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Cream of the Crop 20
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Cream of the Crop 20 (Terry Blount) (1996).iso
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SD_DEVLP.TXT
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1996-05-15
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-------------------------------------------------------------------------
STARDOCK LOCO - Expansion module help for programmers - IGM's
-------------------------------------------------------------------------
You are welcome to write any code that you wish for Stardock Loco's
expansion module features, as long as you give me credit, and you do not
charge more than the cost of Stardock Loco - if you create a module
that you wish to have them register. I would like to have a look at it
for approval, to make sure it stays within the game story, and doesn't
trash a BBS's game files.
I do _not_ require any $$ from the proceeds of your module(s). But if you
want, send it over... <G>
The module must run from one of the expansion module areas in the game.
If you create a module, upload it to the support bbs, and I like it, I will
send you a registration key for yourself or for your favorite BBS. It
doesn't necessarily have to be a great or large module by any means,
just something creative and interesting. I'm pretty easy on the standards!
Heck, this is all for fun anyway!
See the very bottom of this file for the support bbs numbers and how to get
in touch with me if you need help.
There are many IGM/expansion module areas:
* The <U> Upstairs and <D> Downstairs portions of Terran Pete's Slush Bar.
* The <O> Other Places area in the ShipYards. (30 slots)
* The area on board a players ship: <G> Go for a cruise.
* The Blackmarket. <Enter> at the Main Menu.
* Favrie Colony IGM slots. (5 slots)
NEW:
* Sickbay, Weaponshop, Armorshop, Terran Pete's, Sleeping Pods, Bank, Nehrus,
Other Aliens.
Feel free to create new places for the following:
These are accessed:
Sickbay: sb??????.exe
WeaponShop: ws??????.exe
ArmorShop: as??????.exe
Terran Petes: tp??????.exe
Sleeping Pods: sp??????.exe
Bank: bk??????.exe
Nehru's Arena: na??????.exe
Other Aliens: oa??????.exe
If you drop an .exe into the SDL directory with the beginning letters of the
above, it will bypass my code for those areas. Your IGM will appear instead.
Give it a try by copying roid.exe to sbroid.exe and you will see what I mean.
IGM Necessary Information:
---------------------------------------------------------------------------
SDLoco was created using Brian Pirie's Opendoors program. If you are unfamiliar
with this C library, I recommend that you download it from a BBS, and register
it if you are going to use his library. You may NOT attach a module that
uses a library or program that is unregistered that interfaces with a modem,
a BBS, and with Stardock Loco. I accept no responsibility for your program
and/or its uses!
<Mean Mode OFF> :)
----------------------------------------------------------------------------
NEW ADDITION: I have just added MODULE.C to the stardock zip file. It
contains the full source of the blkmkt1.exe to get you started easier on a mod.
Just trying to make it easier on all of us...:) You may want to read the
code below, to get a little more insight, and see why I did what.....
Feel free to use module.c
as a starting point for your module. You can create a new black market that
runs from that slot, but you must include the armor and weapon upgrades as
part of your black market. Note: It is written using Brian Pirie's Opendoors
serial comm door program, and cannot be compiled without the odoorh.lib. But,
you can change that easily if you have another program that you use. See the
MODULE.C for more information.
That slot is accessed by blkmkt?.exe, the question mark being the number or
letter that you or I add to it. The version included with sdloco is
blkmkt1.exe.
--------------------------------------------------------------------------
The Shipyards Expansion Slots
--------------------------------------------------------------------------
If you create a module, it would be a good idea to include a description
for the Sysop to type into the sd_add.exe program. Or you can write an
easy install, and add it yourself. See the structure of the module.lst
file below. (waaaay below..) <--this only applies to the shipyards module
area!
-------------------------------------------------------------------------
Terran Pete's module slots
-------------------------------------------------------------------------
For the upstairs/downstairs area, no description is necessary. All that you
must do is begin the module name with:
dn To run from Downstairs
up To run from Upstairs
Example: DNmymod.exe <--it must end with .exe
-And then dump it in the sdloco directory.
I use the C function _dos_findfirst to look for the module. I am using the
wildcard characters in the following way:
up*.exe
dn*.exe
Whatever you put between the up/dn and the .exe doesn't matter to me. Do
note that it looks for the first occurence of an "up" or a "dn", and will
run that module. If there are other modules in the directory, it will
run the _first_ one it finds. Make sure to notify the sysop of this, and
tell them about removing another up/dn module, and possibly renaming it
and adding it to the shipyard module area using the sd_add.exe.
-------------------------------------------------------------------------
On board the ship module slot <G> Go for a cruise
-------------------------------------------------------------------------
For the on-board the ship area, no description is necessary. All that you
must do is begin the module name with:
nd
Example: ndMymod.exe <--it must end with .exe
-And then dump it in the sdloco directory.
This one is accessed from the <G> Go for a cruise part of the menu.
Feel free to create a new ending for the game if you wish! Or take
'em for a ride to the center of the universe...I dinna care! <G>
Once again, I am using _dos_find_first! See the Terran Pete's module
slot reference about this.
-------------------------------------------------------------------------
Favrie Colony * New Developments Area
-------------------------------------------------------------------------
This area is for those of you that wish to create a planet based IGM. There
are 5 slots. You will have to create a text file for the description of your
module. Just open an editor such as dos edit, and type in your description
on the first line. You have a 50 character line you can use. If you like, you
can colorize your description with the following:
`red` For bright colors:
`blue` add bright:
`yellow` example: `bright red`
`cyan`
`green`
Here is an example description:
`bright green`Into the Jungles of Favrie. <-this will show up on the menu
as a bright green item.
The ` is very important.
The modules and description files are as follows:
1fc*.exe
2fc*.exe
3fc*.exe <-IGM names
4fc*.exe
5fc*.exe
1fc*.dsc
2fc*.dsc
3fc*.dsc <-Description files
4fc*.dsc
5fc*.dsc
-And then dump it in the sdloco directory.
They will then run from the corresponding <1> <2> etc from the New Develop-
ments menu on the Favrie Colony.
I use the C function _dos_findfirst to look for the module. I am using the
wildcard characters in the following way:
1fc*.dsc
1fc*.exe
3fc*.dsc, etc.
Anything between the first three letters and the . are yours to add. I don't
look at them or worry about them.
If there are other modules with the same first 3 letters in the directory,
it will run the _first_ one it finds. Make sure to notify the sysop of this,
and tell them about removing the other favrie module, and possibly renaming it
and adding it to the shipyard module area using the sd_add.exe, or renaming
yours to another module such as 5fcMymod.exe/.dsc.
------------------------------------------------------------------------
For all module areas:
------------------------------------------------------------------------
Try to make the program install and