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F0Ξ05: [ BDEHI%} VY8 B V  @  /DE `E:D8:DUP.SYSERROR-SAVING USER MEMORY ON DISKTYPE Y TO &}STILL RUN DOS B;DE J  (` 9 V⪍ ઍ  -'}LLu ÝDEHILV 9 .l 9 .l  `` s$B BH(}I|DE V BLV nB,DE JLV B V BLVDEIʩ BꭝLu }H) !"`3!3?@ABCDEFG1}HIJKLMNOPQRSTUVW2}@XYZ[\]^_`abcdef3}ghi ##*****************************##* THE WIZARD *##* EDITOR MODULE 4} *(##* by *2##* Clayton Walnum *<##*****************************F6-@5}6-@'6-@36-@?6-@K6-@W6-@c6-@o6-@ {6-@6-@6-@6}6-@6-@6-@6-@P=6-@6-@'6-@36-@ = AB@Z2 #AE 7}-A"+67,.>:,/ 2$d A n. 6-%$67$&,.7<,. Ax$%8}% AP ($9AR1-("@:,/(9 A9}(>:%A(, A`$22@ !-@P% /22$%K:)"%$:}7+AY76-F:A`,%AV$F:Aa,%)&@p%!%)%k-@#% 1;}%@$@eH%@%F:A`,_%@&F:Aa,kAR:-@%( the wizard$-7(<}:$BA A-AA?AY@4B$7+AY76-F:A`,%AV$F:Aa=},%C&@q%'%@!5%@"C%@#E%@$@e.%@%F:A`,E%@>}&F:Aa,"9ARA-AA9@, -( the wizard$6= -( ?},( ͠ĺ=( ɯҺ@8( ͺ'( ӠԺ8( ǠԺJ( κTA@}Y@4$^.67,. 67A,. (67,..6-h: 6-6-6- A`&40 A: A`r( A}B:, -B:,%$67,. ( |- 6-?:C:,:A:,,L 6-6-@% A`(4*B(7L}@0<@T,L A  4 A A67@0<@)%B:,,.7<,4NONEA`@ 6- M}A`4*6(7@U<@y,@ A` 4(  A`67@U<@T%B:,,.(AN}J 6-6- A`"4*76.=:@:7@,,,@(J A  4 A Ap6 Ap6.O}067@<@,.>:A:,,66- & -(EVERYTHING OK?& A*"@:N,)"@:n,$/@:Y,*@:y,P}A4//67$@&@<$@,.7<,>(67B:,%,.7<,H$R""****** INPUT ROUTINE *******\. 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A-@'(-0( ͺA( ź8} '( ͺ'( ԺB 8( ĺ'( ͠ĺ8( ɯҺL 8( ӠԺ&( }Ժ8AY@4V 67B:,&,.ITM` : 6-6-6- A`&40 A: A$j ( B:, (67B:,%},.7@%B:,,t B:,"A%P~ - 6-?:C:,:A:,,%A:,"A00 A'`  A(  A&P ) }B6-6-# A`)6. *0Y*0N*0 A* A'` = *41%6.>:&A(,-(36}.= A(   46.Y( ' 4N'67<,.>:@:7,,%@0, ;*4Y*@:7<,,!@0;67<,.>:@:7},,&@0, @ 6-6- A`"4*6(7<@2,@ A(` #4*4Y6.GET#( $4*4}N6.NONE$(" 67<%B:,,., ..7<,4GET)7<@!,4NONEA006 ] 6-6- A`94**7}@3<@3,0 S(7@3<@E,] A)@  46.NONE-(J 67@3<@2%B:,,.T ''7}@3<@6,0NONEA) ^ g -%( *67@<@,. 0-=(7@t,]67@q<@,.7@t,}g A)`h ] 6-6- A`9*4*7@<@,0 S(7@<@,] A)`r *0R*0I*0} A* A)|  46.I( 67@<@,. c 6-6-@% A`?4**7@F<@}F,0 Y(7@F<@p,c A)  4 A A)` 67@F<@E%B:,,. ''7@3<@}6,4NONEA00 @ 6- A`4*6(7@q<@,@ A00  4(  A00 67@q}<@p%B:,,. :*7<@!,4NONE#-)-6(7@t,:  1*7<,4C- --(7@t,1}  B -(everything ok?& AB"@:Y,)"@:y,A0 ##*+"@:N,)"@:n,,A#@ "@:N,)"@:n},A#@ A00 A1 X 6-%!@P! A'-<(TOO MANY ITEMS!!J-AN X A }& **7<@!,4NONE*67@",.0  *67$&<$,.7<,:  *67$&<$,.7<,D %}% A1`N ?67$&<$,.7<,/67$&<$,.7<,4?X  ( A#@b !!***** SIMPLE CO}MMANDS *****l 67B:,&,.COMv  A` A --@"#(- AP "@:N,)"@:n,}A1  A0 A1 !!**** MOVEMENT COMMANDS **** 67B:,&,.MOV  6- A` A /-@!}%(/ AP "@:N,)"@:n,A2P  A0 A2P ***** FATAL COMMANDS ***** }67B:,&,.FAT  A` A ,-@#"(, AP "@:N,)"@:n,A3  A0} A3 !!****** FINAL COMMANDS ***** 67B:,&,.FIN*  A` A4 ,-@#"(}, AP> "@:N,)"@:n,A3pH  A0 A3pR !!****** ITEM COMMANDS ******\ 67B:,&,.CHG6-f} + A`-@#+( p O -( ĺ,( ͠ĺ=( O( ͺz 7}( ź&( Ҡɺ7( Ժ &( ź&(  0( ӠԺ&( Ǡ}0 AP : 6-6-6- A`&40 A: A4 ( B:, -B:,%$67,. (  - 6-?:C:,:A:,,P B6-6-# A`,4*F(7@<@,P A8 46.}NONE-(67@<@%B:,,.''7@<@,0NONEA8 a67@<@,. 567@<}@,. =-%C( Q-%@W( a A9@ 6-6- A`,0*0I*0R6 A@ A8 5#}*4*7@<@,4R+(R5 A8` 46.I-( S67@<@,."4I*-%0(Y}I67@<@,.YS A9: 6- A`&0*0Y*0N0 A: A8`5#*4*7@<@,4}N+(N5 A9( 46.Y(267@<@,.<F 6-6- A`"4*<(7@<}A,F A90F 46.NONE-(P67@<@%B:,,.Z''7@<@,0NONEA9PdM(6}7A <A!,. NONE 0-%C(NONE M A9n@ 6- A`*46(7A <A!,}@ A9x 46.NONE(67A <A%B:,,.L 6-6-@% A`(4*B(7@0}<@T,L A@ 4 A A967@0<@)%B:,,.R7<,4NONE-%((7@t,H}67@U<@y,.7@u,R A@PX 6- A`44**7@U<@V,0 N(7@U<@y,X A@P} 4 A A@ 67@U<@T%B:,,.,-@#"(EVERYTHING OK?, A"@:N,)"}@:n,A4 @:Y,*@:y,A@P67$&<$,.7<,(67B:,%,.7<, A0 A4 }4- ( COMMAND USED!* A4 A4""********** INTRO ***********X67B:,&,.INT A`+-@%}:( LAY@4X@"6 AA`)&)66-$@x%,@ -%76}7$@x&@w<$@x,.; @6 - (@+ -6-6-!6-A+ A`J4A T,-@#}"(EVERYTHING OK?, A^"@:N,)"@:n,AA c@:Y,*@:y,AAhF6-B:,(6-P}:'@x,86-&$@x?*F*r67$@x%%,.7%,|D -%1(7$@x&@w<$@x,5 :}D A !!******** TITLE PAGE *******&A&AF:A,&7+AY76-F:A`,%AV}$F:Aa,%# %%%#%E%@$@e.%@%F:A`,E%@&F:Aa,G}ARA!-0( the wizard<-@'G(A TEXT2-@!%(ADVENTURE CREATOR+-2(By. -}(Clayton Walnum.AY@4""******** INITIALIZE ********||;@ ,;@,;@,;@,;,};,;,;AP,;A,;,;@,;@x,;@,mm;,;@,;,;A ,;,;A4,9}<,;A,;@0,;AP,;,;A,4 #ACp--!",68<,-0 4 c @67,.} )67@0,. 267,.W6.GET DROP ]6-c6-(67,. 67@,. (67,.''2}9,5,29,15,36,10,22,10,24,5,34,15H6.16. ?6.  