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S~ T U X J Z F  B * 4l > Hn R B $ ^ 6B.~BLVXj2JV8v  (<2FXrrvF.r,SAC.PI1:K************************* STOS ADVENTURE CREATOR v1.04 ********************K**************************** WRITTEN BY DEANO 1992 ************************ L= LocationsC= Connections O= ObjectsE= Examine messages M= MessagesK= Load game dataS= Save game dataQ= Quit to desktopF= Create folderN= Clear adventure data FREE MEMORY: lcoemqnsf*.*,Create a folder,k*.ADV,Load work data.ADV*.*,Create a folder,*.ADV,Save work data.ADVF****************************** LOCATIONS *****************************F**********************************************************************I= Insert a LocationA= Amend a LocationP= Print a LocationL= List all LocationsD= Delete a Location M= Main MenuSpare Locations:iapldmLocation Bank FullLocationAmend LocationLocation not inserted: ; ;Location inserted, press a keyLocation amended, press a key:Print LocationLocation not inserted:Location, press any key:No Locations foundLocation&====================================== Q Press any key:Delete Location no:;Location not inserted:Location DeletedmG***************************** CONNECTIONS *****************************E*********************************************************************A= Amend ConnectionsP= Print a ConnectionL= List Connections M= Main menuaplmNo Connections foundAmend Location.==================== Connections from location ===================="Press direction letter (Q to quit)9N(N) S(S) W(W) E(E) NW(Z) NE(X) SW(C) SE(V) UP(U) DOWN(D)nNorth goes to LocationsSouth goes to LocationwWest goes to Location;eEast goes to Location;zNorth west goes to Location;xNorth east goes to Location;cSouth west goes to Location;vSouth east goes to Location;uUp goes to Location;dDowm goes to Location;qPrint Location.==================== Connections from location ====================:North goes to LocationSouth goes to LocationWest goes to Location;East goes to Location;North west goes to Location;North east goes to Location;South west goes to Location;South east goes to Location;Up goes to Location;Down goes to Location; Press any key:.==================== Connections from location ====================:North goes to LocationSouth goes to LocationWest goes to Location;East goes to Location;North west goes to Location;North east goes to Location;South west goes to Location;South east goes to Location;Up goes to Location;Down goes to Location;Q Press any key:K******************************** OBJECTS **********************************K***************************************************************************I= Insert Object TextA= Amend Object TextO= Object LocationS= Special LocationL= List Object Text M= Main MenuChoose an option Spare Objects:iaoslm Object number; is >;The word for this object is;$** Object inserted (Press a key) **Amend Object number;That Object is not Inserted: Object number; is >;The word for this object is;#** Object amended (Press a key) **:No Objects found (Press a key)Amend Object Number;That Object is not Inserted:Object is This object appears at Location;No Objects found (Press a key)Amend Object Number;That Object is not Inserted:Object is 2W =worn C = carried N= not created O= no optionThis object iswcnoNo Objects found (Press a key)Object is The Object word is ;and it is found at Location;and it is wornand it is carriedand it is not yet created(**************************************** Q** press any key **:I**************************** EXAMINE MESSAGES ***************************H************************************************************************I= Insert Object MessageA= Amend Object MessageL= Location MessagesO= List Object messagesU= List Location messages M= Main menuSpare Object messages:Spare Location messages:ialoumExamine message for Object%** Message inserted (Press a key) **:No Messages found (Press a key):Amend Message numberThat Message is not InsertedDescription for Object number;$** Message amended (Press a key) **LocationExamine message for LocationExamine what ?%** Message inserted (Press a key) **:No Messages found (Press a key):Examine Message for Object&************************************** Q** press any key **:(No Location messages found (Press a key)Examine Message for LocationPlayer must examine &************************************** Q** press any key **:H***************************** GAME MESSAGES ****************************H************************************************************************I= Insert MessageA= Amend MessageL= List messagesD= Delete message M= Main menuSpare messagesialdmMessage Amend Message; ; ;Message inserted, press a key:Message amended, press a keyNo Messages found (Press a key):Message; is:&************************************** Q** press any key **:Delete Message no:Message not insertedMessage Deleted:FILE NOT FOUNDDISK WRITE PROTECTED (04<@DHL\``/`Window 102** %$%pb)$.F&zV!*t'(z-%%<*:!!2!D!x) (PPP(PP((#|"##&&#X## n#%B%H%N$*$l$$$^$z%V&%^&.'J$!$*.CRH~#3K 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J"K2: H0g0 `0 2QLFe Qx`GSDjxSBg Qv` 0.n d0.n SnfBNuByV͝Jg PbE RI:r09 HI>42(A<9 N:9 8LSE$H&I 2H@6C H402g`6Qͽeg`3VNu  0fL&p@b&  $ (h0 "  @    8  Ɯ0    : ApJ0gS0fQ3FGI4:gyDdydDzgB<:tf Q3H`,f2PAt2ItRAta`M|$zzJVgVg MQ`vK6.:20kJn g@ gJ@`@BDgz0 D`eBDLA0@0@4J   g@RBA0HAb<=CTC=C0Jng(Jn f"Az00@p@gHfp;@ mB@aJng4K mB4`B@a`Mf Jn g n g =n`BV`gE?420H JXC=CJfKH;|a8`0 f=|K ;|a` f=|a` fBA20=A =B`zgr020TC=CE Edn2VAJfBn `H f=| `2 f `$ f@?@ g@ gaf` f2KHBU` f2BnBm ` f2BnBU` f@A``KE|g-eKQ3: zN-d0f0 @gZ24YmY9HghHtR@A`THBA4mjBA` 2c2g0P@A`$BA,mjBA` AcrAA-fP m-0ka`<gB@a`.B`(+HB@p20;AX@B-Nuan cifb#JX3BByDBAM0g =@=@=@=| <BnBnMRA Af#>3:NuBy:ByN3F3HBCp5BQC\pSBQp C.BQI$|8Gt Bf a` t QNu,?@NuAg&SA0:3FAFAPAB(NuAgSA0:3FAB0NuBy<BL:BEXIT$(BL):BLF ** LOAD TITLE SCREEN ** Pload "SAC.PI1" : flash offZ ***** VARIBLES *****(d 4::q,,wnj txBVLOC:BNTURNS:BDSC0RE:B:CARRYBCAR:B0WEARBWEA:B&SCR8BW0RN:BCARRIED:BNC  PUT YOUR VARIBLES HEREȊҊ܊ *** CHECK FOR PICTURE ***(B&SCR d  ** OPEN HIDDEN WINDOW **D:,,,(,,,::"" ***** PRINT LOCATION ***** ,DLOCATION$(BVLOC)6@@BL :BWRD$(BL):BL$J *** HIGH PRIORITY EVENTS ***T^hr|$ this is the part of the game  where the computer checks(Š for any danger or any characters&̊ befor the player gets a chance֊ to input a command&&0 ** CHECK FOR OBJECT PRESENT **:BFOUND"DlBLBOB:N&]OB_LOC(BL)BVLOCFOUND XBL2bBFOUND: You can see:<lBFOUNDANO:ADONE"vXBLBOBP&]OB_LOC(BL)BVLOC ;OBJECT$(L) BL2AD:ANO:ADONE. **** SPILT LINE INTO SINGLE WORDS ****:>;AA$:AA$BNTURNS(ACOUNT:ACHAR Ɵ0.ATEST(AA$, ,ACHAR)bڢATEST"LTESTCHARBL(AA$)ACHAR^BWRD$(ACOUNT)(AA$,ACHAR,BL):ACHARATEST:ACOUNT(ATESTACOUNT * *** CHECK IF DIRECTION ENTERED *** BLr BWRD$()BEXIT$(BL)BWRD$()BEXIT$(BL)AD$C H PUT DIFFERENT EXITS HERER\fpz&ADVʢ#ctMAP(BVLOC,AD)@BVLOC#ctMAP(BVLOC,AD)::~You can't go that way.:ADONE*Ԋ **** NORMAL ADVENTURE COMMANDS ****0ޢBWRD$()i.4BWRD$()quit HBWRD$()helpSorry no help.:4BWRD$()load4BWRD$()save0BWRD$()r,NBWRD$()lBWRD$()look,RBWRD$()picsBWRD$()offSCRR BWRD$()picsBWRD$()onSCR$t. ** INVENTORY **"8BLBOBVB&]OB_LOC(BL)BW0RNYou are wearing ;aOBJECT$(BL)ZL&]OB_LOC(BL)BCARRIEDYou are carrying ;aOBJECT$(BL) VBLL`B:CARRYB0WEARYou are carrying nothing.j`t *** GET OBJECT ***2~BWRD$()get4$ PUT SPECIAL GET COMMANDS HEREĊΊ؊ ("2AOB<WRD$()all&OB_LOC(A)LOC You now have ;OBJECT$(A):&OB_LOC(A)CARRIED:CARRY:NO:DONEHFCARRYYou can't carry anymore.: PA"ZLOBdWRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDYou already have ;OBJECT$(L):NO:DONEnWRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDYou already have ;OBJECT$(L):NO:DONExWRD$()OB_NAME$(L)&OB_LOC(L)LOC You now have ;OBJECT$(L):CARRY:&OB_LOC(L)CARRIED:NO:DONE:WRD$():WRD$()WRD$()OB_NAME$(L)&OB_LOC(L)LOC You now have ;OBJECT$(L):CARRY:&OB_LOC(L)CARRIED:NO:DONE:WRD$():WRD$()HCARRYYou can't carry anymore.: LtNOYou can't get that.:DONE:WRD$():WRD$() *** DROP OBJECT ***4BWRD$()dropŜȊҊ&܊ PUT SPECIAL DROP COMMANDS HERE",6@J"TAOB^WRD$()all&OB_LOC(A)CARRIEDYou have dropped ;OBJECT$(A):&OB_LOC(A)LOC:CARRY:NO:DONE hA"rLOB|WRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDYou don't have ;OBJECT$(L):WRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDYou don't have ;OBJECT$(L):WRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDYou have dropped ;OBJECT$(L):&OB_LOC(L)LOC:CARRY:NO:DONE:WRD$():WRD$()WRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDYou have dropped ;OBJECT$(L):&OB_LOC(L)LOC:CARRY:NO:DONE:WRD$():WRD$() LzNOYou are not carrying that.:DONE:WRD$():WRD$() *** EXAMINE OBJECT ***6¢BWRD$()examinep̊֊* PUT REVEALING OBJECT COMMANDS HERE"LOB&WRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDEX_OB$(L):NO:DONE:WRD$():WRD$()0WRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDEX_OB$(L):NO:DONE:WRD$():WRD$()~:WRD$()OB_NAME$(L)&OB_LOC(L)LOCYou should pick it up first.:~DWRD$()OB_NAME$(L)&OB_LOC(L)LOCYou should pick it up first.: NL X *** EXAMINE LOCATION ***blv, PUT LOCATION REVEALING COMMANDS HERE"LLOƢWRD$()EX_NAME$(L)LOC&EX_LOC(L)EX_MESS$(L):NO:DONE:WRD$():WRD$()ТWRD$()EX_NAME$(L)LOC&EX_LOC(L)EX_MESS$(L):NO:DONE:WRD$():WRD$() ڂLNOYou can't see anything special.:DONE:WRD$():WRD$() *** WEAR OBJECT ***4BWRD$()wear & PUT SPECIAL WEAR COMMANDS HERE*4>H"RLOB\WRD$()OB_NAME$(L)&OB_LOC(L)W0RNYou are already wearing it.:fWRD$()OB_NAME$(L)&OB_LOC(L)W0RNYou are already wearing it.:pWRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDYou are now wearing ;OBJECT$(L):&OB_LOC(L)W0RN:CARRY:WEAR:NO:DONE:WRD$():WRD$()zWRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDYou are now wearing ;OBJECT$(L):&OB_LOC(L)W0RN:CARRY:WEAR:NO:DONE:WRD$():WRD$() LtNOYou can't wear that.:DONE:WRD$():WRD$() *** REMOVE OBJECT ***6BWRD$()remove B( PUT SPECIAL REMOVE COMMANDS HEREʊԊފ"LOB WRD$()OB_NAME$(L)&OB_LOC(L)W0RNOk you have took it off.:&OB_LOC(L)CARRIED:CARRY:WEAR:NO:DONE:WRD$():WRD$() WRD$()OB_NAME$(L)&OB_LOC(L)W0RNOk you have took it off.:&OB_LOC(L)CARRIED:CARRY:WEAR:NO:DONE:WRD$():WRD$()| WRD$()OB_NAME$(L)&OB_LOC(L)W0RNYou are not wearing it.:| $WRD$()OB_NAME$(L)&OB_LOC(L)W0RNYou are not wearing it.: .Lz 8NOYou are not wearing that.:DONE:WRD$():WRD$() B *** OPEN ***4 LBWRD$()open  V ` j ENTER OPEN COMMANDS HERE t ~ n NO It won't open:DONE:WRD$():WRD$() *** CLOSE ***4 BWRD$()closet   Ċ ENTER CLOSE COMMANDS HERE Ί ؊ n NOIt won't close:DONE:WRD$():WRD$() *** QUIT SECTION *** Are you sure (Y/N): N$()& N$y 2& N$n, ( 2 2You have taken;TURNS; turnsN <and have scored;SC0RE; points.:play again (Y/N): FN$()F PN$y:::::n Z: d *** LOAD A PICTURE ***8 nP$PIC((LOC) ).MBK" xP$,:, Y0 ,,,J,Y,, Y ,: *** GAME DATA ***h ,,,,,,,,,,,, , , , n,north,s,south,w,west,e,east,nw,ne,sw,se,u,up,d,down* Ȋ ****** LOW PRIORITY COMMANDS ****** Ҋ ܊   $  if none of the local commands0  are used then the game looks at this part0  to see if any of these commands are used* " this is the part of the game where. , the game checks for low priority events 6 @ J T ^ h r |       Š ̊ ֊        & 0 : D N X b l v  8 ADONESorry I can't do that. JBX BWRD$(BX)andWRD$()WRD$(X):WRD$()WRD$(X):WRD$(X): BWRD$(BX)thenWRD$()WRD$(X):WRD$()WRD$(X):WRD$(X):> BWRD$(BX)it : ƂBX И`" ڝOOB0 OBJ(A$,OB_NAME$(O))D OBJWRD$(X)OB_NAME$(O) O:*  <<< ADVEN DATA FILE NOT ON DISK >>>8 , :.ADV FILE NOT FOUND::  <<< DISK ERRORS >>>N 0file not found.Disk write protected. * 4 ~~~ LOAD SAC DATA ~~~ >#,GAME.ADV: H#,BCAR:#,BWEA:#,BOBH MߏBXBOB:#,&]OB_LOC(BX):BX R#,BELH WBXBEL:#,&QEX_LOC(BX):BX \#,BzME( f#,BrLO:#,BjEOp kBbABrLO:B\B :#,#ctMAP(BbA,B\B):B\B:BbAJ pBXBzME:#,CMESSAGE$(BX):BXJ z/BXBEL:#,KxEX_NAME$(BX):BXJ yBXBOB:#,P>OB_NAME$(BX):BXL BXBrLO:#,DLOCATION$(BX):BXJ BXBOB:#,aOBJECT$(BX):BXJ YBXBEL:#,XLEX_MESS$(BX):BXH ʝBXBjEO:#,VEX_OB$(BX):BX ޠ#:B ~~~~ PUT OBJECTS BACK IN OLD POSTIONS AND RESET FLAGS ~~~~#,GAME.ADV:ؠ#,CAR:#,WEA:#,OBHXOB:#,&OB_LOC(X):X㠣#,ELHXEL:#,&EX_LOC(X):X堣#,ME(栣#,LO:#,EOpALO:B :#,#MAP(A,B):B:A#:  *** SAVE GAME POSTION *** Saving data#,POSTIONP#,LOC:#,WEAR:#,CARRY:#,SC0REȊҊ܊$ PUT VARIBLES TO BE SAVED HEREFXOB:#,&OB_LOC(X):X#:,  *** LOAD GAME POSTION *** Loading data#,POSTIONR#,LOC:#,WEAR:#,CARRY:#,SC0REĊ&Ί PUT VARIBLES TO BE LOADED HERE؊HXOB:#,&OB_LOC(X):X#:, 1 1 4 2 1000 2000 3000 0 0 0 2 0 2 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 dog coat bucket lamp Room one. Room 2. a dog. a coat. a bucket. a lamp (lit).  1 1 10 3000 15 10 18 2000 14 3000 1000 17 3000 6 3 5 5 10 12 12 30 18 10 7 2 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 2 4 0 0 0 0 0 6 0 0 3 0 5 6 0 0 0 0 0 0 0 0 0 4 0 0 0 0 0 0 0 0 4 0 3 0 0 0 0 0 11 1 8 9 0 0 0 0 0 0 0 0 0 7 0 0 0 0 0 0 0 0 7 0 0 0 0 0 0 0 0 9 0 0 0 0 0 0 0 0 0 7 0 0 0 0 0 0 0 0 0 11 13 14 0 0 0 0 0 0 15 0 0 12 0 0 0 0 0 0 0 12 0 18 0 0 0 0 0 0 0 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 17 0 15 0 0 0 0 0 0 16 0 0 0 0 0 0 14 0 0 0 0 0 0 0 I have found a key in the fountain. The padlock breaks off. As I look in the sack, a bright red glow dazzles me. Its the bloodstone. As I take the book the bookcase opens revealing some stairs down. The torch is now on. The cake is stale, I choke to death. The stairs giveway under me, I'm dead. The shed door is now open. The door opens with a loud creak. I drop the bloodstone on the grave andit blows up. Nipping back to the houseyou see its gone, you faint and come to in your own room. Game complete. The gates have a padlock on them. The gates are wide open. Ray says get on with it. Ray says C'mon then. Ray bites his nails. Ray looks nervous. Ray smiles at me. Ray blows kisses at me. Ray starts to cry. Ray looks at me and laughs. Ray wants his mum. Ray stubs his toe and swears. Ray says Poo, wheres me fags. Ray says I'm bent you know. Ray picks his nose. Ray says What the f**k..... Rays feeling randy. Ray says Wheres the pubs. Ray says Wheres the monsters then. Ray wets himself. grave organ font table staircase. staircase key book hammer letter torch cake bloodstone coat sack torch I am in a small foggy clearing. The chilly wind breezes through the soggy grass and the darkness closes in on me. A large house stands to the north and south I see a graveyard. I stand before the cast iron gates of the graveyard which lead south. Back to the north stands a clearing. Here we are in the graveyard, a place with the feeling of death and misery which gives me the creeps. The open gates stand north from where a light shines its glow upon a grave. A large church is south and to the southeast I see the churchyard. This is the church of St Johns which looks many years old and the entrance lies west. The churchyard stands to the east and south is the graveyard. I am greeted with a great warmth as I enter the church which is deserted except for a row of seats, a rusty oldpipe organ and a white marble font. A large oak door leads east. The splendid brightness of the church seems to light up its yard as I enter it. A large moss covered stone wall runs around the yard and the church stands west. I can also go northwest. Emerging from the clearing I find myself in a large garden belonging to the large house which is north. On thewest side of the garden I see a large fountain and west a run down shed. To the south is a clearing. The glorious sight of the white marblefountain overwelms me as I walk over to it but sadly it no long seems to sprinkle. I can go east. I stand outside the shed which seems to be old and rotting and a scratched door leads north inside it. Far to thewest I see the large garden. I am inside the shed. All I can see isa large oak table. I can leave south. I stand outside the victorian style house before the front door, the door leads north and south is the garden. The mighty hallway of the house has anold fashioned feel about it. An old rickerty staircase leads up to a tiny corridor and doors lead west and east.I can leave south. I find myself in the living room whichis completely bare except for the odd layer of dust. There is an awful smellof death in this room and the walls are chipped and leaky. There is a doorto the east and one to the north. I am in the kitchen, an old rusty stove sits in the corner next to a broken stool. To the east stands a small room and south is a door. I'm now in the library surrounded by books neatly arranged in dusty old bookcases. I can only go south. I find myself in a dingy dull passage leading southwest. Stairs lead up. I have emerged into a stone room whichis bare with the odd cracks in the walls. I can go northeast. I enter the small room and see a smallwriting desk without any drawers. A stool is under it. I can leave west. a door key. a book. an hammer. a letter. a torch. some cake. the bloodstone. my coat. a sack. a torch (lit). The gravestone reads..... Mary jane baker Gone but not forgotten 1733-1803 Its an old pipe organ which is still in use and played every Sunday. The font is empty and white. The table is chipped and worn. It does'nt look safe to me. It does'nt look safe to me. Its the key to the front door. Wow!!!, its the SAC manual which will be availible one day. This could be used for hitting things. The letter reads.... Time is slipping away, soon I will leave this world. Whoever reads this must find the bloodstone and rest it on the grave to rid the evil. Its my trusty pocket torch. Hmmm!!, chocolate cake, Yummy!!!! The bloodstone glows an evil red. The coat has an hood but no pockets. 