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Text File
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1995-08-09
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16KB
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616 lines
┴─╓┼╬╘╒╥┼ ╫╧╥╦ ╙╚╧╨
├ONVERTED TO ├64 BY ─AVID ╘URNBULL
FROM AN ┴PPLESOFT PROGRAM BY
╩ENNY ╙CHMIDT
APPEARING IN ╬IBBLE MAGAZINE. (═AY'85)
┴╫╙ WAS DESIGNED TO SIMPLIFY THE
TEDIOUS PROCESS OF WRITING A TEXT
ADVENTURE. ╫RITING AN ADVENTURE IN
┬┴╙╔├ CAN BECOME VERY COMPLICATED EVEN
THOUGH THE LOGIC NEEDED IS VERY SIMPLE.
╫ITH ┴╫╙ YOU CAN WRITE AN ADVENTURE
TWENTY TIMES FASTER AND EASIER THAN IN
┬┴╙╔├.
┴╫╙ IS TWO PROGRAMS DESIGNED TO
WORK TOGETHER TO MAKE A PLAYABLE
ADVENTURE. ┴╫╙.╫╥╔╘┼╥ ALLOWS YOU TO
ENTER THE NECESSARY DATA FOR
┴╫╙.╨╠┴┘┼╥ TO INTERPRET.
┬EFORE YOU CAN WRITE AN ADVENTURE
YOU MUST THINK ABOUT THE DESIGN. ╔N
A SAMPLE ADVENTURE INCLUDED IN THESE
INSTRUCTIONS THE OBJECT IS TO KILL
THE ─RAGON. ╔N ORDER TO WIN YOU NEED
TO GET THE NECKLACE WHICH IS HIDDEN
IN A ROOM BLOCKED BY A BOULDER.
╔ THINK THE BEST WAY TO LEARN
SOMETHING IS TO TRY IT YOURSELF.
SO LOAD ┴╫╙.╫╥╔╘┼╥ AND ENTER THE
ADVENTURE NAME : SAMPLE <╥┼╘╒╥╬>
╫HAT YOU SEE NOW IS THE MAIN MENU.
┘OU NEED TO CHOOSE ALL OF THE OPTIONS
AND CREATE FOUR DIFFERENT FILES TO BE
READ BY ┴╫╙.╨╠┴┘┼╥. (╘WO FILES ARE
HANDLED BY THE SAME EDITOR.)
─┼╙├╥╔╨╘╔╧╬╙
├HOOSE ─ FROM THE MENU. ╬OW ENTER
THE DESCRIPTION FOR SECTION 1. ─╧╬'╘
PRESS <╥┼╘╒╥╬> UNTIL YOU HAVE THE
ENTIRE DESCRIPTION TYPED IN. ╒SE SPACES
TO WRAP THE WORD TO THE NEXT LINE. ╫HEN
YOU TYPE IN YOUR OWN DESCRIPTIONS DON'T
INCLUDE ANY MOVABLE OBJECTS IN THE
DESCRIPTION, AS THE PLAYER CAN PICK
THESE UP AND DROP THEM IN ANOTHER ROOM
WHILE THE DESCRIPTION IS STILL IN THE
ORIGINAL ROOM.
┴FTER YOU HAVE TYPED IN THE
DESCRIPTION YOU ARE PROMPTED FOR THE
SIX POSSIBLE DIRECTIONS THE PLAYER CAN
MOVE IN. ╔F YOU ENTERED 4 FOR ╬ORTH
THAT WOULD MEAN WHEN THE PLAYER TRIED
TO GO NORTH HE WOULD BE MOVED TO
SECTION FOUR. ╘HE SAME GOES FOR ALL THE
OTHER DIRECTIONS. ╔F YOU DON'T WANT A
PLAYER TO MOVE IN A CERTAIN DIRECTION
TYPE IN THE NUMBER CORESPONDING TO
THE ROOM YOU ARE ON. (╔F YOU ARE IN
ROOM TWO, TYPE 2 FOR ANY DIRECTION YOU
DON'T WANT THE PLAYER TO MOVE IN.)