H6.D:&6.NSEWUD0'}6-AU6-A&'6-@': 6-D""**** MOVE CHARACTER SET ****N,6-+F:A,%,$AV,6-'AVXL};@ ,"A.A:ALAA$b*6.h͑`*6-?:C:,,l #AE}v""6@A 1-@"-%$@%1  ADp 11,85,85,85,85,85,85,85,85}-1aa104,104,133,204,104,133,203,104,133,206,104,133,205,104,141,1,6,104,141,0,6,104,104,133,207[[162,0,142,2,6,1}42,3,6,134,213,232,160,0,177,203,209,205,208,8,200,196,207,208,245,134OO212,96,173,2,6,24,101,207,141,2,6,144,3,238,3,6,1}73,2,6,205,0,6,208,8,173\\3,6,205,1,6,240,13,165,205,24,101,207,133,205,144,200,230,206,176,196,169,0,133,212,96 D}:WIZARD.BAS,6,208,8,173\\3,6,205,1,6,240,13,165,205,24,101,207,133,205,144,200,230,206,176,196,169,0,133,212,96 D M==FLSVC2BMSEASTMTAABSTARECHKSUCHHLDLINOFNNNNNNNNNN1N1N1N1N1N1N1N1N1N1 }N2CCTRSSNCITQLLCMCNVCNFNDRMSROODIRFIICNISLCNSILLTNARVBNNS@sss }ss[wwbb4EEy B2 @ @ B'AXBA }4@@BrB&@ !" }#$%&'()*+,-./012 }34@56789:@;<=>?@AB }CDEFGHIJKLMNO ""*********** }*****************""* THE WIZARD *""* COMPILER MODULE *(""* BY *2"" }* CLAYTON WALNUM *<""****************************F +AP{6-@6-@'6- }@36-@?6-@K6-@W6-@c6-@o6-@ {6-@Z6-@6-@'6-@ }36-@?6-@K6-@W6-@c6-@o6-@{6-@  A0 d/ #A10-@r }"+67,.>:,/ n%-@&"!67,.>:,% x%-A"!67,.>:,% (-@7"!67,.> }:,% ($6-?:C:,#6-@:7,,#"@2AH A6 }7,.IF IN$<>R (CREATING POS ACCESS LINE\6.7<@2, Apf<67B:,%,. OR I(N,67B:,%,.=:&,<6 }7B:,%,.)p7<,4AA zB67B:,%,. OR R<>N(6-@:7,,%4!@4B6-&@067B:,%,.=:, }''7@3<@6,4NONEA P$6.7@3<@E,$ APb7@<@,4I267B:,%,. OR I(NC6 }7B:,%,.=:,X67B:,%,.)<>-N1b A PB67B:,%,. OR ABS(I(N.67B:,%,.=:,B67B:,%,.))<>R567B:,% },. THEN .67B:,%,.=:A:,%,5(C67,.=:A:,%,"67,. A$=96.7@F<@p,C Ap:67B:,%,.: }I(N)67B:,%,.=:&,:67B:,%,.)=*7<,4A 67B:,%,.R* A,6-@:7,,%!@4,6-6%@0 }67B:,%,.=:,&67B:,%,. :UL=N1:G.N950&()67,.=:A:,%,"67,. REM)( (CREATING NEG ACCES }S LINE$$7@q<@q,4 A6-@:7,, A$/67,.IF IN$=%6.7<@2,/ Ap.B67B: },%,. AND R=N(6-@:7,,%4!@4B6-&@0867B:,%,.=:,BJ67B:,%,. AND NOT I(N167B:,%,.=:&, }J67B:,%,. ) THEN A$=L$6.7@q<@,$ ApV*67B:,%,.:G.N950 (* A`""***************** }***********j""* COMMAND LINES *t""****************************~/67B:,&,.COM%/ A3 } 6-@:7,, A(CREATING COMMAND LINE A@@:7@),,"A967B:,%,. AN }D R=N967B:,%,.=:@:7@),,%,'7<,4NONE A' A0 AP 67B:,%,.:G.N950 (22 }7@U<@U,4 )7<,4NONEA`#6-@:7,, A# A@@:7@),," A967B:,% },. AND R=N967B:,%,.=:@:7@),,%,<67B:,%,. THEN A$=26.7@U<@y,< Ap *67B:,%,.:G.N }950 (* A`!!***************************!!* FATAL COMMAND LINES *(!!***************************2/6 }7B:,&,.FAT%/ A3P< 4A# F(CREATING 'FATAL' LINEP6-@:7,, AZ } A@d@:7@),,"An867B:,%,. AND R=867B:,%,.=:@:7@),,%,x7<,4NONEA } AP!67B:,%,.:G.13000!(227@U<@U,4 )7<,4NONEA@6-@:7,, A A }@867B:,%,. AND R=867B:,%,.=:@:7@),,%,<67B:,%,. THEN A$=26.7@U<@y,< Ap* }67B:,%,.:G.N950 (* A@ ************************** * MOVE COMMANDS * ****************** }********/67B:,&,.MOV%/ A3p 6-@:7,, A(CREATING MOVEMENT LINE A }@@:7@),,"A"967B:,%,. AND R=N967B:,%,.=:@:7@),,%,,'7<,4NONE A' A }6 AP@X67B:,%,.:R=N567B:,%,.=:@:7@,,%,Q67B:,%,. :UL=N1:G.N950X(J227@U<@U },4 )7<,4NONEA0T6-@:7,, A^ A@h@:7@),,"A`r867B:,%,. AND R=8 }67B:,%,.=:@:7@),,%,| A*67B:,%,.:G.N950 (* A0 ************************** * } ITEM COMMANDS * **************************/67B:,&,.CHG%/ A3 6-@:7,, } A""(CREATING ITEM COMMAND LINE+67,. IF IN$<>!6.7<,+ Ap7<,4NONEApZ67B:, }%,. OR I(N*6.7<@(,4 APE67B:,%,.=:,Z67B:,%,.)<>-N1''7A"<A%,4NONEA:67 }B:,%,. OR I(N06.7A"<A4,: AP)67B:,%,.=:,)67B:,%,.)<>-N1''7@<@,4NONEA }0:67B:,%,. OR I(N06.7@<@,: AP(67B:,%,.=:,(67B:,%,.)<>N0&@:7@),," }AP0967B:,%,. OR R<>N967B:,%,.=:@:7@),,%,:567B:,%,. THEN .67B:,%,.=:A:,%,5(D67 },.=:A:,%,N''7@<@,4NONEA X267,. I(N(6.7@<@,2 APbl67,.=:, 67B:, }%,.)=P7@<@,4N*7@<@,4Rb67B:,%,.-R:l A l67@<@,4R,67B:,%,. !}R6 A v67B:,%,.-N1:''7@<@,4NONEA$6.7@<A,$ AP:67B:,%, "}.I(N&67B:,%,.=:,:67B:,%,.)=N0:''7A <A,4NONEA667B:,%,.I(N,6.7A <A! #},6 AP(67B:,%,.=:,(67B:,%,.)=N0:<67B:,%,. UL=N1:A$=26.7@0<@T,< Ap 67B:,% $},.:G.N950 ()67,.=:A:,%,"67,. REM)($$7@U<@U,4 A <6-@:7,, A<( %}CREATING NEG ITEM COMMAND LINE*67,. IF IN$= 6.7<,* ApC67B:,%,. AND 37A"<A%,0NONEC &}67B:,%,.(B67B:,%,. I(N'6.7<@(,1 APB67B:,%,.=:, <67B:,%,.)<>-N1<7A"<A%, '}4NONEA a67B:,%,. OR I(N06.7A"<A4,: APK67B:,%,.=:,a67B:,%,.)<>-N1) <67B:,% (},. THEN A$=26.7@U<@y,< Ap**67B:,%,.:G.N950 (* A 4!!***************************> )}!!* FINAL COMMANDS *H!!***************************R/67B:,&,.FIN%/ A30\ 6- *}@:7,, Af(CREATING GAME END LINEp A@z@:7@),,"A!967B:,%,. AND R=N967B:,% +},.=:@:7@),,%,'7<,4NONE A' A" AP'67B:,%,.:G.13000'(@227@U ,}<@U,4 )7<,4NONEA!