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J"K2: H0g0 `0 2QLFe Qx`GSDjxSBg Qv` 0.n d0.n SnfBNuByV͝Jg PbE RI:r09 HI>42(A<9 N:9 8LSE$H&I 2H@6C H402g`6Qͽeg`3VNu  0fL&p@b&  $ (h0 "  @    8  Ɯ0    : ApJ0gS0fQ3FGI4:gyDdydDzgB<:tf Q3H`,f2PAt2ItRAta`M|$zzJVgVg MQ`vK6.:20kJn g@ gJ@`@BDgz0 D`eBDLA0@0@4J   g@RBA0HAb<=CTC=C0Jng(Jn f"Az00@p@gHfp;@ mB@aJng4K mB4`B@a`Mf Jn g n g =n`BV`gE?420H JXC=CJfKH;|a8`0 f=|K ;|a` f=|a` fBA20=A =B`zgr020TC=CE Edn2VAJfBn `H f=| `2 f `$ f@?@ g@ gaf` f2KHBU` f2BnBm ` f2BnBU` f@A``KE|g-eKQ3: zN-d0f0 @gZ24YmY9HghHtR@A`THBA4mjBA` 2c2g0P@A`$BA,mjBA` AcrAA-fP m-0ka`<gB@a`.B`(+HB@p20;AX@B-Nuan cifb#JX3BByDBAM0g =@=@=@=| <BnBnMRA Af#>3:NuBy:ByN3F3HBCp5BQC\pSBQp C.BQI$|8Gt Bf a` t QNu,?@NuAg&SA0:3FAFAPAB(NuAgSA0:3FAB0NuBy_ You command the computer by typing in your command, so to move to the hallway you could type..... >go north_ You would then press the return key and the computer would display the hallways location description.... You are in the upstairs hallway. To the west is the bathroom and some stairs lead down. To the south is your bedroom. We have now been moved to the hallway and told where we are and what we see. We can get to any location in the game by telling the computer to move there by typing the directions in. As we typed "go north" to go to the hallway we need to type "go south" to get back to the bedroom. More details in chapter two. Other Descriptions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The location description will always stay the same so we use other descriptions which change and move about. These are objects and messages. First lets have a look at objects. This are things that can be picked up and used by the player in the game. For example, a sword could be found at a location. If one is found then the computer would say.... You can see a sword. >_ So if you want to take the sword you would just type "get sword" and the computer will take it and say... Okay you have got the sword. >_ By typing "i" and pressing return the computer will list the objects you are carrying. The letter "i" stands for inventory. You can move from location to location by just typing the first letter of the required direction, for example typing the letter "n" is the same as "go north", and "ne" is just the same as typing "go north east"...etc........... Now you have the object you may want to see what it looks like, so you could type "examine sword" and the computer could say... The sword is sharp with a golden hilt. If the object is a piece of clothing then you could wear it by typing "wear coat" or "remove coat" to take it off. So if you wear the coat and then pressed "i" then the computer would say something like.......... You have with you a coat (worn). If you are carrying a lamp and it has been lit then the inventory could say.... a lamp (lit). If you wanted to get rid of the object then you would just type "drop object" and it would stay at the present location. More details on objects in chapter two Messages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are two types of message. Examine and Game. The Examine messages print up when you examine an object as in the above example. So typing "examine key" could print the message.. The key has some very small writing on it. Game messages are ones that print up at all other times like.. There is a large dragon here. Inside the jug is a key. Game messages are also used when you examine part of the present location. For example....... >examine fireplace A large fire burns proudly in it. Here are the normal commands used in adventures... Get- get an object from the present location. Drop- drop an object at the present location. Examine- examine a carried object or part of location. i- lists objects that are carried or worn. Quit- ends the game. You can also group commands together like this...... >drop lamp and get sword then examine it_ Please note that any words or letters between two quotes "" are to tell you what to type on the screen (user commands) so you see something like "get sword" then you type it on the screen without the quotes! (ie: get sword). What is also important is that you must type any user commands in lower case letters, not capitals else the game just won't understand it at all. So thats mainly what an adventure game is, a game that puts you in a new world and leaves you to tell the computer what to do. In order to make things a little bit clearer there is a sample adventure game on this disk called ST BRIDES which was written in one day using sac. In this game you play the part of a school girl who is trapped in St brides school and the object of the game is to find the doorkey and get out. There are plenty of adventure games in the PD librarys to play which will enable you to learn more about them. In fact I have put together a small compilation of the best ones on a disk, so if you would like a copy then send me 2 and I'll send it to you. As a special offer to you who have subscribed I will let you have the disk for 1. Just write to the following address and ask for the adventure compilation disk. Dean Sharples 27 Turbary walk Milnrow Rochdale OL16 4JN Don't forget to enclude your name, address and sac registration number along with a cheque made payable to Dean Sharples. If you register your copy of sac and you wish to recieve this disk then just add 1 onto the registration free of 3.  CHAPTER TWO Planning an adventure game ****************************************************************** Like any other game an adventure has to be planned out on paper, this chapter is dedicated to showing you how its done. We are going to look at how St brides was written as an example. The first thing we need to think of is what the game is going to be about, what will the main character be and what does he have to do in our adventure. We then need to create a fantasty world for him or her to do it in. Looking at St brides we see that the main character is a normal everyday schoolgirl, the created fantasty world is the inside of a school and her task is to get out of the school. We now need to make a list of the locations or places we are likely to encounter in our created world, for example the list of locations in a school would look something like this. 1. Headmasters office. 2. Dinner hall. 3. Caretakers office. 4. Main hall. 5. Boys toilet. 6. Girls toilet. 7. Classroom 1. 8. Classroom 2. So here we have eight locations making up the inside of a school you could also add other locations such as a staffroom or an assembly hall for example. Now we have our locations we can connect them together like this. **************** ************ * classroom 1 * -------------- * corridor * **************** ************ LOCATION 1 LOCATION 2 Connecting locations is like drawing a map, you connect your location to the nearest one. In the above example the nearest location or place from the classroom would be a corridor. As above you would draw a small box with the name of the location in it on paper along with its location number. For practise why don't you draw a map of your own house with small boxes repesenting each room in the house and drawing lines in between them to connect them together. CONNECTIONS ****************************************************************** Connections are just a way of getting from one room to another, This is done by the normal compass directions (north,south..ect) when you want to go somewhere in an adventure land you would normally type "go north" or "n" for short. In St brides the first location description says there is a door that leads north. This location is the bedroom of the main character and this is connected to the corridor. So what you are doing is deciding which direction leads out of that location and into the next one, the nearest. Imagine yourself in a school corridor. In that location you could see three different places to go, so your map of the corridor would point to three different locations which could be a classroom, a staffroom and the headmasters office. You could then decide that the main character would have to go north to enter the classroom or east to enter the staffroom. Now remember when you enter a location using a direction you need to use the oppisite direction to leave, for example if you go north into the classroom you would have to go south to leave it and re-enter the corridor. Or you could go east to the staffroom and west to come back to the corridor. Just like the rooms of a building locations apply to the outside of the building like a village or a forest. Connections for a village location could be north to a forest. In this case the connections from the forest would be south to the village. Not all locations would be connected to each other, you may decide that your character has another way of getting there like traveling by car or stepping through a magic mirror. After all this your plan could be written down like this.... 1. HALLWAY (n=2,s=3,w=4) 2. BEDROOM (s=1) 3. BATHROOM (n=1) 4. STAIRCASE (e=1) As you can see, the first location is an hallway which leads to three other locations. The information in between the brackets are the connections (exits) from that location. So our main character can go north to the bedroom (location 2) from the hallway. The letters are the first letter of the direction and the number is the number of the location it is connected to. Here is a list of directions sac uses............ n=north s=south w=west e=east u=up d=down nw=northwest ne=northeast sw=southwest se=southeast. Connections will become clearer as we move on. OBJECTS *************************************************************** Objects are normal everyday items that can be picked up and used or just moved to another place like a torch, a piece of clothing or even some food and drink. Our character may be a knight whos task is to save a princess from a dragon, in which case he would need a sword and shield. An object could be created and put in a certain location waiting for the player to find it or it could be carried or even worn. You could decide what objects are needed by the main character and write it down like this..... 1. TORCH (found at location 2) 2. COAT (worn) 3. KNIFE (carried) So judging by the plan, our first object (the torch) can be found by the player at location 2 (the hallway). Most adventure games allow the player to examine a carried object. The game would normaly give him a description of the object, for example typing "examine sword" would result in the game printing up "The sword is sharp with a golden hilt." Other times an object could reveal something like examining a jug and finding a key inside. This is known as a reveal examine command where one object is found in another. Normaly the sac editor would just print up the normal examine message so the reveal messages are kept separate. See chapter 4 for a example. Examine also applies to examining part of the current location that is'nt an object. As above this can be a normal or reveal command where reveal is treated separate. Don't worry about this for now as it will be discussed in chapter 3. If you have subscriped to sac you will have recieved chapters 5 and 6. Chapter 5 will tell you about adding extras such as characters and samples and other clever routines. Well thats mainly how adventures are planned. As we move on we can add extras to the plan like game messages and high priority commands and the special commands like reveal. In chapter 3 we shall discuss using the sac data creator. CHAPTER THREE Entering adventure information into the data creator ***************************************************************** When you first put this disk in your drive you will have been faced with the sac title screen followed by a message saying... Press left mouse button to continue Press right mouse button for desktop In order to reserve more memory for your adventure data sac loads from an auto folder thus saving an extra 32k. Pressing the right mouse button will return you to GEM allowing you to read this manual and also loading the example game St brides. Pressing the left mouse button will enter the sac data creator program. This allows you to enter your locations, connections, objects and so on, ready to be loaded into the editor program. You will now be faced with a list of options which can be chosen by pressing the right letter to select it. "L" is to select locations, "C" for connections, "K" to load data and so on. If you hear a boom sound when pressing a key that means that caps lock is on. Just press it and all will be fine. This is the main menu and some options lead to sub menus. So first lets select the load data option by pressing "k", a file selector will appear asking you to choose a adventure data file. This has the extension ".ADV" and trying to load any other kind of file will cause the creator to crash. The ".ADV" file is the data saved by the creator and we are going to examine the data for St brides. Click once on the ST_BRIDE folder and select the file "bride.adv" and click on return, The creator will then load the data information and sound a bell when its loaded the file. Lets have a look at the locations in the game. Select the locations option (l), this brings up the location menu. Select the list location option (l) and the creator will list up the location descriptions along with their ID number. Press space to pause the listing and Esc to abort it. Lets add an extra location to the list, Select the insert location option and type the following...... You are in your bathroom. There is a sink and toilet here with a washing basket in the corner. The door is east. Press "RETURN" and the creator will print on screen, the location description as it will appear in the game. You have now added a new location to St brides and you can view it by pressing "l". Now select the print location option (p), the creator will ask you for a location number so type "1" followed by "RETURN" and you will see the description for location one which is the main characters bedroom. As you can see, this location has a door which leads north to the corridor location so lets also connect it to our new location. Select the amend location option (a), type "1" and press "RETURN" and type the following...... You are in your bedroom. There is a cupboard and a bed here. There is a door to the west and one to the north. As with insert location, press "RETURN" to enter the new location in the list. List the locations and you will see that location one notes the extra connection. We can later connect this location to our new one with the connections menu. Typing locations the right way will take practise, a few things to remember are the items in the location, The bathroom location which is location 11 tells the player that there is a sink and a toilet in it. As