KEYPORT 717"™ DATA SHEET
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KEYPORT 717 with the “BASIC PROGRAMMING OVERLAY”.
KEYPORT 717 PROGRAMMER OVERLAY
POLYTEL
Computer Products Corp.
“PROGRAMMER OVERLAY” showing all 717 programmable keys.
POLY TEL
Computer Products Corp.
KEYPORT 717 — GENERAL INFORMATION
WHAT IS THE KEYPORT 717?
The KEYPORT 717 is a flat, membrane keyboard containing 717 user programmable keys. Each application program uses a dif- ferent flexible plastic overlay to display the active keys. A typical application uses between 150 and 300 keys. Unused keys do not appear on the overlay. The function of each key is indicated on the overlay by words, symbols or pictures printed on and around the key itself. Each command has its own key, so the user does not have to learn a language or respond to menus. In effect, the KEYPORT overlay is a permanent master menu showing all available commands and functions in the application.
The active surface of the KEYPORT 717 measures 9” by 22”. It connects to most personal computers through the game port. It does not need an interface card, and does not disable the stan- dard alpha-numeric keyboard. The KEYPORT and the standard keyboard may be used simultaneously to enter commands and data. The KEYPORT uses neither a power supply nor discrete in- tegrated circuits. It can be connected to the computer by as few as 4 wires, and can be located up to 200 feet from the computer. Since the KEYPORT has no moving parts, spilled liquids, dust, or dirt do not affect it.
WHY BUY THE KEYPORT?
a. User-Friendly! Users can see, select, and enter commands without refering to the application manual. Complex com- mands and menus are reduced to the touch of a single key. Users can enter data faster and more accurately.
b. Programmer-Friendly. Programming is simplified by eliminating menus and syntax analysis. You can develop an application faster while using less memory.
c. Low cost. The KEYPORT costs less per key than any other available keyboard.
d. Since the KEYPORT has no moving parts nor IC’s it is reliable. It is light, yet rugged. It is easily mounted on a wall, a desktop, a machine, or anywhere. Without the case it is less than 1/10th of an inch thick. It requires fewer wires and connecting pins than a conventional keyboard.
e. Enhances copyright protection. The full color plastic overlay is far more difficult to duplicate than a diskette, and is easier to copyright.
HOW DOES IT WORK?
Pressing a key changes two electrical resistances in the KEYPORT between the Input line and X and Y Ouput lines. The computer then polls the KEYPORT by sending it a ONE or a ZERO on the Input line and monitoring the X and Y lines for the return signal. The KEYPORT circuit delays the signal by an amount proportional to the X and Y coordinate of the key. By tim- ing the return of the signal, the computer identifies the key. The decoding circuits containing the resistors are printed on pieces of polyester film which are then laminated together. This membrane “’sandwich’’ uses thick-film technology to create a giant integrated circuit containing the individual circuit elements. The key-reading routine, stored in the computer’s memory, features a table with data about each key, the KEY DATA TABLE or KDT. The KDT includes the functions, commands, words, or single characters assigned to each key. It tells the program what to do when a key is pressed. The KDT allows the computer to perform the desired functions with a single keystroke, without using menus or language analysis. A new KDT is loaded with each program, so different keys can have different meanings in different programs. Changing the KEYPORT overlay changes the visual key pattern so that it corresponds to the functions in the KDT.
KEYPORT UTILITIES
It is not necessary to be a programmer to use the KEYPORT with packaged applications like THE FARM or VisiCalc.® In fact, pre- school children can control the screen with THE FARM, and first time users can quickly generate spread sheets with VisiCalc. However, for those who wish to design a keyboard layout for a new or existing program, the necessary tools are provided with each KEYPORT. These tools include utility programs to define keys, build the KEY DATA TABLE, and link it to your program. Suggestions are included to make the new keyboard designs user-friendly. See HOW TO DESIGN A KEYPORT OVERLAY below for a summary of the steps required to design a keyboard layout.
In addition to software tools, blank Programmer Overlays are included with each unit. The Programmer Overlay indicates in light blue the location of each of the 717 potential key centers. A programmer can draw the desired keys, in color, around any of the 717 key centers. After the keys have been defined and ac- tivated with the utility software, the key layout can be tested with the application program for ease of use, errors, and omissions. When the design is working to the programmer’s satisfaction, the overlay can be printed in quantity on plastic film for distribu- tion, or plotted on film for more limited use. Polytel’s Customer Application Department will assist in the preparation of plotted or printed overlays, for a nominal charge.
INTERFACING AND SYSTEM REQUIREMENTS
The KEYPORT comes with cable and connector for the Apple Il, ll+, or lle. It plugs into the Apple Game I/O port. Minimum system requirements are 48K and a 16 sector disk drive. No interface card is needed.
The KEYPORT can also be interfaced to most popular personal computers, including the Tandy Color Computer, TI-99/4A, IBM- PC and others. Packaged applications are available only for the Apple at this time. Polytel will provide the information required to interface the KEYPORT to other machines.
PACKAGED APPLICATIONS
1. BASIC Programming Overlay
The BASIC Programming overlay includes keys for all AppleSoft BASIC and DOS commands plus features like AUTO-LINE NUMBER, four-directional, non-destructive cursor for editing, AUTO-REPEAT for all keys, user definable keys, color keys, and more.
2. VisiCalc Programming Overlay
The VisiCalc overlay includes all VisiCalc commands and func- tions plus a four-directional cursor, printing macros, user definable keys, and a screen memory map on the keyboard for positioning the cursor with a single stroke. The VisiCalc program from VisiCorp must be purchased separately.
3. THE FARM
THE FARM is an exciting children’s educational program about animals and life on a farm. With this overlay and diskette, children from 2 to 10 years old can play games, ask questions, and even write their own stories about the farm. The overlay shows pictures of farm objects and animals.
PROGRAMMING THE KEYPORT 717
INTERACTIVE PROGRAMMING
The Problem: Menus or Syntax?