@6-@:7,, A A@@:7@),,"A"p867B:,%,. AN -}D R=867B:,%,.=:@:7@),,%, A*67B:,%,.:G.N950 (* A!@!!*************************** .}!!* CREATE SEARCH STRINGS * !!*************************** (CREATING VERB TABLE LINE 567B:,&,.FAT6. /}"6-(6-56.HFUESP$ 767,.10210 %67,.VB$(N1)=.67,.767,.. - A##6--(FATAL 0}8  AA#`B  A  A#`L ;67B:,&,.COM%/ A$;(COMMANDV  A 1}A#`  A  A#j 867B:,&,.ITM%/ A$P8(ITEMt ( (7<@!,4NONEA$ 2}~ .6.7<, A" A.A$   A  A$  867B:,&,.MOV%/ A$8(MOVE 3}  AA$`  A  A$` :67B:,&,.FIN%/ A%:(FINAL   A 4}A$  A  A$ :67B:,&,.CHG%/ A%@:(CHANGE  AA$  A 5} A%  067B:,%,.67B:,%,.&(0 A% &67B:,%,.67B:,%,.&( . 6-%67,.=:B% 6},.67,. VB$( F67,.=:$@,(67B:,%,.)=667B:,%,.<6-C6.F$ S67B:,&,.ITM1@ 7}E67,. 10200 IT$=S67B:,%,. (CREATING ITEM TABLE LINE( ' -6.7<,' A2 ,7 8}<,467B:,%,." , A&`< $$P:'@0,'@0A&PF >67B:,%,.67B:,%,.&(>67,.10201 9}IT$(91)=P 67B:,%,.  A&`Z 67B:,%,. d +67B:,%,.67B:,%,.&(+n **************** :}**********x * MISC LINES * ************************** (CREATING MISC LINES R A' 67B:,& ;},.INT$/6)=)M6-$@x%R F67,. 10060 NN="67,.=:,567B:,%,.:NV=F67B:,%,.= <}:, 367B:,%,.:SI='67B:,%,.=:,-"36- -67B:,%,.:L=&67B:,%,.=:,-( %67B:,&,.NAM =}%   !67,. 12200 DATA !67,. D-B:,&7<,1A*7<,/ZD67<,.>:@:7<,, >}%@2,   (67B:,%,.,!67B:,%,.(( ] 67,.9060 OPEN#N1,N4,N0,)67,.;67@!,.D:J67@# ?},.]67B:,%,..DAT !!*************************** !!* INTRO * !!***************************" @} H A)67B:,&,.INT*1)8)H6-$@x%, : -%(67,.=:B)%,:67,. INTR A}O$(6 >67,.=:$@x&@w,067B:,%,.)=>67B:,%,.@ ..IF X=LH+N1 THEN GOSUB 200:N$=N$(N1,A+N1)J *67B:,% B},.67B:,%,.&(* T ^ **************************h * CREATE PROGRAM *r ******************* C}*******| J+A((J(LOAD >:@4,D:WIZFRAME.BAS>:@4, >67B:,&,.LNS((>(ENTER >:@4 D},>:@4, a67B:,&,.BAS((=(SAVE >:@4,>:@4,@(C(S( POKE 842,12V(Y(a(RUN  - E}AB@ & ************************** * INITIALIZE * ************************** ee F};,;,;,9,;@,;A ,;,;@,;,;@,;AP,9@&, ff;A4,;@x,; G},;@&,;,;,;@r,;A,;AP,;,;@7, ( 6.D:6.NSEWUD(6.>:@4, E H}D:FILENAME.DAT$)267,.E67B:,%,..LNS  *-@&68,- $6-*6 I}- & 6.67B:,&,.ITM& * A1 -@P"*6-% 97<,4#67B:,%,.7<,+6-% J}/ 9 A1 & %!67+&,$&<+&,$,.7<,% 0 :' 67B:,%,. 6.&6-0 A: A0: ee104,104,1 K}33,204,104,133,203,104,133,206,104,133,205,104,104,133,207,162,0,142,255,6,134,213,232D ]]160,0,177,203,209,205,208,8,200,1 L}92,3,208,245,134,212,96,173,255,6,24,105,3,197,207,240N TT16,141,255,6,165,205,24,105,3,133,205,144,217,230,206,176,213,169 M},0,133,212,96X gg104,104,133,209,104,133,208,104,104,168,136,240,6,177,208,201,32,240,247,132,212,169,0,133,213,96b aa104 N},104,133,204,104,133,203,104,133,206,104,133,205,104,141,1,6,104,141,0,6,104,104,133,207l [[162,0,142,2,6,142,3,6,134,213,2 O}32,160,0,177,203,209,205,208,8,200,196,207,208,245,134v OO212,96,173,2,6,24,101,207,141,2,6,144,3,238,3,6,173,2,6,205,0,6,2 P}08,8,173 \\3,6,205,1,6,240,13,165,205,24,101,207,133,205,144,200,230,206,176,196,169,0,133,212,96 QQ216,104,104,133,204 Q},104,133,203,104,104,133,205,160,0,177,203,201,33,240,11 DD24,105,1,145,203,200,196,205,208,240,96,169,61,240,244,208,242 R} "F:A,"A6" A FC(ERROR F:A, AT LINE F:A,%F:A,$AVF "F:A,"A6 S}" AP A2@ K+AAR/2@u=-@PA K2 ? -!(TROUBLE WIT T}H ITEMS!'-?(NO  FOUND!  -( PRESS ANY KEY %K:)"% F:A,"A6 U}A0 A2@ F:A,"A6A#  A2@ F:A,"A6A  A2@* F:A V},"A6A4 A2@> F:A,"A6A!0H A2@ D:WIZCOMP.BAS A2@* F:A c23;QFLSVC2BMSEASTMTAABSTARECHKSUCHHLDLINOFDNN1N1NN1N1NNNNSN1IISCCUX}NN2NNNN1N1ROQINN1N12N1INN2N2INN1N2N95N1N3N2N3VNITVBN676FN900ZN2N2N2N2N2N3N3N3N3Y}N3N3N3N3N4N4N4N4N4N4N4N4N4N4N5NATNFASAVATAINTRO@sssss[wwbZ}b4EEy BP @ @ B'AtAG@$@#B[}rB&@ !"#$%\}&'()*+,-@./012345]}6789:;<=>?@ABCDE^}FGHIJKLMNOPQRST_}UVWXYZ[\]^_`abcd`}efghijklmnopqrsa}tu B'6-?:C:,:,/ :-@7"!67,.>:,% :D$(23,23)=CHR$(N0)%d}-@y"!67,.>:,% (-@5"!67,.>:,% ($ B:,! (A%6-?:C:,<<<@$e},% @E>6-?:C:,<<<,-+%%%%%"4(None> A p(N (S (E f}(W (U (D 96-?:C:,<<<,'6-?:C:,<<<,96-?:C:,<<<,'6-?:C:,<<<,'6-?g}:C:,<<<,+ 6-6--+O:8,,A t> 6-% "6.7$&<$,(-, 26-:6-%>  q}B%DOS SYSB)AUTORUN SYSB*WIZARD BASB}WIZCOMP BASB=WWIZFRAMEBASB/WIZPRINTBASBZMAGAZINEBASB&INTRO DOCBsCCOMPLETEDOCB MENU !-(*(-(Nothing96-?:C:,<<<,'6-?:C:,<<<,96-?:C:,<<<,'6-?:C:,<<<,'6r}-?:C:,<<<,) 6--8,6 ) A 06.7$&<$,- &6-%,6-0 (-(Nots}hingL 6-6-6-5AR-2'-+ 52 A`ARC6-?:C:,<<t}<,'6-?:C:,<<<,96-?:C:,<<<,?