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    Names: »ADVENT.DOC«

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To:     Adventure Players
From:   Adventure Maintenance
Date:   15-SEP-78
Subj:   Game Information

I.  Adventure-11, Release 2

Adventure-11, Release 2, is a maintenance release of Adventure-11.
The release kit contains the following files:

        -ADVENT.FOR     main program.
        -AINIT.FOR      initialization overlay.
        -AMAIN.FOR      game overlay.
        -ASUB.FOR       resident subroutines.
        -AIOSUB.FOR     resident subroutines.
        -ASUSP.FOR      save/restore subroutines.
        -AMAC.MAC       resident macro subroutines.
        -ADVENT.DOC     documentation file.
        -ATEXT.TXT      game data base file.
        -AINDX.DAT      dummy game index file (for RT versions).
        -ADVENT.ODL     overlay description file (for RSX versions).

The primary changes incorporated in Release 2 are the following:

        -All known bugs have been fixed.
        -SAVE and RESTORE have been implemented.
        -A fast initialization feature has been implemented.

SAVE (synonyms SUSPEND and PAUSE) permits the user to save the current
state of the game for later analysis or continuation.  RESTORE (synonym
RESUME) restores a previously SAVEd game.  The fast initialization
feature reduces the startup time of the game from 60-90 seconds to
3-5 seconds after the first game.

II. History

This version of Adventure is based on two previous versions:

        -A Fortran-10 version done by Willie Crowther and
         Don Woods.
        -A Fortran-IV-Plus version done by Kent Blackett.

In altering the program to compile under Fortran-IV (Version 1C
or later) and to run under RT-11, the following changes were made:

        -Magic mode (maintenance mode) was removed.
        -Section 12 of the data base (magic texts) was removed.
        -The HOURS command was removed.

Crocks in the language or the compiler necessitated certain other
changes, notably the removal of Hollerith constants from arithmetic
expressions and the division of 32-bit integer arrays into multiple
16-bit integer arrays.

III. Installation Instructions (RT-11 V2C/Fortran-IV V1C)

The RT-11 Fortran-IV V1C run time system introduces a spurious
blank line into formatted output immediately following an input.
Thus variable NOINPT exists to track when input has been done.
This feature is normally disabled.  To enable input tracking:

        -Edit subroutine GETIN in module AIOSUB and remove the
         "C" in front of the statement "NOINPT=.FALSE.".
        -Edit module AMAIN and remove the initial slash in
         FORMAT statements 5015, 5199, 8002, 8243, and 20100.

Then issue the following commands:

        .R FORTRA(cr)
        *ADVENT=ADVENT/V(cr)
        *AINIT=AINIT/V(cr)
        *AMAIN=AMAIN/V(cr)
        *ASUB=ASUB/V(cr)
        *AIOSUB=AIOSUB/V(cr)
        *ASUSP=ASUSP/V(cr)
        *^C

        .R MACRO(cr)
        *AMAC=AMAC(cr)
        *^C

        .R LINK(cr)
        *ADVENT=ADVENT,ASUB,AIOSUB,ASUSP,AMAC/F/C(cr)
        *AINIT/O:1/C(cr)
        *AMAIN/O:1(cr)
        *^C

The linked program can be executed with the command:

        .R ADVENT(cr)

When started for the first time, the program will take 60-90
seconds to create its working files (ATEXT.DAT and AINDX.DAT
on SY:).  Subsequently, startup should take only 3-5 seconds.
Do not delete ATEXT.DAT or AINDX.DAT!

IV. Installation Instructions (RT-11 V3/Fortran-IV V2)

To create an executable image, issue the following commands:

        .COMPIL/NOVEC ADVENT,AINIT,AMAIN,ASUB,AIOSUB,ASUSP(cr)

        .COMPIL AMAC(cr)

        .LINK/PROMPT ADVENT,ASUB,AIOSUB,ASUSP,AMAC(cr)
        *AINIT/O:1(cr)
        *AMAIN/O:1//(cr)

The linked program can be executed with the command:

        .R ADVENT(cr)

When started for the first time, the program will take 60-90
seconds to create its working files (ATEXT.DAT and AINDX.DAT
on SY:).  Subsequently, startup should take only 3-5 seconds.
Do not delete ATEXT.DAT or AINDX.DAT!

