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1993-11-24
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GAMESCAPE VGA ver G.3
Copyright 1988-93 Dennis Drew. Copyright strictly enforced.
NOW FEATURING INSTANT ON-LINE REGISTRATION!
IMPORTANT!
THIS FILE CONTAINS A MINI-TUTORIAL MANUAL. READ THIS
FILE *THOROUGHLY* TO GAIN MAXIMUM BENEFIT FROM GAMESCAPE.
Documentation file. Please read this. Use PGUP/PGDN to move through
the file. When finished, press ESC to continue with the GSCAPE program.
To print out this file, press P and then use PGDN to move through the
entire file. It will be printed as you scroll.
REGISTRATION FORM
(please print clearly)
NAME: __________________________________________________________
COMPANY NAME: __________________________________________________
ADDRESS: _______________________________________________________
CITY: ______________________ STATE: _______ ZIP: _______________
PHONE: (_____)_______-_______ PURCHASE DATE: _____/_____/______
PLEASE SEND ME:
____ GAMESCAPE GRAPHIC ($95) _____ GAMESCAPE LITE ($55)
I acquired this program from:___________________________________
On a scale of 1-10, I rate this program a:
1 2 3 4 5 6 7 8 9 10
I acknowledge that I have read and agree to the licensing agreement. I
request to have my name added to your mailing list for future updates
and information.
___________________________________________ ___________________
signed date
Please send: ___ 5.25" disks ___ 3.5" disks
enclose your check (we pay shipping) and mail to:
Dennis Drew PO Box 101 Joplin, MO 64802
VISA/MASTERCARD accepted
Please pay by international money order or a check drawn on a U.S.
bank. Due to difficulty in processing, no foreign checks, please.
NEW FEATURES
Gamescape has increased the number of FLAGS (variables) from 101
to 1500! We've increased the number of "words" from 300 + 3 synonyms
each to 600 + 3 synonyms each! We have also changed the manner in
which EGA graphics are stored; now instead of 5 files at a total of
over 56,000 bytes, EGA graphics are stored in two files of a total of
less than 28,000 bytes, giving you a BIG savings in disk space and
loading time. PLUS... what you've been waiting for... the registered
version of GAMESCAPE now has the ability to display 256-color VGA
graphics as well as ANIMIATED sequences!!! These new features make
GAMESCAPE more powerful than ever before!
ALL USERS!!! IMPORTANT!!!
The following two lines (with the minimum configurations shown) must
be in your CONFIG.SYS file on your DOS BOOT disk.
FILES=20
BUFFERS=20
If you do not have a CONFIG.SYS file on your DOS BOOT disk, or if it
does not contain at least the above specs, then you must update your
CONFIG.SYS file so that it does. To do this, switch to your main
boot drive (usually either A: or C:) and then enter the following
lines EXACTLY:
COPY CONFIG.SYS + CON CONFIG.SYS (press enter)
FILES=20 (press enter)
BUFFERS=20 (press enter)
(press F6 key)
(press ENTER)
(reboot your computer)
If you are unsure about how to do this, contact your computer dealer.
This computer file is a STANDARD requirement of most modern computer
programs and should be present on every computer system.
====================================================
GAMESCAPE
Now with Hi-Res Color Graphics !
VGA users have 256-color graphics and ANIMATION ability!
GAMESCAPE is the incredible program that allows you to design and
distribute your own adventure and role playing games.
NOTE:
This mini-manual is designed to give you an idea of the
possibilities of GameScape. The full manual along with extended
program commands is included with the registered version.
WHAT IS GAMESCAPE?
GAMESCAPE is the fantastic program that allows you to design and
distribute your own adventure games. GAMESCAPE is a powerful
"adventure engine" that allows you to describe locations and rooms,
objects, recognizable words, messages, and occurrences that happen
within the game. You can also include sound, music, and any of the
standard IBM special graphics characters (terrific for mapping).
Registered users can create high-resolution color graphics to go with
their games!
Gamescape encodes information so your game secrets cannot be
easily deciphered by end users, and allows games to be "linked" so
that your adventures can be of any length. It provides you the
ability to design incredibly detailed and LARGE adventure games with
far greater ease than using a raw programming langauge. Once the
game is finished, registered users are allowed to distribute the games
with NO ROYALTY FEE-- the initial registration is all that's required.
Imagine writing your own adventure games! Have your family play
them, give them to your friends, hand them out at computer clubs, or
even sell them and make a few bucks!
