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- ADVENTURE DOOR GAME TOOLKIT Version 1.02
- Program & Design by Robert A. Dalton
- Copyright (C) 1994
-
-
- DISCLAIMER
-
- The author has taken every precaution to insure that no harm
- or damage will occur on computer systems operating this package.
- Nevertheless, the author shall NOT be held liable for whatever
- may happen on your computer system or to any computer systems
- which connects to your own as a result of operating this package.
- The user assumes full responsibility for the correct operation of
- this software package, whether harm or damage results from software
- error, hardware malfunction, or operator error. NO warranties are
- offered, expressly stated or implied, including without limitation
- or restriction any warranties of operation for a particular purpose
- and/or merchantability. If you do not agree with this then do NOT
- use this program.
-
-
- COPYRIGHT INFORMATION ON ADVENTURE GAME TOOLKIT (C)
- ---------------------------------------------------
- Much of the source code for Adventure DOOR Game Toolkit is
- based on Source Code from the original AGT (C) game which was
- released sometime ago as freeware. That part of the code which
- was not changed, deleted or enhanced so as to allow it to be
- used as a Door Game is still under copyrights to the original authors.
- AGT is now "freeware." This means that the authors, David Malmberg
- and Mark Welch, still retain the copyright to AGT and all of its
- related files, such as the documentations and sample games. However,
- you or any other user may use the AGT system to develop and
- distribute your own games without paying any royalty to the AGT
- authors. The Adventure DOOR Game Toolkit was written to be
- distributed as Shareware under the terms above.
- The Adventure Game Toolkit is a copyrighted work, just like a book.
- It is protected by United States copyright law and by applicable
- international treaty provisions. All text, program, and source code
- files on disk(s) are copyright 1987, 1988, 1989, 1990 and 1992 by
- Mark J. Welch and David R. Malmberg. Portions of the manual and
- source code are copyright 1985 and 1986 by Mark J. Welch.
- TRADEMARKS: "Adventure Game Toolkit" and "AGT" are trademarks of
- Mark J. Welch and David R. Malmberg.
-
-
- LICENSE AGREEMENT
-
- The game program, support files, and documentation NOT part of the
- enclosed AGT17.ZIP package are copyrighted products of Bob Dalton.
- Bob Dalton reserves all rights to these products. This is protected
- by the United States of America (USA) and International Copyright
- Laws. In no way shall the components of the game software package
- be reproduced or modified in any form or method without prior
- expressly written permission from Bob Dalton. In cases where this
- may infringe on the Copyrights of the original AGT authors, then
- their Copyrights will take precedence.
-
- Tampering with or altering the contents or integrity of the game
- software package is prohibited. No fee may be charged by any
- agency other than Bob Dalton beyond the cost of distributing
- unregistered copies without prior expressly written permission from
- Bob Dalton.
-
- A major portion of this software not part of the AGT17.ZIP package
- was written by Scott Baker and Steven Lorenz. Mr. Baker's Doordriver
- kit and the changes made by Mr Lorenz have been used for the
- communications and interrupt handling and this part of the software
- remains copyrighted by them.
-
- This game, excluding the AGT17.ZIP package, is distributed under the
- Shareware concept. You are allowed to operate this game for a trial
- period of thirty (45) days. After this trial period, you must
- register the game or discontinue its usage. Again if you do not
- agree with this then do NOT use this game.
-
-
- INTRODUCTION:
- ------------
-
- Adventure Door Game Toolkit (ADGT) will allow you to use any of the
- hundreds of available normal size Adventure Game Toolkit (c), hereafter
- called AGT(c), game modules as door games on your BBS. Included in the
- game package are 3 sample AGT(c) modules for your use. You can also use
- the included AGT17.ZIP(c) package to author your own game modules for
- use as door games. In order to support this game, and make it more
- popular, I intend to carry a library of downloadable game modules on
- my BBS in a special file section just for sysops! Feel free to
- contribute your own creations.