Most interactive programs are either menu driven or command driven. The user tells the program what to do by choosing from a menu of functions, or by learning the syntax of a command language and typing in the commands on a typewriter-like keyboard. Neither technique is entirely satisfactory. Menus re- quire tedious programming, use a substantial amount of memory, and increase the program’s overall response time. If they have to be sent through telephone networks, menus often consume more transmission time than the actual data, increas- ing connect-time charges.
Command syntax is more efficient, but is harder to program. Command languages require the user to spend non-productive time learning the command language and constantly checking the reference manual for spelling, punctuation, and rules. Multi- ple keystrokes introduce a greater possibility for error.
The Answer: Neither!
By using the KEYPORT and designing your own keyboard overlay for a specific application, you can eliminate both menus and syntax analysis. You can create an excellent interface be- tween the application and the end user.
HOW TO DESIGN A KEYPORT OVERLAY
1. Make a list of all possible commands and functions used by the program or application. These commands might be:
“Print Customer List’’
“Set Timer to Turn on Lights”’
“Load Balance Sheet”
“Play Note C#”
“Display Animation Sequence”
“Paint Shape with Color Orange”’
“Display List of Files on Disk 2”
2. Add to the list any frequently used combinations of com- mands. For example, TEXT:HOME:LIST is used frequently in BASIC to:
a. Change screen from GRAPHIC to TEXT mode
b. Clear the screen, and
c. List the BASIC program to the screen. These three commands require 15 keystrokes on a normal alpha-numeric keyboard. By replacing them with one key on the KEYPORT you can save 14 strokes every time the program is listed from graphic mode.
3. Group commands according to a logical scheme for the application, and assign a function number to each group. For example, one group might contain all commands for changing the color of an object on the graphic screen.
4. Assign a KEYPORT key to each command or sequence of commands. Keep the logical groups together. Make big keys for frequently used commands, so that the user can find them quickly. With a pencil, crayon, or colored felt-tipped pen (alcohol based ink works best), draw the keys you want on the Program- mer Overlay provided with the KEYPORT. Print the name of each command on a key, with a short explanation if needed. Choose as many keys as needed and locate them anywhere on the overlay. You can even assign two different keys to the same function.
5. Using the KEYPORT utility software, define each key by
simply pressing the key you have drawn and entering its function number and commands. Any keys not assigned are ignored. The KEYPORT utility creates a KEY DATA BLOCK for each key. The table of KDBs is called the KEY DEFINITION TABLE, or KDT.
6. Link the KEY DEFINITION TABLE to your program using the KEYPORT utility software.
7. To run the program, fasten the overlay to the KEYPORT. Enter the commands and data by pressing keys on the KEYPORT.
When a key is pressed, the KEY DATA BLOCK and its function number are passed to the program. The program then branches
-directly to the appropriate subroutine.
DESIGN SUGGESTIONS
1. Make the functions of keys easy to understand. Use legends, symbols, sketches, etc.
2. Use different colors for different groups of keys.
3. Test the program to see if the layout is easy to use. Have someone who is not familiar with the application try to use it with nothing but the overlay for instruction. Add keys for any missing functions or sequences. Enlarge useful keys. Add explanations to the keys or key groups if needed.
4. When your program and overlay are finished and working well, print the overlay on plastic sheets for sale or distribution with the program.
BENEFITS TO THE USER
A user can run an application productively with little (or no) instruction and without learning and typing commands. For the experienced user this means up to 80% less time spent on a job. For the first time user, it means getting productive output from a new application much sooner and with far less frustration.
BENEFITS TO THE PROGRAMMER
The KEYPORT makes a programmer’s job easier by eliminating both menus and command syntax analysis. The KEYPORT also enhances your copyright protection, since both hardware and software are required to run your application.
VisiCalc is a trademark of Visicorp. Apple II, Apple li+, Apple lle are trademarks of Apple Computer Inc.
POLY TEL
Computer Products Corp. 2121 S. Columbia, Suite 500 Tulsa, Oklahoma 74114 [918] 744-9844 Out of State Call 1-800-331-4411
KEYPORT 717™ VISICALC® DATA SHEET
The KEYPORT 717 is an advanced technology membrane keyboard with 717 fully programmable keys. It plugs directly into the game socket of the Apple II, 11+ and Ile computers. The KEYPORT 717 can be configured for different applications by the use of overlays. KEYPORT 717 utility software allows you to develop your own applications on the KEYPORT 717.
VISICALC INTERFACE
The KEYPORT 717 VisiCalc Interface Diskette with Overlay has been programmed to generate all VisiCalc commands with single keystrokes for each command. Other useful functions like SCREEN PAGE SELECTION and USER DEFINED KEYS have been added to the VisiCalc Overlay. Since all commands are displayed on the overlay, the user has less need of the reference manual. Program response time is faster too, because execution takes place immediately after one keystroke, instead of following the one or more menu displays and multiple Reyes required by VisiCalc with a standard keyboard.
HOW TO USE
Calibrate your keyboard using the procedure INSTALLING AND CALIBRATING THE KEYPORT, found on the back of this DATA SHEET. Put the VisiCalc Overlay on the KEYPORT and boot the KEYPORT VisiCalc Interface Diskette. Then boot your standard VisiCalc Diskette from VisiCoyp._ “You can enter any VisiCalc command without having to refnember the syntax, because every key has a clear label telling you what it will do. Special combined commands have also beén defined as keys. For example, a single key generates a sequence equivalent to /---». allowing you to fill a cell with - and move to the next cell. This « feature is very powerful when you underline titles. With a single stroke, you can split the screen horizontally or vertically, synchronize windows, fix titles, jump between windows, delete rows and columns, and much more.
