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Assassins 2 - Ultimate Games No. 2 (1995)(Weird Science)[!][Amiga-CD32-CDTV].iso
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1995-01-01
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T.A.C.L.
The Adventure Construction Language
Copyright (c) 1988, 1989
by Kevin S. Kelm
and Alternate Realities
Produced by Micro Momentum, Inc.
This document is freely distributable when accompanied by PADV.
PADV
(Play ADVenture)
Tutorial
GETTING STARTED
The easiest way to play an adventure is to click on the
icon of the Game that you want to play from Workbench.
Double click on the Game Part I icon to start the game. The
game will load PADV (The adventure player) and then load the
game you have selected.
Note: The same thing can be accomplished by typing "PADV
GameName" from the CLI. (Remember to substitute the actual name
of the game that you want to play for "GameName".)
PADV is the fun part of TACL, where you play the games that
you or someone else has created with MADV. PADV has been
designed to be as flexible as possible, and each computer's
version is written to take advantage of any special capabilities
available on that computer. The Amiga version, for example,
uses pull-down menus, special windows for various functions, a
separate screen for graphics which may be manipulated using the
standard Amiga layering and drag gadgets, speech, and other
Amiga-specific features.
LOADING AN ADVENTURE
From the Workbench, either double click on the icon of the
game that you wish to play, or double click on the PADV icon to
load PADV, and then load the game by using the menu options in
PADV as described below.
From the Command Line Interpreter (CLI), type "PADV
GameName.GAM" or "PADV GameName," or just type "PADV," and then
load the game using the menu options as described below. Note
that PADV often uses a lot of stack space, and THE STACK SIZE
SHOULD BE SET TO AT LEAST 20,000 BYTES. To do this, type "STACK
20000" at the CLI prompt, or put it in your Startup-Sequence.
(Just edit the file "s:Startup-Sequence" and add the "STACK
20000" line somewhere in the file.)
PADV's MENUS
Padv has three main menus. The ADVENTURE menu allows
control over which adventure game to play and system options,
the GAME menu allows save, restore, and restart options, and the
OPTIONS menu allows you to toggle Graphics, Audio, and Speech.
The ADVENTURE menu is as follows:
Load (Right-Amiga-R)
Colors (Right-Amiga-C)
About (Right-Amiga-A)
Help (Right-Amiga-H)
Quit (Right-Amiga-Q)
Use the LOAD Option to load an new adventure, or to change
to a different adventure. See the section below about LOAD and
SAVE game for a complete description of how to use the file
requestor.
As screen colors are a matter of personal choice, feel free
to adjust the colors to your personal favorites with the COLORS
menu option. At the end of the game session, PADV will attempt
to save the file "TACL-PAdv.Config" to the "s:" directory so
that next time you run PADV, it will start with your favorite
colors as well as your selections for Graphics, Audio and
Speech.
The ABOUT option will display a window with some
information about PADV's legal status.
The HELP menu option, the Right-Amiga-H combination, or the
HELP Key can be used to pop up a window that describes the
commands that are always available in any adventure. Note that
both the help and about windows, and any PADV requesters will
accept keyboard input. The help and about windows will accept
any keypress as an "OK", and any requesters that ask for a yes
or no response will accept "Y" or "N" from the keyboard.
The GAME menu is as follows:
New (Right-Amiga-N)
Load (Right-Amiga-L)
Save (Right-Amiga-S)
Select the NEW option to abandon your current game, and re-
start the adventure from the beginning.
Use the LOAD and SAVE functions to save games in progress
and to resume from any previously saved point. PADV is a nice
program, and does not erase your saved games when your character
dies. This means that you may continually keep trying to get
past a difficult portion of the adventure, if you have saved
your game just before your character died.
Both LOAD and SAVE games, and LOAD adventure will pop up a
file requester. To look for files in the directory that you
were last in (or started the program from), just click in the
display window. If you wish to look on a specific drive just
click on the appropriate icon on the right side of the
requester. You may not have all of the drives or devices
listed, so ignore the ones that you don't have. If you have a
device that isn't listed on a gadget, click in the path selector
on the bottom, and type in the device name followed by a colon
(:). If you already know which file you want, you may just type
it in the file selector by first clicking in that box, and
typing the name of the file that you wish to load or save. The
PARENT gadget will back up one directory, and the ROOT gadget
will read the root directory of the current device. When you
see the file you want, either double click on the filename, or
single click, and then click the OK gadget. If you decide that
you want to stop and go back to what you were doing, click the
CANCEL gadget.
The OPTIONS Menu is as follows:
Graphics
Audio
Speech
No keyboard shortcuts are available for this menu, but
options from this menu are generally not used often and this
should not be an inconvenience. Each Item in this menu has a
submenu that will have a checkmark in front of the current state
of each option. The GRAPHICS submenu will turn the graphics
screen on and off, thus enabling you to see or not see any
graphics that may be part of the adventure that you are
currently playing. The AUDIO submenu turns any sound effects in
the adventure on and off. The SPEECH option will read ALL text,
including PADV requesters, help window and about window using the
Amiga's built in speech capabilities. The submenu allows three
different speech speeds to be selected to suit your personal
taste. This feature is included in the hope that it may prove
useful -- for a child learning to read, for someone who has
difficulty seeing the computer screen, or for someone who just
wants to show off the Amiga.