Gamescape is the incredible adventure game design system that lets
you do all this. Using simple commands which are thoroughly explained
by an easy-to-understand manual, you can do just about anything you
would want to do in adventure gaming:
* Define rooms, objects, monsters, and actions
* Draw maps, monsters and other objects
* Play music, sound alarms, beep warnings
* Display color graphics-- even scanned photographs!
* Drop to DOS and perform other program functions while using the
Gamescape environment (this opens a whole area of possibilities)
... and much more!
Gamescape also allows you to do things that no other adventure
system allows. Your games can be of unlimited size and cover multiple
disks! Full random features allow you to perform different actions,
depending on a "throw of the die". Rather than hundreds of pages of
instructions and loads of complex commands, Gamescape has a short,
consise, uncomplicated manual and just a few short but very powerful
and versatile commands. There is virtually no limitation to the
things you can do with Gamescape!
Purchasing this package and registering as an official user gives
you the right to distribute your adventure games without paying any
kind of a royalty fee.
So join the world of adventure gaming today. Gamescape is raw,
unbridled power, in an easy-to-use package.
==============================================
INSTRUCTIONS FOR USING GAMESCAPE
Gamescape is an adventure game development system. As such it is
a "programming environment" that provides great power and time-saving
methods of producing adventure games. You can also use it to develop
role-playing games, educational games, quizzes, puzzles and more!
To see how Gamescape works, enter the following command after
installation: GSCAPE SAMPLE
This is the game compiler that will turn the SAMPLE.ADV file into
an adventure game. Once the game is compiled, you may then play it by
exiting Gamescape and entering the command: SCAPERUN SAMPLE
This will allow you to play the sample adventure game. By
examining the TEST.ADV and SAMPLE.ADV files, you may get an idea of
how the Gamescape development system works.
Included with this program is GSEDIT.EXE, the powerful Gamescape
editor. We've also included a basic, 2-room adventure called EASY
which may be used with the EDITOR to see how Gamescape handles game
editing. To do this, enter: GSEDIT EASY
GAMESCAPE FILES
Once the GS system is "unarced", the following files are present:
NOTE: "Registered only" programs are included on this disk solely for
the purpose of instant online registration. When you register on the
telephone, these files will be opened up to you immediately. They
require registration for legal use.
GSCAPE.EXE Main GS "compiler", turns your adventure into
machine readable code.
GSEDIT.EXE The new GS editor, guides you through editing your
games-- helps prevent grammar errors.
SCAPERUN.EXE "Run-time module", must be distributed with your
compiled adventure code in order for the code to
work.
TABCONVT.EXE Converts tabs to spaces in your adventure files.
GRPHCONV.EXE Converts old Gamescape EGA files to new format.
TESTPCX.EXE Tests your .PCX graphics files to see if they're
compatible with Gamescape
FIXWS.COM Converts WordStar and other non-ASCII files to
straight ASCII.
EASY.ADV An easy to understand, simple adventure game example.
EASY.* Support files to be used with GSEDIT.EXE
TEST.ADV A sample adventure game that tests most GS functions.
STARTER.FIL Startup file that should be used as a basic model for
all of your adventure games.
SAMPLE.ADV Small, fully-developed sample adventure game.
SAMPLE.IN? "Include" files for SAMPLE.ADV.
*.GR? files Graphics files for SAMPLE.ADV
*.PCX files Graphics files for SAMPLE.ADV
GSGRAPH.EXE High resolution graphics development program.
Requires CGA/EGA/VGA. NOTE: This is not a shareware
program. Shareware users may experiment with GSGRAPH
but the graphics will not transfer to Gamescape.
It is included here for examination and
access to those who use our instant on-line
registration system. VGA graphics and animation are
available only through the use of the registered version.
PALETTE.DAT Standard EGA palette color file
MOUSECUR.COM Nice mouse driver to use with GSGRAPH.
If these files are not present, please contact us immediately with
the name and phone/address of the distributor who supplied the game to
you, and we'll make them rue their existence on earth (as well as
correct the situation).
WHAT IS GAMESCAPE?
Gamescape is an adventure engine. This means that it makes your
adventure go, by providing the "fuel".
An adventure engine allows you to write an adventure game, and
then execute it by feeding it into a distributable "run-time" program
that proceeds to make the game work. This allows the game to be
distributed. Gamescape has no memory limitation; it pulls its
information from disk. While the disk access takes a tiny bit longer
than a totally memory resident system, it does allow you to write
adventure games limited only by the size of your imagination
(Gamescape allows linking of multiple disks and/or multiple game
modules on a hard disk).
GAMESCAPE AND YOUR COMPUTER
As with any development system, the faster your computer, the
better. Gamescape is powerful. It allows you to develop games of
almost unlimited size and versatility. This of course takes
microprocessor, RAM and disk access time. While Gamescape works
properly on a "PC/XT" type machine (8088 microprocessor), it works
much better on faster computers.