these items can't be picked up and moved they can be mentioned in the location description but a washing basket could. Therefore you could tell the adventure that if the player trys to pick up the basket to tell him its too heavy or any other reason it can't be taken. If they try to take the sink or the toilet then the game tells them they can't get that, this is because they are fixed to the floor. Another problem that you could encounter is putting an item in your location where the state of it could change later, look at this location... You are in a room. An open door leads north west. This location would look a bit strange if the player decided to close the open door, told the door has now been closed and the location still says its open. In this case you would change this location to say the following...... You are in a room. A door leads north west. So now the player does'nt know if its open or closed. The same would apply to other characters such as a dragon which could move around and go to other locations. You are by a cave. There is a large dragon here. The adventure could have moved the dragon elsewhere and if the player tries to kill it then the game would tell him that theres no dragon there even though the location says there is. Once you've played a few adventures the writing of locations will become clearer and easier to do. Chapter 6 explains about writing adventures, it tells you what do each step of the way and also has a full plan out of a game for you to write. All locations,objects and messages are all listed for you to copy along with Command lines to enter into the editor program, this is for subscribers only. Press "m" to go back to the main menu and select connections (c), this is where we enter the direction data for the editor program, in other words tell it which directions are used in each location. You should now be faced with the connection definer and if you select the list connections option (l) you will see all the connections for each location, pressing Esc will return you to the connections main menu. The print connection option (p) is the same as the location one. When you enter your locations into the location definer the connection definer reserves the same number of connection numbers as location numbers, for example if you entered four locations there will be four connections each containing space for ten directions. We shall now put connections in locations 1 and 11 with the amend location option (a). When you press "a" the creator will ask you for a location number so enter "1" as we need to add the extra direction. The definer now waits for you to choose a direction, the top of the screen says Connections from location 1 and underneath that is the two rows of direction letters. The letter or letters in brackets () are the choosen directions and the letter before it is the selector for that direction. We need to tell the definer that we need one direction to location 2 (the corridor) which is north and one to location 11 (the bathroom). Press "n" and the definer will print....... North goes to location ? Type "2" and press return Press "w" and the definer will print...... West goes to location ? Type "11" and press return Press "q" to go back to the connections menu and press "p" followed by "1" and press return. As you can see we have connected location one to locations two and eleven. Press Esc to abort, then press "a" followed by "11" and press return. We need a connection from the location eleven which is the bathroom to the bedroom (location one). Press "e", type "1" then press return followed by "q", we have now connected location eleven to location one so when the player types "go east" or "e" at location eleven he will go straight to location one, the bedroom. Chapters 5 & 6 explains all you need to know about connections. Lets take a look at objects, go back to the main menu and select the objects option which will bring you to the objects menu. Press "l" to list the object descriptions along with their object number and present location......... Object 1 is a teachers gown. The object word is gown And it appears at location 8. In St brides there are four objects, each at their own chosen location. Object 1 is at a normal location, in other words it appears in a certain location waiting for the player to find it. Looking at the listing we see the other objects have other locations, these are known as special locations. Worn: the object is worn by the player. Carried: the object is carried by the player. Not created: the object does'nt exist in the game yet. We will now insert an object of our own, from the object menu press "i" and the message Object 5 is.. will appear. The object definer now waits for you to type in your objects description, this should be a short description of it. For example, a front door key should be typed in as "a key" or even "the key", as I said before, anything in quotes "" means that you type or press the letters or numbers in between the quotes. Press return and you will be asked for the objects word, this is just one word that names your object. For example the front door key would be typed in as "key" without a full stop, this is so when the player types "get key" the key would go to the carried location and tell the player he has the key. For the above example, define a book as an object like this... Object 5 is.. >an old book. The word for this object is...book Press return and any key to go back to the object menu. The next thing we need to do is put the book in the bedroom location so press "o" and you are asked for an object number so type "5", you are now asked which location this object appears in so as it appears in location one (the bedroom), type "1" then "RETURN". Remember to type everything in lower case letters and not capitals otherwise the editor won't accept it. Object locations decide where your object starts and ends in the adventure, this can be in either one of the games locations or a special location, the object we've just defined will now appear in location one when you play the adventure and remain there until either the player picks it up or you decide to move it elsewhere at a certain stage in the game. As usual you can amend your objects description using the amend object option and you can also change the objects location at any time with the object location option. Other objects can be put in one of the special locations, for example if your main character is a barbarian you could define a sword and put it in as a carried object so when the game starts he will be carrying it. If your adventure is based on a spaceman and the first location is inside his rocket then you could define an airpack for him to wear on his back in which case it would be defined as a worn object. The NOT CREATED option is for objects that are hidden in the game waiting to be discovered. Such an object could be a wallet in somebodys pocket and if the player examined the pocket then the wallet would be moved from the not created location to the present location the player is in. Lets change the location of the first object, the teachers gown, this currently appears at location eight so we are going to put it in the carried location. Choose the special location option (s) from the object menu, as before you are asked for a object number so type "1" and press return and you will see the three special locations that you can choose for your object. Press "w" for the object to be worn Press "c" for the object to be carried Press "n" for the object to be not created Note the extra option "k", this is in case you suddenly decided that you don't want a special location for your object but bear in mind that this option will cancel the last chosen location for this object if there was one and you'll have to do it again. List the objects and you will see how object one has been changed and the book object has been included. As with locations you can press "space" to pause the listing and "Esc" to abort. Press "m" from the object menu to go back to the main menu. Most adventures allow you to examine objects, characters and parts of the present location so I've included an EXAMINE option. Select the examine option from the main menu (e) which will call up the examine menu and select the list examine messages option. This lists the examine messages for the objects in St brides, note that they are just longer descriptions for each objects. There are two kinds of examine options which are NORMAL and REVEAL. The normal messages just describe the object for, example examining a picture could print the message.... The picture is old and faded, and very dusty. Normal examine options apply to characters and parts of the present location as well. For example...... The elf looks very unhappy. The fireplace is made from limestone brick. The reveal examine option is as it says, A certain object could reveal another object. Theres an adventure called THE PAWN which uses this option. In the castle grounds there is a mat and when its moved or taken it reveals a key, an object that was not created at first then created when the mat object was moved and put in the castle grounds location. As well as objects, locations can be either normal or reveal options as well. For example...... The fireplace is made from limestone brick Inside the fireplace is a cauldron Behind the fireplace is a secret room Inserting an examine object option is easy, so press "i" and the message Examine message for object 5 will appear. Just enter a message describing the book and press return. The examine location option has also been used in St brides. This is to examine the window in location 3, select "u" to see the listing of the locations examined in St brides. Lets use this option to allow the player to examine the toilet in location 9 which is the location defined earlier, the bathroom. Press "l" and you are asked for a location so type "9" and press return. The message Examine message for location 1 appears. Type in the following message. Yuk!!! it has not been flushed today. Press return and the message Examine what??? appears so type "toilet" (no full stops) followed by return. Now when the player types "examine toilet" at location 9 the above message will come up. There are other options in the main menu. One is the folder option which will put a folder on your disk, just press "f", type in a name for it and click on return. Some adventures have graphics, These are pictures that show the present location so one half of the screen is the location picture and the other half is the location description. Sac allows you to add these graphics to your games quite easily. Select the pictures option (p) from the main menu and a file selector will appear. This looks for a picture with the ".mbk" extension. In other words a packed neo or degas picture packed with the STOS compact accessory. Click on the file you wish to load and click on return. The packed picture will load and display itself on screen for a few seconds. You are then asked to name the saved file. This can be any name you want up to eight characters but don't add any extension. For example.... Forest.mbk (wrong) Forest (right) To create one of this pictures load up your art program and load the file FRAME.PI1 into it which is one this disk. This picture is just a large square. You can change the palette if you wish but your picture must be drawn inside the square. When you have finished it save it on a different disk, pack it with the STOS compacter and just load it into sac with the "p" option. Another thing you are asked is what location does the picture appear at. Just type in the location number and "return". If you have subscribed your copy of sac, then you will have recieved two extra games, one of which has graphics. All that remains now is to test the game to see how it looks so far, so select the save data option (s), type in "test.adv" and click on return. On this disk is a file called test.prg which must be on the same disk as the .adv file. Sac will sound a bell when the data is saved. All you have to do then is exit to gem by reloading sac, click on the right mouse button and double click on TEST.PRG. This will load your data file which must be called test.adv and saved on the root directory of the disk, that is.. not in any folders. Once loaded you can play your adventure in the normal way testing the objects are in their right location and so on. You will see that our new defined object the book appears at location one as we entered it and any pictures will load also. Any mistakes can be reloaded into sac and fixed. Thats it for this chapter. In the next one (chapter 4) we shall be learning about adding extra bits.  CHAPTER FOUR (The editor program) ***************************************************************** What you have now is a simple adventure game. Loading the games data into the tester program (TEST.PRG) just allows you to see if everything is correct. In other words you should now be able to take, examine, drop, wear, and move objects. You should also be able to move from location to location using the movement commands (north, south, etc...), and other commands like "look" and "quit" work as normal. Typing "i" for inventory would have given you a list of any objects carried and worn as inputed in the creator program, if you see any mistakes such as spelling mistakes then all you have to do is load the data file back into the creator, check the data you put in and use the amend options to correct them. After this, save the data file back to disk with the name "TEST.ADV". If everything is fine then we can continue with the final stage of creating an adventure but first look at what you've done so far, you have created an adventure game quickly and easily without the need of any programing skills so why not sit back, relax and have a brew and maybe a fag and admire your work. The next stage of creating an adventure with sac involves a bit of programming using STOS basic to add the extra information to the game. Don't worry if your programing skill is'nt so good as I will be providing the needed routines for you. Load up STOS and type "load "editor.bas" or just use the file selector to load it. When it has loaded, list it and have a look at it. This is the editor program which already contains the routines found in a standard adventure game and we are going to add some extra lines to it. As you can see, sac is not a normal adventure creator like STAC, its a programing tool for STOS. Seeing the editor program is a normal STOS basic listing you can add extra touches like music and samples and anything else you can think of. I will now take you step by step through the editor program. ***************************************************************** VARIBLES ***************************************************************** Varibles are things that check on the status of things, for example they can be used to see if a door is open or closed. Varibles is set up like this...... 10 let A=1 : let A$="hello" Here we see the use of the LET command which is the command used for setting varibles. You can think of varibles as small boxes with a label on, containing numbers or words. Look at lines 110 to 230 of the editor program and you will see that this is the part of the program where we put our varibles. Looking at line 110 we see some varibles already set, these are needed by the editor program and must not be changed or used for other purposes. Lets see what they mean. LOC:- This varible holds the present location number, this is set to 1 which tells the game to start from location one. TURNS:- Every time you do something in an adventure it adds one to this varible. For example typing a command like "get lamp" would add one turn and "go north" would add another turn. SC0RE:- This varible holds the players present score. CARRY:- Holds the number of objects carried, this varible equals another varible called CAR, this varible is used in the creator