PRINT COMMANDS A powerful example of the value of a combined command is the PRINT PAGE key. This key generates the string of characters necessary to send one page of the spreadsheet to the printer. Without this key you would have to:
* Move the cursor to the top left corner of the section you want to print
* Enter the print command
+ Enter any set-up commands required by your printer
* Enter the lower left coordinate of the section
* Press RETURN
SCREEN PAGE SELECTION
A very helpful feature of the VisiCalc Overlay is the SCREEN PAGE SELECTION. By pressing a single key you can go immediately to any screen page of the spreadsheet. You can select one special page for all the input parameters of your model and another for the results. To enter the input parameters, select the “input parameters” page, enter the parameters, then select the “main results” page to see the output before you print the whole spreadsheet.
KEYPORT 717™ VISICALC © DATA SHEET
USER DEFINED KEYS
You can define the white keys on the VisiCalc Overlay to generate any combination of commands, up to 250 characters for each key. The VisiCalc Overlay uses 227 keys for the different VisiCalc commands and the USER DEFINED KEYS, plus 59 typewriter keys. The maximum table length is 3984 characters.
DEFINING USER KEYS
You can redefine any of the KEYPORT keys to meet the special requirements of your application. We suggest you do not change any of the VisiCalc command or function keys since they have been specially defined to work with your VisiCalc. Before you begin, decide what characters you want each key to output when you press it.
You can not define keys while using VisiCalc. Get out of VisiCalc by pressing QUIT VISICALC. Then select menu option 2 for DEFINE BOARD.
The following are the names of the VisiCalc Key Definition Tables (KDTs) and the configurations in which each is used.
VISI40BTAB is loaded if you have an Apple II or II+. It is also loaded if you have an Apple Ile and are using Visicalc™ software for the Apple II and II+.
VISI80BTAB is loaded if you have an Apple Ie with an 80- column card and using Visicalc software for the Apple Ile.
VISI84BTAB is loaded if you have an Apple Ile without an 80- column card and you are using Visicalc™ software for the Apple Ile.
To modify the KDT follow the procedure Defining A Board as described in the Programmer Reference Manual, loading the KDT name that corresponds to your configuration when prompted for “BOARDNAME”. Note: BTAB is appended automatically, so just enter VISI40, VISI80 or VISI84.
When finished, SAVE your new KDT under a new name, then reboot. Use menu option 3 to LOAD your new KDT.
HARDWARE AND SOFTWARE REQUIRED To use the KEYPORT VisiCalc Overlay you need:
* Apple I, II+ or He with 48K and a single 16 sector disk drive
¢ KEYPORT 717
* VisiCalc® software from VisiCorp
The VisiCalc Interface package contains the VisiCalc Overlay and VisiCalc Interface Diskette.
VisiCalc is a trademark of Visicorp.
USER DEFINED KEYS
Prints 8 columns
These keys can be defined by you, the user. Each USER DEFINED KEY can be defined as a string of characters. See the procedure DEFINING USER KEYS for the instructions for setting up your own special KEYPORT keys. Although you can redefine all of the keys on this KEYPORT, we recommend you do not change the keys with the printed labels.
Sets up a Print to Disk file. Enter the Fil right coordinate of the file.
Initially these keys are defined as:
LOAD LOAD LOAD LOAD LOAD LOAD PF1 PF2 PF3 PF4 PFS TASK 1
LOAD LOAD LOAD LOAD ZERO LOAD PF6 PF7 PF8 PF9 TASK 1 Os
Prints 8 columns, 9 characters wide and 60 lines long from A61 to H120.
Erases the current character and moves the cursor back one position. Functions like the ESC key.
(SET SET | HORIZONTAL || VERTICAL Gniows poCK UE WINDOW WINDOW \ y, range)
SYNCH. UNSYNCH. CANCEL WINDOWS WINDOWS WINDOWS
FIX FIX | HORIZONTAL VERTICAL TITLES TITLES FIX CANCEL HORIZONTAL TITLE LOCAL & VERTICAL |e FIXATION
LOCAL
DELETE fl CHARACTER,
LOCAL
MOVE {) INSERT DELETE
ROW | ROW ROW ee
MOVE INSERT || DELETE COLUMN COLUMN COLUMN
This key can be redefined template for creating a 5” Sheet and Cash Flow.
These keys can be redefined by the user. Currently, loads the file you saved named PF1, PF2, PF3, etc. These files can be regular VisiCalc files, DIF files or Print to Disk files.
This key can be redefinec screen template containin, projection without the Ba If you just want to make | faster than TASK1.
This key can be redefined by the user. Currently, zeros out the 5
year projection (TASK1) input variables so new calculations can be entered.
9 characters wide and 60 lines long from Al to H60.
Aborts print command. Functions the same as a CONTROL C.
Name and the lower Print 8 columns, 9 characters wide and 60 lines long from I to P60.
Prints 8 columns, 9 characters wide and 60 lines long from I61 to P120.
These keys can be redefined by the user. Currently, keys | to 6, 11 to 16, 21 to 26, 31 to 36, 41 to 46 and 51 to 56 display one ~ CRT screen of information each.
SEND TO | LINE FEED CONTAOL [7 RETURN /
ESCAPE f ASCH
Returns the cursor to cell A1.
Moves the cursor diagonally.
Moves the cursor in the direction of the arrow.
by the user. Currently, loads a screen ear projection of Earnings, Balance
This key can be redefined by the user. Currently, generates / - - very convenient for drawing underlines.
by the user. Currently, loads the the 5 year Operating Statement
ce Sheet or Cash Flow information. | project Operating Statement, it is
Aborts cell entry. Functions like a CONTROL C.
INSTALLING AND CALIBRATING THE KEYPORT
Although the Apple IIe has 2 Game I/O sockets you can only use one at a ~ time. Your KEYPORT will not work if the Apple Ile has something plugged into both the internal and external game connectors.
Before you connect the cable or any electrical equipment to your computer, always be sure the power is OFF. Otherwise, you could destroy a RAM chip or one of the other ICs.
When you calibrate the KEYPORT, the computer stores the X, Y values of all the keys of one column and one row. These values are used to identify any pressed key on the KEYPORT. You must calibrate the KEYPORT the first time you use a KEYPORT-computer combination.
After you have calibrated, everytime you boot the KEYPORT VisiCalc Interface Diskette, the calibration data is automatically loaded with the KP Monitor.
