WOLFFWARE
2004 E. Kensington Blvd.
Shorewood WI 53211
PITCH BY PITCH BASEBALL
BASEBALL
You have just purchased software that will give you endless hours of fun and excitement. The program is designed to grow with your interest.
These instructions will facilitate the use of the BASEBALL, ROSTER, STAT, and SETUP programs. The four programs run independently, though they share several files. BASEBALL is the baseball simulation itself. ROSTER prints out rosters of the teams. STAT allows you to keep statistics on the games you play or to maintain stats on any team. SETUP allows you to create new teams from statistical data available in such publications as the Official Baseball Guide.
First let's look at the baseball program. Create a directory named baseball on your hard disk and copy the contents of the program disks to that directory.
Before you begin, look over the roster of teams by using the Explorer program. The teams will have the name of the team and the year as the extension. Where necessary to meet the eight-character limit of file names, some team names are abbreviated.
To run baseball, click on the START button and chose RUN. Type "C:\Baseball\baseball.exe" and press RETURN. You may be informed about injuries for this game. You may ignore the injury factor if you wish to do so. They are used mainly for league play. You will be asked whether this is to be a league game. League games involve keeping pitcher tiredness factors from game to game. Type "Y or "N" as appropriate.
If you have to review the directory, press shift F1 at the next prompt else press RETURN. F1 will execute the DIR command. If you do not press F1, you will first be asked to type in the visiting team name; the team stats will be read in.
After you enter the team name, the program will ask you if you want to us a preset line-up, one which you have setup and named previously. If you want to do so press F5, if not return. If you do choose to use a preset lineup, you need to know the name that you gave that file. For instance for the 1986 Mets, you may have used the name METS86. Do not confuse this with the Mets team data file METS.86. The program automatically adds the extension LUP to your lineup so it you read the directory any lineup files you may have set up will have the extension LUP. Each team has a standard LUP file. Please review the name as certain compromises in names have been made due to the eight-character limit. E.g.; Yankees.39 is Yanks39; Cardinal.85 is Cards85; Whitesox.59 is ws59; Pirates.60 is Pirate60. Generally if a team name is 6 characters or less we use it with the two digit year. Longer names are handled in a variety of ways.
Repeat the above process for the home team. After both teams are in, you will be asked if you want a game record. If you enter "Y", you will need to give the record a name so it can be retrieved later; remember the top limit for file names is 8 characters. The program automatically adds the extension name .REC to the file name. You should not use the extension in either creating or retrieving this file; the program take care of that. The program STAT uses the .REC file from BASEBALL to create player records and a box score.
You will next be asked if you want to continue a suspended game. If you say yes and you have previously input a game save name and it is the same as the game you suspended, all you need to do is press return and the game will continue exactly where you left off. You must know the name of the suspended game to get at it. So be sure to review your file before you proceed. If you are using the same disk as the one you used when you suspended the game, you can find out the name of suspended games by using the shift F1 command when you first started the program. Look for files with the extension GAM.
Next you will be asked if you want to see a roster. Type 1 for the visiting team and 2 for the home team; anything else skips the listing of the players. Information on each player is written to the screen.
Now you will be prompted to select the mode of play; the computer may play either team, both or none. Input the number of the option or just press return to play human versus human. If you enter a number, you will not have to press return.
Next you will input the starting lineups by answering the prompts of the computer to enter the player number and a position number. If you have entered a standard line-up, you will only need to enter a pitcher. You may play DH or real baseball. Each player has a number from 1 to 25, and the positions use the standard numbering system--1-pitcher, 2-catcher, 3-first, 4-second, 5-third, 6-short stop, 7-left, 8-center, and 9-right. When playing DH, use position 1 for the designated hitter. When you select the pitcher, his defensive stats will supersede those of the DH. After you have entered your line-up, you may save the line-up to disk by pressing F4 at the prompt. You may name the line-up anything you want up to eight characters. The program adds the extension "LUP" automatically. Typically, you may want to have a line-up against lefties and another against righties. You will need to give each one a separate name to distinguish the two line-ups.