-C(B:, A36-?:C:,((@>:@, FILENAME: 3(@>(@n##(@}*******> ROOM DATAx]]67@<@f,.BRM DESCRIPTION N S E W U D R ITEM NEEDED <<67}@g,.)I/R POS TEXT NEG TEXT](@)67B:,%@,..RMSF@@P }A0](@]@6-.6-@:7@,,@67@,.=:,L @]67@,. E67@},. 467@,.7@<@&,E67@),. K-@@+6-@:7@&%,,7!@0E6-&@0}K6-F67@'%$@,.=:,+ @F67@(%$@,. j67@)%$@,. " 367@H,.} W67@I,.7%@<%@,j67@P,. M#67@S,.7@3<@E,567@f,. 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DES:C@}&67B:,&@,.MOVC@@Dq(@(@A(@*******> MOVEMENT COMMANDSN(@}[(@g6-@q A0NC@&67B:,&@,.CHGC@@XYY6.OCOMMAN}D ITEM 1 NEEDED ITEM 2 NEEDED CREATE ITEM RM R/I GETb2267@,. ITEM 1 DELETE ITEM 2 DELETEl}..6.$POS TEXT NEG TEXTvn(@(@=(@*******> ITEM COMMANDSJ(@W(@}d(@n A @'6.7@<@,:67@,. Z67@,.7@<@(,m67}@2,. 67@5,.7A"<A4,67@H,. 6#67@Q,.7@<@,667@d,. >6}-@:7@),,!"467@g,.ANY> A=67@g,.=:,! @367@h,. = A67}@i,. t67@p,. .67@s,.7@,B67@t,. [7@<@,4 t67@<@,.}Y67@x,.7@,.67@y,. N67@,.7@<A,a67@,. 67@,.7A <A}!,(@q6.7@0<@T,-67@&,. 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(#04MPPL,(You see nothing important0 -#}(You can't do that! 2# A<#9 -%(LOAD FROM APE OR ISK)94DA`F# 0T( Ah P#@ -}&(CUE, PRESS RETURN TWICE.4K:;)@Z#C: Apd#$D:ADVENTUR.DAT$6.n# } x# -68,- #"6-(( A`" #0 -!(NO GAME DATA SAVED!&0 A#A -}#(SAVE TO APE OR ISK'/4D76.,A AP#0TAp`#H -&(CUE, PRESS RETURN TWICE.4}K:;)@H6.,#C: A`#D:ADVENTUR.DAT# # -& 8, #} ((6. A'6-@6-@'6-@36-@?6-@K6-@W6-@c6-@o}6-@ {6-@6-@6-@6-@6-@6-@6-@6-@6-@'6}-@6-@ '6-@!36-@"?6-@#K6-@$W6-@%c6-@&o6-@'{6-@(6-@) }6-@06-@16-@26-@3'6-@46-@5'6-@636-@7?6-@8K6-@9 }W6-@@c6-@Ao6-@B{6-@C6-@D6-@E6-@F6-@G'?6-@H6-@I }'6-@P36-A P?6-A'O+AY@+ARO6-F:A`,%F:Aa,$AV%'# % }%%#%$'?%@e"%F:A`,3%F:Aa,?A)';,;,.' #B""8'8 }-&P:B:,',(-$(BY4-&P:B:,',8(B'2 -&(Programmed by THE WIZARD2AYL'36-@%6-@}'6-36-At'HH;$,;$,;A`,;,;,;,;@w,;@7,;,~'@@;$,9,;@},;@5,;,;,;,;,;,' 6-6-'$67,. 67$,. $67,.'aa67@,.NSomewhere out in} the wilds, a chest of old ANALOG Magazines has been hi'aa67@y,.Ndden. These collector's items are just wha}t you need to round out your coll'aa67AW,.Nection, something you've been trying to do for years. If you can }find t'aa67A5,.Nhem, you'll be the envy of the entire neighborhood! 'UU6.KQBSMBOPQFNBU}MFBTIPTIFTMFSBLLFSUJSCPVTNBDBWDIFDBCMPDPMECPBGVMMJU45.SVCEPPHSP'7767,.*HFUESPMPPUBMPQFEJBSBL!!!TNBEJHSFNHP!MJHGJM<( }A 6.(++AA +AR(% - (-%( Ӡ٠(K:)*}Q+ AY;6-F:A`,%AV$F:Aa,%I&@qQ%+A%A0%@e0%F:A`},A%F:Aa, +W@!AA6-A 9AKAAWAR++ #B$-}"'A6%+ +KK72,138,72,169,0,162,6,141,10,212,141,23,208,142,24,208,104,170,104,64+-AA}-BBA+-&P:B:,',( +- -( :--( :*+ -( ՠ:H+ -( }ՠ:R+% -(!AY% .QBSSPU,-5.MBOUFSO,0.PQFO!MPDL,0.NBUDIFT,5.MFBWFT,-6}.TIPWFM,0. TIFE,-7.TMFEHFIBNNFS,12. SBLF,12.LFSPTFOF,12.UJSF!JSPO,5.CPVMEFS,-41.TNBMM!SPD}LT,0. DBWF,0. DIFTU,0.DBCJOFU,-5. MPDL,0.PME!CPBSE,0.CPBSEFE!EPPS,-7.GVMM!MBOUFSO,0.MJU!}MBOUFSO,0.45.65.38,0.SVCCMF,-10. EPPS,0.HSPVOE,0/""CLAYTON WALNUM,magazine hunt/ee104,104,133,204,10}4,133,203,104,133,206,104,133,205,104,104,133,207,162,0,142,255,6,134,213,232/]]160,0,177,203,209,205,208,8,200,192,3,208,}245,134,212,96,173,255,6,24,105,3,197,207,240/TT16,141,255,6,165,205,24,105,3,133,205,144,217,230,206,176,213,169,0,133,21}2,96/bb216,104,104,133,204,104,133,203,104,104,133,205,160,0,177,203,201,61,240,11,56,233,1,145,203/33200,196,205,208,2 }40,96,169,33,240,244,208,242/aa104,104,104,141,253,6,104,104,141,254,6,104,104,141,255,6,165,88,133,203,165,89,133,204,174!}/ee254,6,224,0,240,14,165,203,24,105,40,133,203,144,2,230,204,202,208,242,165,203,24,109,253,6,133/ee203,144,2,230,204,"}56,165,203,233,1,133,203,176,2,198,204,172,255,6,169,0,145,203,136,208,251,96/``104,104,104,141,255,6,104,133,204,104,133,#}203,160,0,177,203,201,32,240,8,200,204,255,6,2080((244,160,0,132,212,169,0,133,213,9620+ARA,-&B$}:,'0 2J -%(This adventure is over!+-J(Do you want to play again?2K:)2"@:%}Y,%2"@:N,+2 B0  D:ANALOG.BSwant to play again?2K:)2"@:B  ,CGRKEIN@2.@.@@K:?@A'}'B7tA9AR@?(} V-(%THE WIZARD --------------------------0(V(!A Text Adventure Construction S(}et D(D(9by Clayton Walnum from Analog 58 & 59 0(0(%INTRODUCTORY REMARKS ----------------T()}T(ITHE WIZARD is a collection of pro- grams that allow you to create yournn(fown Basic text adventures without any kn*}owledge of programming. THE WIZARD consists of three modules:m(m(b an editor a compiler+} a database printer/(/($The editor is used to create a data- A$)@$,}"@2@!!