╞INISH TYPING IN THE REST OF THE
DESCRIPTIONS. ╫HEN YOU ARE DONE TYPE IN
╙┴╓┼ AT A ╙┼├╘╔╧╬ PROMPT AND PRESS
RETURN. ╘HE COMPUTER WILL THEN SAVE
YOUR WORK. ┴FTER THE SAVE IS DONE TYPE
╤╒╔╘ TO GO BACK TO THE MAIN MENU. ╔F
YOU MADE ANY CHANGES SINCE THE LAST
SAVE OR LOAD THE COMPUTER WILL ASK YOU
IF YOU ARE SURE YOU WANT TO EXIT.
┘OU CAN ENTER OTHER COMMANDS TOO.
╘HESE ARE LISTED IN TABLE 1 FOR YOUR
REFERENCE.
╧┬╩┼├╘╙
╙ELECT ╧ FROM THE MAIN MENU. ╘HIS
IS THE OBJECT EDITOR. ╘HIS WORKS THE
SAME AS THE DESCRIPTION EDITOR EXCEPT
THAT TYPING A LONE <╥┼╘╒╥╬> IS NOT
ALLOWED.
╘O MAKE AN OBJECT TYPE IN THE
NAME THEN THE SCORE THE PLAYER WILL
RECIEVE WHEN HE/SHE PICKS IT UP. ╘HEN
TYPE IN THE ROOM THE OBJECT IS FIRST
FOUND IN. ╫HEN YOU ARE DONE WITH THE
EXAMPLE TYPE ╙┴╓┼ <╥┼╘╒╥╬> THEN ╤╒╔╘.
┴├╘╔╧╬╙
╘HE ACTIONS PART IS THE MAIN BULK
OF THE PROGRAM. ╔T IS HERE WHERE YOU
WILL ENTER THE PROGRAM ┴╫╙.╨╠┴┘┼╥ NEEDS
TO CONTROL WHAT HAPPENS. ┘OU SHOULD SEE
A PROMPT ASKING YOU WHAT KIND OF
ACTIONS YOU WANT TO EDIT.
┴ USER-PROMPTED ACTION RESULTS
FROM A PLAYER TYPING A COMMAND AND
THE USER-PROMPTED ACTION LIST BEING
EXECUTED TO HANDLE THE COMMAND THE
PLAYER TYPES IN.
┴╫╙ HAS A FEW COMMANDS BUILT IN.
╘HESE INCLUDE THE SIX DIRECTIONS THE
PLAYER CAN MOVE IN, AND ╠╧╧╦,
╔╬╓┼╬╘╧╥┘ (╔), ╙├╧╥┼, ╟┼╘, ╘┴╦┼, ─╥╧╨,
╤╒╔╘, AND ╙┴╓┼. ╘HESE WILL NOT BE
EXECUTED IF ┴╫╙.╨╠┴┘┼╥ COMES ACROSS
ANYTHING EXCEPT A DECISION STATEMENT.
┴ NON-USER-PROMPTED ACTION IS
ANYTHING THAT IS NOT DIRECTLY AFFECTED
BY A PLAYERS ACTION. ╙UCH AS THE
╚OBGOBLINS ACTIONS IN OUR MINI -
ADVENTURE.
╒SING THE EDITOR IS EASY. ╫HEN YOU
ARE ENTERING THE LINES (YOU WILL SEE
LINE NUMBERS BEFORE THE CURSOR) YOU
CAN TYPE A LONE <╥┼╘╒╥╬> TO GO TO THE
ACTION EDITOR MENU. ╞ROM THIS MENU YOU
CAN EDIT THE LINES YOU ALREADY TYPED
IN. ┴LL THE COMMANDS ARE LISTED IN
╘ABLE 2.