Then the game actually begins. You will choose your commands with the batter choosing first and the pitcher following. The batter command will not print on the screen; the person playing the pitcher should also avert his eyes or shield them with a scorebook or other device so he cannot observe which key is pressed by the batter.
The commands are:
Command Batter Pitcher
0 Take Pick off
1 Fastball Fastball
2 Curve Curve
3 Slider Slider
4 Change Change
5 Substitute Substitute
6 Bunt Infield in
7 Steal Pitchout
8 Double steal Play at plate
9 Hit & run Play lead runner
Location commands:
HIGH
123
OUTSIDE 456 INSIDE
789
LOW
The four basic pitches act as in real baseball. The fastball is the easiest to get over for a strike, but also the easiest to hit. The fastball is harder to pull. Balls over the plate are easier to hit than those on the corners. The locations 1, 3, 7, and 9 are hardest to hit and hardest to get over for a strike. Locations 2, 4, 6, and 8 are easier to hit and get over and 5 is the easiest of all to hit and throw for a strike. High pitches are more likely to be hit in the air, and low pitches more apt to be ground balls. Inside pitches are easier to pull.
Play 5 allows you to substitute a pinch hitter or pinch runner; follow the prompts on the screen to make your choices.
Batter play 6 is a sacrifice or an attempt to bunt for a base hit. If the infield is in, it is harder to get a hit on a bunt.
Steal number 7 is a straight steal; if there are runners at the corners the runner at third holds; in all other cases of two runners, the lead runner goes and the trailer holds. Play 8 sends both runners. The Hit and Run is used to get a runner started on contact as well as to send a runner in from third in an attempt to score on a ground ball or on a fly to the outfield. If you do not use the hit and run with a runner on third, the runner may or may not go depending on the play.
Plays 1 to 5 for the pitcher/defense are the same as for the offense except on play 5 you may select to change a defensive player or a pitcher. If you want to change a pitcher you enter "0" at the prompt; if you want to change a defensive player, you input the batting order number of that player. So if you want to change your left fielder, who is batting fourth, enter a "4." You will be prompted to enter the player number and his position in the field.
Play 6 brings the infield in to deter a bunt for a base hit or to cut down a runner at the plate. The machine brings in all the infielders if a runner is at third or just the corners in all other cases. The offsetting value is an increase in the possibility of the batter getting a hit (see below). Play 7 is a pitchout and may also be used to give an intentional walk. Play 8 will force a play on a runner trying to score on a sacrifice fly or from second on a single or first on a double. On the play at the plate other runners may advance. Play nine will force a play on the lead runner on a ground ball.
In all cases you can abort your choice and back up in the commands by hitting the Esc key. To interrupt autoplay to make a substitution, press any key when the CALL ... PLAY prompt appears.
When play 6, 8, or 9 is called, the CALL PITCH PLAY will be repeated. This way you can put all three defensive plays on at once. If play 6 is on, an "I" will print at the bottom of the screen; if play 8, then a "P," and if play 9 then an "L"." These plays will stay on for the duration of the at bat or until they are removed. A Control "I" or F6 removes play 6; a Control "P,"or F8 play 8, and a Control "L," or F9 play 9.
In all base running situations speed is a factor in runner's scoring or advancing. The Defensive factor is used as a general factor in each play and on plays at the bases under commands 8 and 9. The higher the defensive factor the better defense. DH players will often have a low number for DEF.
At any time in CALL ... PLAY status, pressing control Z (i.e., pressing the Ctrl and letter "Z" keys at the same time) or F3 will interrupt play to let you change the Mode of play.
You can set up a situation by typing a Control X
or F2. This allows you to change the inning, score, the player due up and other items so you can start a game from a particular point. When in this mode input new numbers in the appropriate box and press return. Use the TAB key or RETURN without any input to skip over making changes.
The following table will help you to judge play situations by giving the value of certain items. The effect is based on what will happen to the player's batting average.