@S (}S(Ebase of all the information needed for your program. You use it to-}ss(kenter room, object and command data, as well as text for the title and introductory screens.o(o(dT.}he printer module allows you to obtain a printout of the database created with the editor.S(S(HThe compiler mo/}dule consists of two parts: the compiler itself, and anMM(E'adventure frame,' which contains lines common to every 0}adventureNN(Fconstructed by THE WIZARD. The com- piler takes data from the editorPP(Hand makes a Basic listing whic1}h is then automatically merged with theRR(Jframe. The result is a complete, stand-alone, ready-to-run adventure.2} A$)@$"@2@3 !@1!T (}T(FTHE WIZARD allows a maximum of 30 ro3}oms or locations, and 50 items#rr(jwhich can be manipulated. A player's inventory is full at 5 items. Rooms can hold a 4}maximum of 5 items.$=(=(2A sample adventure, 'Magazine Hunt,' is included.%0(0(%BEFORE YOU BEGIN -----------------5}---&R(R(GYou'll need a blank formatted disk, so you might as well do that now.'KK(CWrite DOS files to it as well, i6}f you want the disk to be bootable.(R(R(GAlso, don't expect to boot up THE WIZARD and construct an adventure)QQ(I7}without a lot of advance planning. Know exactly what the player has to* A+$)@$"@2@F-8}!@C.P (}P(Bdo in order to complete the game, and make a map of all locations./V(V(KFor more detai9}led ideas on how to go about planning a text adventure, read0PP(H'Adventurous Programming' by Clayton Walnum, a three-pa:}rt article which4\(( appeared in Analog issues 39-41.+(\(,This disk contains the following files:5p(p(e WIZAR;}D .BAS - the editor WIZCOMP .BAS - the compiler WIZFRAME.BAS - the frame6II(A WIZPRINT.BAS - the pr<}inter MAGAZINE.BAS - sample game7oo(g COMPLETE.DOC - full instructions INTRO .DOC - the file you're =} now reading9 A:$)@$"@2@a<!@X=n (} (n(]For ful>}l instructions, load the file COMPLETE.DOC into a word processor and print it out.>(( Have fun.?0(0(%--------?}-----------------------------@?-@@ ?(%ӠԾϠ٠ŠA--(%ӠξϠ@}ϠàB--(%ӠҾϠĠΠE+F:B2y,"@+%D:MAGAZINE.BASFyF:B2y,"@A}"+<0@@V0@@ @p0@v(}yG F:Ad,"AU@iB}H)@"@2%J @id3(0(%ӠҾϠŠ3$ D:INTRO.DOC@ivTHE WIZARD ***************************A Text Adventure Construction Setby Clayton Walnumfrom Analog 58 & 59INTRODUCTOR"D}Y REMARKS *****************THE WIZARD is a collection of programs that allow you to create your own Basic text adventures w"E}ithout any knowledge of programming. THE WIZARD consists of three modules: the editor, the database printer, and the compile"F}r.The editor is used to create a database of all the information needed for your program. You use it to enter room, object"G} and command data, as well as text for the game's title and introductory screens.The printer module allows you to obtain a "H}printout of the database created with the editor.The compiler module consists of two parts: the compiler itself, and an "ad"I}venture frame," which contains lines common to every adventure created with THE WIZARD. The compiler takes data created by t"J}he editor and creates a Basic listing, which is then automatically merged with the frame. The result is a complete, stand-al"K}one, ready-to-run adventure.THE WIZARD allows a maximum of 30 rooms or locations, and 50 items or objects which can be mani"L}pulated. A player's inventory is full at five items, and a room can hold a maximum of five items.A sample game, "Magazine "M}Hunt," is included. BEFORE YOU BEGIN ---------------------You'll need a blank formatted disk, so you might as well do th"N}at now. Write DOS files to it as well if you want the disk to be bootable.Also, don't expect to boot up THE WIZARD and con"O}struct an adventure without a lot of advance planning. Know exactly what the player has to do in order to complete the game,"P} and make a map of all locations.For more detailed ideas on how to go about planning a text adventure, read "Adventurous Pr"Q}ogramming" by Clayton Walnum, a three-part article which appeared in Analog issues 39-41.This disk contains the following f"R}iles: WIZARD .BAS - the editor WIZCOMP .BAS - the compiler WIZPRINT.BAS - the printer WIZFRAME.BAS - the frame MA"S}GAZINE.BAS - sample game INTRO .DOC - introductory remarks COMPLETE.DOC - complete