-
- REQUIREMENTS:
- ------------
- At this point in time the only requirements are FILES=10 (or more) in your
- config.sys file and ANSI.SYS. SHARE must also be loaded IF you intend to
- use the game in a multi-node environment OR under DesqView. The game is
- RIP aware but NOT a RIP Game at this time. A FOSSIL is NOT required to run
- the game, although one will be supported if it exists. Automatic time
- slicing support is provided to most common multi-taskers as well.
-
- Files Included
- --------------
- Below is a listing of all files for the this Game. If you are
- missing ANY of these files (except for the DOC and FRM files), the game
- will NOT function. Feel free to give out copies of the ENTIRE archive
- package of this game but please make sure all the files below are in that
- package:
-
- RESET.BAT - A BAT file to use whenever you need to reset the game or
- change game modules.
- SAMPLE1.BAT - A sample BAT file which runs the game program from the
- game directory.
- SAMPLE2.BAT - A sample BAT file which runs the game program from any
- node directory.
- *SAMPLE3.BAT - A sample BAT file identical to the one I use on my Single
- node WildCat Support BBS.
- ADGT1.CTL - Un-edited and heavily commented sample of a CTL
- Control file for setting up ADGT and
- hereafter referred to in the game documentation as
- GAME.CTL. If you decide to use it, be sure to
- rename it to ADGT.CTL first!
- SAMPLE.CTL - A copy of the ADGT.CTL file which I use on my BBS to
- run the game (WildCat 4.01S System, 386 33Mhz
- Computer, Single Node, 8Mb RAM, DesqView 2.63/
- QEMM 7.04, BNU Fossil locking port #1 at 19200 and
- using FrontDoor 2.02 and a US Robotics DS Modem,
- ANSI.sys loaded and SHARE loaded). I have left
- the comments in so you can understand what I
- am doing.
- KEY.DAT - Dummy Key for ADGT (Good forever!)
- FILE_ID.DIZ - Ascii Description File for BBS Sysops on ADGT.
- B4UASK.DOC - Checklist for resolving setup/game play problems
- HISTORY.DOC - ADGT Version History information file
- SYSOP.DOC - This text file you are reading
- UPGRADE.DOC - If you are upgrading - READ THIS FIRST!
- DDSETUP.EXE - ADGT CTL configuration program.
- *PLAY.EXE - ADGT Main Program and hereafter referred to in the
- game documentaion as GAME.EXE.
- *MAINT.EXE - Maintenance program required to be ran daily to keep
- required ADGT files up to date.
- REGISTER.FRM - Preprinted registration form and mailer
- BUGRPT.FRM - Preprinted bug report/suggestion/comment form and mailer
- CATALOG.TXT - A catalog with descriptions of all door games available
- from me.
- DSITES.TXT - List of sites where my games are distributed.
- *HELP.TXT - Support file required by DDSETUP.EXE program.
- AGT17.ZIP - AGT(c) version 1.7 package (Now Freeware). Includes three
- pre-made freeware game modules and programs required to
- compile, run and author your own game modules.
-
-
- Files created by the game when first played:
-
- GEN.DAT - Data file to store general game information required for
- the maintenance program.
- PLAYER.DAT - Data file to store information on players between plays.
-
- Files created by the game when errors are encountered:
-
- ERROR.LOG - Log of system errors which happen during game play.
-
- Installation
- ------------
-
- --> NOTE: The word "game" is used in place of the program name for
- both the executable file (example GAME.EXE), and the CTL
- file (Example GAME.CTL) in the documentation from this
- point on. GAMEDIR is used in place of the program directory
- in the documentation from this point on.
-
- 1. Create a directory for the game (example: "wildcat\DOORS\GAMEDIR")
-
- 2. Make sure that ALL files listed above from the game package
- are moved into that directory.
-
- 3. Unzip the AGT17.ZIP(C) package into the game directory.