You must have calibration data on every diskette you use with the KEYPORT.
If you press the wrong keys while calibrating the KEYPORT, you can restart the calibration by pressing R.
STEP PROMPT PROCEDURE
If your KEYPORT cable has a 9 pin connector, you can plug it into the rear panel of the Apple Ile.
Otherwise, position the 16 pin dip connector over the Game I/O connector at the right rear of the Apple. Be sure the notched corner of the connector or the white dot is toward the front of the
Gently push the pins into the socket until they are firmly seated.
PRESS: ‘M’ FOR MENU OR ANY KEY TO CONTINUE
Enter M from the keyboard to calibrate a new KEYPORT-computer combination.
KEYPORT Enter 1 from the keyboard to run the MENU Calibration Program.
PRESS KEY] Find the 12th column from the left on
OF Y the KEYPORT. Beginning at the
COORD: bottom row, press each key in the column. The computer beeps as you press each key. When you press the top (18th) key, the computer beeps twice to let you know it is ready to calibrate the X coordinates.
PRESS KEY] Find the 9th row from the bottom on
OF X the KEYPORT. Beginning at the left,
COORD: press each key in the row. The computer beeps as you press each key. When you press the last (44th) key, the system saves calibration data onto the diskette.
PRESS: ‘M’ FOR MENU OR ANY KEY TO CONTINUE
Press any keyboard key except M to load the VisiCalc Interface.
STEP PROMPT PROCEDURE
PRESS: 1 If you have an Apple Ile version of FOR 40 VisiCalc (regardless of what machine COLUMN 2 | you are running on), enter 2 from the FOR 80 keyboard.
COLUMN
VISICALC Otherwise, enter 1.
INSERT Put your VisiCalc Diskette into your YOUR drive and press RETURN on the
VISICALC keyboard. The system loads VisiCalc DISKETTE and displays the VisiCalc screen. AND PRESS
RETURN
If you want to copy this calibration data onto another disk, use the KP Monitor Diskette Menu, Selection 3.
USING THE DEMONSTRATION TEMPLATE
Input your Operating Page Selection 10. Do not put Statement information information in any cell with * next to it!
Input your Balance Sheet information
Page Selection 20. Do not put information in any cell with * next to it!
Look at your Operating Statement
Page Selection 1 and 11.
Look at your Balance Sheet Assets
Page Selection 21.
Look at your Balance Sheet Liabilities
Page Selection 31.
Look at your Cash Flow Statement
Page Selection 41 and 51.
PRINT TO DISK
The VisiCalc Print to Disk is an extremely powerful function. This function lets you set up a series of commands. When you LOAD the disk file, VisiCalc executes the commands as though they were issued from the keyboard. With a Print to Disk file you can automatically:
Move the cursor from one cell to another Change the cursor direction
Insert and delete rows and columns
Change the windows, titles or column widths Put labels and values into cells
Fix ( # ) the values in cells
* Replicate labels, repeating labels and blank cells « Execute any function preceded by @
¢ Load other VisiCalc and Print to Disk Files
Use the blue SEND TO DISK key on the KEYPORT to set up a Print to Disk file.
Example
If you want to see an example of a Print to Disk file, LOAD PFD1. This is the VisiCalc file of the ZERO TASK1 Print to Disk file.
KEYPORT 717™ BASIC DATA SHEET
KEYPORT 717
NED KEYS
KEYPORT 717 BASIC DATA SHEET
The KEYPORT 717 is an advanced technology membrane keyboard with 717 fully programmable keys. It plugs directly into the game socket of the Apple II, I[+ and Ile computers. The KEYPORT 717 can be configured for different applications by the use of overlays. KEYPORT 717 utility software allows you to develop your own applications on the KEYPORT 717.
BASIC INTERFACE
The KEYPORT 717 Basic Programming Diskette with Overlay has been programmed to generate all the BASIC and DOS commands with the touch of a single key, and it has many other very powerful features.
HOW TO USE
Calibrate your board using the procedure INSTALLING AND CALIBRATING THE KEYPORT, found on the back of this DATA SHEET. Put the BASIC Overlay on the KEYPORT and boot the BASIC Diskette. Press any key to enter its command. For example, if you want to generate CATALOG D2 touch the CATALOG D2 key on the BASIC Overlay. If you want to generate the BASIC instruction COLOR = 13 touch the yellow key in the COLORS section of the low-resolution graphics. You don’t have to remember that the code for yellow is 13 in lo-res graphics!
The RETURN & NEW LINE NUMBER key generates a carriage return and a new line number when you are entering a BASIC program. You can define the starting line number and the increment at any time. If you want to edit a program, the 4 golden arrows allow you to move the cursor in ESCAPE mode in 4 directions.
USER DEFINED KEYS
Any unlabelled key on the BASIC Programming Overlay can be defined at any time as a string of characters or a sequence of keys.
ADVANTAGES OF THE KEYPORT BASIC
With the BASIC Programming Overlay, beginners can very quickly learn both the BASIC language and the Apple II environment. On the other hand, experienced programmers can save up to 50% of the keystrokes required to enter and debug BASIC program lines.
For example, when developing a graphics application, the TEXT:HOME:LIST key allows you to switch from graphics mode to text mode and list your program with a single keystroke. This requires 15 keystrokes on the standard alphanumeric keyboard.
The BASIC Overlay uses 217 keys for the different BASIC and DOS commands, plus 60 typewriter keys. When the BASIC Interface is installed, both the KEYPORT 717 and the regular keyboard can be used.
HARDWARE AND SOFTWARE REQUIRED
To use the KEYPORT BASIC Overlay you need:
* Apple II, I+ or Ile with 48K and a single 16 sector disk drive * KEYPORT 717
The BASIC Interface package contains the BASIC Programming Overlay and the BASIC Interface Diskette.
Apple II, Apple I+, Apple IIe, Applesoft are trademarks of Apple Computer Inc.