8088 systems will work, but will be somewhat slow, especially
those that are floppy-based. This is not a fault of Gamescape, but of
the slow disk and memory access times of those machines. Of course,
using Gamescape is still much faster than trying to write an adventure
game with a standard language compiler. Then too, there is the
benefit that your games are no longer limited in size; you can design
adventure games limited only by the size of your disk. Gamescape
works well on a 12mhz 286 with a 28ms hard disk drive; that's the
minimal type of system we recommend for best results from your game
development environment. 386 and 486 systems really smoke.
But even 8088 disk users will derive value from Gamescape. Just
remember that if you have a slow computer, access will be slow. Be
patient. Realize that the first MS-DOS 8088 based computers were
produced in 1980. While they're by no means dinosaurs, the industry
has come a long way since then. If you plan to write and distribute
computer games, you might want to move up to a faster machine.
THE GAMESCAPE INTERFACE -- or how to make the thing work
NORMAL USE. To use Gamescape, you should start out with the
GSEDIT program and examine the EASY module. Check it out and study
how the logic works. Then when you have developed your basic skills,
you can move up to the more advanced functions using the registered
version of Gamescape and a text editor.
Once you've written the actual adventure, you use the GSCAPE.EXE
program to compile it. Compilation turns your adventure into a form
that Gamescape can read later when the game is actually played. If no
extension is present, Gamescape automatically adds the .ADV extension.
So to get the system to compile, you enter the command:
GSCAPE filename (you supply the filename)
The compiling function creates six new files with the same name as
your original datafile, but with the extensions of .GS1 through .GS6.
Then you execute the finished game by typing in:
SCAPERUN filename
Everything is automatic from there on. Don't expect your
adventure to work 100% correct the first time; as with any other
computer project, you'll make mistakes. But I've put a couple of
things in the programs to help you locate those errors, so you should
do OK.
Note that while we will help unregistered users figure out how to
install GAMESCAPE, we cannot help you in designing your own games
until you register.
Of course, when you distribute your adventure, you have to include
the SCAPERUN.EXE program with it, because that's what makes the thing
work. No problem there; Gamescape was designed with that in mind.
Just read the licensing agreement and you're all set. Remember that
registered users do have extra goodies that they can add to their
games. You will find that I'm very friendly with registered users.
I'll answer questions. I'll answer letters. Invite me to a party,
and I'll probably show up (you pay the travel expenses, o' course!).
TRY OUT THE SAMPLE GAME!
I've included three sample adventure games called EASY.ADV,
SAMPLE.ADV, and TEST.ADV. Try the EASY adventure first. Then try
SAMPLE and finally TEST. SAMPLE contains graphics, and demonstrates
how graphics appear in the Gamescape environment.
This will give you a feel for how Gamescape works, and will show
you how an adventure data file interfaces with the Gamescape program.
Go ahead and do this now before reading any further. SAMPLE is a
relatively easy adventure game. It may take you several tries before
you conquer it, but it only has 5 rooms and will take from 15 minutes
to an hour to play, depending on your gaming experience. Once you've
played it and read this manual, examine the files thoroughly to see
how Gamescape works.
HOW TO WRITE AN ADVENTURE GAME
There are 8 basic steps involved in writing an adventure game.
These are my concept and you can choose to follow them, alter them for
your own use, or ignore them as you wish. But I've found they work
for me and I feel that if you skip (or skimp on) any one of them, it
will detract from your game.
STEP 1. Start with a theme, a plot that tells what your game is
going to do. For example, with my popular game MAROONED AGAIN the
theme was:
You have crash-landed on an alien planet. But all is not lost;
you have found an alien ship. The crew apparently died from some
strange disease. The ship is still in good condition, but it was not
built for human anatomy to withstand a blast-off.
Fortunately, you have super-strong clones aboard your ship, but
they were damaged in the crash. They now only recognize 1 or 2 words
at a time. Your goal: send them aboard the alien ship, find the
components required to get it to blast off, and send them for help.
See how that works? You need a theme of your own, something to
tie the entire game together.
STEP 2. Once the theme is established, start writing down
individual things you'd like to have happen in the game. For example,
you may find a key that's required to open a door located elsewhere.
Or you may have to fight a robot to gain access to a room. Don't get
too complex. Take my word for it; adventure games get complex all on
their own as you start writing the actual code.