Item Effect
Infield in 30
Infield in runner on third 60
Guess pitch wrong -60
Left versus right or vice versa 21
Switch hitter 0
Left versus left or vice versa -21
Fastball 30
Slider -15
Curve -30
Defensive factor -defensive
number
Location 5 80
Locations 1,3,7,9 -80
Guess location -10 for each step away
Out of position penalties
1 2 3 4 5 6 7 8 9
1 0 30 30 30 30 30 30 30 30
2 na 0 0 30 30 30 0 0 0
3 na 30 0 30 30 30 0 15 0
4 na 30 0 0 0 10 0 15 0
5 na 30 0 15 0 20 0 15 0
6 na 30 0 0 0 0 0 15 0
7 na 30 0 30 30 30 0 10 0
8 na 30 0 30 30 30 0 0 0
9 na 30 0 30 30 30 0 10 0
In the above table the bold face numbers across the top are the position to be assigned. The numbers down the side are the players profile position numbers.
In addition the fielding percentage is also affected by out of position. By and large it is not wise to play a player in a position beyond his skill. But if needs be you can do so. However, non-pitchers cannot pitch.
At any point you may suspend a game by stopping the game with a Control C, and pressing F7 at the prompt. If you chose to have a game record, you can simply press return and the program will automatically save your game under the same filename as that used for the game record. Game record files have the extension REC and suspended games have the extension GAM.
BASEBALL SETUP
This program is used to enter new teams. You will need to pick up the following data:
For batters--at bats, walks, strike outs, home runs, triples, doubles, hits, ground into double plays, fielding percentage, total games, games at position, total chances, left/right/switch hitter, stolen bases, caught stealing, position.
For pitchers--total batters faced, walks, strike outs, left/right, innings pitched, earned run average.
You will be prompted for each entry. First you enter the team name, e.g., Yankees.39. Then you will be asked if this team played the DH rule. Pitching records are affected by this factor to account for American League pitchers having to face nine hitters. Then you are asked if you want to set automatic numbers for batters with few at bats. This saves inputting but is not necessary. Batters with less than 10 AB's are forced into this mode.
Next you will get the Main Menu which contains seven options.
1 Read in a file from disk
2 Write a file to disk.
3 Select a specific record
4 Select the next record
5 Select a specific data item
6 Change from/to player/pitcher
7 Quit setup
Previously, you input the team name. Typing 1 will read in the team with the name given.
Typing 2 will output a file when you are done. After the write you will have the option to quit, start work on another file or continue working on the same file.
After you type 3, you will be asked to enter a player number to work on. If the player's name has been input, you may just type return and then input the values. If you just want to correct the name, type in the name and then press Control Z instead of Return. The numbers you will enter are those you collected from the Official Baseball Guide or other source. Enter each datum at the prompt. Before the player's profile is computed, you will have a chance to make any corrections. Use the Tab key to move around. Type in a correction and press Return. Tab to the point where you are asked "ALL OK? Y/N."
Selecting option 4, gives you the same screen as Option 3 except the player number is automatically incremented by 1.
Option 5 lets you see and correct the actual computed numbers. This allows you to correct any aberrations that may occur or any typos in inputting the values for fielding percentage, lefty/righty, or position.
Option 6 lets you toggle back and forth between batter input and pitcher input. Remember, you may have no more than 11 pitchers, and pitchers must be numbered 1 to 11.
ROSTER
This program allows you to print out the player rosters to paper as a permanent reference. You will find it useful to print out all the rosters and put them in alphabetical order in a three ring binder. Follow the prompts.
STAT KEEPER
This program allows you to keep team stats from the game record or to enter stats by hand.
There are two menus from which to choose your commands--the Main Menu and the Box Score Menu.
To select an item from a menu, you may TAB to the line and press Return or simply input the first letter of the Option. The Main Menu options are.
Select Team Number
Update Player Data
Enter new record/change name
Print team stats
Read new team from disk
Write file to disk
Get names from roster
Toggle between batters/pitchers
Box Score Data
Autoupdate
Quit session
The "S" option operates in the context that you are working with two teams at once. You need to tell the program which team you are working on. If you have already named a team and simply want to work on some aspect of that team, type in the team number. Do not type "S" or press return, just type "1" or "2". In using the Box Score 1 corresponds to the visiting team and 2 to the home team. To actually select a team name type "S" and Return; then type the number and Return; then enter the team name, e.g., DODGERS.51. You may also enter the team names from the Box Score Menu. This is a more convenient way to enter the teams names if you will be using the Box Score Menu. (See below.)