program and its tells the editor program how many objects you entered as CARRIED. In St brides there is only one object put in the carried location so CAR would equal 1. WEAR:- This holds the number of objects presently in the WORN location, like CAR it is set to the varible WEA setting the WEAR varible to the number of objects in the WORN location. The next line has three varibles holding the special location numbers that the creator uses. More details on this later. You will have noticed that none of these varibles use the LET command. Well you can use it if you want but STOS allows you to omit it. So you can type "A=1" instead of "let A=1". You can give your varibles any name you like except for those used by the editor program. Heres a list of them. LOC,TURNS,SC0RE,CARRY,CAR,WEA,X,Y,A,B,FOUND,NO,D,DONE,COUNT,CHAR TEST,OB,LO,SCR,OBJ,EO,ME,EL. Other names are okay to use. STOS has a small problem with varibles, if it finds one with a keyword in it then it will cause an error. For example if you decided to name your varible as SINGLE, this would be pronounced by STOS like this..... 150 sin GLE=2 As you can see STOS thinks you are using the SIN command. If you look at the SC0RE varible you will see that the letter O is a nought, this stops STOS interperting line 110 as....  110 LOC=1 : TURNS=0 : SC or CE=0 : CARRY=CAR : WEAR=WEA Line 40 of the editor program holds the DIM commands needed by the editor and there are three other arrays called EXIT$, EXIT and WRD$. DIM commands other than these can be used. We shall discuss the use of varibles in the next section but first look at lines 80 and 100 of the editor program. Line 80 loads a title screen, so before you can run the editor program you will have to put a screen called SAC.PI1 on the same disk you are currently using unless you delete it. Line 100 uses the FADE command to make the first two colours in the present palette black for the background and white for the text. This can be changed to the first two colours of your choice. HIGH PRIORITY EVENTS **************************************************************** An high priority event is the part of the game that checks the present location before the player, these can be used to inform the player of his condition. Looking at the editor program we see that lines 330 to 550 are reserved for your own H-P events, lets say that the player has hurt his leg, an H-P event could tell him about it. First we could define a varible called LEG, this could be set to 0 at the start of the game. So if the player hurt his leg by falling in a pit you could set LEG to 1, then you can test if his leg is hurt with the following line....... 340 if LEG=1 then print MESSAGE$(1) The MESSAGE$(1) part of the line holds a message telling the player that his leg hurts, this is an array which holds the messages you defined in the creators MESSAGES option. An array is a row of boxes with the same label and each box can contain letters or numbers. For example the command DIM A(10) labels ten boxes with the letter A. In the above example the game would print message 1 if the varible LEG was set to 1. Message 1 could be...... Your leg hurts a lot. In St brides an H-P event is used to see if the player is wearing the teachers gown. If he is then the game will display message 3 otherwise it will display message 4. Play the game and go into the staffroom wearing the teachers gown, read the message, leave, remove the gown and go back in and read the new message. You will then understand what I mean. So there we have it. An H-P event is the part of the adventure that checks the location just before the player enters it. More about high priority events later on. DIFFERENT EXITS **************************************************************** Normally when the player tries to go in a direction thats blocked off the game will just tell him that he can't go that way. This would be useless if the player tried to go up an hill and the game told him that he could'nt go that way. He would want to know why. Look at this location description... You are in a clearing surrounded by dense forest. To the east is a footpath and north leads into a cave. Lets say we wanted to block the cave with a large rock, we could define a message saying "A large rock is in the way." then avoid entering the connection north to the inside of the cave from the above location. The editor program uses an array called WRD$(WN) which contains the words entered by the player. WN is the number of the word and ranges from 1 to 10 so if the player entered "hit troll" then WRD$(1) would be "hit" and WRD$(2) would be "troll". This would be used in a line like this..... 10 if WRD$(1)="hit" and WRD$(2)="troll" then (do something) There is also a varible called D which holds the number of the direction command entered, Heres a list of them. North (direction 1) North west (direction 5) South (direction 2) North east (direction 6) West (direction 3) South west (direction 7) East (direction 4) South east (direction 8) Up (direction 9) Down (direction 10) We can now enter this line in the different exits section. 810 if WRD$(1)="go" and WRD$(2)="north" and LOC=10 and D=0 then print MESSAGE$(5) Here we see the use of the LOC varible which tells the adventure only to carry out this line if the above location is location ten and the player types "go north". If there is no connection north then D is set to nought otherwise it is set to 1. The line then prints message 5 telling the player about the rock. Note the above line is only carried out if "go north" is typed, if "n" which is short for "go north" then you would have to enter the extra line to check for this like so. 820 if WRD$(1)="n" and LOC=10 and D=0 then print MESSAGE$(5) SPECIAL GET COMMANDS *************************************************************** Normally the player can get any objects lying around in the present location but the player could try getting a snake which would'nt be too happy about being kidnapped. Normally an object would be moved to the carried location after being picked up but a snake could bite the player and poison him. Lines 1160 to 1320 are reserved for these special get commands, such a line would appear as... 1170 if WRD$(2)="snake" and OB_LOC(2)=LOC then print MESSAGE$(4) : goto 2610 Whenever the player wants to get an object this part of the adventure is reached, the word "get" goes into WRD$(1) and then the editor program looks for the object word in its list. When its found it checks if the object is at the present location and if so, moves it to the carried location. Here we see yet another array called OB_LOC(OP) this holds the present location of object OP. The above line is checking if object 2 (the snake) is in the same location as the player. If the line is carried out then message 4 is printed... The snake has bitten me. I'm dead. As the player has been killed, the command GOTO 2610 is used. Line 2610 is the part of the program that tells the player his score and number of turns taken then ends the game. The special get commands could be used in other ways like if the player picks up a magic sword which restores strength. SPECIAL DROP COMMANDS ************************************************************** Like GET, you can use these commands to allow something special to happen if the player drops a certain object. For example if your adventure required the player to drop a casket down an hill you could then move the object to the location at the bottom of the hill with the following line. 1480 if WRD$(2)="casket" and OB_LOC(8)=CARRIED and LOC=10 then OB_LOC(8)=6 : print MESSAGE$(7) : NO=1 : DONE=1 : WRD$(1)="" : WRD$(2)="" This is quite a long line so lets go through it step by step. This line checks if the object word is "casket" which is object number 8 and if its in the carried location and the player is at location ten (the hill). If so then it moves the casket to location six (bottom of the hill) then prints MESSAGE$(7) to tell the player the casket has been dropped down the hill. The new version of the editor program has been updated to allow you to group commands together like this.... Get the lamp and light it then drop sword This prints up the three messages.... You now have the lamp. The lamp is now lit. You have dropped the sword. This works by going through all the commands to a routine that checks for the words "and" and "then". If found it loops back to the start of the command lines and carrys out the commands after any of these two words. For this to happen you need to put the following at the end of each line..... NO=1 : DONE=1 : WRD$(1)="" : WRD$(2)="" If its a line that ends the game, then you don't need to bother. Lines 1470 to 1610 are reserved for these commands. REVEALING OBJECTS **************************************************************** As mentioned before, objects can reveal other objects. For this example we shall use two objects. A vase and a key. In this example we shall allow the key to be found in the vase when the vase is examined. So using the creator we define the vase and put it in a normal location, then define the key and put it in the not created location using the special locations option. Next we define a message that says "Theres a key in it.". So what we need to do is bring the key from the not created location to the present location when the player examines the vase. Lines 1730 to 1810 is the part of the program which is reserved for these commands. The line to carry out the above example would be.... 1740 if WRD$(2)="vase" and OB_LOC(1)=CARRIED and OB_LOC(2)=NC then print MESSAGE$(1) : OB_LOC(2)=LOC So if the player types "examine vase" which is object one and its carried by the player and object 2 (the key) has'nt been created yet then message 1 is displayed telling the player he's found the key and moves the key to the present location. Don't forget to add the NO=1 : DONE=1 : WRD$(1)="" : WRD$(2)="" on the end of these lines so it can group with other commands. Another use of these commands can be for a crystal ball destroying the player if he examines it. 1750 if WRD$(2)="ball" and OB_LOC(2)=CARRIED then print MESSAGE$(5) : goto 2610 This line tells the player he's dead and ends the game. REVEALING LOCATIONS ************************************************************** As with the objects we can do other things when the player examines part of the present location. Normally the player would be given a description like "A fire burns proudly in it." if he examines a fireplace in a living room. In the revealing objects section a key was found in a vase, so for this example we shall create the key and put it in a door. 1900 if WRD$(2)="door" and OB_LOC(2)=NC and LOC=5 then print MESSAGE$(6) : OB_LOC(2)=LOC This line is a bit like the one in REVEALING OBJECTS but only carrys out the line if the player is at location 5. As before you can use this part of the program for other reasons. Lines 1890 to 1970 are reserved for these lines. SPECIAL WEAR COMMANDS **************************************************************** Normally any object can be worn and the adventure just tells the player that he's wearing it. But a suit which is too small would rip and an hat which is too big could stop the player from seeing. For this to come into practise we would use a special wear command. 2060 if WRD$(2)="hat" and OB_LOC(7)=CARRIED then print MESSAGE$(3) : NO=1 : DONE=1 : WRD$(1)="" : WRD$(2)="" So if the player types "wear hat" then message 3 is printed which would say "The hat won't fit so you take it off". The reason for the WRD$(1) and WRD$(2) being cleared is to stop the normal wear commands being carried out. Lines 2050 to 2120 are reserved for these commands. SPECIAL REMOVE *************************************************************** Like special wear commands, we can do special things if the player removes an article of clothing. For example removing a warm jacket in an house would'nt mean anything but removing it in a very cold place could make the player freeze to death. 2230 if WRD$(2)="coat" and LOC=20 and OB_LOC(10)=W0RN then print MESSAGE$(14) : goto 2610 So if the player types "remove coat" and he's in location 20 which could be a snowy field then message 14 tells him he has frozen to death and the game ends. Lines 2220 to 2290 are reserved for these commands. OPEN AND CLOSE COMMANDS **************************************************************** You will have noticed that in St brides you can walk from room to room without opening any doors. Well if are walking around the countryside we don't have to open or close any doors but an house would normally have most of its doors closed. So we use lines 2390 to 2440 to see if the player wants to open one. The creator uses an array called MAP to store the connections from each location. The format of this array is MAP(L,D). As the player can't go to another location because a closed door is in his way, we use the MAP array to connect his present location to the next one. L is the location number and D is the direction number which ranges from 1 to 10. This line would open a door at location 15 2400 if WRD$(2)="door" and OP=0 and LOC=15 then MAP(15,1)=16 : OP=1 : print MESSAGE$(11) : NO=1 : DONE=1 And this line would close a door at location 15. 2490 if WRD$(2)="door" and OP=1 and LOC=15 then MAP(15,1)=0 : OP=0 : print MESSAGE$(12) : NO=1 : DONE=1 Line 2400 connects direction one (north) from location 15 to location 16 using the MAP array. OP is a varible which would be set to nought if the door is closed and one if its open. Look at the following location..... You are in a bedroom. A door leads north. At the moment the player can't go through the door cause its closed so when he opens it we use MAP to connect the bedroom to the location beyond the door. Lets say the bedroom is location one and location 2 is an hallway which is north. To connect the two locations together we could use MAP like this. MAP(1,1)=2 So the first number is one meaning location one, the second number is the direction number (in this case north) and the third number is location two. So this means define a connection north from location one to location two. If we wanted to un-connect the two locations then MAP would equal nought. This can be used to close doors. Here are some other examples to make this a bit clearer. MAP (4,2)=6:- (defines a connection south from location 4 to 6) MAP (7,4)=4:- (defines a connection east to location 7 to 4) MAP (2,9)=0:- (un-connects connection up from location 2) MAP (8,3)=0:- (un-connects connection west from location 8) Lines 2480 to 2530 are reserved for the close commands. LOW PRIORITY EVENTS ***************************************************************** Low priority events are any other commands that the player may type in, these are commands such as "light lamp", "kill beast" or even "make tea". All the other commands discussed in this chapter like "get", "drop", "examine", "wear","open" etc... are commands found in every adventure game but L-P events are used for other events happening in your adventures. Suppose your adventure required the player to kill a dragon, you would define a varible called DRAGON this would set it to one if the dragon is alive and two if it was dead. You would then define two messages. The first one saying "A dragon is here." and the second one saying "A dead dragon is here". You could put this dragon in a location using H-P events. 850 if LOC=10 and DRAGON=1 then print MESSAGE$(1) 860 if LOC=10 and DRAGON=0 then print MESSAGE$(2) So when the player enters location ten he will be imformed of the dragon. If its alive message one will print up and if its dead message two prints up. To check for the player killing the dragon just enter this line as a low priority event....... 2780 if WRD$(1)="kill" and WRD$(2)="dragon" and DRAGON=1 and LOC=10 then print MESSAGE$(3) : DONE=1 : WRD$(1)="" : WRD$(2)="" I'll now show you how to light a lamp using L-P events. Using the creator, define two objects..... 