STEP 3. Draw a map. Set up rooms and corridors, or open land
areas, etc., keeping in mind the things in step 2 so you can
incorporate them into your map. Use a big sheet of paper and make the
rooms large (2" square is a good size) because you're going to be
scribbling in details later. The key to proper adventure game writing
is advanced planning. You should have the entire game designed before
you begin writing one line of code!
STEP 4. Number the rooms. Room #1 is always the starting
location of the adventure.
STEP 5. Go through the rooms one by one and make a list of the
OBJECTS in the rooms, and the WORDS that will be required to play the
adventure. This will only be a partial list; as you test the
adventure you'll probably find more objects and words that you'll
need. Try to be as thorough as possible.
STEP 6. Make sure the game is logical. One of the worst problems
with many adventure games is that the things the author requires you
to do don't make any sense. I remember one game I played where I
found an Egyptian statue that would kill me every time I got near it.
I could find no way around this. When I started asking around and
tore the game apart, I finally discovered that a ruby found earlier in
the game (which the game stated was a treasure) was actually the heart
of the statue, and had to be thrown into a lava pit. There were no
clues that this should be done, no hints. Totally illogical. I hate
an adventure game that requires the player to be stupid and do
ignorant and dumb things in order to make the game work (there is a
difference of course, between stupid things and sneaky things). So
ask yourself as you write the game: If I were playing the game, would
this be a logical thing to do, something that I might actually think
of doing? If the answer is "no", eliminate that thing and do it some
other way.
STEP 7. Once you're convinced the game is logical, begin writing
the code. There is a file called STARTER.FIL that should be the heart
of every adventure you write. It includes standard adventure
functions, as well as a few required adventure functions that you'll
need for each game. You can alter it any way you wish; it's just a
guideline to use.
Of course, do not alter STARTER.FIL itself; copy it to another
file: COPY STARTER.FIL MYGAME.ADV
Then use the MYGAME.ADV file to write your adventure.
NOTE: If you are using the GSEDIT editor, there is no need for the
STARTER.FIL file. However, experienced GS users almost always go to
direct game programming and bypass GSEDIT.
STEP 8. Writing the game and testing it yourself is called the
alpha stage. Beta test stage is the important one. Call in a friend
who enjoys playing adventure games (not two, because you'll want to
beta test this on several individuals) and let him have at it. Grab a
pencil and notebook and sit by him the whole time. Don't give any
hints unless the tester gets really stuck; figuring out the adventure
is part of the testing. Give hints and you'll ruin the spontenaity
such testing requires. Resign yourself to the fact that you will most
likely need several sessions to test a game propery. This is the
research & development stage; R&D takes time. Anything worth doing...
As you note errors in the game (and you will) write down the
circumstances and errors that result. Take legible, detailed notes.
But don't alter the game right then unless it is unplayable due to
that error. Let your friend finish playing, all the while writing
down alterations. Also, make notes of things you wish to add to the
game; you'll find lots of things to include that you didn't think of
before.
Once your friend has finished playing (this may take many, many
hours, or even several sessions, depending on the complexity of the
game) then make the changes to your game, and call over another
friend. Go through the same process again. Do this two, three, four,
or five times if necessary, until the game is playable. Don't try to
cover every possible situation that might occur; just make sure that
the things you do allow in your game, work properly.
After this is done, you are now to gamma production stage, which
means that your game is ready to distribute. You may still find minor
bugs in your code as the months go by, but none of them should
seriously affect game play and for the most part everything will be
fine.
============================
A BRIEF GAMESCAPE TUTORAL
This brief tutoral is designed to help you experience how a game
is written by using Gamescape. In order to write your own, full-
featured game, you will need the registered version and the Gamescape
manual. Understand please, that game writing is never easy; if it
was, EVERYONE would be doing it. But by using Gamescape as a tool,
you can greatly increase your game skills and reduce game writing
time.
The game we are going to write is called MYGAME. It is a very,
very simple game similar to our EASY game we have already included in
here. Let's use our 8-step method to produce the game. Please follow
these instructions step-by-step to get the hang of the thing.
1. THEME. Go in the kitchen and drink the milk. (A simple theme,
I know, but it will serve the purpose).
2. DETAILS. Start out in the main room. Go east to the kitchen.
Open the refrigerator. Get the milk. Drink the milk. Game ends.
3. MAP █████████████ █████████████
█ █████████ █
█ MAIN ROOM KITCHEN █
█ █████████ █
█████████████ █████████████
4. NUMBER ROOMS: 1 2
5. OBJECTS & WORDS:
OBJECTS
Main room: none
Kitchen: refrigerator, milk
WORDS
REFRIGERATOR/ICEBOX
GET/TAKE
OPEN
MILK
QUIT/END
LOOK
SEARCH/EXAMINE
EAST (to move from main room to kitchen)
WEST (to move from kitchen to main room)
DRINK (the milk)
6. MAKE THE GAME LOGICAL. It's milk we're drinking, not poison.
7. WRITE THE CODE. In order to do this, you will need to use the
GSEDIT program (to start with. Advanced users usually write their
code via a word processor). Enter the following commands exactly as
shown.