KEYS
PADV's keys are simple and fairly straightforward.
In addition to the menu-shortcuts mentioned above, all the
standard characters "0" thru "9", "a" thru "z", and "A" thru
"Z", dash "-", underscore "_", the spacebar, the up and down
cursor control keys, F1, F2, F10, the backspace, return, help,
and escape keys are accepted. Here's how to use them.
ESC Blanks the current line of input.
UpArrow Recall the last line of input.
Use to re-do a previous command.
DownArrow Recall the first line of input.
Help Display the quick help window.
F1 Toggle between text and graphics.
F2 Toggle image select window.
F3 Toggle the EXITS window.
BackSpace Delete the last character typed.
(as usual)
Return Tell PADV you're done typing that
line, and to try and do what
you've asked.
Other Keys Same as usual. (i.e. the "A" key
will type an "a" or an "A")
Use the F1 key to swap back and forth between the graphics
screen and the text screen. The graphics screen will pop to the
front automatically after any graphics are drawn or displayed,
to return to the game, press F1 WITHOUT clicking in the graphics
window. If you accidentally do click in the graphics window,
click about one centimeter to the left of the upper right corner
of the screen. The layering gadgets are really there, in their
usual places, but are invisible.
The F2 key is used to toggle the image select window. When
visible, this window will display all objects (and the current
room) for which there are images. The first one is usually the
room, any items in the player's inventory that have images are
next, followed by the objects in the current room, if they have
images. You do not have to wait for the adventure to display
these, but single-clicking on any listed object or room will
draw and display the picture for that object. This allows every
object to have its own picture, often saving on long
explanations. If you don't want to see the objects that have
available pictures, except when they are automatically displayed
by the adventure program, then press the F2 key and the image
select window will disappear. Note that clicking on the close
gadget will turn off the whole graphics system.
The F3 key toggles the presence of the EXITS window. This
window will always show the exits that the player may use to leave
the current room or place. They are arranged in a circle with "N"
for "North" at the top. Following clockwise, they are Northeast,
East, Southeast, South, Southwest, West and Northwest. In the center
are "U" for Up and "D" for Down. These abbreviations will appear only
when that corresponding exit is valid.
PADV's STANDARD COMMANDS
PADV has several commands that are standard, and should
always be available, but most of these can be re-defined by the
Adventure creator, and may function differently.
ALL Directions: NORTH, NORTHWEST, NORTHEAST, SOUTH,
SOUTHWEST, SOUTHEAST, EAST, WEST, UP, and DOWN, including
abbreviations (N, NE, NW, S, SW, SE, E, W, U, D) are standard,
and move you from room to room as described in the room's links.
(See MADV section for complete details on room links)
The SCORE command will display your current score.
The INVENTORY (abbreviated as "I") command will display all
objects that you are currently carrying.
The LOOK (abbreviated as "L") will display the full room
description that you got when you walked into the room the first
time.
LOAD or RESTORE will bring up the "LOAD GAME" file
requester, to allow you to continue or re-start an adventure.
SAVE will give you a file requester to save your current
position in an adventure so that you can continue from that
position at a later time.
QUIT will do the obvious, but will first give you a last
chance to confirm your request before doing so.
SENTENCE STRUCTURE
One of the most important parts of an adventure game is the
command parser. TACL's parser is a solid, top quality parser,
but in order to simplify the TACL language, it is not as complex
as some parsers. Generally, the biggest limitation is that TACL
only allows one verb per sentence, and one sentence per turn,
unless specifically implemented for specific situations by the
adventure writer. The following sentence structures are standard,
and should serve for almost all situations. Once again, other
sentence structures can be used in certain situations, but supporting
them is up the the adventure's author. Note that articles (A, AN, THE
and THAT) can be placed in front of any noun (or in front of the
adjective in front of the noun.)
SENTENCE STRUCTURE LISTING
<verb> <noun>
ex: GRAB TIMER
<verb> <adjective> <noun>
ex: GRAB the NUCLEAR BOMB
<verb> <noun> <preposition> <noun>
ex: DETONATE the BOMB WITH the TIMER
<verb> <adj> <noun> <preposition> <noun>
ex: STEAL the SECRET DOCUMENT FROM the AGENT
<verb> <adj> <noun> <prep> <adj> <noun>
ex: DECODE SECRET DOCUMENT WITH the DECODER RING
<verb> <prep> <noun>
ex: LOOK UNDER the TRASHCAN
<verb> <prep> <adj> <noun>
ex: SEARCH THROUGH the OAK DESK
OFTEN USED SPECIAL CASES: (These must be specifically
implemented by the adventure writer.)
<verb> <preposition>
ex: LAY DOWN
ex: STAND UP
<verb>
ex: YELL
ex: SLEEP
We hope that you enjoy using PADV when playing adventure
games written with the TACL system.
REMEMBER: PADV NEEDS A STACK OF AT LEAST 20K!!!