1. a lamp. 2. a lit lamp Put the lamp in the carried location and the lit lamp in the not created location. The lit lamp does not yet exist in the game because all not created objects go to location nought, in other words they are put aside until the game puts them in another location. What we are doing here is swapping the two lamps when the player types "light lamp". This is done by the following line....... 2790 if WRD$(1)="light" and WRD$(2)="lamp" and OB_LOC(1)=CARRIED then OB_LOC(1)=NC : OB_LOC(2)=CARRIED : print MESSAGE$(3) : DONE=1 : WRD$(1)="" : WRD$(2)="" This line checks if the lamp is carried and if so puts it to the not created location then it moves the lit lamp from the not created location to the carried one and prints message 3 to tell the player the lamp is now lit. There are loads of L-P commands you could think of, which ones you use depend on what happens in your adventure. Chapter five gives you more information on all the different things you can do to make a great adventure game. Lines 2760 to 3210 are reserved for your L-P commands. Well we are near the end of this chapter (sob!!!) and maybe there are one or two things you don't understand well don't worry, because chapter 6 takes you step by step into creating a game and all the data and commands are written out for you. Plus if you did register with me you would have recieved two extra games and chapters 5 and 6 along with the STOS source code to the example adventure games. You will also have the option to get in touch with me by post or phone for help. If you do register then I promise that it would be worthwhile as a shareware author promises to be friendly with his or her subscribers and sometimes offers extras. For example I offer you free copys of games I write with sac and when I get a printer you will get a sac manual for a cut price. Just a couple more things to mention. Line 3380 of the editor program loads the data that you created with the creator, this at the moment looks for a file called GAME.ADV but you can change it to the name of your data file. Line 3610 also needs to be changed to your data files name. Well thats it for this chapter, see you in chapter 5. Chapter five ***************************************************************** Adding extra routines ***************************************************************** Well, we've got this far, and what we have is just a normal plain old adventure. But would'nt it be nice to give it that little something extra to make it stand out. Music Has you know, Stos has his own music definer and used properly, it can be used to compose some rather catchy tunes. It can also be used to make all kinds of strange sounds which could be used in an adventure to liven it up a bit. At the moment, Sac games just load the title screen followed by the game data then start. Why not give them a title tune, this will give the player something to listen to while they wait for the game to finish loading. 75 music 1 80 load"pic.pi1" 90 load"game.adv" This little program can be entered into a game and play a little tune. Line 75 expects to find some music in bank 3 and plays the first tune. Another idea would be to have a collection of tunes stored in bank 3 and played like this.... 75 R=rnd(20) : if R=0 then goto 75 76 music R This would play a different title tune every time the game is loaded. Now lets say your game had a pub in it, this routine could be used as an H_P event to check that if the player enters a pub the jukebox is playing a different tune is playing each time he enters. The event would go like this... 150 if LOC=12 then R=rnd(20) : music R Where location 12 is the location number of the pub. If you wanted a random tune to play between certain locations you could try this line......... 150 if LOC>10 and LOC<20 then R=rnd(20) : music R This plays a random tune between locations 10 and 20. Another idea is to have a tune playing throughout the game by just adding a music statement at the start of the game. 50 music 5 As you can see, theres a lot of things you can do with music, and as Stos plays it on interupt, the game can do other things. If you want an impressive title tune then you can always play Stos Tracker music if you have the tracker extensions, but you can't play it throughout the game as it blocks the keyboard. 75 track load"tune.abk",1 : track play 1 80 load"pic.pi1" 85 if track scan=48 then track stop Sound As you know, Stos has its own sound commands which are Boom, Bell, and Shoot. It also has an Envelope command which can be used to created all kinds of sounds. You could use the Boom command if the player attempts to light a match where theres gas about then print a message telling the player he has just be blown up. A L_P event could check this. 3010 if WRD$(1)="light" and WRD$(2)="match" and LOC=15 then boom : print MESSAGE$(4) : goto 2610 So location 15 could be a power station and lighting a match is dangerous. Shoot could be used if your adventure is about a gangster and he fires his gun at people. There is a program called Stos Sound Fx which allows you to make all different kinds of sounds by using the X-bios chip. This is availible from various PD librarys like MT Software. Sampled Sound The main problem with sampled sound is that it takes up a lot of memory, how much depends on the speed and length of the sample. You will have noticed that a Sac game does'nt use a lot of memory so you should be able to use a sample or two in it. For an example, a game where the player is in a haunted house you could record someone laughing, slow it down, add an echo effect to it and you could play it every time the player dies. If you have Stos Maestro and sampler extensions you could store your laugh in an mbk file and use it if the player falls down a trapdoor to his doom, used as a H_P event. 110 if LOC=18 then print MESSAGE$(1) : samplay 1 : goto 2610 This line informs the player he has fallen through a trapdoor and the Samplay command plays the creepy laugh and goes to line 2610 which ends the game. If you load Stos Maestro and look in the Sound folder you will see a file called LAUGH.SAM, try loading it into Maestro, adding echo and dropping the playback speed to five then play it. You'll hear an evil laugh. Here is another example with a L_P event. 3020 if WRD$(1)="kill" and WRD$(2)="monster" and LOC=10 then samplay 4 : MONSTER=0 : print MESSAGE$(10) This line would play sample 4 which would be the sound of a monster screaming and message 4 informs the player that he has just killed the monster. Note the varible MONSTER, this has been set to 0 to indicate the monster is dead, the state of the monster can be check as an H_P event. 150 if MONSTER=0 then print MESSAGE$(1) 160 if MONSTER=1 then print MESSAGE$(2) Message 1 would be...There is a dead monster here. Message 2 would be...There is an ugly monster here So if MONSTER is set to 0 the monster is dead but if its set to 1 then its alive. More about this later on. As you may or may not know, Maestro allows you to add different effects to samples such as Echo, Room and Hall to name but a few. Try recording a child saying 'mamma mamma', record it with Maestro at a speed of 12, add a Room effect to it then play it. What you hear sounds like the ghost of a child crying for its mother behind a wall. This move would certainly get the players attention in an horror game. Another idea would be to record warriors battling with their swords, add Hall effect and play it when the player enters a loction where the ghost of long dead warriors still battle on. 200 if LOC=30 then samloop on : samplay 5 else samloop off Here we see the use of the Samloop command, this could also be used if the player sees an helicopter. Theres thousands of effects you can create with music and sound which would certainly make your game stand out from the crowd. Characters In adventure games, a character could be anything from a human to an animal, maybe even the odd monster of two, this can be used to make your game world more real. If you have been playing the example games on this disk, you will see that the game Haunted House has one called Ray. This is the main characters mate whos always complaining, in fact people may keep playing this game to see what Ray does next. This idea adds a bit of humour to the game. Lets see how its done. Load the creator, then load the file House.Adv from the House folder and select the Messages option. List the messages (l) and look at messages 18 to 30. These are Rays messages and as you see he gets up to all sorts. If you look at the source code for this game (house.bas) and look at the H_P events you will see this. 350 RAY=rnd(30):if RAY<18 then goto 350 360 print MESSAGE$(RAY) So Ray stays with the player moving to the same location as them and carrys on grumbling and doing silly things. Line 350 tells Stos to choose a random message and if its less than 18, to go back and try again, this is because Rays messages are between 18 and 30. Heres another method that puts a character in random locations. 370 L=rnd(40):if L=0 then goto 370 380 if L=LOC then print MESSAGE$(8) L= Location of the character LOC= Location of the player So if the character appears in the location the player enter then message 8 is printed. Fighting a character Lets say that your adventure required you to kill a troll, now this troll could be killed with just one hit or may he's tough and can take a few hits. To kill him with one hit can be done with this line as a L_P event. 3100 if WRD$(1)="kill" and WRD$(2)="troll" and TROLL=LOC then TROLL=0 : print MESSAGE$(10) So if the player types "kill troll" and the Troll is in the same location as the player then kill him off and print message 10. So when that location is entered again, an H_P event could tell the player the troll is dead. 400 if TROLL=0 then print MESSAGE$(1) Or if he's alive. 410 if TROLL=1 then print MESSAGE$(2) In chapter 6 I shall explain how a character is killed by a few hits with the same applying to the player. In this next example I will show you how to get a character to join a player when they meet. First lets define a character called Susan, this character will meet up with the player in the pub then go with him. First we define a varible to put Susan in the pub. 80 SUSAN=10 Where location 10 is the location number of the pub. Now we use an H_P event to check if the player meets up with her and to put them together. 350 if LOC=10 and MEET=0 then MEET=1:print MESSAGE$(9) The varible MEET is used to check if the couple have met, if so it would be set to one, otherwise it would be set to 0. Message 9 would say something like...... A girl comes over, tells you her name is Susan, and mentions that she's going with you. And finally, another H_P event to check if there still together. 360 if MEET=1 then SUSAN=LOC : print MESSAGE$(15) Thats all for characters for now, maybe you can think of some more uses for them. The skys the limit. Objects In a game of wizardry, your player could cast a spell to tranform an object from one location to the other like this. 3200 if WRD$(1)="cast" and WRD$(2)="spell" then OBLOC(2)=10 : print MESSAGE$(7) : DONE=1 This sends object 2 to location 10. You could use Not Created objects for different effects, for example, you could use an H_P event to tell the player that an elf has an axe. The axe would be defined as a Not Created object and created when the elf is killed. 380 if ELF=LOC then print MESSAGE$(5) Where message 5 would say.. There is an elf here with an axe. Now we use a L_P event to kill the elf and make him drop the axe which would be moved from the Not Created location to the players present location then kill the elf. 3210 if WRD$(1)="kill" and WRD$(2)="elf" then print MESSAGE$(2) : OB_LOC(8)=LOC : ELF=0 : DONE=1 : SC0RE=SC0RE+100 Now add the final H_P event to mention the elf is dead. 390 If ELF=0 then print MESSAGE$(1) Well thats it for this chapter, I hope you find some useful ideas here to put in your games. Don't be afraid to try different ideas and if you get stuck, then drop me a line at the usual address and I'll try to put you on the right track. In chapter 6 we are going to write a small adventure game.  Chapter 6 Writing an adventure game ****************************************************************** In this final chapter I am going to show you how to write a full adventure game called Witches Castle. The story goes like this... The wicked witch has kidnapped the princess and is holding her captive in the castle. A warrior has been charged with the task of defeating the witch and rescuing the princess then leaving the castle. So we have the plot and the main character, so we shall define a game world which is the castle. Lets make a note of the locations we would find in a castle, the list would look like this... Castle entrance Main hall Dungeon Throne room Musty room Of course, a castle would have more locations than this but I'm just keeping it short and simple. Now lets add two more. Lake Enchanted Forest In this game the player would start at the castle entrance and these two locations can be on either side of him while the castle is in front of him. Now we need some objects which are as followed.. A steel key..... used to unlock the dungeon door An axe....... To kill the rat Guards uniform... Has to be worn to get pass the guards A Goblet... Contains holy water which kills the witch Now we've worked this out, we can enter the information into Sac. Load the creator, go to the location menu and insert the following seven locations. Location 1 You stand before the mighty castle which is north. On the top of it is a ugly stone gargoyle whose stare sends a shiver up your spine. You can also go west and east. Location 2 You are beside a beautiful lake which glimmers under the morning sun. It is surrounded by clusters of trees and bushes which glow brightly. You can only go east. Location 3 You find yourself in the Enchanted Forest which is dark and creepy. The trees and bushes have no beauty and make further movement impossible except west. Location 4 The main hall of the castle. It has a certain mist of evil about it and full of old junk. To the east stands an arched doorway and west a dungeon. You can also go north and south. Location 5 You find yourself outside the castle dungeon and all you see is a large steel door. The hall is east. Location 6 Emerging into the Throne Room you see nothing but murkey cobwebs and a small steel throne. You can see a large cauldron and an arched doorway leading west. Location 7 You are in a bare musty room. A doorway is south. Now go to the connection definer and insert these connections. Location 1 West to location 2, East to location 3 Location 2 East to location 1 Location 3 West to location 1 Location 4 South to location 1, West to location 5, East to location 6 North to location 7 Location 5 East to location 4 Location 6 West to location 4 Location 7 South to location 4 Now enter the objects in the object definer along with their locations and object words. Object 1...a steel key., location (not created), key Object 2...an axe., location 3, axe Object 3...a guards uniform., location 2, uniform Object 4...a goblet., location (not created),goblet Go straight to the Message definer (m) and enter these messages. Message 1 The water melts the witch into nothing and drops the key. Message 2 As you are wearing the uniform, the guards lower the drawbridge to let you in. Message 3 You kill the rat and a goblet of holy water appears. Message 4 The witch is here, she is holding a steel key. Message 5 You unlock the door and the princess runs out and gives you a big hug then says C'mon lets leave this castle. Message 6 There is a vicious rat here. Message 7 The princess is here. Message 8 Well done, you have rescued the princess and completed your task. Message 9 The guards refuse to let you in the castle. If you wish, you can add some examine messages to the game, this involves four messages in the Examine Object option and as many as you