NOTE: For purposes of this tutoral, the symbol < will mean ENTER.
Items in [brackets] are game comments and are not to be entered
into the computer.
[From DOS:] GSEDIT<
[At title screen:] C [or] M [color or mono monitor]
[At shareware screen:] Y [to accept terms]
[At info screen:] < [remember that < means ENTER in this tutoral]
[First, let's tell the system what the name of the game is going to be:]
[At main menu:] E [Enter game name]
MYGAME<
Y [new game]
[Now let's describe the locations. There are two rooms.]
L [locations]
< [location number, defaults to next location]
Welcome to my game. This is a little test to see how easy it is to<
write a Gamescape adventure. To see this work, go east.<
[press ESC]
E< [specify exits. East is the only exit]
F6 [save this room]
L [locations]
< [defaults to location #2]
Well, it looks like you made it here. This is the kitchen.<
Feel free to look around.<
[press ESC]
W< [exits west]
F6 [save room]
[We have two objects to describe, a refrigerator and milk.]
[At main menu:] O [objects]
< [defaults to object #1]
REFRIGERATOR<
2< [starting location is room 2, the kitchen]
F6 [save the object]
O [objects]
< [defaults to object #2]
MILK<
301< [note that location 301 is in limbo. In other words, this]
[object is not visible at the beginning of the game.]
F6 [save object]
[Now we have to tell Gamescape which words to recognize.]
[At the main menu:] W [words]
< [defaults to word #1]
REFRIGERATOR< [this is the main word]
ICEBOX< [this is an acceptable synonym]
< [no 3rd equivalent]
< [no 4th equivalent]
F6 [save the word]
W [words]
< [defaults to word #2]
[now enter the rest of these words in this same manner:]
GET OPEN MILK QUIT WEST EAST
TAKE Q W E
END
LOOK SEARCH DRINK
EXAMINE QUAFF
EXAM
[Now we have to enter our messages, which basically are responses to
player actions:]
[At main menu:] M [messages]
< [defaults to message #1]
[What if the player tries to GET the REFRIGERATOR? We stop him.]
Ugh! That thing is far too heavy to lift!<
ESC [press escape key]
F6 [save message]
[Now repeat these steps with messages #2-6:]
[#2:]You manage to open the refrigerator.<
[#3:]You drink the milk and feel much better.<
Now you will have the energy to write more adventure games!<
[#4:]Sorry. This is an extremely simple game. Much too simple for that.<
[#5:]You don't seem to be holding any milk.<
[#6:]You have the milk!<
[Now we will tell Gamescape what commands it is to accept from the
player (and what commands not to accept!)
From the main menu:] C (commands)
[The command structure has three parts: Command, If's, Do's.
Basically, these mean that when a COMMAND is received, IF certain
conditions exist, then DO the following things.)
First, let's allow the player to look at whatever room he's in.
From the COMMAND menu:] C (Command)
LOOK< [the verb (first word) which will trigger this command]
< [pressing ENTER at a VERB or NOUN accepts ANY word, indicated by * ]
D [do]
A [show the room. Note that the screen blinks, but nothing else
happens. This is because the command has been automatically
recognized and entered. No further action is required on your part.
This is quite common in this section; so long as the screen blinks,
the system has recognized your instruction.]
B [terminate further actions]
F1 [exit the DO menu]
[Now press T to go to the top of the commands. See what has been
created? This is the basic command structure. You can press F2 to go
backward through the list, or ENTER to go forward. Be careful about
what you insert or erase in your commands. If an error occurs when
you try to compile or play the game, go back to your COMMANDS list and
see if something looks out of place. Now press E to go to the end of
commands, and continue on.]
[Allow the player to quit the game if he wants to.]
C [Command]
QUIT< [verb]
< [noun]
D [DO menu]
8 [QUIT]
B [terminate further actions]
F1 [exit the DO menu]
[Now let's allow the player to move from room to room.]
C [command]
EAST< [verb]
< [noun]
I [IF menu]
1 [AT]
1< [location 1]
F1 [exit IF menu]
D [DO menu]
G [GOTO]
2< [location 2]
A [SHOW the room]
B [terminate further actions]
F1 [exit DO menu]
C [command]
WEST< [verb]
< [noun]
I [IF menu]
1 [AT]
2< [location 2]
F1 [exit IF menu]
D [DO menu]
G [GOTO]
1< [location 1]
A [SHOW]
B [terminate further actions]
F1 [exit DO menu]
[Stop the player from getting the refrigerator.]