╫HEN MAKING CHANGES ╔ SUGGEST YOU
MAKE A HARD COPY OF THE FULL LISTING
AND MARK YOUR CHANGES THERE. ╫HEN THAT
IS DONE START EDITING FOR THE LAST LINE
TO THE FIRST LINE. ╘HAT WAY THE LINE
NUMBERS DON'T GET MESSED UP AFTER YOU
INSERT. ┴LSO THERE IS NOT AN OPTION TO
CHANGE A LINE. ╘O DO SO INSERT A LINE
WHERE YOU WANT THE CHANGE TO GO THEN
LIST THE LINES AND MAKE SURE THE CHANGE
IS REALLY WHAT YOU WANT AND DELETE THE
OLD LINE.
< ═AKE SURE ALL INDENTING IS CORRECT >
┘OU CAN FINISH ENTERING ╙┴═╨╠┼
NOW. ═AKE SURE YOU ENTER BOTH ACTIONS.
┘OU CAN NOW PLAY YOUR ADVENTURE.
╘O DO SO GO TO THE MAIN MENU AND CHOOSE
╤. ┘OU WILL BE ASKED IF YOU WANT TO
╥UN ┴╫╙.╨╠┴┘┼╥? ┴NSWER ┘.
╫HEN ┴╫╙.╨╠┴┘┼╥ IS RUN TYPE IN
SAMPLE FOR THE ┴DVENTURE ╬AME. ┘OU CAN
USE ALL THE COMMANDS LISTED EARLIER
PLUS THE COMMANDS ADDED IN THE USER -
PROMPTED ACTION LISTING.
╫HEN ACCEPTING AN INPUT ┴╫╙.╨╠┴┘┼╥
ONLY LOOK AT THE FIRST AND LAST FOUR
LETTERS OF THE INPUT. ╦EEP THIS IN MIND
AT ALL TIMES.
╙╧═┼ ┼╪┴═╨╠┼╙ ┼╪╨╠┴╔╬┼─
╘HE FOLLOWING ARE SOME EXAMPLES
TO HELP YOU UNDERSTAND HOW TO MAKE
AN ADVENTURE OF YOUR OWN.
I RING
.P ┘OU ARE WEARING A RING.
┘OU CAN USE ╘ABLE 3 & 4 FOR
REFERENCE. ╬EVER CAPITALIZE ANYTHING
UNLESS IT IS BEING PRINTED.
╘HIS EXAMPLE CHECKS TO SEE IF YOU
HAVE A RING IN YOUR INVENTORY. ╔F YOU
DO IT PRINTS "┘OU ARE WEARING A RING"
╬OTICE THE INDENTATION. ╘HIS IS
TO DECIDE WHAT WILL BE EXECUTED WHEN.
╘HE NEXT LINE WILL BE EXECUTED IN ONLY
THREE SITUATIONS:
1. ╔F THE LAST CONDITION FAILED AND THE
NUMBER OF INDENTATIONS OF THE NEXT
STATEMENT IS LESS THAN OR EQUAL TO
THE LAST STATEMENT.
2. ╔F THE LAST CONDITION SUCCEEDED AND
THE NUMBER OF INDENTATIONS OF THE
LAST STATEMENT IN NOT EQUAL TO THE
NUMBER OF INDENTATIONS OF THE NEXT
STATEMENT.
3. ╔F THE LAST STATEMENT WAS AN
OPERATION (╘ABLE 4)
┘OU CAN ALSO HAVE TWO OR MORE
CONDITIONS OVERLAPPED:
C ALAKAZAM
.I RING
..J 3
..P ┘OU ARE TELEPORTED TO THE TOWER.
╘HIS MEANS THE PLAYER MUST SAY
ALAKAZAM AND MUST OWN A RING BEFORE
HE IS TELEPORTED TO THE TOWER.
╧R TWO OR MORE CONDITIONS CAN WORK
TOGETHER.
C GO DOOR
C IN DOOR
C ENTER DOOR
C THROUGH DOOR
.J 6
╘HIS MEANS THAT ANY ONE OF THE
FOUR COMMAND CONDITIONS CAN BE TRUE
AND THE PLAYER WILL GO TO ROOM 6.
