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READ.TAD
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1992-11-17
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TADS, the Text Adventure Development System version 2.0
Copyright (c) 1990, 1992 by Michael J. Roberts. All rights reserved.
This package was prepared November, 1992.
This software is being distributed as shareware. You may use and redistribute
it subject to the usual shareware rules; see LICENSE.DOC for full details.
You are requested to register your copy as described in LICENSE.DOC. Please
see ORDER.FRM for information on ordering this and other High Energy Software
products.
We appreciate the concerns many people have about registering their shareware:
authors move or just disappear. This is why we use a post office box (at a
REAL US Post Office!) to ensure that our address stays the same indefinitely.
We have a big pile of TADS manuals waiting for your order, and plan to be in
business for quite some time. Please help us out by taking a manual off of
our hands - you'll be glad you did! If you have any questions or comments,
we would love to hear from you; see ORDER.FRM for our address. Thanks for
your interest!
Attention Version 1 Users!
------------------------
TADS Version 2.0 is intended to be compatible with games written for v1.
However, there are a few differences. If you experience any difficulty
compiling a game that was working with v1, try using the "V1 Compatibility
Mode" option. On the Macintosh, use the "Options - V1 Compatibility..." menu,
and check the appropriate boxes. Most v1 games that have problems with v2
need only the "rename 'do' keyword" option to be checked.
Documentation
-------------
You should download the TADS Documentation archive, TADS2DOC.ZIP (on DOS)
or TADS2DOC.SIT (on Macintosh) [note - these extensions may be changed if
the sysop of your BBS or on-line service has repackaged the archive with
a different compression tool]. This file contains overview documentation
for TADS, as well as the source for "Ditch Day Drifter", a complete sample
game.
Additional documentation is available to registered users. When you
register your copy of TADS, we'll send you the printed TADS Author's Manual,
with over 200 pages of details about writing games with the system. The
Author's Manual contains numerous examples, and includes an entire chapter
devoted to examples of programming common adventure scenarios.
Getting Started
---------------
To get started with TADS, first copy all of the files into a folder on your
hard disk. You should test everything out by compiling Ditch Day Drifter.
Double-click on the "TADS Compiler" application. In the compiler's dialog,
click the "Select" button to the right of the field labelled "File to compile".
Select DITCH.T, then click on the "Compile" button. The compile will process
DITCH.T, providing you with a status report box while it's running. When
it's done, "*** Compilation Completed ***" will be displayed in the message
window. You can now click on the "Quit" button to dismiss the compiler.
Note that DITCH.T is part of the separate TADS Documentation archive;
you should be able to get this archive from the same place you got the
archive containing the TADS executables.
After you have compiled Ditch, you can run the game simply by double-clicking
on the "DITCH.GAM" document icon, or you can double-click on the
"TADS Run-Time" application and then select DITCH.GAM from the file dialog.
Please read DITCH.DOC for information on playing the game. This file also
describes many features of the run-time system, including the parser.
Notes for Macintosh users
-------------------------
While playing a game, you can edit command lines using the normal Macintosh text
editing methods. You can copy from any text on the screen, and paste into the
command line. The "review mode" that the documentation refers to is not actually
a "mode" on the Macintosh; instead, you can look back through text that has
scrolled out of the window by using the scroll bar as usual.
At the top of the window is the Status Line, which shows your location and the
current score and turn count.
Each saved game is stored in a separate file, so there is no limit to the
number of games you an save (except for how much space you have on your disks).
When you save or restore a game, a standard file selector dialogue will be
displayed that will allow you to select a filename.
If you have limited memory in your Mac, you may need to adjust the
compiler's memory usage so it fits. If the compiler runs out of
memory, it will tell you the amount of memory it is consuming and
suggest that you run again with a lower -m option. For example,
if the compiler displays a message like this:
*** Note for -m option:
*** Current cache size is 256000
ditch.t, line 3501: TADS-1: out of memory
you can run again by specifying a smaller size for the cache. Simply
enter a new size, such as 200000, in the "Maximum cache size" field.
This tells the compiler to restrict its memory usage to the size you,
specified which it does by swapping excess space out to a disk file.
If you're running MultiFinder, you may be able to make more memory
available to the compiler without forcing it to swap to disk by raising
the "Current size" field in the Get-Info dialog for the compiler.
For More Information
--------------------
If you would like more information, or if you have comments on the system,
please contact us at:
High Energy Software
P.O. Box 50422
Palo Alto, CA 94303
The fastest way to reach us is through the High Energy BBS. Set
your modem to 14,400bps (or any lower speed), N-8-1, and dial
415-493-2420. The BBS is open to the public -- you don't need to
be a registered user of any our products to access the system.
Feel free to browse the message conferences and libraries on the
BBS; you may be able to find the answer to your question without
having to wait for a reply.
We can be reached by electronic mail through selected on-line services:
CompuServe: User ID 73737,417
GEnie: Mail Name M.ROBERTS10
Internet users can send us electronic mail through CompuServe, and we
can reply to Internet addresses. Send mail to 73737.417@compuserve.com
(note that the comma in the CompuServe address becomes a period for
Internet users).