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- THIS DISK CONTAINS THE FOLLOWING FILES:
-
-
- STARTREK.TXT THIS IS THE ORIGINAL SOURCE FILE FROM WHICH THIS PACKAGE WAS
- DEVELOPED. IT IS PURPORTED TO RUN AS IS WITH MITS 8K BASIC. IT
- CONTAINS ALL THE REMARKS, AUTHOR CREDITS ETC. IF YOU HAVE THIS
- BASIC WITH ASCII-LOAD CAPABILITY, TRY IT !!
-
- BIGTREK.ASC THIS IS THE RESULT OF HAVING TRIED TO TRIM THE ABOVE SOURCE SO
- AS TO GET IT TO RUN (IN A 64K SYSTEM) WITH MICROSOFT'S MBASIC.
- IT PRESENTLY IS ALMOST SHORT ENOUGH, BUT NOT QUITE. BECAUSE OF
- THIS, THE OBJECTIVE BECAME TO MAKE IT SUITABLE FOR TDL'S DISK
- BASIC RUNNING IN 64K. IT RUNS QUITE NICELY THAT WAY. ALL OF THE
- FEATURES OF THE ABOVE PROGRAM ARE RETAINED, AND A COUPLE OF NEW
- ONES HAVE BEEN IMPLEMENTED.
-
- BIGTREK.BAS THIS IS THE COMPACTED MACHINE CODE OF THE ABOVE FILE WHICH
- LOADS ABOUT 50 TIMES FASTER THAN THE ASCII VERSION (TDL DISK
- BASIC ONLY). THE PROPER STEPS TO LOAD THIS ARE AS FOLLOWS :
- (ASSUME YOU HAVE LOADED TDL BASIC INTO A 64K SYSTEM)...
- 1 - OPEN#1,"I","BIGTREK.BAS" <CR>
- 2 - LOAD "B" <CR>
- 3 - CLOSE#1,"I" <CR>
- 4 - RUN <CR>
-
- TREKINFO.DOC A BRIEF TUTORIAL ON THE RULES FOR PLAYING THIS, CROSS-REFER-
- ENCED WHERE POSSIBLE WITH THE FAMILIAR COMMANDS OF THE MORE
- COMMONLY AVAILABLE 'STARTREKS'.
-
- TREKMOD.ASC SEE EXPLANATION (IN POST-SCRIPT).
-
- STRTRK/2.ASC THIS IS INCLUDED BECAUSE I LIKE THE 'COMMUNICATIONS' AND 'MIS-
- SION-PROGRESS-REPORTS' THAT HAVE BEEN IMPLEMENTED IN THIS MUCH
- SMALLER (STILL > 20K) VERSION.
-
- NO MATTER HOW YOU GO WITH THIS, IT IS LIKELY THAT YOU WILL NEED 64K (PERHAPS
- 60K IF YOU USE 8K BASIC) TO RUN IT AT ALL. ONLY GUARANTEE IS THAT IT WILL RUN
- WITH TDL DISK BASIC/64K AS IS.
