considerations that should be taken into account
when using this second method, however.  The first is that every time a
human player moves, monsters and raiders move as well.  This means in a 4
player game, with each player moving 2 times per turn, rampaging monsters
move 3*2=6 times between your turns.  This increases the chance of cities
being taken, etc., by monsters and raiders, with no warning.

	Secondly, I would recommend against moving more than once per turn
when players are in contact with each other.  The reason for this should be
obvious: if I move twice before my opponent goes again, I could move a unit
which normally moves 1 square/turn next to and then past his unit, giving
him no chance to attack.

	Finally, remember that configuring for Effect Only or No Sound is
approxiamately 45% faster than configuring for Music and Effects.

	