V.  Installation Instructions (RSX-11M V3/Fortran-IV V2)

Before attempting to install ADVENTURE, you must create a Files-11
compatible dummy AINDX.DAT file, as outlined in section VII.
The Fortran-IV compiler must be installed with a task-space
increment of at least 16384 (INS $FOR/INC=16384.).

To create an executable image, issue the following commands:

        >FOR(cr)
        FOR>ADVENT=ADVENT.FOR/NOVE(cr)
        FOR>AINIT=AINIT.FOR/NOVE(cr)
        FOR>AMAIN=AMAIN.FOR/NOVE(cr)
        FOR>ASUB=ASUB.FOR/NOVE(cr)
        FOR>AIOSUB=AIOSUB.FOR/NOVE(cr)
        FOR>ASUSP=ASUSP.FOR/NOVE(cr)
        FOR>^Z

        >MAC(cr)
        MAC>AMAC=AMAC(cr)
        MAC>^Z

        >TKB(cr)
        TKB>ADVENT=ADVENT/MP(cr)
        ENTER OPTIONS:
        TKB>TASK=ADVENT(cr)
        TKB>//(cr)

Alternately, the program can be linked without overlays:

        >TKB(cr)
        TKB>ADVENT=ADVENT,AINIT,AMAIN,ASUB,AIOSUB,AIOSUB,ASUSP,AMAC(cr)
        TKB>/(cr)
        ENTER OPTIONS:
        TKB>TASK=ADVENT(cr)
        TKB>//(cr)

In either case, the linked program can be executed with the command:

        >RUN ADVENT(cr)

When started for the first time, the program will take 60-90
seconds to create its working files (ATEXT.DAT and AINDX.DAT
on SY:).  Subsequently, startup should take only 3-5 seconds.
Do not delete ATEXT.DAT or AINDX.DAT!

VI.  Installation Instructions (RSX-11M V3/Fortran-IV-Plus V2.5)

Before attempting to install ADVENTURE, you must create a Files-11
compatible dummy AINDX.DAT file, as outlined in section VII.
The Fortran-IV-Plus compiler must be installed with a task-space
increment of at least 16384 (INS $F4P/INC=16384.). Further, there
must be at least 1000 free blocks on disk LB: to hold the compiler
work files.


To create an executable image, issue the following commands:

        >F4P(cr)
        F4P>ADVENT=ADVENT.FOR/CO:20(cr)
        F4P>AINIT=AINIT.FOR/CO:20(cr)
        F4P>AMAIN=AMAIN.FOR/WF:3/CO:20(cr)
        F4P>ASUB=ASUB.FOR/CO:20(cr)
        F4P>AIOSUB=AIOSUB.FOR/CO:20(cr)
        F4P>ASUSP=ASUSP.FOR/CO:20(cr)
        F4P>^Z

        >MAC(cr)
        MAC>AMAC=AMAC(cr)
        MAC>^Z

        >TKB(cr)
        TKB>ADVENT=ADVENT/MP(cr)
        ENTER OPTIONS:
        TKB>TASK=ADVENT(cr)
        TKB>//(cr)

Alternately, the program can be linked without overlays:

        >TKB(cr)
        TKB>ADVENT=ADVENT,AINIT,AMAIN,ASUB,AIOSUB,AIOSUB,ASUSP,AMAC(cr)
        TKB>/(cr)
        ENTER OPTIONS:
        TKB>TASK=ADVENT(cr)
        TKB>//(cr)

In either case, the linked program can be executed with the command:

        >RUN ADVENT(cr)

When started for the first time, the program will take 60-90
seconds to create its working files (ATEXT.DAT and AINDX.DAT
on SY:).  Subsequently, startup should take only 3-5 seconds.
Do not delete ATEXT.DAT or AINDX.DAT!