C [command]
GET< [verb]
REFRIGERATOR< [noun]
I [IF menu]
1 [AT]
2< [location 2]
F1 [exit IF menu]
D [DO menu]
K [PRINT]
1< [message 1]
B [terminate further actions]
F1 [exit DO menu]
[Note that this command will prevent the person from picking up the
refrigerator. But in addition, the IF AT 2 logic will prevent the
game from even recognizing the existence of the refrigerator if the
person is at location #1.]
[Allow the player to open the refrigerator]
C [command]
OPEN<
REFRIGERATOR<
I [IF]
1 [AT]
2<
F1 [exit IF menu]
D [DO]
I [move object]
2< [object #2, the milk]
2< [move to location #2, the kitchen]
K [PRINT]
2< [message #2]
B [terminate further actions
F1
[Allow the player to examine the refrigerator. The SHOW command will
display that the milk is present.]
C
SEARCH<
REFRIGERATOR<
I [IF]
1 [AT]
2<
F1
D [DO]
A [SHOW]
B [terminate]
F1
[Allow the player to get the milk... if he has searched the
refrigerator.]
C
GET<
MILK<
I [IF]
4 [EXIST]
2< [the milk]
2< [at location 2]
F1
D [DO]
I [move object]
2< [the milk]
302< [the player]
K [PRINT]
6< [message #6]
B
F1
[If the player has the milk, allow him to drink it]
C
DRINK<
MILK<
I [IF]
4 [EXIST]
2< [the milk]
302< [on the player]
F1
D [DO]
K [PRINT]
3< [message #3, which wins the game]
4 [END the game]
B
F1
[If the player doesn't have the milk and tries to drink it...]
C
DRINK<
MILK<
D [DO]
K [PRINT]
5 [message #5]
B
F1
F1 [exit COMMANDS menu]
[At main menu:] T [translate to Gamescape syntax]
F6 [go]
[At main menu:] Q [quit]
< [conclude the program]
[Now we need to take the translated game and compile it into
executable Gamescape code:]
[At DOS:] GSCAPE MYGAME<
C/M [color or mono monitor]
Y [accept terms]
< [press ENTER at description screen]
Y [do you wish to compile?]
Y [do you wish to display the source code?]
C [drive name.]
[Compilation is performed]
< [following compilation, press ENTER]
Q [quit at main menu]
< [conclude program]
[Now we can play the game. From DOS:] SCAPERUN MYGAME<
C/M [color or mono monitor?]
[Now play! Enjoy your hard-won efforts! If an error occurs, read
the DEBUGGING CODE section.]
DEVELOPING GRAPHICS
The graphics development system (GSGRAPH) is available to
registered users. Once you register, you will be able to incorporate
high-resolution graphics in your adventure games. Gamescape is the
most advanced and most powerful game development system in the world.
Registration brings you not only a full instruction manual and
advanced capabilities, it also allows you to distribute your developed
adventure games without a royalty fee. Please register today!
=================================================
IMPORTANT NOTICE ON NON-REGISTERED GAME DISTRIBUTION LICENSE:
You may distribute your GAMESCAPE adventures without being a
registered user, under the following license requirements:
1. You may not charge for your game in any form, not even a
diskette duplication fee. It is illegal to commercially distribute a
game without express, written permission from the author of Gamescape.
What this means in short is that you may give copies to your friends
and send them to penpals, but you may not market them in any fashion,
regardless of profit or non-profit motive. You may not distribute
your game through shareware channels or across BBSs. Doing so is
against Federal law and will be prosecuted upon discovery.
2. You may not use advanced GAMESCAPE features. Advanced features
are those found in the REGISTERED version, and include:
LINKing modules
Hires GRAPHICS (although you may use block graphics as is standard
with the shareware version)
VGA color graphics and animation
DROP TO DOS function
3. You may not present the game as registered. You may not use a
registered version of GAMESCAPE to produce your game (you must use the
shareware version).
4. The SCAPERUN.EXE program must be included (of course, or the
game won't work).
Non-compliance with any of these requirements will, by terms of
our license, void your ownership of your work (in other words, games
distributed against our license requirements become our property).
This is not so much for our benefit as it is to protect those who DO
pay for registration; they deserve the rewards of their payment.
SPECIAL REGISTERED USER NOTICE!!!