-
- SINCE I CAN RUN THIS, I LEAVE IT TO SOMEONE ELSE TO GET IT WORKING WITH EITHER
- MICROSOFT DISK BASIC (OR BASIC-E). ONE SUGGESTION FOR THE FORMER PROJECT MIGHT
- BE TO PARTITION THIS PROGRAM INTO TWO MODULES. THE FIRST WOULD CONTAIN ALL OF
- THE LINES RELATING TO GALAXY INITIALIZATION, DIMENSIONING STATEMENTS, DATA-
- TABLES AND ALL BEGINNING OF GAME DIALOGUE - IN OTHER WORDS, LINES NOT REFER-
- ENCED AFTER GAME IS IN PROGRESS. THIS FILE MIGHT BE CALLED 'STARMOD1.ASC'. THE
- OTHER MODULE, 'STARMOD2.ASC' WOULD CONTAIN EVERYTHING ELSE. THE LAST COMMAND
- (TO BASIC) IN 'STARMOD1.ASC' WOULD BE: MERGE"STARMOD2.ASC". BOTH MODULES WOULD
- HAVE TO BE RENUMBERED IN SUCH A WAY THAT AT THE BEGINNING OF THE 'MERGE', EACH
- NEW LINE OF 'STARMOD2' WOULD WIPE OUT A LINE OF 'STARMOD1' WHICH HAD THE SAME
- LINE NUMBER (UNTIL EVERY LINE OF FIRST MODULE WAS OVERWRITTEN BY A NEW LINE
- FROM SECOND MODULE). ONE CHANGE WOULD BE NECESSITATED IN THE SECOND MODULE: IF
- A PLAYER REPLIED 'Y' TO THE QUESTION, 'ANOTHER GAME ?' A BRANCH WOULD NEED TO
- BE MADE TO A LINE WITH THE FOLLOWING COMMAND, - RUN "STARMOD1.ASC". THIS SOL-
- UTION IS A BIT 'KLUGEY', BUT PERHAPS PREFERABLE TO FURTHER TRIMMING. SEE THE
- 'P.S.' BELOW; THE MICROSOFT MANUAL IMPLYS (BY NO PROHIBITION) THE LIKELIHOOD
- OF SUCH (ABOVE-MENTIONED) ARTIFICES BEING EFFECTIVE. THE DISAPPOINTMENT THAT
- MR. DOGGE ENCOUNTERED SHOULD BE ATTRIBUTED TO HONEST EXPERIMENTATION COMBINED
- WITH (THE TYPICALLY) INADEQUATE DOCUMENTATION.
-
-
-
- HAVE FUN !!! - ZOSO
-
-
- LATE NOTE: THE EXPERIMENT WITH MERGING TWO OR MORE MODULES HAS BEEN TRIED. I
- AM SAD TO REPORT THAT THIS APPROACH APPARENTLY DOES NOT WORK. IT SEEMS THAT
- THE EFFECT OF THE 'MERGE' FUNCTION IS TO DESTROY DATA (IN ADDITION TO CERTAIN
- LINE NUMBERS). MY THANKS TO MR. E. DOGGE FOR THIS INFO. E.D. ALSO SENT A 'TRIM-
- JOB' OF 'BIGTREK' CALLED 'TREKMOD'; IT PLAYS THE SAME GAME, BUT LACKS THE 'SCO-
- RING' AND 'VISUAL' FUNCTIONS. NOT TO DEMEAN MR. DOGGE'S EFFORT, I CAN'T PER-
- SONALLY SEE HOW THIS PARTICULAR 'STARTREK' CAN BE MEANINGFUL WITHOUT THE SCO-
- RING ROUTINE. IF THIS WERE MY 'BABY', I WOULD (IF NECESSARY) REDUCE EVERY BIT
- OF (TEXTUAL) CONSOLE OUTPUT TO A 2 DIGIT CODE SO AS TO RETAIN 'SCORING'; THE
- 'VISUALS' ARE CUTE BUT NON-ESSENTIAL. SEE WHAT YOU THINK. ALSO !!! THERE ARE
- (IN THE 'BIGTREK' FILES ONLY) SOME CRUCIAL ERROR TRAPS WHICH I INSERTED. LOOK
- FOR THESE AT THE BEGINNING OF THE 'NAVIGATE' AND 'IMPULSE' SUBROUTINES. THE
- COMMON STARTREK PRACTISE OF INPUTTING A '0' WARP-FACTOR (DISTANCE) TO ABORT
- AN IMPROPERLY ENTERED NAVIGATION ROUTINE WILL, WITHOUT THESE TRAPS, GIVE YOU
- A 'SUBSCRIPT OUT OF BOUNDS' ERROR, AND THE GAME WILL HAVE BEEN (LITERALLY)
- LOST. I SUGGEST COPYING THESE EXACTLY IF YOU WILL BE TRYING THE 'TREKMOD' IM-
- PLEMENTATION.
-
-
-
-