instructionsEDITOR MODULE ********"T}****************Go to Basic. At the "Ready" prompt, and with the program disk in drive one, type RUN "D:WIZARD.BAS". This"U} loads the editor module and presents you with a menu: 1 Create a game 2 Load a game 3 Work on rooms "V} 4 Work on items 5 Work on commands 6 Intro text 7 QuitYou must begin by selecting either 1 or 2."W}The very first time you use THE WIZARD you must select menu option 1. Remove the program disk and insert a blank formatted "X}disk. Answer the prompts and the program will create 10 files on this disk. One of the prompts asks for a filename; if you "Y}were to choose "Mygame", the 10 files would be: mygame.nam - your name mygame.itm - item data mygame.rms - room "Z}data mygame.com - simple commands mygame.mov - movement commands mygame.chg - item commans mygame.fat - fatal"[} commands mygame.fin - final commands mygame.int - intro text filename.dat - adventure filenameYou will then be r"\}eturned to the main menu. You may select menu options 3-6 only if you've created new game files or loaded an old game.You "]}may have only one adventure database per disk.Room Data ----------------------------Your game may have up to 30 rooms or "^}locations, each of which may be connected with any six others. The allowed exit directions are: north, south, east, west, up"_} and down. Exits may be conditional, i.e. requiring the player to have a particular item. Your adventure always begins at r"`}oom 1.Each room must have a name, which may be up to 24 characters long. You also enter information for each of the six po"a}ssible exits for each room you create. Enter a number between 1 and 30 denoting the destination room for that exit; the defa"b}ult is 0, denoting no exit.Once all exits have been entered, you must tell the editor if you want any of them to be restric"c}ted. Restricted exits are not usable unless the player has, either in the room or in his inventory, a particular item. For "d}the "Restricted" prompt, enter a single letter denoting the direction (N, S, E, W, U or D); the default is "None". If the ex"e}it is restricted, you must then enter the name of the required item. Answer "I" (the default) if the item must be in the pla"f}yer's inventory or "R" if the item need only be in the room.Whenever a player attempts to use a restricted exit, he needs s"g}ome textual feedback as to the outcome of his action. This is provided by the messages you enter following the "Pos Text" an"h}d "Neg Text" prompts. The negative text is displayed when the player tries to use the exit without the required item; positi"i}ve text is displayed when the player has the necessary item when he uses the exit. There are no defaults; both positive and "j}negative text must be entered for restricted exits. Each line may be no longer than 25 characters.To exit the room-editing"k} screen, hit the Escape key.Once created, a room cannot be deleted. You can however change all the data, thus transforming"l} the room into a new location. Select "Work on rooms" from the main menu; once the data are loaded, press Return until you g"m}et to the data you want to change.Item Data ----------------------------Every object which plays a part in your adventure"n} must be entered into the editor as an item. These may be objects which can be manipulated by the player, or merely items wh"o}ich the game has to be able to recognize. They form the "noun" part of the verb/noun commands which the player uses to issue"p} instructions to the game. If an object has not been entered into the editor, and the player uses the item as the noun porti"q}on of a command, the game will respond with "No such noun."You may have no more than 50 items in your adventure. Note also"r} that, in playing the game, there is only room to display on the screen five items each for the player's inventory and the ro"s}om's visible items.Begin by entering the item's name, which may be up to 13 characters. Multiple words are okay. Then you"t} enter a three-letter code, which is what the program will use to identify one item from another. Obviously each three-lette"u}r code must be unique. Usually you will use the first three letters of the item.Next enter a number between 