-
- 4. Type "DDSETUP.EXE" and hit the enter key. The first thing it
- will ask you is what the name of the CTL file is. Type in
- "ADGT.CTL" and then proceed to the other settings. After
- you are done the ADGT.CTL file should be correctly configured.
- Two versions of a fully commented CTL file are provided for
- manual configuration. One is identified by the game title
- (example: GAME.CTL) and this is the UN-EDITED version and the
- other is identified as SAMPLE.CTL is what a CTL file should look
- like AFTER it is edited. If all else fails - try the one I use
- on MY support BBS (Sample.CTL). If you have fossil drivers be
- sure to uncomment the 'fossil' option. If you have a modem set
- to a non-std IRQ be sure to use the PORT# option for that com
- port. A CTL file generated by DDSETUP.EXE will have NO comments
- and look quite different from my samples, but they WILL work
- just as well, never fear.
-
- Where to put this file?
- Put this file wherever you are running the game executable file from.
- If you are running multi-node you could put a copy in each node
- directory and run from there. If you change directory to the GAME
- directory put the file here. See the example SAMPLE#.bat files.
-
- 5. Edit the Key.DAT file. Line #1 should be the sysops name, Line
- #2 should be the name of the using BBS, do NOT change or edit
- line #3. Line #4 should be the name of the game module you intend
- to run and must NOT exceed 8 characters in length. Line #4 is
- currently set for the "CRUSADE" game module, but can be changed to
- any other module you wish to run simply by replacing it with the
- name of the module you wish to use. NOTE: Whenever you change game
- modules in the same directory you MUST use the RESET.BAT first!
-
- 6. To insure proper multi-node use DOS SHARE must be loaded prior to
- the game and prior to DESQview.
-
- 7. Compile the game module you want to use by simply typing the following
- FROM the game directory: "Compile Crusade"
- After typing the above hit the enter key and follow the instructions.
- When completed the game module will be ready for use as a door game.
- Note: Replace the word "crusade" with the name of any other module you
- want to run. The name of the module cannot exceed 8 characters.
-
- 8. In order to run the game program online the following parameters may
- be used.
-
- "/Bxxxxx" This tells GAME.EXE to lock its baud rate at
- xxxxx. In order to get the most efficiency out of a high speed
- error correcting modem (9600 baud or above), you may lock the baud
- rate to a speed higher than what the caller is actually using.
- By locking the baud to say 38,400, the modem can compress text data
- that is being sent and achieve a baud rate much higher than the
- actual transmission rate.
- This will lock the baud rate at the same value for all nodes that
- use this command line. If you perfer a more selective way to lock
- baud use 'LOCKBAUD' command in the GAME.CTL file.
-
- "/Cx" (where x is 1..4) This specifies a comport number.
- Some bbs software does not create door information files (dropfiles)
- that contain the comport number. If your bbs does have a comport
- listed in the dropfile then there is no need for this parameter.
- The default is comport 0, local mode.
-
- "/E" - Expanded Memory Specification If your machine has over one
- megabyte of memory, then you may have some available. GAME.EXE can
- utilize EMS to improve game performance and reduce conventional
- memory requirements.
- This command will tell GAME.EXE to use EMS memory to hold its
- overlay buffer. Otherwise disc area may be used to hold this buffer.
- This needs a memory manager and when enabled and is compatible with
- DESQview.
-
- "/L" This tells GAME.EXE to load up in LOCAL mode.
- This is good for testing or when a sysop just wants to "try out" the
- door without messing with his BBS setup. The "/L" mode will ask the
- user for his name and run the door in local mode.
-
- "/Nx" (where x is 1..9) This specifies a "node number".
- Some bbs software support multinode environments in which you must
- know the node number of the drop file to use. For example, RBBS-PC
- uses DORINFOx.DEF. If you specified "/N2" then GAME.EXE would use
- DORINFO2.DEF.