┘OU CAN DO A LOT BY COMBINING
DIFFERENT CONDITIONS:
C WEAR RING
C PUT ON RING
C ON RING
.M RING
..P ┘OU DON'T HAVE A RING.
.I RING
..P ┘OU ARE IMMEDIATELY TRANSPORTED TO THE CASTLE.
╘HIS MAKES SURE THAT A PLAYER IS
HOLDING A RING AND TELLING THE COMPUTER
YOU WANT TO WEAR IT. ╔F YOU UNDERSTAND
THIS YOU WILL HAVE NO PROBLEM IN USING
┴╫╙.
╞╠┴╟╙
╞LAGS ARE LIKE ┬┴╙╔├ VARIABLES.
┘OU CAN USE UP TO 99 DIFFERENT FLAGS IN
ANY ONE ADVENTURE. ╫HEN USING FLAGS
YOU MUST ALWAYS TYPE IN AS A TWO DIGIT
NUMBER. ╚ERE ARE SOME EXAMPLES.
C LIGHT MATCH
C USE MATCH
.F 01 = 1
..P ┘OU ARE OUT OF MATCHES.
.F 01 > 0
..P ╧K.
..$ 01 + -1
╘HIS WILL CHECK IF THE PLAYER
WANTS TO LIGHT A MATCH AND WILL KEEP
TRACK OF HOW MANY MATCHES YOU HAVE
LEFT.
╙┴═╨╠┼ ┴─╓┼╬╘╒╥┼
─┼╙├╥╔╨╘╔╧╬╙
╙┼├╘╔╧╬ 1 -
┘OU STAND ON A GRAY, SMOKING PLAIN.
╧NCE A LOVELY, GREEN FOREST STOOD HERE-
╬OW ALL THAT REMAINS ARE ASHES AND
BURIED TREE STUMPS. ┘OU SEE A CAVE TO
THE NORTH. ├OULD IT BE THE LAIR OF A
╞╔╥┼-┬╥┼┴╘╚╔╬╟ ─╥┴╟╧╬?
╬ORTH? 2
╙OUTH? 1
┼AST? 1
╫EST? 1
╒P? 1
─OWN? 1
╙┼├╘╔╧╬ 2 -
┘OU ARE IN THE DRAGON'S CAVE. ╔T IS
STIFLINGLY HOT, AND THE AIR SMELLS
FOUL. ╘HE FOREST LIES TO THE SOUTH OF
THE CAVE. ╘HERE IS A PASSAGE TO THE
WEST.
╬ORTH? 2
╙OUTH? 1
┼AST? 2
╫EST? 4
╒P? 2
─OWN? 2
╙┼├╘╔╧╬ 3 -
╘HIS IS A SMALL ROOM IN THE CAVE. ╘HE
AIR HERE IS NOT QUITE AS FOUL. ╘HERE IS
A PASSAGE TO THE WEST.
╬ORTH? 3
╙OUTH? 3
┼AST? 3
╫EST? 2
╒P? 3
─OWN? 3
╙┼├╘╔╧╬ 4 -
╘HIS IS THE DRAGON'S LAIR. ╔T IS VERY
HOT, AND THE AIR SMELLS SO BAD IT IS
HARD TO BREATHE.
╬ORTH? 4
╙OUTH? 4
┼AST? 2
╫EST? 4
╒P? 4
─OWN? 4
╙┼├╘╔╧╬ 5 -
SAVE
╙┼├╘╔╧╬ 5 -
QUIT
╧┬╩┼├╘╙
╧┬╩┼├╘ 1:
╙WORD
╓ALUE: 0
╙ECTION: 1
╧┬╩┼├╘ 2:
╬ECKLACE
╓ALUE: 250
╙ECTION: 3
╧┬╩┼├╘ 3:
SAVE
╧┬╩┼├╘ 3:
QUIT
╒╙┼╥-╨╥╧═╨╘┼─ ┴├╘╔╧╬╙
001 C MOVE BOULDER
002 C SLI