The "U" options allows you to update existing player records. You will be prompted to enter the player number. You will then see a screen for entering the data. Then the data you enter at each line will be added to (subtracted from, if negative) the existing number in the file. You will have an opportunity to correct items using the Tab key to get to the datum you want to correct.
The "E" option lets you put in a new player name or correct an existing one.
The "P" option will let you print on the screen or your printer the records for the team selected.
The "R" option reads in an existing file of player records for posting or correction. When the prompt asks you for the file name, you may just press return and the existing file name will be used. If you want to change that name you may type a new name for the file. If you just hit Return, the default name will still print out so you know what you are working on.
The "W" option writes out the selected file. As under the "R" option you may use the existing file name or rename it. If you just type Return, the name will still print on the screen to make sure you know what's being saved.
The "G" option reads in the player names only from the selected team roster file (not the record file). This is easier in setting up a file than typing in all the names. You may also pick up the names in the Box Score Menu.
The "T" option lets you toggle between updating pitcher and batter records. This must be selected before the "U" option if you want to make a change in the mode.
The "B" option is used where you want to read in information from a game record created while having played a game using the BASEBALL program. Selecting "B" will put you in the Box Score Menu.
The "A" option is used to add or substract two team record files. One of the files must have been reated choosing Autoupdate when using the Write option. This is useful for combining team records kept at two different sites.
The "Q" options lets you exit the program.
The BOX SCORE MENU is:
Enter team names
Read in game record
Display score on screen
Print box score on printer
Update stats from score
Write play by play
Load Box Score
Save Box Score
Goto Main Menu
Again you may TAB to the line to select or type in the first letter of the option to make your selection.
The "E" option lets you accomplish for the two teams that played those things done by options "S" and "E" in the Main Menu, i.e., selecting the team names and entering the player names from the roster file. You will be prompted for both teams, visiting first, then home team.
The "R" option reads in a game record file. There will be a short delay here as the program clears all the counters used in the game record. A "PLEASE WAIT" notice will appear on the screen while the program is working. The game record file is created by BASEBALL if you say "yes" to the "Do you want a game record" question in BASEBALL. The name you gave that record file must be repeated here. Remember it must conform to the 8 character limitation. Usually a date or some abbreviation of the team names should be used, or if you are playing in a League, the game number assigned for that game. Each record created by BASEBALL is read in and evaluated. The only records not computed by the program are winning and losing pitcher, and a save. These must be input manually in the Main Menu "U" option. At the end of the read, you will be automatically shunted back to the Main Menu.
The "D" option may only be used after the "R" or "W" option has been selected and a game read in. This will print the Box Score on the screen.
The "P" option operates like the "D" option except the output is directed to the printer.
The "U" option is used to add the values computed during the read to the team records files. If you are updating an existing file, you must already have read in the team records files using the "R" option in the Main Menu.
The "W" option does the same thing as the "E" option of Box Score except that it writes a play by play to the printer or a disk file as well.
The "L" option allows you to retrieve a file of a previously scored game for updating the master team record file using the "U" option.
The "S" option allows you to save a scored game record for later posting to the master team record file. This file cannot reconstruct the game box score, but simply keeps the data for the game for posting.
The "G" option returns you to the Main Menu.
A typical session would go:
"B" to select the Box score
"E" to enter the names of the two teams involved in the game
"W" to read the game record and write out a play by play
You will be sent to the Main Menu; do the next four steps if you have existing record files for the teams; skip if you don't.
"1" in the Main Menu to select the visiting team
"R" to read in an existing team record file
"2" to select the home team
"R" to read in an existing team record
"B" to go to the Box Score Menu
"U" to update (or create) a record file from the game record.
"P" to print the box score
"G" to return to the Main Menu
"1" to select the visiting team
"W" to save the new or updated team record file
"2" to select the home team
"W" to save the new or updated team record file
If you have any questions or problems please call or write to us, we guarantee our product and will provide you with an answer to your problem.
WOLFFWARE
2004 E. Kensington Blvd.
Shorewood WI 53211
After 6pm central time 414-332-1360