-
- "/Mx" (where x is up to 2 filename acceptable characters)
- Used to specify one of Multiple control files. If you have created
- more than one GAME.CTL file (GAME1.CTL, GAME2.CTL, etc.) for each
- node or network PC then you can select the one you want by using
- the /M parm.
- Example: "/M2" will force GAME.EXE to use GAME2.ctl.
-
- "/Pyyy" This specifies the path to the drop files.
- For example, "/PC:\WILDCAT\WCWORK\NODE1" would tell GAME.EXE to
- look for the drop file in C:\WILDCAT\WCWORK\NODE1. If this is left
- out the program assumes the drop file is local.
-
- "/V" This command will tell GAME.EXE not to show any display
- on the local screen. Only a colored screen and a message will be
- displayed. The cursor will not move as it will be turned off.
- Saves a little processing on multi-tasking systems.
-
- "/W" This flags the program that a network is present even
- though no multitaskers are detected. This is useful if the door is
- run on a network such as Novell that doesn't use multitaskers.
-
- COMMON ERRORS
- 003 File path not found. Check to make sure the game
- directory is correctly named as GAMEDIR.
- 201 Files not found. Check to make sure that all required
- games files are in the GAMEDIR directory.
-
- 9. Install the door into your BBS software (see your BBS
- software documentation for more information). A batch file is
- normally used to do this. To run the program just have your
- batch file change to the GAMEDIR directory and run GAME.EXE -
- Thats all there is to it! Three different batch files sample
- are included to help you run the game. These are included with
- the game for editing and your use. Remember when writing the
- batch routines for my games you must ensure that the game is
- run from it's home directory AND that the game knows where to
- find the drop file. Satisfy these two requirements and you
- should have no problems running the game as long as the other
- setup criteria has been met. For dorinfo systems try using the
- following:
-
- Sample Batch File
- -----------------
-
- COPY DORINFOx.DEF \RBBS\DOORS\GAMEDIR\*.*
- CD \RBBS\DOORS\GAMEDIR
- GAME x <-=- NODE number !!DO NOT USE "x"!!
- del dorinfox.def
- CD \WC30
-
- --> Please note that you replace the "x" with the appropriate
- node number. Ex: Dorinfo1.def ; Dorinfo2.def ; etc...
-
- 10. The maint.exe file MUST be ran from the game directory ONCE daily to
- keep the player.dat file clean and from becoming to large.
-
- 11. It is possible to set this game up so that multiple different games
- can be played. Just make sure that each has it's own game directory
- and that all of the files listed above are in that directory. A
- separate batch file will be needed for each different game.
-
-
- RESTRICTIONS ON THE UNREGISTERED GAME
- -------------------------------------
- Until the game is registered the following restrictions are in effect:
-
- a. The game can be played for 45 days from date of installation in order
- to evaluate it and see if it meets your needs and works on your system.
- After 45 days it will CEASE to function unless registered. Don't
- panic if this happens. Nothing has been lost and the game will restart
- from where it left off for each player as soon as the game is
- registered.
-
- b. There will be a slight delay experienced by players at the beginning of
- the game.
-
- c. Registering the game disables both of the above.
-
- d. Once you are registered any future updates can be obtained free
- through my BBS and my upgrades are ALWAYS easy to implement!
-
- e. I am always improving my games - so check my BBS for a more current
- version.
-
- WHAT TO DO IF THERE ARE PROBLEMS
- --------------------------------
-
- Every effort is made to ensure that the game runs correctly before it leaves
- my BBS as Shareware. If you are experiencing problems please do the
- following BEFORE calling me:
-
- 1. Read ALL the SYSOP.DOC to ensure you have setup the program
- and have met all the program requirements.
-
- 2. Use the B4UASK.DOC as a checklist to ensure that you have
- not done anything wrong.
-
-
- Multinode use
- -------------
- This game supports multinode use and provides automatic multi-tasker
- support (time slice releasing) for a wide variety of multi-taskers.
