No scanner...but here's the text from the main portion of the manual. The process is pretty straight-forward IMO...and the Appendices just overstate the obvious (besides F...which just mentions that the same process can be used to save 2 cartridge programs (like BASIC+MonkeyWrenchII) to a single 16k file).
THE IMPERSONATOR
The Impersonator is a system of hardware and software that together will let you make back-up copies of your Atari computer cartridges. Special software (on the disk) allows you to read a program from a cartridge and save it on a disk. This saved file will work just like the original cartridge when it is used with the Dummy Cart (The cartridge-like board included in the package).
THIS IMPERSONATOR PACKAGE CONTAINS;
1) This manual
2) The Dummy Cart - The cartridge like circuit board
3) The Impersonator disk
Containing 3 programs
- Cartridge saver - saves a cartridge to disk
- Automenu - automatically displays the files on a disk and allows you to select the one you want to run
- Scan Converter - allows you to run cartridges saved with Scanalyzer (another Alpha Systems product)
WHAT IS THE DUMMY DART?
The Dummy Cart is the small plastic coated circuit board that comes with the Impersonator package. It is this device that allows you to bypass the copy protection on a cartridge.
About 90% of Atari cartridges are copy protected. This means that the programs on the cartridge will not run properly if saved to disk. The programs check to see if the cartridge is installed before running. This is where the Dummy Cart comes in. The Dummy Cart is inserted into the cartridge slot of your computer, after a file (containing the cartridge data) is loaded. This tricks the program into thinking that it is on the original cartridge and not just a copy on a disk. In other words, the disk file will run exactly like the original cartridge did, when used with the Dummy Cart.
-end of page 1-
BACKING UP CARTRIDGES
Using the Impersonator is really quite simple, once you've done it a few times.
The first step is to use the Cartridge Save program to save the cartridge (you wish to back up) to disk. This turns the cartridge into a standard disk file. Once the cartridge program is stored on disk you can put the original cartridge away for safekeeping and use the disk cartridge file for everything.
To run the cartridge file you load it into your computer using the AUTOMENU program (or a normal binary load from DOS), then insert the Dummy Cart. About a second later you will see the familiar cartridge program running perfectly on your screen. Below is a detailed explaination of each step.
NOTE TO XL AND XE OWNERS
Many cartridges require the Atari Translator to run correctly. Loading a cartridge does not require the Translator disk in most cases, but some cartridges will not correctly unless the Translator is loaded first. See Appendix E for more information regarding the Translator disk.
-end of page 2-
SAVING CARTRIDGES TO DISK
1) Preparing Your Computer
If you own an XL or XE computer you can skip this step because your system needs no preparation to run. Atari 800 and 400 owners must prepare your computers to run the Cartridge Saver. The Cartridge Saver program will ask you to insert the cartridge you wish to save. But, unfortunately, your computer turns off whenever you open the door leading to the cartridge slot. So, you must make your computer stay on when the door is open.
First, open the door where you usually insert a cartridge. When you look inside, you will see a small slot on the right side. This slot contains a small switch that turns off your computer when you open the cartridge door. Your cartridge door must be open to insert the cartridge when the program tells you to. So you must put something in the slot so that the computer can stay on with the door open. You can take the wooden stick supplied in your package to do it.
With the computer turned off, find the switch and put the cotton end of the stick in it, propping up the cartridge door with the other end. Some people prefer to fold up a small piece of paper and push it in the slot in front of the switch. You can open and close your door at any time (without having the computer turn off) if you do it just right.
After you have done this, try turning on your computer with the cartridge door still open. If you have done it right, your computer will turn on with no problems.
NOTE: If you have problems finding the tiny slot, watch closely as you close the door of your computer and you will see it under the cover on the far right.
-end of page 3-
2) Running the Cartridge Saver program
Do these steps after your computer is prepared;
a) Insert Impersonator disk in drive 1.
b) Turn on computer
c) Hit START to run the cartridge saver program
IMPORTANT: You can skip the main menu and make the program load much faster if you hit the Space Bar a few seconds after your Impersonator disk starts to load.
3) INSERTING THE CARTRIDGE
You must gently, but firmly, insert the cartridge in the left slot (the only slot on XL and XE computers) when told to do so by the program. Sometimes your computer may lock up when you insert the cartridge. If this happens, just turn your computer off and try again. Try tilting the cartridge so that the right side goes in first. If your computer still locks up See Appendix B
NOTE: Some cartridges (BASIC, Assembler, Koala Pad, etc.) can be inserted before you turn your computer on. Just insert your cartridge and put your Impersonator disk in your drive before turning on your computer. If the disk loads, then just save the cartridge as usual.
When you have successfully inserted the cartridge, the screen will prompt you for a file name (if the cartridge was 16k, a 16 will appear on the right side of the screen). At this point, remove the Impersonator disk and place one of your own formatted disks in your drive. Then enter the file name and hit RETURN. You must type "D2:" in front of the file name if you want to save the
-end of page 4-
file to drive two
The cartridge program will be saved to disk with the file name you selected. Then you are given an option to run the program again. If you want to save another cartridge, remove the cartridge you just saved before you restart the program.