If you're a registered user, CONGRATULATIONS! You can just about
do what you want. That's what you paid for. You can use our advanced
functions including high-res graphics. You can charge bucks for your
work. You can distribute through shareware. You don't have to pay
royalties of any kind. You can give your games away or sell them, and
pursue any marketing method you wish. You are fully licensed. About
the only thing we require is standard, forseeable stuff, such as:
1. You must include the SCAPERUN.EXE program when you distribute
your game (naturally; it's the run-time module).
2. You may not alter or misrepresent the GAMESCAPE system in any
manner, or present your games in a manner contrary or harmful to our
concepts and purposes of GAMESCAPE. That's all; pretty simple stuff.
The bottom line: if you're an unregistered user, enjoy yourself;
we want you to have fun using this excellent program. But remember
that there's a lot more available to you if you register!
======================================================================
VERY IMPORTANT! DEBUGGING CODE
Gamescape is a very complex project, and I would be foolish to
imagine that some obscure bug doesn't exist somewhere. If you find a
legitimate bug, I will appreciate you letting me know. However,
please do so under the following guidelines:
#1 AND MOST IMPORTANT: Remember that Gamescape is a programming
environment, and it has been used to generate very complex adventure
games. It is therefore reasonable to assume that most (if not all) of
the bugs have been discovered. Whenever you find what you think is a
bug, realize that it is most likely in your game code, and not a
problem with Gamescape. Before you report a bug, go over your code
with a fine tooth comb.
#2: An error message does not mean a Gamescape bug. It likely is
pointing out a problem with your code. Check out the error; you may
find it means something like "printer not on" or "disk full" or
something like that. Or, it may mean you've left out a part of an
IF/DO line which causes Gamescape to return an error such as "Out of
string space" or "Bad record number" or "Illegal function call" (that
happens more than adventure programmers like to admit). Such things
are programmer errors, and are not likely to be a fault of Gamescape.
#3: If you do find what you feel to be a legitimate bug, write us
a letter fully documenting the info. A phone call is allowed as well,
but the phone is mainly for answering questions, not in trying to
trace down a supposed bug. If you can send us a disk with your source
code, that will be appreciated as well (source codes will be kept
extremely private and secured... we will not release or distribute
them under any circumstance. They will be used solely for the purpose
of documenting the bug).
#4: We will not consider any bug report from an unregistered
user. No exceptions. Sorry, but that's what registration means:
support. If you are unregistered then you are not aware of updates,
changes, techniques, etc. What you consider to be a "bug" will likely
be due to lack of understanding of the program. We will not waste
time with an unregistered "bug" report.
#5: If you do find a legitimate bug, we will send you one of our
nifty adventures free of charge, as well as give you credit for the
bug find in future documentation!
Thanks for your attention to these matters.
GAMESCAPE ERROR CODES
Gamescape is written using Microsoft QuickBASIC 4.5 (with some
fancy additions) and uses most standard BASIC error codes. I am
listing them here for your convenience in tracking down your game code
errors. Please note that an error that pops up does not likely mean
Gamescape has a bug; if you have not yet read the section on debugging
code, do so now. It is extremely important.
1 NEXT WITHOUT FOR
2 SYNTAX
3 RETURN WITHOUT GOSUB
4 OUT OF DATA
5 ILLEGAL FUNCTION CALL
6 OVERFLOW
7 OUT OF MEMORY
8 UNDEFINED LINE NUMBER
9 SUBSCRIPT OUT OF RANGE
10 DUPLICATE DEFINITION
11 DIVISION BY ZERO
12 ILLEGAL DIRECT
13 TYPE MISMATCH
14 OUT OF STRING SPACE
15 STRING TOO LONG
16 STRING FORMULA TOO COMPLEX
17 CAN'T CONTINUE
18 UNDEFINED USER FUNCTION
19 NO RESUME
20 RESUME WITHOUT ERROR
22 MISSING OPERAND
23 LINE BUFFER OVERFLOW
24 DEVICE TIMEOUT
25 DEVICE FAULT
26 FOR WITHOUT NEXT
27 OUT OF PAPER
29 WHILE WITHOUT WEND
30 WEND WITHOUT WHILE
50 FIELD OVERFLOW
51 INTERNAL ERROR
52 BAD FILE NUMBER
53 FILE NOT FOUND
54 BAD FILE MODE
55 FILE ALREADY OPEN
57 DEVICE I/O ERROR
58 FILE ALREADY EXISTS
61 DISK FULL
62 INPUT PAST END
63 BAD RECORD NUMBER
64 BAD FILE NAME
66 DIRECT STATEMENT IN FILE
67 TOO MANY FILES
68 DEVICE UNAVAILABLE
69 COMMUNICATION BUFFER OVERFLOW
70 DISK WRITE PROTECT
71 DISK NOT READY
72 DISK MEDIA ERROR
73 ADVANCED FEATURE
74 RENAME ACROSS DISKS
75 PATH/FILE ACCESS ERROR
76 PATH NOT FOUND (you probably didn't install CONFIG.SYS properly)
Please register for Gamescape. Not only does registration provide
you with expanded abilities and privileges, registrations encourage
us to update the program and add even more power, so that your games
can be more impressive than ever before. The more registrations we
receive, the more eager we are to provide regular updates to the
program. Thank you for registering !