YOUR FIRST SESSION WITH THE BASIC PROGRAMMING OVERLAY
The following examples and tricks will show you the power of the BASIC Progamming Overlay and help you get started using your overlay. Remember, if you feel you made a mistake at any time, press the red CANCEL LINE key and start over. After installing the BASIC interface as described in INSTALLING AND CALIBRATING THE KEYPORT, try the following:
Catalog the diskette in Drive |:
* Press CATALOG D1 on the left hand side of the typewriter section. The contents of the diskette is listed on the screen.
° If the catalog is longer than one page, press RETURN to display the next page. When the CATALOG is finished, you get back the AppleSoft prompt ( ] ). Next time you need to list the files on your disk, touch this key and save at least 7 strokes!
Now let’s do some low-resolution graphics. In the Low
Resolution Graphics section:
* Press GR, the screen clears and is ready to display low resolution graphics
Press any color key, say the yellow key. The instruction COLOR = 13 is generated, and you saved 8 keystrokes!
Press VLIN 0,39 AT and enter any number from 0 to 39, say 22, then press RETURN. A vertical yellow line appears, and you saved 10 keystrokes.
Press another color key and VLIN 0,39 AT. Enter any number from 0 to 39 and press RETURN to display another line of color.
Now let’s display a horizontal line. Press a color key, and HLIN 0,39 AT. Enter a number, say 22, and press RETURN. A horizontal line appears.
Now try pressing this series of keys: VLIN (not VLIN 0,39 AT) 5, 10 AT 13 RETURN. A short vertical line appears.
Press PLOT 27 , 32 RETURN. A small box appears on the screen. With a few simple keystrokes you can draw some colorful lines and boxes.
What about writing a very simple program to display some lo-res graphics?
* Press TEXT HOME to the right of the typewriter section (you just saved 9 keystrokes!). This puts the screen back in TEXT mode and displays the cursor at the top left corner.
* Press NEW (bottom right of the dark green section) to erase any current program in memory and get ready for a new program. Press RETURN to confirm you really want to enter a NEW program.
Now press the big red RETURN & NEW LINE NUMBER. This key generates 00010, your first BASIC line number.
Press GR in the low-res section. The first program line sets the screen to lo-res graphics.
Press RETURN & NEW LINE NUMBER again to generate line number 20. Press the yellow key. Line 20 sets the color to yellow.
Press RETURN & NEW LINE NUMBER to generate line 30. Press VLIN 0,39 AT 22 RETURN. You have just entered a small program with a few key-strokes.
Now press TEXT:HOME:LIST on the right hand side of the typewriter section. The program is listed on the screen.
When you press RUN CURRENT PROGRAM on the left hand side of the typewriter section the program is executed and you see the yellow line on the screen. If you want to edit your program:
¢ Press TEXT:HOME:LIST to go back to the program, then press RETURN & NEW LINE NUMBER to generate more instructions in your program. Press another color key to change the color.
* Then press RETURN & NEW LINE NUMBER , HLIN 0,39 AT 22 RETURN.
* Now press RUN CURRENT PROGRAM . Two lines are displayed on the screen. Keep switching from RUN CURRENT PROGRAM to TEXT:HOME:LIST and adding new lines to your program. Remember, you are saving hundreds of keystrokes in the process!
Suppose you want to modify line 30 and make it VLIN 0,39 AT 33 instead of 22:
* Press TEXT:HOME:LIST then use the Up golden arrow until you reach line 30. Use the Left golden arrow to go to the start of line 30.
Use the brown RIGHT arrow on the typewriter section to move the cursor until you reach the first 2 in 22. Type 33 then press RETURN.
Always use the golden arrows to go to the very beginning of the line you want to edit, then use the typewriter arrows to move along the line you are editing. Type in the corrections, use the small brown arrows to go to the very end of the line and press RETURN.
The KEYPORT has 2 types of predefined keys: number each time it is pressed.
. Another example is the Function Key LINE START . This key * This k : Character String Keys does not output any characters, but it prompts you to enter the as PR Einetios Mnys Starting Line Number for the automatic line numbering feature. KEYP
Character String Keys always output the same characters. All of the keys can be redefined using the DEFINE BOARD Function Keys either perform a specific function or output a program. See your KEYPORT 717 Programmer Reference different set of characters each time they are pressed. The Manual.
function keys described on this page are marked with an
asterisk ( * ).
You can define any of these KEYPORT keys during a BASIC For example, the Character String Key RETURN outputs programming session. Each USER DEFINED KEY can be the same code (a carriage return) every time the key is defined as a string of characters or a sequence of KEYPORT
pressed. The Function Key RETURN & NEW LINE keys. See the procedure DEFINING USER KEYS for
NUMBER outputs a carriage return and a different line instructions.
* These keys can be redefined by the user. Currently, they generate lo-res colors, COLOR = i where i is the Apple color code.
Displays the 16 lo-res colors on the screen in the same order as they are printed on the KEYPORT Overlay. Use this key to adjust your color monitor or television.
KEYPORT 717
LOW RESOLUTION GRAPHI USER DEFINED KEYS ;
Define Define Character String
* Lets you load a — specific set of USER FF Definition DEFINED KEYS.
The system prompts
you for the Board
Name.
Reaeeane LOMEM: «
aheeeae aaeneue HIMEM:«
* Lets you save a set of USER DEFINED KEYS after you | o oe See ee Cie ak have defined all the | Eset ee ; STEP x7 1 ONE REM CAL keys you want to use ee aneuaes nasesee with a particular : a Fe ee eg |
application. +) } aaeee penn i Haale de oi R2neuee ay) sone
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Currently not defined.
* Uses Auto Line Number to complete th up next program line number. Line Nun be set up using LINE NUMBER STAR
NUMBER STEP keys.
This key can be redefined by the user. Currently, it tests to see if either a KEYPORT or keyboard key has been pressed.
* Lists the entire program. If you o1
* This key can be redefined by the user. Currently, of the program, use LIST X,Y. it RUNs the SINE WAVE program. Moves the cursor in the direction indicated. The > and
function the same as the corresponding keys on the keyboard.
