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Length: 12416 (0x3080) Types: TextFile Names: »ADVENT.DOC«
└─⟦9f1fc2afd⟧ Bits:30005939 Spil: Pacman, Invaders, Kong til RC700 └─ ⟦this⟧ »ADVENT.DOC«
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. >«eof»