1 and 30 to in"v}dicate the starting location of the item; or enter "C" for items that will be created by an "item command" (see "Command Data"w}" section below). The default is "Any," which means the item will appear in the player's current room, once the proper comma"x}nd has been supplied.You should also enter "C" for objects used only as the noun portion of a command, i.e. they are not th"y}ings which the player has to manipulate, but merely things the player might have to refer to in a command. For example, ther"z}e is a painting which the player needs to get. It is on a wall. To see the painting, the player must issue the command, "Lo"{}ok wall". "Wall" is not a usable object, but it still must entered into the editor so that the game will recognize the word."|} Some game items are stationary; others may be picked up and moved by the player. If you answer "Y" (the default) to the "G"}}et" prompt, the item can be picked up and moved; "N" means the item can't be moved.Some items can be hidden from the player"~} (e.g. a jewel in a box), and made available to him only if a certain action has been completed. At the "Command" prompt, re"}spond with "Get" (the default) if the item is visible in its starting location. Any other command entered here must be a two"}-word verb/noun combination, limited to 15 characters in length. This is the command the player must type in order to gain a"}ccess to the item, e.g. "open box".The command may require that a particular item be present in the room or in the player's"} inventory. Enter the name of that item after the "Item needed" prompt, or respond with "None" (the default). Answer the "I"}/R" prompt in the same way as described in the "Room Data" section above.If an item is required, you must also supply the n"}egative and positive text (as described in the "Room Data" section above). Otherwise, you need supply only the positive text"}.Press Escape to return to the main menu.Command Data -------------------------There are five types of commands: simple"}, movement, item, fatal and final. Two commands (GET and DROP) are built into the game--you do not need to add them to the e"}ditor.A simple command results only in the output of text to the player. A movement command moves the player to another lo"}cation. Item commands, the most complicated, allow the player to combine, create or delete items. Fatal commands kill the p"}layer and end the game. Final commands end the game with the player victorious, having completed all the actions necessary t"}o solve the adventure.Simple, movement, fatal and final commands are all entered in a similar fashion. First, enter the co"}mmand (a unique verb/noun combination limited to 15 characters). At the "Item needed" prompt, enter "None" (the default) if "}no item is needed for the previous command; if an item is needed, enter its name. This item must be present in the room or t"}he player's inventory.Respond to the "I/R", "Pos Text" and "Neg Text" prompts in the usual manner. There are no defaults f"}or these and positive text is required. If you wish, you may leave out negative text by pressing Return with no entry.The "}movement command has one additional entry: the number of the room to which the player will be moved. Enter a number between "}1 and 30 at the "Destination" prompt.Item commands are more complex than the other commands. First enter the command itsel"}f. After this, there will be two "Item needed" prompts (rather than one). Items entered must be in the player's possession "}(in the room isn't good enough). The default for "Item needed" is "None".The "Room" prompt must be followed by a room numb"}er or the word "Any". The player must be in this room for the command to be effective.The item to be created is entered in"} response to the "Create" prompt. This is the item that will be added to the game when the command is carried out.At the ""}I/R" prompt, enter "I" (the default) if the new item is to appear in the player's inventory, or "R" if if it is to appear in "}the room the player is in.The "Get" prompt works as explained in the "Item Data" section above. If you selected "I" for th"}e "I/R" prompt, this entry will automatically be filled in