The t and | function like ESCAPE D and ESCAPE C.
y can be redefined by the user. Currently, it is defined 1. After using PR#1, press RESET to relink the RT BASIC Interface.
=
y can be redefined by the user. Currently, it runs the sine agai Pyhtere 15s apple-calereode ds IR BOX program. g Eases
If either a KEYPORT or keyboard key has been pressed, this key This key can be redefined by the user. Currently, it runs the stops the program.
BOUNCING BALL program. Tests to see if a keyboard key has been pressed.
* This key can be redefined by the user. Currently, it sets up Auto
Line Number to start at 10 and step by 10, then generates NEW to clear any programs from memory. Press RETURN to clear the memory. Press CANCEL LINE to abort the NEW command.
Currently not defined.
* This key can be redefined by the user. Currently, it changes the screen to TEXT mode, clears the screen and LISTs the BASIC program currently in memory.
SORE RHR ROR Ee BERK eR RHR ee we
ONT Re TEOtD. BC NOTaAGE See Eta : (aay er cap | Sets the text window to 33 columns. Use this command to edit eee reaneas as | uh pre program lines without inserting extra blank spaces in PRINT and
Mintle oe 1a are z a DATA statements.
Resets the text window to 40 columns.
Moves cursor in the direction of the arrow. Equivalent to
ESCAPE A, ESCAPE B, ESCAPE C and ESCAPE D.
Generates a CONTROL C and RETURN. Stops execution of the program and returns to the AppleSoft BASIC prompt.
Generates a CONTROL X and cancels the remainder of the line.
* Allows you to enter the line number increments used with
RETURN & NEW LINE NUMBER.
PROGRAM
current line and set er Start and Step can and LINE
% Allows you to enter the Start Line Number used with
RETURN & NEW LINE NUMBER.
aE Tee SE ett Ties * Cancels a program listing. Works only when scrolling is in progress. * Stops listing of the program. This key and the RESUME . _ LISTING key function like the CONTROL S switch. * Continues listing a program after pressing STOP LISTING.
When you are satisfied with your program, you can save it on disk:
* Press SAVE X on the left hand side of the typewriter section.
* Type MYPROGRAM then press RETURN. Your program is saved on disk under the name MYPROGRAM.
To load and run your program from disk:
* Press LOAD X on the left hand side of the typewriter section.
* Type MYPROGRAM then press RETURN. Your program is loaded from disk into memory.
* Press RUN CURRENT PROGRAM and your program is executed.
* Press TEXT:HOME to go back to TEXT mode. * Press RUN X on the left hand side of the typewriter section.
* Type MYPROGRAM then RETURN. Your program is automatically loaded and executed again.
You can also define some of the User Defined Keys. When testing a program, you will probably have to load and save it often. You can define a couple of the User Defined Keys to save and load MYPROGRAM:
* Press DEFINE CHARACTER STRING * Press the top left white key * Type LOAD MYPROGRAM
* Press END OF DEFINITION. Now you can load MYPROGRAM with a single keystroke
* Now press DEFINE CHARACTER STRING * Press the bottom left white key
* Type SAVE MYPROGRAM
* Press END OF DEFINITION
Now, when you touch either of these 2 white keys you will LOAD MYPROGRAM or SAVE MYPROGRAM. Press RETURN and the command is executed immediately. You save 13 keystrokes everytime you LOAD or SAVE the program.
You can save the key definitions you just made by pressing the red SAVE BOARD, typing any name, then pressing RETURN. To load these definitions later, press LOAD BOARD, enter the board name and press RETURN. Try it NOW!
You can also use the SAMPLE program BSAMPLE with this overlay:
Detach the small overlay provided in the KEYPORT 717 Programmer Reference Manual. (last page)
Tape the overlay so the bottom left key coincides with the bottom left white key of the User Defined Keys
Press LOAD BOARD, then type BSAMPLBTAB and press RETURN
Press RUN X then type BSAMPLE and press RETURN.
Use the eight arrows of the MOVE & PLOT section to plot the cursor on the screen and the other eight arrows to move the cursor without plotting
Touch any color key in the USER DEFINE section to change the cursor color
Press SAVE PICTURE . Then type any name and_-press RETURN to save the picture
Press CLEAR SCREEN to clear the screen
Press LOAD PICTURE and the picture name to load a picture
And now try this! * Press DEFINE KEY SEQUENCE
* Press the first white key from the right on the top row (this key is on the plastic overlay)
* In the MOVE & PLOT section, press the arrows to move down, down, left, left, up, up, right, right
¢ In the MOVE CURSOR section, press the right arrow to move 5 times
* Press END OF DEFINITION
* Now press the top right key. It draws a small square, by repeating the key sequence you’ve just entered. Lets call this the BOX key.
To enhance your graphic further:
* Press DEFINE KEY SEQUENCE
Press second white key from the right on the top row Press PINK key
Press the BOX key you defined above
Press the LIGHT GREEN key
Press the BOX key again
Press END OF DEFINITION
Now press the key you just defined. It draws 2 colored squares, one pink and one green. You can repeat this process and draw nice lo-res shapes with very few key strokes!
INSTALLING AND CALIBRATING THE KEYPORT
Although the Apple Ile has 2 Game I/O sockets you can only use one at a time. Your KEYPORT will not work if the Apple Ie has something plugged into both the internal and external game connectors. Before you connect the cable or any electrical equipment to your computer, always be sure the power is OFF. Otherwise, you could destroy a RAM chip or one of the other ICs.
When you calibrate the KEYPORT, the computer stores the X, Y values of all the keys of one column and one row. These values are used to identify any pressed key on the KEYPORT. You must calibrate the KEYPORT the first time you use a KEYPORT-computer combination. After you have calibrated, everytime you boot the KEYPORT BASIC Interface Diskette, the calibration data is automatically loaded with the KP Monitor. You must have calibration data on every diskette you use with the KEYPORT.