VII.  A Note on File Management

For efficiency reasons, Adventure transforms the variable-length
records in its data base (ATEXT.TXT) into a fixed length string
file (ATEXT.DAT) and an array initialization file (AINDX.DAT).
Once Adventure has created these files, you must not delete them.
Should either file (or both files) be deleted, the following procedure
will recreate them:

        -Edit in the following Fortran program:

         C MAKFIL - RECREATE DUMMY AINDX.DAT
         C
                PROGRAM MAKFIL
                IMPLICIT INTEGER(A-Z)
                COMMON /VERSN/ MAJ,MIN,EDIT
                DATA MAJ/0/,MIN/0/,EDIT/0/
         C
                CALL SAVEGM(.FALSE.,I)
                CALL EXIT
                END

        -Compile the program given above and link it with
         the compiled version of module ASUSP.FOR.

        -Execute the linked program.

The linked program will produce a version of AINDX.DAT with an
incompatible version number.  When Adventure is next executed, it
will note the bad version number, recompile the data base, and write
out new versions of ATEXT.DAT and AINDX.DAT.

Note that the dummy AINDX.DAT included in the distribution kit was
produced by RT-11 V3/Fortran-IV V2 and is not compatible with RSX
Fortran.  Accordingly, if you are running under RSX, you must
produce a new AINDX.DAT, as outlined above, before attempting
to run ADVENTURE.

Good luck!





Abstract of Informational Printouts--

SUMMARY
-------

SOMEWHERE NEARBY IS COLOSSAL CAVE, WHERE OTHERS HAVE FOUND FORTUNES IN
TREASURE AND GOLD, THOUGH IT IS RUMORED THAT SOME WHO ENTER ARE NEVER
SEEN AGAIN.  MAGIC IS SAID TO WORK IN THE CAVE.  I WILL BE YOUR EYES
AND HANDS.  DIRECT ME WITH COMMANDS OF 1 OR 2 WORDS.  I SHOULD WARN
YOU THAT I LOOK AT ONLY THE FIRST FOUR LETTERS OF EACH WORD, SO YOU'LL
HAVE TO ENTER "NORTHEAST" AS "NE" TO DISTINGUISH IT FROM "NORTH".
(SHOULD YOU GET STUCK, TYPE "HELP" FOR SOME GENERAL HINTS.  FOR INFOR-
MATION ON HOW TO END YOUR ADVENTURE, ETC., TYPE "INFO".)
                        - - -
THIS PROGRAM WAS ORIGINALLY DEVELOPED BY WILLIE CROWTHER.  MOST OF THE
FEATURES OF THE CURRENT PROGRAM WERE ADDED BY DON WOODS (DON @ SU-AI).
THE CURRENT VERSION WAS DONE BY KENT BLACKETT AND BOB SUPNIK.
                        - - -
BUG REPORTS AND OTHER CORRESPONDENCE SHOULD BE SENT TO:

        DIGITAL EQUIPMENT CORPORATION USERS SOCIETY
        ONE IRON WAY, MR2-3/E55
        MARLBORO, MASS. 01752
        ATTN:  ADVENTURE MAINTENANCE