-
- Common Problems (Locked Bauds, High Speed modems, etc)
- ------------------------------------------------------
-
- 1. The game does NOT require a fossil driver to run.
-
- 2. If you are running a high speed modem (9600 baud or above),
- then I suggest you run your bbs/mailer/doors at a locked baud
- rate. On high speed error correcting modems, locking the baud
- rate will have a noticeable increase on the speed of text that
- is sent. It's beyond the scope of this document to discuss
- configuring your BBS and mailer for a locked baud rate; you may
- wish to consult those docs for information on that. Here are a
- few things to keep in mind when setting up GAME with a locked
- baud rate:
-
- a. When using a locked baud rate, I highly recommend
- using a FOSSIL driver. This game will work at high
- speeds without one though. BNU is a good fossil driver
- which can even be loaded and unloaded before and after
- you run this game.
-
- b. If you are using a fossil, then make sure to tell the
- fossil that the port is locked. For BNU, to lock com1:
- at 38,400, you would use something like "L0=38400" on
- BNU's command line.
-
- c. If you lock the baud for one program, it must be
- locked for everything. You can't lock the baud for just
- this game, but not your BBS/mailer.
-
- d. You may need to use the /B switch on the game.exe
- Command line to specify the locked baud rate. For
- 19,200 this would be "/B19200" and for 38,400 this
- would be "/B38400". Please note there is no space
- between the "/B" and the baud rate.
-
- 3. What follows is some information on possible strange
- situations that may occur:
-
- a. Low speed users can play the game, but high speed
- users get garbage.
-
- - If you are not using the DORINFOx.DEF or
- DOOR.SYS drop file then you may wish to find a
- converter program to convert whatever drop file
- your BBS produces to the DORINFOx.DEF or DOOR.SYS
- format and tell game.exe to use that.
-
- Several converter programs are readily available
- on most BBS systems. CallDoor is a good one if you
- can find it. I have it on my BBS for download if
- you need it.
-
- b. The game hangs up when a user enters the game.
-
- - Sounds like the game is getting the wrong baud
- rate somehow. Try switching over to the DOOR.SYS
- drop file method if possible.
-
- c. Text and screens are getting cut off.
-
- - If you are running with a locked baud, then this
- could be caused by some sort of FLOW CONTROL
- problem. Try using a fossil if you aren't already.
-
- d. If you're using something other than the DOOR.SYS
- drop file, then I always suggest trying to use
- DOOR.SYS if possible. It is the most reliable method
- and has had the most testing. If that is not possible
- try DORINFOx.DEF as an alternative.
-
- e. A door locks up node 1. This can happen with fossils
- or the internal communications routines because it
- uses the default comport of 1 when NONE is found in
- the dropfile or game.ctl file. To correct this make
- sure the right port is shown in the dropfile OR
- game.ctl file.
-
- f. ANSI is reflected correctly on the local screen but
- the user is getting garbage. Assuming the user has
- ANSI installed then most likely the problem is at
- your end. First make sure you have configured the
- game.ctl file to show the correct locked port rate.
- Second make sure the dropfile is passing the locked
- port rate INSTEAD of the actual conncet rate. If it
- is not passing the locked port rate then you may
- need to use a different dropfile format OR use a
- dropfile converter program to change the line to
- show the locked port rate INSTEAD of the actual
- connect rate.
-
-
- "Corrupted" data files
- ----------------------
- It is possible that something could happen to your player information
- data file. A power outage, game crash, or other event could damage this
- data file. If you get one of these messages, then the best thing to do is
- eliminate the PLAYER.DAT file and start the game again to create a new one.
-
-
- CREDITS:
- --------
- This relatively small section is just to recognize the GOOD people
- who have made this door a possibility.
-
- Mark J. Welch -=*=- The authors of the original AGT(c) who
- and are to be thanked for releasing the
- David R. Malmberg. source code to their great game! Without
- that act of kindness this game would NOT
- have been possible. Hopefully I have done
- your game justice and given it a new lease
- on life in the BBS world.