with a "Y".The two "Delete" prompts allow you to name items whic"}h will be deleted in the course of the game. The default is "None".Finally, enter the usual positive and negative text. T"}he negative text isn't required if you've entered "None" for the items needed.Note that ordinarily a player's inventory can"} consist of a maximum of five items, and a room can hold a maximum of five items. However, these amounts could be exceeded i"}f they are already full when an item command creates an item in either the player's inventory or a room's contents. Since th"}e screen will display only five items at a time, an asterisk will appear at the end of the appropriate list. To see all item"}s, the player must pick up an item if the asterisk is on the room's list, or drop an item if the asterisk is on the inventory"} list.Press Escape to return to the main menu.Intro Text ---------------------------Here you can enter your story's bac"}kground text, which will be displayed after the game's title screen. The text will be displayed exactly as you enter it here"}.You may make corrections by using the Backspace key--but only for the line the cursor is on--you can't go back to earlier "}lines and make changes. If you wish to use quotation marks, make sure you use ('...') not ("...").Hit the Return key only "}after you've finished entering all text. If you want a blank line, fill it with spaces.PRINTER MODULE ********************"}***The printer module will enable you to make a hard copy of your game's data. To do this, go to Basic and, with the progr"}am disk in drive 1, type LOAD "D:WIZPRINT.BAS" at the "Ready" prompt. When the printer module is loaded and the "Ready" prom"}pt appears again, remove the program disk and insert your data disk. Make sure your printer in on-line, then type RUN.The "}program is set up for an Epson-compatible printer. However, there's only one printer control code (? #2;CHR$(15)) in the pro"}gram, located in line 100. It sets the printer for condensed print. If your printer isn't Epson-compatible, check its manua"}l for the proper code to insert here. If your printer isn't capable of condensed print, you can still use the module. Just "}remove the printer control from line 100; the output just won't be nicely formatted.COMPILER MODULE **********************"}Before your adventure will run, you must "compile" all the data entered into the editor. To do this, you must first copy th"}e file "Wizframe.Bas" to your data disk. (See your DOS manual for instructions on copying a file.)Then go to Basic, and wi"}th the program disk inserted in drive 1, type LOAD "D:WIZCOMP.BAS". When the compiler module has been loaded and the "Ready""} prompt reappears, replace the program disk with the data disk and type the word RUN.The compiler will create a Basic listi"}ng and automatically merge it with the adventure frame ("Wizframe.Bas") and save a copy of the completed game to the data dis"}k. When all work has been done, the screen cursor will be positioned over the word RUN. Simply press the Return key to play"}-test your new adventure.If you examine the listing created by the compiler, you'll find that most of the text has been enc"}rypted. This prevents people from obtaining clues by inspecting the listing.Don't expect the game to run perfectly the fir"}st time you try it. You'll probably have to edit and recompile the game several times before it works properly.PLAYING THE"} GAME *********************Players should type in full commands. Some adventures allow you to type LOO TRE instead of LOOK"} TREE. That won't work for most commands in games created by THE WIZARD."Save game" and "Load game" commands have been aut"}omatically built into the game.**************************************."Save game" and "Load game" commands have been aut HfAKECHABDELAHH@ @ @";;@&}r,;6.$??67@7<@r,.$ [ +&}'0@@A0@@[0@ K@A'B7tA9AR&}@KA2 ?-@@!#-@)(5-@7;(? $-@@$( THE WIZA&}RD*-@@*(A text adventure*-@@ *(construction kit-@ @(Press1-@&} @1(Р for instructions0-@ @0(Ԡ for sample game/-@ @/( to &}go to BASICG6-@7#-@@75-@G(7<%@5,+F:B2y,"@+%D:MAGAZINE.BAS&} (F:A2,"@(% D:INTRO.DOC!%F:B2y,"@"+%(C-@@"'(7<%@5,56-&@&}9 C @0D:MENURO.DOC!%F:B2y,"@"+%(C-@@"'(7<%@5,56-&@$"