HELP
----

I KNOW OF PLACES, ACTIONS, AND THINGS.  MOST OF MY VOCABULARY
DESCRIBES PLACES AND IS USED TO MOVE YOU THERE.  TO MOVE, TRY WORDS
LIKE FOREST, BUILDING, DNSTREAM, ENTER, EAST, WEST, NORTH, SOUTH,
UP, OR DOWN.  I KNOW ABOUT A FEW SPECIAL OBJECTS, LIKE A BLACK ROD
HIDDEN IN THE CAVE.  THESE OBJECTS CAN BE MANIPULATED USING SOME OF
THE ACTION WORDS THAT I KNOW.  USUALLY YOU WILL NEED TO GIVE BOTH THE
OBJECT AND ACTION WORDS (IN EITHER ORDER), BUT SOMETIMES I CAN INFER
THE OBJECT FROM THE VERB ALONE.  SOME OBJECTS ALSO IMPLY VERBS; IN
PARTICULAR, "INVENTORY" IMPLIES "TAKE INVENTORY", WHICH CAUSES ME TO
GIVE YOU A LIST OF WHAT YOU'RE CARRYING.  THE OBJECTS HAVE SIDE
EFFECTS; FOR INSTANCE, THE ROD SCARES THE BIRD.  USUALLY PEOPLE HAVING
TROUBLE MOVING JUST NEED TO TRY A FEW MORE WORDS.  USUALLY PEOPLE
TRYING UNSUCCESSFULLY TO MANIPULATE AN OBJECT ARE ATTEMPTING SOMETHING
BEYOND THEIR (OR MY!) CAPABILITIES AND SHOULD TRY A COMPLETELY
DIFFERENT TACK.  TO SPEED THE GAME YOU CAN SOMETIMES MOVE LONG
DISTANCES WITH A SINGLE WORD.  FOR EXAMPLE, "BUILDING" USUALLY GETS
YOU TO THE BUILDING FROM ANYWHERE ABOVE GROUND EXCEPT WHEN LOST IN THE
FOREST.  ALSO, NOTE THAT CAVE PASSAGES TURN A LOT, AND THAT LEAVING A
ROOM TO THE NORTH DOES NOT GUARANTEE ENTERING THE NEXT FROM THE SOUTH.
GOOD LUCK!


INFO
----

IF YOU WANT TO END YOUR ADVENTURE EARLY, SAY "QUIT".  TO SUSPEND YOUR
ADVENTURE SUCH THAT YOU CAN CONTINUE LATER, SAY "SUSPEND" (OR "PAUSE"
OR "SAVE").  TO SEE WHAT HOURS THE CAVE IS NORMALLY OPEN, SAY "HOURS".
TO SEE HOW WELL YOU'RE DOING, SAY "SCORE".  TO GET FULL CREDIT FOR A
TREASURE, YOU MUST HAVE LEFT IT SAFELY IN THE BUILDING, THOUGH YOU GET
PARTIAL CREDIT JUST FOR LOCATING IT.  YOU LOSE POINTS FOR GETTING
KILLED, OR FOR QUITTING, THOUGH THE FORMER COSTS YOU MORE.  THERE ARE
ALSO POINTS BASED ON HOW MUCH (IF ANY) OF THE CAVE YOU'VE MANAGED TO
EXPLORE; IN PARTICULAR, THERE IS A LARGE BONUS JUST FOR GETTING IN (TO
DISTINGUISH THE BEGINNERS FROM THE REST OF THE PACK), AND THERE ARE
OTHER WAYS TO DETERMINE WHETHER YOU'VE BEEN THROUGH SOME OF THE MORE
HARROWING SECTIONS.  IF YOU THINK YOU'VE FOUND ALL THE TREASURES, JUST
KEEP EXPLORING FOR A WHILE.  IF NOTHING INTERESTING HAPPENS, YOU
HAVEN'T FOUND THEM ALL YET.  IF SOMETHING INTERESTING *DOES* HAPPEN,
IT MEANS YOU'RE GETTING A BONUS AND HAVE AN OPPORTUNITY TO GARNER MANY
MORE POINTS IN THE MASTER'S SECTION.  I MAY OCCASIONALLY OFFER HINTS
IF YOU SEEM TO BE HAVING TROUBLE.  IF I DO, I'LL WARN YOU IN ADVANCE
HOW MUCH IT WILL AFFECT YOUR SCORE TO ACCEPT THE HINTS.  FINALLY, TO
SAVE PAPER, YOU MAY SPECIFY "BRIEF", WHICH TELLS ME NEVER TO REPEAT
THE FULL DESCRIPTION OF A PLACE UNLESS YOU EXPLICITLY ASK ME TO.





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