want in the Examine Location option. Now we have all the data we need for now, if you wish to add more later you can always load it back in. Now save your data file, load Stos, and load the Editor program. As you may have guessed we have a rat and a witch in the game as well as a princess so lets define them as varibles. WITCH=1 : PRINCESS=0 : RAT=1 So at this moment the witch and rat are alive and the princess is not yet rescued. Add this lines as H_P events if LOC=1 and OB_LOC(3)<>W0RN then print MESSAGE$(9) if LOC=1 and OB_LOC(3)=W0RN then print MESSAGE$(2) : MAP(1,1)=4 if LOC=6 and WITCH=1 then print MESSAGE$(4) if LOC=7 and RAT=1 then print MESSAGE$(6) if MEET=1 then PRINCESS=LOC : print MESSAGE$(7) if LOC=1 and PRINCESS=LOC then print MESSAGE$(8) : goto 2610 The first event tells Stos that if the player is not wearing the uniform the guards won't let him in and the second event tells Stos that the guards will let him in because he's wearing the uniform. The varible W0RN holds the location of worn objects which is 1000. Now add these L_P events. If WRD$(1)="throw" and WRD$(2)="goblet" and OB_LOC(4)=CARRIED then OB_LOC(4)=NC : OB_LOC(1)=LOC : print MESSAGE$(1) : NO=1 : WRD$(1)="" : WRD$(2)="" : WITCH=0 : DONE=1 So when the goblet is throw, it vanishes to the not created location and the key is created at put at the players location. If WRD$(1)="kill" and WRD$(2)="rat" and OB_LOC(2)=CARRIED then RAT=0 : OB_LOC(4)=LOC : print MESSAGE$(3) : NO=1 : WRD$(1)="" : WRD$(2)="" : DONE=1 This line kills the rat and creates the goblet. If WRD$(1)="unlock" and WRD$(2)="door" and OB_LOC(1)=CARRIED then print MESSAGE$(5) : MEET=1 : NO=1 : WRD$(1)="" : WRD$(2)="" : DONE=1 This line rescues the princess. Well..... thats it, the game is finished, all you have to do is change the loading name from 'game.var' to the one you choose when you saved the data from the creator. Give it a test run and correct any mistakes you find, when your sure it works okay then why not add a few extras like samples, music and graphics. You can then save it as a run only program, many even compile it and give it to all your friends. As you can see, you have just written a full adventure game in just one day, with more practise you could write large more complex games with Sac and give them away if you wish. Before I go, I will give you one last example of how the player can fight monsters which can take more than one hit. Lets say the player can take 10 hits and the monster can take 5, all you have to do is set and name two varibles. MONSTER=5 : PLAYER=10 Then using the method described in chapter 5, use a L_P event to take a point from each varible every time then use an H_P in the L_P section to check if any of the varibles equal 0 and if so, use a message to tell the player that either he or the monster is dead and either end the game or give him some points. Well thats the end of this manual, I hope you've enjoyed using Sac as much as I've enjoyed writing it and I hope to see any games you write with it. So what are you waiting for... get creating Have fun...........Deano 1 0 8 6 4 2000 14 3000 11 3000 3000 3 1 3 4 13 17 8 4 0 0 0 0 0 0 0 0 0 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 5 6 0 0 0 0 0 0 7 0 0 4 0 0 0 0 0 0 0 0 4 0 0 0 0 0 0 0 8 5 0 0 0 0 0 0 0 0 9 7 12 0 0 0 0 0 0 0 10 8 0 0 0 0 0 0 0 0 11 9 0 0 0 0 0 0 0 0 0 10 0 0 0 0 0 0 0 0 13 0 14 8 0 0 0 0 0 0 0 12 0 0 0 0 0 0 0 0 0 0 0 12 0 0 0 0 0 0 16 14 0 0 0 0 0 0 0 0 0 15 0 0 0 0 0 0 17 0 0 0 0 0 0 0 0 0 0 16 The guard of the gates imforms you you can't re-enter the castle until you have all the scrolls. The guard informs you that you need toget the rest of the scrolls before he lets you enter the castle. There is a large dragon here who breathes fire at you and you sizzle to ashes. You have failed the quest. There is a large dragon here who breathes fire at you but has you have the shield, you are protected. A small baby dragon jumps out of the darkness and bites your throat, you are dead and your quest is finished. A baby dragon lunges at you out from the darkness, snatches the dead rat from you and runs out of the cave. The plank forms a path across the quicksand letting you go north. You hit the troll and he cries then dies, something falls from his hand. You find the 3rd scroll. You find the 1st scroll. Seeing you have all four scrolls, the guard opens the gates for you. When he sees the scrolls the king laughs and says 'well done Solomon, you have completed your quest and I will give you the princess to take as your wife. (game complete). The evil troll is here. gates king tree rat plank sword shield scroll scroll scroll scroll You are stood outside the castle gates facing north where you see a forest. The mighty gates of the kings castle lie south. You stand upon the drawbridge of the kings castle. The warm sun beats down on you as you look up to the heavens. You can go north or south. You enter the throne room where the king sits in all his splendor on his throne. He glares at you at waits. You are in a dark forest. All around you are different kinds of trees and bushes. You see a large oak tree whichstands out from the others. To the south is the castle, west there is a stream and east a large waterfall. You are by a long flowing stream whichflows back to the east. To the north you see a wooden bridge which leads across to some moutains. You stand near the edge of a large waterfall whose waves splash mightly against the rocks. There seems to be no way down or anywhere else but you can go west to the forest. You are stood on a wooden bridge which leads north to some mountains. To the south is a stream. You are surrounded by picturous large mountains which hide in a smokey mist.To the west is a village while north there is a smokey cave. A big wooden bridge stands south. You are outside a large cave with smoke stained walls. All around you are human bones of ex-warriors and the entrance to the cave is north. You can also go south. As you enter the cave you detect a smell of what seems to be rotting flesh. You can go north or south. You are in the back of the cave which is bare but still holds that awful stench of rotting flesh. The only formof light comes from the south. You are in the local village, it looksdeserted and lonely and all the housesand shops are boarded up. To the far north you see an old well and west a footpath. You can also go east. You are stood by a an old limestone brick well with a rusty handle. It looks like it has not been used for years. You can go south. You are stood by some quicksand which bubbles madly with its heat and there seems to be no way to get to the largetower which is north. To the east you see a lonely deserted village. You are stood outside a large tower which is the home of the evil troll that has been scaring the village. The entrance lies north and you can also go south. You find yourself in a large tower with a sprial staircase leading up to a small room. You can leave south. You enter the room which is littered with bones of the forest creatures andgreen silmy moss. A large sprial staircase leads down. a dead rat. a plank. a sword. a shield. the 1st scroll. the 2nd scroll. the 3rd scroll the 4th scroll. The gates are made of a cast iron metal and stand 20ft tall. He is a short tubby man with a beard. In the tree you find an hole. Well its a rat and its dead. Its a good strong 10ft plank. The sword is sharp with a gold hilt. It heavy and made of cast iron. The scroll has strange markings. The scroll has strange markings. 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M. M. M. M. M. M. M M M N N8 (Nf 2Nv <N FO> POV ZO dO nO xP P P Q* QR Qb Qb RP S> S> S> S> T U U U U "U ,U 6U @U JU TU ^U hU rU |U U U U U U U U U U U U U U U U U &U 0U :U DU NU XU bU lU vU U U U V( VT W W X< Xd Xt X X Y YR YR Y Y *Y 4Y >Y HZ MZ R[ W[8 \[ f[ k\D p]. z] ^J ^ _f _ ` aa*a*a@abLbvccXcdddddeeeeeeefzffffggggggghph<zhVhlhhSolomons Quest'Written with the Stos Adventure Creator\QUEST You can see: >; ,You can't go that way.iquithelpSorry no help.loadsaverllookYou are wearing You are carrying ;You are carrying nothing.getscrollscrollscrollscrollscrollscrollscrollscrollall You now have ; You now have ; You now have ;You can't get that.:dropplankplankallYou have dropped ;You don't have ;You don't have ;You have dropped ;You have dropped ;You are not carrying that.examinewellwellholeholeYou should pick it up first.You should pick it up first.You can't see anything special.:wearYou are already wearing it.:You are already wearing it.:You are now wearing You are now wearing You can't wear that.removeOk you have took it off.Ok you have took it off.You are not wearing it.:You are not wearing it.:You are not wearing that.:open It won't open:closeIt won't closeAre you sure (Y/N):ynYou have taken turnsand have scored; points.play again (Y/N):y.MBKn,north,s,south,w,weste,eastnwneswseu,upd,downkilltrollkilltrollSorry I can't do that.andthenit.ADV FILE NOT FOUND:file not found.Disk write protected. 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TEST( $A$, , CHAR)bڢ TEST" L TEST CHAR L( $A$) CHAR^ WRD$( COUNT)( $A$, CHAR, L): CHAR TEST: COUNT( TEST COUNT * *** CHECK IF DIRECTION ENTERED ***  Lr WRD$() EXIT$( L) WRD$() EXIT$( L) *D$ jEXIT( L)  L *4> H PUT DIFFERENT EXITS HERER\fpz& *Dʢ# 4MAP( ĄLOC, *D)@ ĄLOC# 4MAP( ĄLOC, *D)::@You can't go that way.: 4DONE*Ԋ **** NORMAL ADVENTURE COMMANDS ****0ޢ WRD$()i.4 WRD$()quit H WRD$()helpSorry no help.:4 WRD$()save4 WRD$()save0 WRD$()r:,N WRD$()l WRD$()look,$2t. ** INVENTORY **"8 L ľOBRB& (OB_LOC( L)You are wearing ; \OBJECT$( L)TL& (OB_LOC( L)КYou are carrying ; \OBJECT$( L) V LN` jCARRY `WEAR nothing.j$t *** GET OBJECT ***2~ WRD$()get*$ PUT SPECIAL GET COMMANDS HEREĊΊ؊ ("2$ ĐA ľOB< WRD$()all& (OB_LOC( ĐA) ĄLOC You now have ;OBJECT$(A):&OB_LOC(A):CARRY:NO:DONEHF jCARRYYou can't carry anymore.: P ĐA"Z L ľOBd WRD$() ҖOB_NAME$( L)& (OB_LOC( L)КYou already have ;OBJECT$(L):NO:DONEn WRD$() ҖOB_NAME$( L)& (OB_LOC( L)КYou already have ;OBJECT$(L):NO:DONEx WRD$() ҖOB_NAME$( L)& (OB_LOC( L) ĄLOC You now have ; \OBJECT$( L): jCARRY:& (OB_LOC( L): H"R L ľOB|\ WRD$() ҖOB_NAME$( L)& (OB_LOC( L)You are already wearing it.:|f WRD$() ҖOB_NAME$( L)& (OB_LOC( L)You are already wearing it.:p WRD$() ҖOB_NAME$( L)& (OB_LOC( L)КYou are now wearing ; \OBJECT$( L):& (OB_LOC( L): jCARRY: `WEAR: WRD$( ĶX)it : Ƃ ĶX И$" ڝOOB0 OBJ(A$,OB_NAME$(O))D OBJWRD$(X)OB_NAME$(O) O:*  <<< ADVEN DATA FILE NOT ON DISK >>>8 , :.ADV FILE NOT FOUND::  <<< DISK ERRORS >>>N 0file not found.Disk write protected. * 4 ~~~ LOAD SAC DATA ~~~ >#, BRIDE.ADV: H#, CAR:#, WEA:#, ľOBH M a ĶX ľOB:#,& (OB_LOC( ĶX): ĶX R#, İELH W  ĶX İEL:#,& rEX_LOC( ĶX): ĶX \#, ĨME( f#, ĠLO:#, ĘEOp k n ĐA ĠLO: e ĊB :#,# 4MAP( ĐA, ĊB): ĊB: ĐAJ p  ĶX ĨME:#, *MESSAGE$( ĶX): ĶXJ z ĶX İEL:#, `EX_NAME$( ĶX): ĶXJ K ĶX ľOB:#, ҖOB_NAME$( ĶX): ĶXL  ĶX ĠLO:#, LOCATION$( ĶX): ĶXJ  ĶX ľOB:#, \OBJECT$( ĶX): ĶXJ + ĶX İEL:#, ׄEX_MESS$( ĶX): ĶXH ʝs ĶX ĘEO:#, ֦EX_OB$( ĶX): ĶX ޠ#:B ~~~~ PUT OBJECTS BACK IN OLD POSTIONS AND RESET FLAGS ~~~~#, BRIDE.ADV:ؠ#,CAR:#,WEA:#,OBHXOB:#,&OB_LOC(X):X#:  *** SAVE GAME POSTION *** Saving data#,POSTIONP#,LOC:#,WEAR:#,CARRY:#,SC0REȡ#,DOҊ܊$ PUT VARIBLES TO BE SAVED HEREFXOB:#,&OB_LOC(X):X#:,  *** LOAD GAME POSTION *** Loading data#,POSTIONR#,LOC:#,WEAR:#,CARRY:#,SC0RE#,DOĊ&Ί PUT VARIBLES TO BE LOADED HERE؊HXOB:#,&OB_LOC(X):X#:,LionpoulosMM* *** S.A.C ADVENTURE EDITOR v1.2 ***"::::ަ:ͦ: LOCATION$():#MAP(, ):OBJECT$(2):&OB_LOC():EX_MESS$(d):EX_OB$(2):&EX_LOC():OB_NAME$(2):EX_NAME$():MESSAGE$():SCR_NAME$():'LOC_SCR()<($EXIT():EXIT$():WRD$( )<2L:$jEXIT(L):L></L:EXIT$(L):LA\HOUSEF ** LOAD TITLE SCREEN **pP,:H A U N T E D H O U S E:,:(WRITTEN USING THE STOS ADVENTURE CREATORZ ***** VARIBLES *****(dY 4::q,,wnYT bxLOC:|TURNS:rSC0RE:hCARRYCAR:^WEARWEA8TW0RN:JCARRIED:>NC H6GATES:,SHED:"D00R:LIT PUT YOUR VARIBLES HEREȊҊ܊ *** CHECK FOR PICTURE ***fSCR:,,,(,,,:::X" d  ** OPEN HIDDEN WINDOW **@:,, ,(, ,,:"" ***** PRINT LOCATION *****Z'LITLOCIts dark here, I can't see:: @",@LOCATION$(LOC):*6SCRw:@@WL :WRD$(L):L$J *** HIGH PRIORITY EVENTS ***T\^RAY():RAY ^ *MESSAGE$(RAY):hr|$ this is the part of the game  where the computer checks(Š for any danger or any characters&̊ befor the player gets a chance֊ to input a command&&0 ** CHECK FOR OBJECT PRESENT **:FOUND"DLOB:N&(OB_LOC(L)LOCFOUND XL.bFOUND I can see:<lFOUNDNO:DONE"vpLOBN&OB_LOC(L)LOC ;OBJECT$(L) L2D:NO:DONE. **** SPILT LINE INTO SINGLE WORDS ****:>;A$:A$|TURNS(COUNT:CHAR ƟH.TEST(A$, ,CHAR)bڢTEST"LTESTCHARL(A$)CHAR^WRD$(COUNT)(A$,CHAR,L):CHARTEST:COUNT(TESTCOUNT * *** CHECK IF DIRECTION ENTERED *** ,Lr WRD$()EXIT$(L)WRD$()EXIT$(L)D$jEXIT(L) L n*WRD$()sLOC#4MAP(,)The gates are locked.r4WRD$()southLOC#4MAP(,)The gates are locked.> H PUT DIFFERENT EXITS HERERX\WRD$()uLOC MESSAGE$(): 2XfWRD$()upLOC MESSAGE$(): 2pz&D!ʢ#4MAP(LOC,D)@LOC#4MAP(LOC,D)::I can't go that way.:DONE*Ԋ **** NORMAL ADVENTURE COMMANDS ****0ޢWRD$()i#.4WRD$()quit HWRD$()helpSorry no help.:4WRD$()load4WRD$()save0WRD$()r,NWRD$()lWRD$()look,$%t. ** INVENTORY **"8$LOBTB&(OB_LOC(L)TW0RN I am wearing ;\OBJECT$(L)VL&(OB_LOC(L)JCARRIEDI am carrying ;\OBJECT$(L) VLN`hCARRY^WEAR nothing.jxt *** GET OBJECT ***2~WRD$()get,FWRD$()bookLOC&(OB_LOC() *MESSAGE$():#4MAP(, ):rSC0RErSC0REWRD$()bookLOC&(OB_LOC()MESSAGE$():#MAP(, ):SC0RESC0RE$ PUT SPECIAL GET COMMANDS HEREĊΊ؊ ("2(0AOB<WRD$()all&(OB_LOC(A)LOC I now have ;OBJECT$(A):&OB_LOC(A)CARRIED:CARRY:NO:DONEFFhCARRYI can't carry anymore.: PA"Z+LOBdWRD$()OB_NAME$(L)&(OB_LOC(L)JCARRIEDI already have ;OBJECT$(L):NO:DONEnWRD$()OB_NAME$(L)&(OB_LOC(L)JCARRIEDI already have ;OBJECT$(L):NO:DONExWRD$()OB_NAME$(L)&(OB_LOC(L)LOC I now have ;\OBJECT$(L):hCARRY:&(OB_LOC(L)JCARRIED:NO:DONE:WRD$():WRD$()WRD$()OB_NAME$(L)&(OB_LOC(L)LOC I now have ;OBJECT$(L):CARRY:&OB_LOC(L)CARRIED:NO:DONE:WRD$():WRD$()FhCARRYI can't carry anymore.:x LrNOI can't get that.:DONE:WRD$():WRD$() *** DROP OBJECT ***4WRD$()drop2ȢWRD$() bloodstoneLOC&(OB_LOC()JCARRIED *MESSAGE$( ):rSC0RErSC0RE2:K 2ҢWRD$() bloodstoneLOC&(OB_LOC()JCARRIEDMESSAGE$( ):SC0RESC0RE2: 2&܊ PUT SPECIAL DROP COMMANDS HERE",6@J"T/ AOB^WRD$()all&(OB_LOC(A)JCARRIEDI have dropped ;\OBJECT$(A):&(OB_LOC(A)LOC:hCARRY:NO:DONE hA"r2RLOB|WRD$()OB_NAME$(L)&(OB_LOC(L)JCARRIED I don't have ;OBJECT$(L):WRD$()OB_NAME$(L)&(OB_LOC(L)JCARRIED I don't have ;OBJECT$(L):WRD$()OB_NAME$(L)&(OB_LOC(L)JCARRIEDI have dropped ;\OBJECT$(L):&(OB_LOC(L)LOC:hCARRY:NO:DONE:WRD$():WRD$()WRD$()OB_NAME$(L)&(OB_LOC(L)JCARRIEDI have dropped ;OBJECT$(L):&OB_LOC(L)LOC:CARRY:NO:DONE:WRD$():WRD$() LxNOI am not carrying that.:DONE:WRD$():WRD$() *** EXAMINE OBJECT ***6¢WRD$()examine?