If you press the wrong keys or the KEYPORT hangs up while calibrating, you can restart the calibration by pressing R. .
If your KEYPORT cable has a 9 pin connector, you can plug it into the rear panel of the Apple Ile.
Otherwise, position the 16 pin dip connector over the Game I/O connector at the right rear of the Apple. Be sure the notched corner of the connector or the white dot is toward the front of the Apple.
Gently push the pins into the socket until they are firmly seated.
Boot your KEYPORT BASIC Interface Diskette.
PRESS: ‘M’ Enter M from the keyboard to calibrate FOR a new KEYPORT-computer MENU OR combination. ANY KEY TO ~ CONTINUE
(1) RUN Enter 1 from the keyboard to run the CALIBRATE | calibration program.
ANY OTHER
KEY TO
CONTINUE
PRESS KEY | Find the 12th column from the left on
OF X the KEYPORT. Beginning at the
COORD: bottom row, press each key in the column. The computer beeps as you press each key. When you press the top (18th) key, the computer beeps twice to let you know it is ready to calibrate the X coordinates.
PRESS KEY | Find the 9th row from the bottom on
OF Y the KEYPORT. Beginning at the left,
COORD: press each key in the row. The computer beeps as you press each key. When you press the last (44th) key, the system saves calibration data onto the diskette.
PRESS: ‘M’ Press any keyboard key except M to FOR MENU load the BASIC interface. The system displays the AppleSoft BASIC prompt.
CONTINUE
If you want to copy this calibration data onto another disk, use the KP Monitor Diskette Menu, Selection 3.
DEFINING USER KEYS Types Of User Keys
When you set up the USER DEFINED KEYS, you can have the KEYPORT either output a string of characters or a sequence of KEYPORT keys.
For example, if your program prints consecutive lines of text, define a key sequence as
“: PRINT RETURN & NEW LINE NUMBER PRINT”
Enter your first line of text up to but not including the final quote. Press the key you just defined. With a single key you’re ready to enter the next line of text. Try it!
Hidden Keys
Although we have pictured 16 USER DEFINED KEYS on the overlay, all of the hidden key centers on this part of the KEYPORT can be defined. Any key in this area you do not define does nothing when pressed.
Key Capacity All of the USER DEFINED KEYS are not the same. To give you more usable memory, we have given each row of keys a different capacity:
* The top row can have a maximum string length of 60 characters or a maximum sequence of 27 keys
* The 2nd row can have a maximum string length of 40 characters, or a maximum sequence of 17 keys
* The 3rd row can have a maximum string length of 25 characters, or a maximum sequence of 10 keys
* The 4th row can have a maximum string length of 20 characters, or a maximum sequence of 7 keys
* All other key locations in the user defined section can have a maximum string length of 9 characters or a maximum sequence of 2 keys
STEP PROMPT PROCEDURE
DEFINE DEFINE Press KEY or CHARACTER 2: PRESS KP KEY
SEQUENCE ~~ STRING ENTER SET
OF KEYS
Press the USER DEFINED KEY you want to use.
If you are defining a character string, enter the characters you want this key to output including any carriage returns. Use the KEYPORT or keyboard to enter the characters.
If you are defining a key sequence, enter the set of characters or keys you want this key to output. You can use any key on the KEYPORT. The system displays ACCEPTED after every key.
Press END OF DEFINITION.
ACCEPTED OR COMPLETED
The system has accepted your definition of a character string.
The system has accepted your definition of a key sequence.
Write the description of the key on the KEYPORT using a lead pencil, felt-tipped marker or grease pencil. Now whenever you want the characters you entered, simply press the USER DEFINED KEY you defined.
PUY TEL
Computer Products Corp. 2121 S. Columbia, Suite 550
Tulsa, Oklahoma 74114 (918) 744-9844
Dear Customer:
On behalf of the POLYTEL COMPUTER PRODUCTS CORPORATION, let me congratulate you on the purchase of your KEYPORT 717. If there are any questions, or if we may be of any future service to you, please do not hesitate to call Sherif Danish, Kris Kimbrough, or myself. Our toll free number is 800-331-4411. In Oklahoma call 918-744-9844,
Please take a minute to fill out the Customer Information and Warranty form and mail it back to us. This will allow us to mail you any updated software and notify you of the availability of any additional programs.
Good luck!
Kevfiin G. Baugess Marketing Director POLYTEL COMPUTER PRODUCTS CORP.
KGB:blm
*** HOT LINE 1-800-331-4411 IN OKLAHOMA 918-744-9844 *** IMPORTANT NOTICE (READ THIS FIRST - IT MAY SAVE YOU SOME TIME AND TROUBLE LATER. )
1. BACK-UP (COPY) YOUR POLYTEL DISKETTES AND STORE THEM IN A CLEAN, SAFE, DRY PLACE.
You can make any number of backup copies of each diskette.
2. IF YOUR APPLE HAS OTHER DEVICES CONNECTED TO THE GAME PORT OR TO THE APPLE KEYBOARD
If your KEYPORT does not work properly when such devices are attached, call us for assistance.
3. CALIBRATE BEFORE FIRST USE
For the KEYPORT to function correctly, it must first be "calibrated". A calibration program is provided. See Programmer's Manual for details.
This "calibration" needs to be done only once for each Keyport- computer combination. The results of the calibration must be stored on each Disk containing an application that uses the KEYPORT. After "booting" the Keyport-monitor diskette, choose CALIBRATE from the menu. Next, choose CALIBRATION DUPLICATE and copy your calibration data on each applicatio diskette.
For example, if you have the BASIC application, and THE FARM application, then you must duplicate the results of calibration on both the BASIC and THE FARM diskettes.
4. THE KEYPORT MEMBRANE IS VERY SENSITIVE
Do not place or leave any objects (pencils, books, etc.,) on top of the Keyport membrane. Doing so may cause intermittent shorts.