SPECIAL THANKS
EARNEST ALEXANDER of Rutland VT was of immense help in developing
the more efficient EGA routines and the PCX palette routines. I had
tried using the Crescent Software Graphics Workshop, but their palette
reader was so slow (about 5 seconds) as to be unusable for Gamescape
purposes. Earnest assisted me in putting together a far more
efficient PCX reader, and also helped me find a way to cut the size
the EGA files by half. He received a free copy of GAMESCAPE GRAPHIC
for his efforts. THANKS!
The remainder of this manual is contained in the registered
version. To get started writing your own adventure games, please use
the GSEDIT program. Realize however, that the registered manual
provides you with a great deal of information that is required for
professional game development.
THANK YOU FOR EXAMINING GAMESCAPE
end of manual
Gamescape is written and published by:
Drew Software PO Box 101 Joplin, MO 64802 (417)781-4248
======================================================================
Please read the following:
IMPORTANT: HOW TO OBTAIN THE INSTRUCTION MANUAL
Our programs are very easy to use. You do not need an instruction
manual to operate them. However, the manual allows you to gain
greater benefit from this program. To get the manual, you must
REGISTER with us. We depend on your registration fee to continue
operation. Registration brings you:
1. Instruction manual.
2. Call-in telephone support.
3. Places you on our mailing list for notification of future
updates.
4. A more advanced version of the program.
We will support you if you register; absolutely no support will be
given to non-registered users.
USER REGISTRATION AND LICENSE AGREEMENT
ARTICLE 1. ACCEPTANCE.
In registering for our programs, the user agrees to abide by all
articles and restrictions of this license. It is the responsibility of
the purchaser to note the items of this license, and decide upon
agreeability of its terms prior to the registration of the program.
ARTICLE 2. LICENSING.
This program is licensed, not sold. As such, the user/
purchaser has the right to use the program on a day-to-day basis,
but recognizes the ownership of the program and all materials as
belonging to Dennis Drew.
ARTICLE 3. COPYING AND DISTRIBUTION
This program is USER SUPPORTED. You are encouraged to copy
the SHAREWARE diskette and give it to your friends and acquaintences.
You may use this program freely and distribute it as you wish.
However, the following restrictions do apply:
1. You may not charge a fee for this program, other than for
the cost of duplication.
2. You may not alter the program or supporting items in any
manner, may not add to or remove items from the disk.
3. You may not copy or reproduce in any way the instruction manual
that is available for this program. The instruction manual is provided
to REGISTERED USERS ONLY. Copying of this manual in any form is
strictly forbidden. If several copies of the manual are required,
then a discount is provided on request.
4. Shareware companies must obtain a distribution license from the
author.
ARTICLE 4. WARRANTY AND LIABILITY.
It is the responsibility of the purchaser to decide upon
usability and application of this program to his/her particular
needs. Every effort has been made to insure the accuracy and
reliability of this program. However, since the success of this
program relies a great deal upon individual use and dedication to
the use thereof, and the fact that this program is user copiable
(thus limiting our control over what the end-user receives),
We will not be held responsible for any results obtained from the
direct or indirect use of this program nor does this program
comply to the laws of merchantability of any state.
ARTICLE 5. TERMINATION.
If the user/purchaser breaks any article of this agreement,
all items pertaining to the program shall be returned to the
publisher. This will not exclude any additional punitive damages
incurred according to national and civil laws.
ARTICLE 6. CUSTOMER SUPPORT.
We are eager to support our customers. Technical assistance is
available to REGISTERED USERS ONLY by calling (417)781-4248 Monday
through Friday during the hours of 9am to 5pm.
If your diskette is damaged in any way, return it to us along
with $10.00 to cover cost of replacement. We will rush you a new
diskette.
It is recognized that the purchaser is already bound by the terms
of the LICENSING AGREEMENT enclosed with this package. This
registration form serves two purposes:
1. To emphasize agreement with the terms of the license.
2. To allow us to provide you with timely updates and information.
Thank you for registering!