-
- Scott Baker -=*=- The author of the door driver package which
- made this game possible. Great job Scott!!
-
- Steven Lorenz -=*=- The author of the enhanced add on package
- to Scott Bakers DoorDriver. Thanks to his
- allowing me to use his modifications I
- was able to delete the fossil requirement
- and add many new communication and other
- enhancements to my games. Thanks Steve!
-
- DESQview is a registered trademark of Quarterdeck Office Systems.
- Doordriver kit is proprietary software by Scott Baker.
- Ripscript & Ripterm are registered trademarks of TeleGrafix Communications.
-
- Where to reach me
- -----------------
-
- I can usually be reached at my BBS system, which should be
- listed in the section entitled "registration" which is below.
- I also habitually monitor ALL door related echos in the FIDO
- Net System.
-
-
- Registration
- ------------
- If you or your users enjoy this game, then please register it.
- Information on price and how to register is shown on the
- enclosed REGISTER.FRM. Registration will disable the delay,
- allow additional options and entitle you to life time support
- through my BBS. BBS Support includes unlimited free updates
- and upgrades (not like some door game authors who charge for
- major upgrades/updates!) through my BBS and access to the game
- support conference on my BBS. To register this game just print
- out the registration form (REGISTER.FRM) file included with the
- game and send it with your check or money order to:
-
- Robert A. Dalton
- 203 Old Farm Road
- Harrison, AR 72601
-
-
- HOW TO REACH ME BY MODEM
- ---------------------------
-
- The TANSTAFL BBS (USA)
- (501) 741-5699 (USR Dual- 2400 to 14400 baud)
- Fidonet 1:391/3010
-
- Reminder: You will be mailed a LETTER with your registration
- code. Just allow an appropriate amount of time (a week or two)
- after dropping your check in the mail for it to arrive to me
- and the code to be sent by mail back to you. If you need it
- sooner log onto my BBS, leave me a message telling me you
- mailed the registration and when I receive your check or money
- order I will post a private message on the BBS giving you the
- key code. If you do it this way please allow at least a week
- from the time you mail it to the time you call and get your
- code. If you go the BBS route you will ALSO receive a key code
- by mail. If you live in NORTH AMERICA I can also send your key
- via Netmail for an additional $1.00, if you would like, through
- the FIDO system (only). REMINDER: No disks are sent, if you need
- the most current version you must call OR freq my BBS for it.
-
- Bug Reports/Comments/Suggestions
- --------------------------------
- I have made every attempt to make sure the game is free of bugs,
- BUT the possibility always exists that one may have been missed
- by me or the playtesters. If you find a bug, or have a
- suggestion or comment to make which would make future versions
- better please print out the BUGRPT.FRM and mailer, fill it out,
- and send it to me. I read ALL of them and those people that
- lead me to find a bug or generate a better game will receive
- credit in the game documentation. PLEASE DO NOT NOTIFY ME OF
- PROBLEMS AND EXPECT ME TO FIX THEM IF YOU HAVE FAILED TO
- PROVIDE ME WITH THE BUGRPT.FRM AND OTHER INFORMATION I REQUIRE
- AS STATED IN THE B4UASK.DOC.
-
-
- FIDO INFORMATION
- ----------------
- My BBS supports file "freq"ing at 9600 baud or above. Just
- call 1:391/3010. I also carry a door library of over 350 of
- the all time best door games which I try to keep current.
- For a list of these doors just freq "DOORS". I am always adding
- new things to my games so most likely there will be a later
- version of the program available on my BBS then the one you
- have. For a current version of the game just freq the magic
- name shown in the catalog document which is in the game package.
- For a list of ALL my files just freq "TANSTAFL.ZIP". If you
- are a door game/program writer why not send me a copy of your
- game/program? If you have a more current version of a door
- then I have, please consider sending me a copy as a token of
- your appreciation for the service I offer at NO cost to you.
- Thanks!