5. KEYPORT MONITOR LISTING
The Keyport Monitor source listing is given in the manual to show you how the Keyport is handled. This code is continudusly enhanced, while the communication area with your application program (Page 3 of manual) is unchanged. Therefore, the soutce code provided on the Keyport Monitor diskette is a text file under the name KDBLIST could be different from the listing pro- vided in the Programmer's Reference Manual.
*** HOT LINE 1-800-331-4411 IN OKLAHOMA 918-744-9844 ***
EQUIPMENT LIST
1 KEYPORT 717
2 PROGRAMMER OVERLAYS
1 KEYPORT 717 Monitor Diskette Programmer's Reference Manual
If BASIC Interface ordered:
._- BASIC PROGRAMMING Overlay - BASIC Interface Diskette - BASIC data sheet/user's guide 4
If VisiCalc Interface ordered: .
- VisiCalc Overlay
- VisiCalc Interface Diskette
- VisiCalc data sheet/user's guide T€) THE FARM Inteface ordered: ~- THE FARM PROGRAMMING Overlay
- THE FARM Interface Diskette - THE FARM data /sheet/user's guide
CUSTOMER INFORMATION AND WARRANTY FORM
NAME COMPANY (OPTIONAL) ADDRESS
PHONE (OPTIONAL)
FROM WHOM DID YOU BUY THE KEYPORT?
DATE VENDOR CITY
WHAT OVERLAYS DO YOU HAVE?
KEYPORT SERIAL NUMBER:
DO YOU HAVE ANY SUGGESTIONS ?
MAIL TO: POLYTEL COMPUTER PRODUCTS CORPORATION 2121 S. COLUMBIA, SUITE 550 TULSA, OKLAHOMA 74114
***QUICK GUIDE TO "THE FARM"***
* INSTALLING AND CALIBRATING KEYPORT
First, read the section INSTALLING AND CALIBRATING THE KEYPORT in the Programmer's Reference Manual.
Boot THE FARM.
Menu will appear on screen. Press 1 if you want to calibrate your keyport-computer combination. (See INSTALLING AND CALIBRATING in reference manual.) Otherwise, press any key.
The system will then load THE FARM. This will take about 90 seconds. * TELL ME
. When THE FARM has been loaded, the words TELL ME will appear ao the screen. At this time, press any star on the farmyard. A picture, along with the name of that picture, will appear on the screen.
You can continue to play TELL ME by pressing another star on the farmyard or by pressing one of the three question keys (purple keys) found under the TELL ME key in the lower left corner of the overlay.
If you wish to leave TELL ME, do one of the following:
To go to STORYWRITING, first press one of the blue STORYWRITING keys. Then press YES. The system will then load STORYWRITING in about 15 seconds.
| To go to a game, press any of the orange GAME keys under the heading GAME. You will then be prompted with a question. If you wish to go to the specified game, then press YES. The system will then load the appropriate game.
* STORYWRITING
When STORYWRITING is finished loading, a white frame will appear on the screen with a blinking cursor in the upper left-hand corner of that frame. Now you may do one of the following:
(1) WRITE A STORY
To write a story, you may use any of the starred Picture keys, a STORYWRITING key, or a typewriter key. Editing is available by use of the arrows to go up, down, left or right. The END OF LINE key will allow you to go to the beginning of the next line.
(2) GET A STORY
Press GET A STORY (blue key). You will then be asked for the title of the story. Type the story's title using only the typewriter keys. Using other than letters will be ignored. When you have finished typing the title of the story, press the END OF LINE key.
A question will then appear asking if title is correct. Press either the YES or NO keys. If when typing your title you have made a mistake, this is the time when you can correct the error. During typing of the title, you are not allowed backspace editing. If an error is made, press END OF LINE. Then press NO and retype
the title. '
(3) SAVE A STORY
Press SAVE A STORY (blue key). Follow tix: title typing directions listed above under GET A STORY. The system will then save the story on disk and return to give you a blank screen.
(4) DELETE A STORY
Press DELETE A STORY (blue key). Follow the title typing directions under GET A STORY. The system will then delete the story from disk.
(5) Display LIST OF STORIES.
Press DISPLAY LIST OF STORY. At this time your present story will be saved on disk. A current list of saved stores will then appear on the screen. After you are finished with the list, press any key. At this time the system will reload the story you had been working on. Always check before saving a story tg make sure that there are not ten stories already stored on disk.
(6) PRINT CURRENT STORY, STORY TITLES, or ALL STORIES
Press either PRINT CURRENT STORY, PRINT STORY TITLE, or PRINT ALL STORIES. The system will then ask you if you have a printer. Make sure at this time the printer is on and ready before pressing the YES key. If you don't have a printer, press the NO key. The system will print the requested item(s). The screen will then be cleared and be ready for writing another story.
(7) ‘CLEAR SCREEN
Press CLEAR SCREEN key and answer YES to the question. The present story will be cleared. Cursor will be in the upper left corner of STORYWRITING frame.
(8) Leave STORYWRITING To leave STORYWRITING, do the following: To go to a game, press the appropriate orange GAME key. To go to TELL ME, press the purple TELL me key. * GAMES
After GAME has been loaded by system, the name of the game will appear on the screen. You should then press one of the orange LEVEL keys.
A sequence of pictures or words will then appear on the screen. The number of pictures to be shown is displayed in the first text line in the lower left corner. Underneath is displayed a number which is a counter to let you know which picture you are on.
After the complete sequence of pictures has been displayed, the computer screen will display either NOW TOUCH or NOW TYPE. At this time you are to either touch the sequence of pictures or type the sequence of words in the correct order.
There is no editing allowed in the typing games. Press END OF LINE when finished typing each word.
You are allowed three wrong sequences during a game. If you have not made three mistakes, you will be shown another sequence.
To leave a game, press either a blue key (STORYWRITING), purple key (TELL ME), or a orange key (GAME). Press YES if asked a question.
wate
PCILY Fre
Computer Products Corp.
2121 S. Columbia, Suite 550 Tulsa, Oklahoma 74114
POLYTEL
Computer Products Corp.
2121 S. Columbia, Suite S50 Tulsa, Oklahome 74171 4