(֢̊WRD$()sack&(OB_LOC( )JCARRIED&(OB_LOC()>NC&(OB_LOC()LOC: *MESSAGE$():rSC0RErSC0RE:DONE:NO:WRD$():WRD$()* PUT REVEALING OBJECT COMMANDS HEREWRD$()sack&(OB_LOC( )JCARRIED&(OB_LOC()>NC&OB_LOC()LOC:MESSAGE$():SC0RESC0RE:DONE:NO:WRD$():WRD$()"8LOB&WRD$()OB_NAME$(L)&(OB_LOC(L)JCARRIEDEX_OB$(L):NO:DONE:WRD$():WRD$()0WRD$()OB_NAME$(L)&(OB_LOC(L)JCARRIEDEX_OB$(L):NO:DONE:WRD$():WRD$()|:WRD$()OB_NAME$(L)&(OB_LOC(L)LOCI should pick it up first.:|DWRD$()OB_NAME$(L)&(OB_LOC(L)LOCI should pick it up first.: NL X *** EXAMINE LOCATION ***blWRD$()fountain&(OB_LOC()>NCLOC&(OB_LOC(): *MESSAGE$():rSC0RErSC0RE :NO:DONE:WRD$():WRD$()vWRD$()fountain&(OB_LOC()>NCLOC&OB_LOC():MESSAGE$():SC0RESC0RE :NO:DONE:WRD$():WRD$(), PUT LOCATION REVEALING COMMANDS HEREWRD$()gates6GATESLOCMESSAGE$( ):NO:DONE:WRD$():WRD$()WRD$()gates6GATESLOCMESSAGE$( ):NO:DONE:WRD$():WRD$()WRD$()gates6GATESLOCMESSAGE$( ):NO:DONE:WRD$():WRD$()WRD$()gates6GATESLOCMESSAGE$( ):NO:DONE:WRD$():WRD$()">LLOƢWRD$()`EX_NAME$(L)LOC&rEX_LOC(L)EX_MESS$(L):NO:DONE:WRD$():WRD$()ТWRD$()`EX_NAME$(L)LOC&rEX_LOC(L)EX_MESS$(L):NO:DONE:WRD$():WRD$() ڂL~NOI can't see anything special.:DONE:WRD$():WRD$() *** WEAR OBJECT ***4WRD$()wearCj & PUT SPECIAL WEAR COMMANDS HERE*4>H"RLOB|\WRD$()OB_NAME$(L)&OB_LOC(L)W0RNI am already wearing it.:|fWRD$()OB_NAME$(L)&OB_LOC(L)W0RNI am already wearing it.:pWRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDI am now wearing ;OBJECT$(L):&OB_LOC(L)W0RN:CARRY:WEAR:NO:DONE:WRD$():WRD$()zWRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDI am now wearing ;OBJECT$(L):&OB_LOC(L)W0RN:CARRY:WEAR:NO:DONE:WRD$():WRD$() LrNOI can't wear that.:DONE:WRD$():WRD$() *** REMOVE OBJECT ***6WRD$()removeG B( PUT SPECIAL REMOVE COMMANDS HEREʊԊފ"LOB WRD$()OB_NAME$(L)&OB_LOC(L)W0RNOk I have took it off.:&OB_LOC(L)CARRIED:CARRY:WEAR:NO:DONE:WRD$():WRD$() WRD$()OB_NAME$(L)&OB_LOC(L)W0RNOk I have took it off.:&OB_LOC(L)CARRIED:CARRY:WEAR:NO:DONE:WRD$():WRD$()x WRD$()OB_NAME$(L)&OB_LOC(L)W0RNI am not wearing it.:x $WRD$()OB_NAME$(L)&OB_LOC(L)W0RNI am not wearing it.: .Lv 8NOI am not wearing that.:DONE:WRD$():WRD$() B *** OPEN ***4 LWRD$()openJH  V ` j ENTER OPEN COMMANDS HERE tWRD$()doorLOC ,SHED#4MAP( ,) :#4MAP( ,) : *MESSAGE$():DONE:NO:WRD$():WRD$():,SHED ~WRD$()doorLOC "D00R#4MAP( ,) : *MESSAGE$( ):DONE:NO:WRD$():WRD$():"D00R n NO It won't open:DONE:WRD$():WRD$() *** CLOSE ***4 WRD$()closeO   Ċ ENTER CLOSE COMMANDS HERE Ί ؊ n NOIt won't close:DONE:WRD$():WRD$() *** QUIT SECTION *** Are you sure (Y/N): N$()& N$y 2& N$n, ( 2 2You have taken;|TURNS; turnsN <and have scored;rSC0RE; points.:play again (Y/N): FN$()F PN$y:::::n Z: d *** LOAD A PICTURE *** nLSCR:LOC'LOC_SCR(L):SCR_NAME$(L).MBK,:,:ަ xL Y^0 ,,,J,Y,, Y  *** GAME DATA ***h ,,,,,,,,,,,, , , , n,north,s,south,w,west,e,east,nw,ne,sw,se,u,up,d,down ȢWRD$()hitWRD$()padlockLOC6GATES&(OB_LOC()JCARRIED6GATES:#4MAP(,): *MESSAGE$():DONE:NO:WRD$():WRD$() ҢWRD$()hitWRD$()padlockLOC6GATES&(OB_LOC()JCARRIEDGATES:#MAP(,):MESSAGE$():DONE:NO:WRD$():WRD$()( ܢWRD$()useWRD$()torchLIT&(OB_LOC()JCARRIEDLIT:&OB_LOC()NC:&OB_LOC( )CARRIED:MESSAGE$():DONE:NO:WRD$():WRD$()( WRD$()useWRD$()torchLIT&(OB_LOC()JCARRIEDLIT:&OB_LOC()NC:&OB_LOC( )CARRIED:MESSAGE$():DONE:NO:WRD$():WRD$() WRD$()eatWRD$()cake&(OB_LOC()JCARRIEDMESSAGE$(): 2 WRD$()eatWRD$()cake&(OB_LOC()JCARRIEDMESSAGE$(): 2$  if none of the local commands0  are used then the game looks at this part0  to see if any of these commands are used* " this is the part of the game where. , the game checks for low priority events 6 @ J T ^ h r |       Š ̊ ֊        & 0 : D N X b l v  8 DONESorry I can't do that. X4X WRD$(X)andWRD$()WRD$(X):WRD$()WRD$(X):WRD$(X): WRD$(X)thenWRD$()WRD$(X):WRD$()WRD$(X):WRD$(X):> WRD$(X)itXN : ƂX Иx" ڝXOOB0 OBJ(A$,OB_NAME$(O))D OBJWRD$(X)OB_NAME$(O) O:*  <<< ADVEN DATA FILE NOT ON DISK >>>8 , :.ADV FILE NOT FOUND::  <<< DISK ERRORS >>>N 0file not found.Disk write protected. * 4 ~~~ LOAD SAC DATA ~~~ >#, HOUSE.ADV: H#,CAR:#,WEA:#,OBH MZyXOB:#,&(OB_LOC(X):X R#,ELH WZXEL:#,&rEX_LOC(X):X \#,ME( f#,LO:#,EOp k[ALO:[}B :#,#4MAP(A,B):B:AJ p[XME:#, *MESSAGE$(X):XJ z\XEL:#,`EX_NAME$(X):XJ \cXOB:#,OB_NAME$(X):XL \XLO:#,@LOCATION$(X):XJ \XOB:#,\OBJECT$(X):XJ ]CXEL:#,EX_MESS$(X):XH ʝ]XEO:#,EX_OB$(X):X ޠ#:B ~~~~ PUT OBJECTS BACK IN OLD POSTIONS AND RESET FLAGS ~~~~#, HOUSE.ADV:ؠ#,CAR:#,WEA:#,OBHXOB:#,&OB_LOC(X):X#:  *** SAVE GAME POSTION *** Saving data#,POSTIONP#,LOC:#,WEAR:#,CARRY:#,SC0REȊҊ܊$ PUT VARIBLES TO BE SAVED HEREFXOB:#,&OB_LOC(X):X#:,  *** LOAD GAME POSTION *** Loading data#,POSTIONR#,LOC:#,WEAR:#,CARRY:#,SC0REĊ&Ί PUT VARIBLES TO BE LOADED HERE؊HXOB:#,&OB_LOC(X):X#:,LionpoulosII ~~~ SOLOMONS QUEST"ͦ:::::ަ: LOCATION$():#MAP(, ):OBJECT$(2):&OB_LOC():EX_MESS$(d):EX_OB$(2):&EX_LOC():OB_NAME$(2):EX_NAME$():MESSAGE$():SCR_NAME$():'LOC_SCR()<($EXIT():EXIT$():WRD$( )<2bQL:$RjEXIT(QL):QL><cQL:REXIT$(QL):QLF ~~~ INSTRUCTIONSdP,:Solomons Quest:, :'Written with the Stos Adventure CreatorU\QUEST:V:pZ ***** VARIBLES *****(dr 4::q,,wn bxQLOC:Q|TURNS:QrSC0RE:QhCARRYQCAR:Q^WEARQWEA8QTW0RN:QJCARRIED:Q>NC 8Q6QUEST:Q,D2:Q$TROLL PUT YOUR VARIBLES HEREȊҊ܊ *** CHECK FOR PICTURE ***fQSCR:,,,(,,,:::f:" d  ** OPEN HIDDEN WINDOW **@:,, ,(, ,,:"" ***** PRINT LOCATION *****",LOCATION$(QLOC):*6QSCRw:@@fQL :QWRD$(QL):QL$J *** HIGH PRIORITY EVENTS ***BTQLOCQ6QUESTY*MESSAGE$()T^QLOCQ6QUESTQ6QUESTMESSAGE$()^hQLOC &f(OB_LOC()QJCARRIEDMESSAGE$(): 2prQLOC &f(OB_LOC()QJCARRIEDMESSAGE$():SC0RESC0REl|Q,D2QLOC &f(OB_LOC()QJCARRIEDMESSAGE$(): 2Q,D2QLOC &f(OB_LOC()QJCARRIEDMESSAGE$():&OB_LOC()NC:D2QLOCQ6QUESTMESSAGE$( ):SC0RESC0RE2:#MAP(,)\QLOCMESSAGE$( ):SC0RESC0REd: 2BQLOCQ$TROLLMESSAGE$( )$ this is the part of the game  where the computer checks(Š for any danger or any characters&̊ befor the player gets a chance֊ to input a command&&0 ** CHECK FOR OBJECT PRESENT **:QFOUND"DkQLQOB:N&f(OB_LOC(QL)QLOCQFOUND XQL2bQFOUND: You can see:<lQFOUNDQNO:QDONE"vlQLQOBP&f(OB_LOC(QL)QLOC ;i\OBJECT$(QL) QL2PD:QNO:QDONE. **** SPILT LINE INTO SINGLE WORDS ****:>;PA$:PA$Q|TURNS(PCOUNT:PCHAR Ɵn.PTEST(PA$, ,PCHAR)bڢPTEST"QLPTESTPCHARQL(PA$)PCHAR^QWRD$(PCOUNT)(PA$,PCHAR,QL):PCHARPTEST:PCOUNT(PTESTPCOUNT * *** CHECK IF DIRECTION ENTERED *** oQLr QWRD$()REXIT$(QL)QWRD$()REXIT$(QL)PD$RjEXIT(QL) QL *4> H PUT DIFFERENT EXITS HERER\fpz&PDpʢ#j4MAP(QLOC,PD)QLOC#j4MAP(QLOC,PD)::ebYou can't go that way.:DONE*Ԋ **** NORMAL ADVENTURE COMMANDS ****0ޢQWRD$()ir.4QWRD$()quitR HQWRD$()helpSorry no help.:4QWRD$()load4QWRD$()save0QWRD$()rf\,NQWRD$()lQWRD$()look,$tt. ** INVENTORY **"8sQLQOBVB&f(OB_LOC(QL)QTW0RNYou are wearing ;OBJECT$(L)ZL&f(OB_LOC(QL)QJCARRIEDYou are carrying ;i\OBJECT$(QL) VQLL`QhCARRYQ^WEARYou are carrying nothing.jlt *** GET OBJECT ***2~QWRD$()getzPQWRD$()scroll&f(OB_LOC()QLOCQUESTPQWRD$()scroll&f(OB_LOC()QLOCQUESTPQWRD$()scroll&f(OB_LOC()QLOCQUESTPQWRD$()scroll&f(OB_LOC()QLOCQUEST$ PUT SPECIAL GET COMMANDS HEREPQWRD$()scroll&f(OB_LOC()QLOCQUESTPĢQWRD$()scroll&f(OB_LOC()QLOCQUESTP΢QWRD$()scroll&f(OB_LOC()QLOCQUESTPآQWRD$()scroll&f(OB_LOC()QLOCQUEST ("2xQAQOB<QWRD$()all&f(OB_LOC(QA)QLOC You now have ;OBJECT$(A):&OB_LOC(A)CARRIED:CARRY:NO:DONEF PQA"Zz&QLQOBxQWRD$()_OB_NAME$(QL)&f(OB_LOC(QL)QLOC You now have ;i\OBJECT$(QL):QhCARRY:&f(OB_LOC(QL)QJCARRIED:QNO:QDONE:QWRD$():QWRD$()QWRD$()_OB_NAME$(QL)&f(OB_LOC(QL)QLOC You now have ;OBJECT$(L):CARRY:&OB_LOC(L)CARRIED:NO:DONE:WRD$():WRD$() QLtQNOYou can't get that.:DONE:WRD$():WRD$() *** DROP OBJECT ***4QWRD$()drop*ȢQWRD$()plank&f(OB_LOC()QJCARRIEDQLOCMESSAGE$():#MAP(,):DONE:WRD$():WRD$():NO:SC0RESC0RE:&OB_LOC()ҢQWRD$()plank&f(OB_LOC()QJCARRIEDQLOCMESSAGE$():#MAP(,):DONE:WRD$():WRD$():NO:SC0RESC0RE:&OB_LOC()&܊ PUT SPECIAL DROP COMMANDS HERE",6@J"T~nQAQOB^QWRD$()all&f(OB_LOC(QA)QJCARRIEDYou have dropped ;i\OBJECT$(QA):&f(OB_LOC(QA)QLOC:QhCARRY:QNO:QDONE hQA"rQLQOB|QWRD$()_OB_NAME$(QL)&f(OB_LOC(QL)QJCARRIEDYou don't have ;OBJECT$(L):QWRD$()_OB_NAME$(QL)&f(OB_LOC(QL)QJCARRIEDYou don't have ;OBJECT$(L):QWRD$()_OB_NAME$(QL)&f(OB_LOC(QL)QJCARRIEDYou have dropped ;OBJECT$(L):&OB_LOC(L)LOC:CARRY:NO:DONE:WRD$():WRD$()QWRD$()_OB_NAME$(QL)&f(OB_LOC(QL)QJCARRIEDYou have dropped ;OBJECT$(L):&OB_LOC(L)LOC:CARRY:NO:DONE:WRD$():WRD$() QLzQNOYou are not carrying that.:DONE:WRD$():WRD$() *** EXAMINE OBJECT ***6¢QWRD$()examine̢QWRD$()wellQLOC MESSAGE$( ):&OB_LOC()LOC:NO:WRD$():WRD$():DONE֢QWRD$()wellQLOC MESSAGE$( ):&OB_LOC()LOC:NO:WRD$():WRD$():DONE* PUT REVEALING OBJECT COMMANDS HEREQWRD$()holeQLOCMESSAGE$( ):&OB_LOC()LOC:NO:WRD$():WRD$():DONEQWRD$()holeQLOCMESSAGE$( ):&OB_LOC()LOC:NO:WRD$():WRD$():DONE"0QLQOB&QWRD$()_OB_NAME$(QL)&f(OB_LOC(QL)QJCARRIEDcEX_OB$(QL):QNO:QDONE:QWRD$():QWRD$()0QWRD$()_OB_NAME$(QL)&f(OB_LOC(QL)QJCARRIEDEX_OB$(L):NO:DONE:WRD$():WRD$()~:QWRD$()_OB_NAME$(QL)&f(OB_LOC(QL)QLOCYou should pick it up first.:~DQWRD$()_OB_NAME$(QL)&f(OB_LOC(QL)QLOCYou should pick it up first.: NQL X *** EXAMINE LOCATION ***blv, PUT LOCATION REVEALING COMMANDS HERE"FQLQLOƢQWRD$()\`EX_NAME$(QL)QLOC&`rEX_LOC(QL)EX_MESS$(L):NO:DONE:WRD$():WRD$()ТQWRD$()\`EX_NAME$(QL)QLOC&`rEX_LOC(QL)EX_MESS$(L):NO:DONE:WRD$():WRD$() ڂQLQNOYou can't see anything special.:DONE:WRD$():WRD$() *** WEAR OBJECT ***4QWRD$()wear & PUT SPECIAL WEAR COMMANDS HERE*4>H"RLOB\WRD$()OB_NAME$(L)&OB_LOC(L)W0RNYou are already wearing it.:fWRD$()OB_NAME$(L)&OB_LOC(L)W0RNYou are already wearing it.:pWRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDYou are now wearing ;OBJECT$(L):&OB_LOC(L)W0RN:CARRY:WEAR:NO:DONE:WRD$():WRD$()zWRD$()OB_NAME$(L)&OB_LOC(L)CARRIEDYou are now wearing ;OBJECT$(L):&OB_LOC(L)W0RN:CARRY:WEAR:NO:DONE:WRD$():WRD$() LtNOYou can't wear that.:DONE:WRD$():WRD$() *** REMOVE OBJECT ***6QWRD$()removeN B( PUT SPECIAL REMOVE COMMANDS HEREʊԊފ"LOB WRD$()OB_NAME$(L)&OB_LOC(L)W0RNOk you have took it off.:&OB_LOC(L)CARRIED:CARRY:WEAR:NO:DONE:WRD$():WRD$() WRD$()OB_NAME$(L)&OB_LOC(L)W0RNOk you have took it off.:&OB_LOC(L)CARRIED:CARRY:WEAR:NO:DONE:WRD$():WRD$()| WRD$()OB_NAME$(L)&OB_LOC(L)W0RNYou are not wearing it.:| $WRD$()OB_NAME$(L)&OB_LOC(L)W0RNYou are not wearing it.: .Lz 8NOYou are not wearing that.:DONE:WRD$():WRD$() B *** OPEN ***4 LQWRD$()openB  V ` j ENTER OPEN COMMANDS HERE t ~ n NO It won't open:DONE:WRD$():WRD$() *** CLOSE ***4 QWRD$()close   Ċ ENTER CLOSE COMMANDS HERE Ί ؊ n NOIt won't close:DONE:WRD$():WRD$() *** QUIT SECTION *** Are you sure (Y/N): PN$()& PN$y 2& N$n, ( 2 2You have taken;Q|TURNS; turnsN <and have scored;QrSC0RE; points.:play again (Y/N): FPN$()F PPN$y:::::n Z: d *** LOAD A PICTURE *** nLSCR:LOC'LOC_SCR(L):SCR_NAME$(L).MBK,:,:ަ xL Y^0 ,,,J,Y,, Y  *** GAME DATA ***h ,,,,,,,,,,,, , , , n,north,s,south,w,west,e,east,nw,ne,sw,se,u,up,d,down* Ȋ ****** LOW PRIORITY COMMANDS ****** Ҋ ܊ QWRD$()killQWRD$()trollQLOCMESSAGE$():SC0RESC0RE(:&OB_LOC()LOC:NO:WRD$():WRD$():TROLL:DONE QWRD$()killQWRD$()trollQLOCMESSAGE$():SC0RESC0RE(:&OB_LOC()LOC:NO:WRD$():WRD$():TROLL:DONE $  if none of the local commands0  are used then the game looks at this part0  to see if any of these commands are used* " this is the part of the game where. , the game checks for low priority events 6 @ J T ^ h r |       Š ̊ ֊        & 0 : D N X b l v  8 QDONESorry I can't do that. QX QWRD$(QX)andWRD$()WRD$(X):WRD$()WRD$(X):WRD$(X): QWRD$(QX)thenWRD$()WRD$(X):WRD$()WRD$(X):WRD$(X):> QWRD$(QX)it : ƂQX Иl" ڝOOB0 OBJ(A$,OB_NAME$(O))D OBJWRD$(X)OB_NAME$(O) O:*  <<< ADVEN DATA FILE NOT ON DISK >>>8 , :.ADV FILE NOT FOUND::  <<< DISK ERRORS >>>N 0file not found.Disk write protected. * 4 ~~~ LOAD SAC DATA ~~~ >#, QUEST.ADV: H#,QCAR:#,QWEA:#,QOBH M#QXQOB:#,&f(OB_LOC(QX):QX R#,QELH WQXQEL:#,&`rEX_LOC(QX):QX \#,QME( f#,QLO:#,QEOp k0QAQLO:'QB :#,#j4MAP(QA,QB):QB:QAJ pyQXQME:#,Y*MESSAGE$(QX):QXJ zQXQEL:#,\`EX_NAME$(QX):QXJ  QXQOB:#,_OB_NAME$(QX):QXL YQXQLO:#,LOCATION$(QX):QXJ QXQOB:#,i\OBJECT$(QX):QXJ QXQEL:#,dEX_MESS$(QX):QXH ʝ5QXQEO:#,cEX_OB$(QX):QX ޠ#:B ~~~~ PUT OBJECTS BACK IN OLD POSTIONS AND RESET FLAGS ~~~~#, QUEST.ADV:ؠ#,CAR:#,WEA:#,OBHXOB:#,&OB_LOC(X):X㠣#,ELHXEL:#,&EX_LOC(X):X(堣#,ME:#,SCR(栣#,LO:#,EOpALO:B :#,#MAP(A,B):B:A#:  *** SAVE GAME POSTION *** Saving data#,POSTIONP#,LOC:#,WEAR:#,CARRY:#,SC0REȊҊ܊$ PUT VARIBLES TO BE SAVED HEREFXOB:#,&OB_LOC(X):X#:,  *** LOAD GAME POSTION *** Loading data#,POSTIONR#,LOC:#,WEAR:#,CARRY:#,SC0REĊ&Ί PUT VARIBLES TO BE LOADED HERE؊HXOB:#,&OB_LOC(X):X#:,*p:S O L O M O N S Q U E S Tz,In the year of 1872, the valley of Cannawas in deep sadness as the four golden scrolls that held the power of love and safety were stolen from the king and scattered around the valley.:So the king called upon Solomon, a greatfighting warrior from the mountains and charged him with a quest. To find the four scrolls and return to the castle, so their power may be used again.,::press a key to play:w::Lionpoulosii& *** STOS ADVENTURE CREATOR ***˦::<SAC.PI1:ަ::q:(::dLOCATION$(,):#MAP(,, ):OBJECT$(d):&OB_LOC(,):EX_MESS$(,):EX_OB$(d):&EX_LOC(,):OB_NAME$(d):EX_NAME$(,):MESSAGE$()ns dx,:K************************* STOS ADVENTURE CREATOR v1.04 ********************d,:K**************************** WRITTEN BY DEANO 1992 ************************" ****** TITLE SCREEN *******& ,: L= Locations( ,:C= Connections$ ,: O= Objects, ,:E= Examine messages$ , : M= Messages*ȩ , :K= Load game data*ҩ ,:S= Save game data,ܩ ,:Q= Quit to desktop* ,:F= Create folder0 ,:N= Clear adventure data2 ,: FREE MEMORY:;; q,,w$ ****** CHOOSE OPTION *******:C$()8:C$lq:(::8":C$cq:(::8,:C$oq:(::P86:C$eq:(::8@:C$mq:(:: J:C$q:&O:C$n:*T:C$s:^^:C$f:F$(*.*,Create a folder, ):h:C$k8m2F$(*.ADV,Load work data, )*r2F$:x8|(2F$,).ADV:x:2F$:7::`x*F$:x8F$(*.*,Create a folder, )(F$:F$:x2 ******* SAVE RUNABLE ADVENTURE DATA ******8F$(*.ADV,Save work data, )*F$:x8¢(F$,).ADV:x:̢F$: ::x֊  *** DEFINE LOCATIONS ***b:,:F****************************** LOCATIONS *****************************`,:F**********************************************************************. ,:I= Insert a Location, ,:A= Amend a Location, ,:P= Print a Location. ,:L= List all Locations.! , :D= Delete a Location&& , : M= Main MenuF0 ,:Spare Locations:0,:,LO:q,,w:DC$()8EC$iINSERT:X8FC$aAMEND:X&GC$p&HC$l&IC$d8JC$mq:(::n MC$:D$N ****** CREATE LOCATION ******JSLO,:Location Bank Full:d:&X:K$:WD$L]:::,,,(,,,:P`INSERTLO:,:Location(LO)JaAMEND,:Amend Location;AM:BbAMENDAM::cAMENDAMLO:Location not inserted:d::::LOCATION$(AM)"dX:YeX,YfK$gK$hi ~~~ CHECK CURSOR UP KEYJj(K$)HYY:X,Y k ~~~ CHECK CURSOR DOWN KEYJl(K$)PYY:X,Y m ~~~ CHECK CURSOR LEFT KEYJn(K$)KXX:X,Y"o ~~~ CHECK CURSOR RIGHT KEYJp(K$)MX%X:X,Yq ~~~ CHECK RETURN KEY,rK$( ):|s ~~~ CHECK BACKSPACE KEY\tK$()XX:X,Y: ;:X,YzuK$()XYY:X%:X,Y: ;:X,Yv ~~~ CHECK DELETE KEYw(K$):X1X$:X1,Y:((X1,Y));:X1:X,Y::{$x ~~~ CHECK FOR KEYBOARD INPUTJy(K$)X'Y K$;:XPz(K$)X&Y X:Y {K$:e |Y1Y }X1% ~WD(X1,Y1)$WD$WD$(WD)X1:Y1INSERT,:Location inserted, press a key:w:LOCATION$(LO):LOCATION$(LO)WD$AMEND,:Location amended, press a key:w:LOCATION$(AM):LOCATION$(AM)WD$>INSERT:AMEND::& ****** SHOW ONE LOCATION ******,::Print Location;P::PLO:, :Location not inserted:d::::,,,(,,,:::LOCATION$(P):Location(P), press any key:w::( ****** SHOW ALL LOCATIONS ******XLO:, :No Locations found:d::H::,,,(,,,:"LLOf¡Location;L::LOCATION$(L)::&======================================Ƣ w0ТQ:(ڢLLO L6:: Press any key:w::" ***** DELETE LOCATION *****N:Delete Location no:;DE:DENDELOLocation not inserted:d:LOCATION$(DE):XDELO:LOCATION$(X)LOCATION$(X):X6DE::Location Deleted:dLO:$ ****** GOTO MAIN MENU ******8C$mq:(::x D" ****** CONNECTIONS *******` ,:G***************************** CONNECTIONS *****************************^*,:E*********************************************************************.4 ,:A= Amend Connections.> ,:P= Print a Connection,H ,:L= List Connections&R ,: M= Main menu\q,,wfC$()&pC$a&zC$p(C$l:F8C$mq:(::xf& ****** AMEND CONNECTION ******ZLO:, :No Connections found:d::n,::Amend Location;CON::CONCONLOJL :#MAP(CON,L):Lʴlԩ,:.==================== Connections from location;CON; ====================Jީ,:"Press direction letter (Q to quit):AR,:9N(N) S(S) W(W) E(E) NW(Z) NE(X) SW(C) SE(V) UP(U) DOWN(D) >CON$():CON$ A(AA ,A\$CON$n:North goes to Location;#MAP(CON,):\.CON$s:South goes to Location;#MAP(CON,):\8CON$w:West goes to Location;#MAP(CON,):\BCON$e:East goes to Location;#MAP(CON,):bLCON$z:North west goes to Location;#MAP(CON,):bVCON$x:North east goes to Location;#MAP(CON,):b`CON$c:South west goes to Location;#MAP(CON,):bjCON$v:South east goes to Location;#MAP(CON,):ZtCON$u:Up goes to Location;#MAP(CON, ):\~CON$d:Dowm goes to Location;#MAP(CON, ):CON$q:: * ****** PRINT ONE CONNECTION ******X,::Print Location;P::P 8PLOP: QĴ^Ρ.==================== Connections from location;P; ====================:nآ#MAP(P,),Q:North goes to Location;#MAP(P,)v#MAP(P,)Q:,Q:South goes to Location;#MAP(P,)v#MAP(P,)Q:,Q:West goes to Location;#MAP(P,)v#MAP(P,)Q:,Q:East goes to Location;#MAP(P,)|#MAP(P,)Q:,Q:North west goes to Location;#MAP(P,)| #MAP(P,)Q:,Q:North east goes to Location;#MAP(P,)|#MAP(P,)Q:,Q:South west goes to Location;#MAP(P,)|#MAP(P,)Q:,Q:South east goes to Location;#MAP(P,)t(#MAP(P, )Q:,Q:Up goes to Location;#MAP(P, )v2#MAP(P, )Q:,Q:Down goes to Location;#MAP(P, )0<:: Press any key:w:: *F ****** PRINT ALL CONNECTIONS ******PQ"ZLLOd^n.