The steps for removing the cartridge are exactly the opposite of inserting it. Just tilt the cartridge to the right (lifting the left edge out and leaving the right side inserted), then pull out the right edge.
-end of page 5-
RUNNING THE SAVED CARTRIDGES
Now is the time when you need your Dummy Cart (your small plastic coated circuit board included in the package). To run a cartridge file saved on a disk, just follow the steps below.
1) Prepare your computer.
Preparing your computer to run a cartridge file is exactly the same as you did to save it. XL and XE owners don't have to do anything, but 400 and 800 owners must follow the instructions explained earlier.
2) Load The cartridge file
There are two easy ways to load the file.
NOTE: Some cartridge programs will not run properly on XL and XE computers unless the Translator disk is loaded first, but most don't require it.
a) Binary Load from DOS
To do this you must place a disk with DOS.SYS (Atari DOS 2.0S) and DUP.SYS into disk drive 1 and turn on your computer. You can use you Atari master disk that came with your drive (XL or XE owners may need to use the translator disk first and hold down the OPTIONkey if the cartridge requires it). After the DOS menu appears, put the disk that contains your cartridge file into your drive, and press "L" (this is for the binary load option). Type the name of the file you wish to load (the name you used to save the cartridge) and hit RETURN.
b) AUTOMENU
-end of page 6-
An easier way to load your program is with the AUTOMENU program which is on your Impersonator disk. See the AUTOMENU section of this manual for details.
3) Insert The Dummy Cart.
After you load your file, the screen will say "PLEASE INSERT DUMMY CART". The program will then wait for you to put the Dummy Cart into the cartridge slot on your computer (the left slot on the 800).
The next step depends on what kind of cartridge you want to load.
a) Most Cartridges
In most cases you will need to turn off your disk drive
BEFORE you insert your Dummy Cart. Some cartridges will not run properly unless your drive is turned off.
b) Cartridges That Access Disk Files
Many cartridges can access (LOAD or SAVE) disk files, such as BASIC, AtariWriter, Micro-Illustrator, Adventure Creator, Koala Pad, etc. To run a cartridge that uses disk files, you must have the drive on and a disk with DOS on it in your drive
BEFORE you insert your Dummy Cart.
When you insert the Dummy Cart, it is just like you turned on the computer with the original cartridge, so you must have the correct disk in the drive
BEFORE inserting the Dummy Cart. Any disk with DOS on it is good (DO NOT use your Impersonator disk, since this disk has an AUTORUN.SYS file on it which will run the Impersonator program). See Appendix A for more information.
c) Unprotected Cartridges
-end of page 7-
Your cartridge files created with the Impersonator have a special feature that let you run unprotected programs without the Dummy Cart. Instead of inserting the Dummy Cart when prompted, just hit the ATARI key (the key with the Atari logo on it), or the Inverse key on an XL. Remember that this only works with a few unprotected cartridges available on the market (BASIC is one of them). The vast majority of the cartridges require the Dummy Cart to foil the protection scheme.
To insert the Dummy Cart, just locate the position of the slot by looking into the computer (XL owners must push the small silver doors above the slot open to see in). Now, with the label facing you, quickly and firmly pop the Dummy Cart straight into the cartridge slot, and about a second later your cartridge program will automatically appear on the screen. It won't work if you insert the Dummy Cart too slow, you must pop the Dummy Cart into the slot with a quick push. That's all there is too it. With a little practice you'll be saving and running all your cartridges in seconds. If you have problems, see Appendix B in the back of this manual.
NOTE: After running one program, be sure to remove the Dummy Cart before loading another one. A program will not load correctly if the Dummy Cart is already in the cartridge slot.
-end of page 8-
AUTOMENU
Automenu is a user friendly menu program that will automatically show you the files on a disk and let you load a file with a single key stroke. Automenu can be used to load your cartridge files created with the Impersonator, or just about any other binary load file you have. AUTOMENU requires DOS 2, or another compatable DOS. DOS 3 will not work.
PUTTING AUTOMENU ON YOUR DISKS
To put Automenu on your own disks, just complete the following steps (the order you do them in is not important).
1) Copy the "AUTOMENU" file from the Impersonator disk on to your own formatted disk (use DOS option "O").
Then rename the file to "AUTORUN.SYS" using DOS option "E".
2) Write Atari DOS 2.0S files to your disk (using DOS option "H").
NOTE: You can delete DUP.SYS if you wish to save space, since it is not needed.
3) Copy any binary load or Impersonator cartridge files onto the disk (again use option "O").
To use Automenu, just insert your disk (with Automenu on it) into your disk drive and turn on your computer. Be sure no cartridges are installed. XL and XE owners must hold down the OPTION key while loading, and use Translator, if there are cartridge or any other files that require it, on the disk.
The selection of files will automatically appear on the screen, so just hit the corresponding letter to load the file of your choice.
-end of page 9-