==================== Connections from location;L; ====================:nx#MAP(L,),Q:North goes to Location;#MAP(L,)v#MAP(L,)Q:,Q:South goes to Location;#MAP(L,)v#MAP(L,)Q:,Q:West goes to Location;#MAP(L,)v#MAP(L,)Q:,Q:East goes to Location;#MAP(L,)|#MAP(L,)Q:,Q:North west goes to Location;#MAP(L,)|#MAP(L,)Q:,Q:North east goes to Location;#MAP(L,)|#MAP(L,)Q:,Q:South west goes to Location;#MAP(L,)|#MAP(L,)Q:,Q:South east goes to Location;#MAP(L,)tȢ#MAP(L, )Q:,Q:Up goes to Location;#MAP(L, )vҢ#MAP(L, )Q:,Q:Down goes to Location;#MAP(L, ),ܢQ: 2:: Press any key:w:Q: L  ******* OBJECTS *******Z:K******************************** OBJECTS **********************************d,:K***************************************************************************.",:I= Insert Object Text.,,:A= Amend Object Text,6,:O= Object Location,@,:S= Special Location,J, :L= List Object Text&T, : M= Main Menu*^,:Choose an optionDh,: Spare Objects:-,:dOBrq,,w$| ****** CHOOSE OPTION *******&:C$():,&:C$i&:C$a&:C$ol&:C$s(:C$l:R8¢:C$mq:(::`x̘&֊ ****** INSERT AN OBJECT *******OBd:: BOB:,: Object number;OB; isJ,:: >;OBJECT$(OB):T, ::The word for this object is;OB_NAME$(OB):H:$** Object inserted (Press a key) **:w::" ****** AMEND OBJECTS ******`&,::Amend Object number;AM::AM&b0AMOB,:That Object is not Inserted:d:: :8D,: Object number;AM; isJN,:: >;OBJECT$(AM):TX, ::The word for this object is;OB_NAME$(AM):Hb:#** Object amended (Press a key) **:w::$l ****** OBJECT LOCATION ******`vOB:, :No Objects found (Press a key):w:: f,::Amend Object Number;OL::OL:hOLOB,:That Object is not Inserted:d::<:Object;OL; is ;OBJECT$(OL)J,::This object appears at Location;OLC:$&OB_LOC(OL)OLC:&Ɗ ****** SPECIAL LOCATIONS ******`ТOB:, :No Objects found (Press a key):w::ڴf,::Amend Object Number;SP::SP:hSPOB,:That Object is not Inserted:d::<:Object;SP; is ;OBJECT$(SP)L,:2W =worn C = carried N= not created O= no option: , :This object is:S$()(S$:@ S$w&OB_LOC(SP):WEA@*S$c&OB_LOC(SP):CAR64S$n&OB_LOC(SP) 6>S$o&OB_LOC(SP)H:"R ****** PRINT OBJECTS ******^\OB, :No Objects found (Press a key):w:: fXpLOB:Object;L; is ;OBJECT$(L)6zThe Object word is ;>OB_NAME$(L)v&OB_LOC(L)&OB_LOC(L)and it is found at Location;&OB_LOC(L):&OB_LOC(L)and it is worn<&OB_LOC(L)Кand it is carriedD&OB_LOC(L) and it is not yet created6:(**************************************** w0Q:FʂL::::** press any key **:w::nԊ **** EXAMINE *******bީ,:I**************************** EXAMINE MESSAGES ***************************b,:H************************************************************************" ****** TITLE SCREEN *******2,:I= Insert Object Message0 ,:A= Amend Object Message. ,:L= Location Messages0 ,:O= List Object messages2 $, :U= List Location messages& ., : M= Main menuL 8,:Spare Object messages:0,:dEON B,:Spare Location messages:2,:EL Lq,,w$ V ****** CHOOSE OPTION *******& `C$():,( jC$i: & tC$a & ~C$l P( C$o: ( C$u: 8 C$mq:(::x `$ ****** INSERT MESSAGE ******* EOOB:H ::,,,(,,,: εEO< ة,:Examine message for Object;EO6 ,::;EX_OB$(EO):L :%** Message inserted (Press a key) **:w::" ****** AMEND MESSAGE ******` EO:, :No Messages found (Press a key):w::` ,::Amend Message number;AE::AEb AEEO,:That Message is not Inserted:d:: @ (:,,,(,,,:@ 2,:Description for Object number;AE6 <,::;EX_OB$(AE):H F:$** Message amended (Press a key) **:w::( P **** INSERT LOCATION MESSAGE ****( ZEL,:d d,::Location;E::EELO: n@ x:,,,(,,,:F EL:,:Examine message for Location;E8 ,::;EX_MESS$(EL):X EX_MESS$(EL) &EX_LOC(EL)E> :::Examine what ?;EX_NAME$(EL):J :%** Message inserted (Press a key) **:w::( ***** LIST EXAMINE MESSAGES *****^ EO, :No Messages found (Press a key):w:: @ ҫ:,,,(,,,:L ܝLEO:Examine Message for Object;L: EX_OB$(L)4 :&**************************************  w0 Q:D L::::** press any key **:w:2  ***** LIST EXAMINE LOCATION MESSAGES *****h "EL, :(No Location messages found (Press a key):w:: ,@ 6:,,,(,,,:" @LEL> JExamine Message for Location;&EX_LOC(L): TEX_MESS$(L)8 ^:Player must examine ;EX_NAME$(L)4 h:&************************************** r w0 |Q: L> :::** press any key **:w:: *** MESSAGES *** b ,:H***************************** GAME MESSAGES ***************************** INSERT:AMENDb ,:H************************************************************************* ,:I= Insert Message* © ,:A= Amend Message* ̩ ,:L= List messages* ѩ ,:D= Delete message& ֩ , : M= Main menuF , :Spare messages:., :ME q,,w C$(): C$iINSERT:: 0: C$aAMEND:: 0( C$l: & C$d 8 C$mq:(::n &C$: & 0:K$:WD$L 1:::,,,(,,,:N 2INSERTME:,:Message(ME)J 3AMEND,: Amend Message;AM:B 4AMENDAM:: * 5ME::n" 6X:Y 7X,Y 8K$ 9K$ : ; ~~~ CHECK CURSOR UP KEYJ <(K$)HYY:X,Y = ~~~ CHECK CURSOR DOWN KEYJ >(K$)PYY:X,Y ? ~~~ CHECK CURSOR LEFT KEYJ @(K$)KXX:X,Y" A ~~~ CHECK CURSOR RIGHT KEYJ B(K$)MX%X:X,Y C ~~~ CHECK RETURN KEY, DK$( ): N E ~~~ CHECK BACKSPACE KEY\ FK$()XX:X,Y: ;:X,Yz GK$()XYY:X%:X,Y: ;:X,Y H ~~~ CHECK DELETE KEY I(K$):X1X$:X1,Y:((X1,Y));:X1:X,Y:: M$ J ~~~ CHECK FOR KEYBOARD INPUTJ K(K$)X'YK$;:XP L(K$)X&YX:Y MK$: 7 NY1Y OX1% PWD(X1,Y1)$ QWD$WD$(WD) RX1:Y1 SINSERT,:Message inserted, press a key:w:MESSAGE$(ME):MESSAGE$(ME)WD$ TAMEND,:Message amended, press a key:w:MESSAGE$(AM):MESSAGE$(AM)WD$> UINSERT:AMEND::  X ***** LIST MESSAGES *****^ ƢME, :No Messages found (Press a key):w:: @ ګ:,,,(,,,:D LME:Message;L; is: MESSAGE$(L)4 :&**************************************  w0 Q: F L::::** press any key **:w:: **** Delete Message ****L *:Delete Message no:;DE:DE L 4DEMEMessage not inserted:d: | >MESSAGE$(DE):XDEME:MESSAGE$(X)MESSAGE$(X):X6 HDE::Message Deleted:d RME: D 0:, :FILE NOT FOUND:P:J 4:, :DISK WRITE PROTECTED:P: x ʠ#,F$: ԡ#,CAR:#,WEA:#,OBF ޝXOB:#,&OB_LOC(X):X #,ELF XEL:#,&EX_LOC(X):X #,ME& #,LO:#,EOnXLO:Y :#,#MAP(X,Y):Y:XHXME:#,MESSAGE$(X):XHXEL:#,EX_NAME$(X):XHXOB:#,OB_NAME$(X):XJ.XLO:#,LOCATION$(X):XHBXOB:#,OBJECT$(X):XHLXEL:#,EX_MESS$(X):XFVXEO:#,EX_OB$(X):Xj#: ~~~ LOAD SAC DATA ~~~$*DEANO::#,2F$:#, CAR:#,WEA:#,OBH7XOB:#,&OB_LOC(X):XĠ#,ELHΝ8/XEL:#,&EX_LOC(X):Xؠ#,ME(⠣#,LO:#,EOp8ALO:8B :#,#tMAP(A,B):B:AJ9'XME:#,MESSAGE$(X):XJ9qXEL:#,xEX_NAME$(X):XJ 9XOB:#,>OB_NAME$(X):XL:XLO:#,DLOCATION$(X):XJ:QXOB:#,OBJECT$(X):XJ(:XEL:#,LEX_MESS$(X):XH2:XEO:#,EX_OB$(X):XF#: ~~~ CLEAR DATA ~~~| CAR:WEA:EO:EL:ME:SCR:LO:OBF;X,:DLOCATION$(X):Xj<:X,:<1Y :#tMAP(X,Y):Y:XDȝ<}Xd:OBJECT$(X):XBҝ<X,:&OB_LOC(X):XDܝ=X,:LEX_MESS$(X):XB=EXd:EX_OB$(X):XB=X:&EX_LOC(X):XD=Xd:>OB_NAME$(X):XD>X,:xEX_NAME$(X):XD>SX:MESSAGE$(X):XH,*DEANO$*DEANO:7B:Bn 1 1 4 8 3000 1000 2000 5 1 1 3 7 8 5 10 4 2 0 0 0 0 0 0 0 0 0 3 1 0 4 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 5 0 2 0 0 0 0 0 0 0 0 4 6 0 0 0 0 0 0 7 0 0 0 5 0 0 0 0 0 0 0 0 8 9 0 0 0 0 5 0 0 0 0 7 0 0 0 0 0 0 0 10 7 0 0 0 0 0 0 0 9 0 0 0 0 0 0 0 0 0 With a clunk the door unlocks. You open the door and escape to your freedom.. well done. As you are wearing the teachers gown the teachers think you are one of themand pay no attention to you. The teachers see you and drag you out of the staffroom and lock you in the cold dark room and leave you to die. You have failed your quest. You need the key. bed cabinet window door desk gown key nightdress lamp You are in your own room. In the west corner is your bed and a small cabinetis beside it. The door is north. You are now in the west wing of the corridor. Before you to the north is another room and the corridor leads east. You can also go south. You are in a cold dark room which is chilly and murkey. Nothing to see hereexcept a few cobwebs and a cracked window. The door is south. The east end of the corridor. A bad smell hangs in the air which makes youthink someone has been eating mushy peas. You can go north and west. You are now in the north corridor. To the west stands the staffroom whereyou hear happy chattering. A large steel staircase leads down and you canalso go south to the east corridor. You are in the staffroom. A large group of teachers stand in the corner drinking tea and laughing. There is anold oak table near a pile of chairs and a door leading east. You are in the school entrance hall. There are large arched doorways to thewest and east and a large staircase leading up to a corridor. Before you stands the door to your freedom. You are in the headmasters office which is bare except for a dusty desk and a creaky wooden chair. Exits:east. You are in yet another dark and dingy corridor. To the south is the school assembly hall and a doorway is west. The assembly hall in all its splendor.You can see some chairs stacked up in a pile next to a grand piano. Nothing of interest here. You can go north. a teachers gown. the key. a nightdress. a lamp. Your bed looks warm and comfy and you begin to wander why you got out. It looks old and chipped. Yuk!!!.. Its dirty and smelly. Its locked.. use the key. It has an old rusty drawer behind it but it won't open because its stuck. Its made from black silk. Its the key to freedom. Its white with a lace collar. 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.@* 8@R B@ L@ VA$ `A$ jA tA ~A A A B B B B B B B B B CV CV C C C (C 2D <DT FD PD ZEV dEj nEj xF* FR F~ F F F F G H H H H H H H H H "H ,H 6H @H JJ TK& ^K& hK& rK& |K& K& K& K& K& K& K& K& K& K& K& K& K& K& K& K& K& &K& 0K& :K& DK& NK& XK& bK& lK& vK& K& K& K& Kp K Lh M4 M M M M N Nh N N N N *O 4O4 >O4 HOJ MO RPV WP \Q fQ8 kQ pRv zS S T T U< U VXVrVrVWWWWWWXXYYYYYYYYYZZZZZZZZ[ \ST_BRIDE BRIDE.PI1: You can see: >; ,You can't go that way.iquithelpSorry no help.savesaverllookYou are wearing You are carrying ; nothing.getall You now have ;You can't carry anymore.You already have ;You already have ; You now have ; You now have ;You can't carry anymore.You can't get that.:dropallYou have dropped ;You don't have ;You don't have ;You have dropped ;You have dropped ;You are not carrying that.examineYou should pick it up first.You should pick it up first.tableYou find a keyYou can't see anything special.:wearYou are already wearing it.:You are already wearing it.:You are now wearing You are now wearing You can't wear that.removeOk you have took it off.Ok you have took it off.You are not wearing it.:You are not wearing it.:You are not wearing that.:opendoor It won't open:closeIt won't closeAre you sure (Y/N):ynYou have taken turnsand have scored; points.play again (Y/N):y.MBKn,north,s,south,w,weste,eastnwneswseu,upd,downunlockdoorunlockdoorIts already unlockedYou can't do that.andthenit.ADV FILE NOT FOUND:file not found.Disk write protected. 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QUIT QUITTER RETURN OK      #=Wi{    H?< NC;@zNBmBmBm;|;|NZJmgDB@>< NCJmfp `p N0<BGNC0<NCNJmfp `p N`.JmFg(B@~ NCpNpBGNCpNC0<NN+H+h+h 0-HAB60+C60+C60+CBmSC;C;|BmBm0-rAr$m."j p,2Q"jp 2Q - A$!@A( A#$m `&m \4d5|5| 5| 67|7|7|7|7| 7| 7|7|7|7|ps"- hNB0* ;@#NΎ-<NZ--NͬBm;|-<-<BBN -<-<N|-<-<-<N m pBXQLNu oHg oIg/:Nu ABBB0-S@g jTAC^`CxRA0H>1B@g0TR@Ac;G$m `&m \46N846N846N8Nup m Bd:$m `&m \"m d23C3B3A645| 5|5m N&p m -|f;|JGgIEGp BZB[QGEBBBCBEp J)g6BD 1@fzRBPCAdRD|gJ1@f46Q`46 mfz;|Jmgf,0<;@mJmgmg;|;EXNpN0-~NC0-~NCpBNCp BNC m 8p'JmgHR@ QBpBGNCJmgpr~NC m 8~NCpBGNC&_BCAJXgBBN6RC| eN,NuBmBmBmBmJmgBmvNfNJmg BmNNu?<ONAT m pJ@Nu|aeC CA?< NMTdg??<NAXJ@kNup `pS m ,<.@*2d@pT2((>Jt  "0*"J 6@ & & (LN.0&(  "&&*T0$ 2"( ,<F& (L*tr^"nF0~F@X(  &:"    ^b* (($*T>*Hx$0 jVl$Z 44>\dnsx&LLT\Bff~",.6@J6OhT^h*mRrv|HTD !L&0:`DEFG&HTIJM N *S *X ] `!a!b!c"Nd#(e#Lf#fg#h#i#j#k$(l$(m$n$o% p% q%r%s%t%u&v'Pw'Px(hy(hz({)j|)})~)**0*++++,--.D..//00@0h001N12P222 33& 3&*3L43r>3H3R48\4zf4p4z455J5556*67@7J778 88V8f8$8.989B9L:fV:`;Bj;t<~<<=$=N=N=> >2><>?B?@AF ABCJ(C2D<ENFEPEZEdEnFxFnG GHbIIJfKKLjMMbMMNNN""NH,N6N@OJOPTO^OhOrP|PPPQ Q8QfQQR$R4R4RvRRSZST,&T,0T:UDU,NUXUbVPlVvVW4WDWXJXY&YHYhYhYYZtZ[t [[ \,*\z4\>]H]DR]^\]^f]p]z^r^_\_` `d``a$aabb&b& bh b b $c. .cp 8c BdB Ld Vd `d je$ te\ ~e e e f( f f f f g. g> g g hH hH h i: i (i 2j <jb Fj Pk4 Zk4 dkl nl xl lt l m8 m n n n n o o^ o p" pj p p q "q ,r 6r @rd Jr Tr ^s6 hs rs |t t^ t u u u uD uh u u v vT v v wh w w w x8 xp x &x 0y 1yF 2y 3z 4z 5z 6{& 7{J 8{d 9{ :{ ;{ <{ =|& >|& ?| @| A} B} C} D} E} F} G~~ HN IN Jf Kf L Mh N O P Q R. S~ T U X J Z F  B * 4l > Hn R B $ ^ 6B.~BLVXj2JV8v  (<2FXrrvF.r,SAC.PI1:K************************* STOS ADVENTURE CREATOR v1.04 ********************K**************************** WRITTEN BY DEANO 1992 ************************ L= LocationsC= Connections O= ObjectsE= Examine messages M= MessagesK= Load game dataS= Save game dataQ= Quit to desktopF= Create folderN= Clear adventure data FREE MEMORY: lcoemqnsf*.*,Create a folder,k*.ADV,Load work data.ADV*.*,Create a folder,*.ADV,Save work data.ADVF****************************** LOCATIONS *****************************F**********************************************************************I= Insert a LocationA= Amend a LocationP= Print a LocationL= List all LocationsD= Delete a Location M= Main MenuSpare Locations:iapldmLocation Bank FullLocationAmend LocationLocation not inserted: ; ;Location inserted, press a keyLocation amended, press a key:Print LocationLocation not inserted:Location, press any key:No Locations foundLocation&====================================== Q Press any key:Delete Location no:;Location not inserted:Location DeletedmG***************************** CONNECTIONS *****************************E*********************************************************************A= Amend ConnectionsP= Print a ConnectionL= List Connections M= Main menuaplmNo Connections foundAmend Location.==================== Connections from location ===================="Press direction letter (Q to quit)9N(N) S(S) W(W) E(E) NW(Z) NE(X) SW(C) SE(V) UP(U) DOWN(D)nNorth goes to LocationsSouth goes to LocationwWest goes to Location;eEast goes to Location;zNorth west goes to Location;xNorth east goes to Location;cSouth west goes to Location;vSouth east goes to Location;uUp goes to Location;dDowm goes to Location;qPrint Location.==================== Connections from location ====================:North goes to LocationSouth goes to LocationWest goes to Location;East goes to Location;North west goes to Location;North east goes to Location;South west goes to Location;South east goes to Location;Up goes to Location;Down goes to Location; Press any key:.==================== Connections from location ====================:North goes to LocationSouth goes to LocationWest goes to Location;East goes to Location;North west goes to Location;North east goes to Location;South west goes to Location;South east goes to Location;Up goes to Location;Down goes to Location;Q Press any key:K******************************** OBJECTS **********************************K***************************************************************************I= Insert Object TextA= Amend Object TextO= Object LocationS= Special LocationL= List Object Text M= Main MenuChoose an option Spare Objects:iaoslm Object number; is >;The word for this object is;$** Object inserted (Press a key) **Amend Object number;That Object is not Inserted: Object number; is >;The word for this object is;#** Object amended (Press a key) **:No Objects found (Press a key)Amend Object Number;That Object is not Inserted:Object is This object appears at Location;No Objects found (Press a key)Amend Object Number;That Object is not Inserted:Object is 2W =worn C = carried N= not created O= no optionThis object iswcnoNo Objects found (Press a key)Object is The Object word is ;and it is found at Location;and it is wornand it is carriedand it is not yet created(**************************************** Q** press any key **:I**************************** EXAMINE MESSAGES ***************************H************************************************************************I= Insert Object MessageA= Amend Object MessageL= Location MessagesO= List Object messagesU= List Location messages M= Main menuSpare Object messages:Spare Location messages:ialoumExamine message for Object%** Message inserted (Press a key) **:No Messages found (Press a key):Amend Message numberThat Message is not InsertedDescription for Object number;$** Message amended (Press a key) **LocationExamine message for LocationExamine what ?%** Message inserted (Press a key) **:No Messages found (Press a key):Examine Message for Object&************************************** Q** press any key **:(No Location messages found (Press a key)Examine Message for LocationPlayer must examine &************************************** Q** press any key **:H***************************** GAME MESSAGES ****************************H************************************************************************I= Insert MessageA= Amend MessageL= List messagesD= Delete message M= Main menuSpare messagesialdmMessage Amend Message; 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