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1994-01-24
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┌────────────────────────────────────────────┐
│ │
│ SUPER Rig! V5.4 │
│ *************** │
│ │
│ Live Game for Wildcat!, Wildcat v3.0, RBBS │
│ QuickBBS, GAP, GTPower, Phoenix, SpitFire │
│ Remote Access and other Bulletin Boards │
│ │
│ Version Release 01-20-94 │
│ │
│ (C)opyright 1989-94 │
│ -By- │
│ Late Nite Software │
│ │
│ Marvin Davis │
│ 313 Queens Road │
│ Sanford, NC 27330 │
│ │
│ Late-Nite BBS │
│ Node-1 (919) 776-2368 │
│ Node-2 (919) 775-4477 │
│ Node-3 (919) 775-1324 │
│ Node-5 (919) 776-3318 │
│ 28.8k/19.2k/14.4k/9600/2400 (24 hrs) │
└────────────────────────────────────────────┘
Super Rig! (C)opyright 1989-94
T A B L E O F C O N T E N T S
---------------------------------
Warranty, Disclaimer ......................................... page 1
Registration ................................................. page 1
Zip contents, tech support number............................. page 2
Game descriptions & features.................................. page 3
WildCat! V2.x and v3.0 Setup.................................. page 4
RBBS/QuickBBS Setup........................................... page 4
GAP & GTPower Setup........................................... page 4
Phoenix Setup................................................. page 4
PCBoard setup................................................. page 5
WWIV Setup.................................................... page 5
SpitFire setup................................................ page 5
MULTI-NODE BBS setups......................................... page 6
GENERIC BBS setup from batchfile.............................. page 7
Keyboard or LOCAL play........................................ page 8
Line 25 (Game Status Line).................................... page 8
Wildcat batchfile example..................................... page 8
RBBS Door batchfile example................................... page 9
Installation Tips............................................. page 10
New ".KEY" file auto registration............................. page 11
Trouble and communications of;................................ Appendix A
Trouble with ANSI graphics.................................... Appendix B
Registration mail in form..................................... Appendix C
Super Rig! (C)opyright 1989-94
Warranty and Warning
====================
This is product is provided "as is" without warranty of any kind. The
entire risk as to the results and program performance is assumed by you.
Also, in addition, I the author do not warrant, guarantee, or make any
representations regarding the use of, or the results of the use of the
program and you rely on the program and results solely at your own risk.
The author cannot accept responsibility for system damage, profit loss,
or any other special, incidental or consequential damages resulting from
the use, misuse or inability to use this product. If you understand this,
then please proceed.
Copyright
---------
The 'Super Rig!' live game is distributed as SHAREWARE. Under this concept
you may use a SHAREWARE (unregistered) version for a reasonable period of
time, which I CONSIDER TO BE 30 DAYS, after which you MUST either register
your copy or DISCONTINUE usage altogether!
Registration
------------
With registration you will receive the latest registered copy of Super
Rig! with the ability to download any futher updates from The Late-Nite
BBS! at no extra cost. You will also receive any support the author can
give in reference to bugs or other problems that may arise in using the
game. I feel that sysop's have enough expense without charging a high
cost for games for their users. I have set the cost of registration at
$13.00 for single node BBS, $15.00 for a 2-4 Multi-Node BBS and maximum
of $20.00 for any BBS of 4 nodes or more (ie. 5-99 nodes).
>> See REGISTRATION FORM in this archive for additional instructions <<
When registered, the Doorware message and DELAY will not be present. Do
not attempt to delete or alter the Doorware message as the game will now
cease to function entirely. It is most unfortunate that I was FORCED to
resort to an annoy screen BUT - with less than 5% registrations coming in
there was no choice left. Shareware is NOT FREE software. Shareware is
a system by which authors deal with users directly and no marketing type
middle-men are needed. This is where 75-80% of the cost of software is
generated!
Distribution
------------
You are free, in fact encouraged, to distribute a SHAREWARE (unregistered)
version of Super Rig! live game, provided that all files contained in the
ORIGINAL Super Rig! archive are distributed in the absolute ORIGINAL form.
Super Rig! (C)opyright 1989-94, Page 1
CONTENTS of the .ZIP archive file:
These files are found in your Zip or will be created during the runtime;
---------------------------------------------------------------------------
README ;read this first! Startup Info...
COPDAY ASC ;files than have a .ASC extension are MONOchrome data files.
DAY0 ASC ;
DAY1 ASC ;
NEWYORK ASC ;
SUPERIG ASC ;
TRUKSTOP ASC ;
DOOR35 BAT ;>sample BBS batch file example
SUPERIG CFG ;GAME configuration - setup file.
* SUPERIG DAT ;game score datafile
SUPRHLP SCR ;Color game instruction screen
SUPERIG DOC ;GAME DOCUMENTATION - Print it out and read it!
SETUP EXE ;Setup program for game, just run.
SUPERIG EXE ;Super Rig! Game
REGISTER FRM ;Form to mail in your registration.
COPDAY SCR ;files that have .SCR extension are ANSI color data files.
COPNITE SCR ;
DAY0 SCR ;
DAY1 SCR ;
DAY2 SCR ;
DAY3 SCR ;
DAY4 SCR ;
DAY5 SCR ; [ANSI data files]
DAY6 SCR ;
DAY7 SCR ;
NEWYORK SCR ;
NITE1 SCR ;
SUPERIG SCR ;
TRUKSTOP SCR ;
SUPRHLP ASC ;MONOchrome game instructions screen.
* SUPERIG ERR ;(logs runtime errors)
DOORWARE ASC ;Doorware announcement - WARNING, DO NOT DELETE OR EDIT!
CRASH SCR ;Color users only crash screen
* SCORBORD SCR ;Top 10 Color scoreboard
* SCORBORD ASC ;Top 10 Mono scoreboard
* BULL# BBS ;MONO bulletin (auto TOP TEN) Path in SUPERIG.CFG
* BULL# SCR ;COLOR bulletin (auto TOP TEN) Path in SUPERIG.CFG
------------------------------------------------------------------------------
* DENOTES that file is updated/created during RUN-TIME.
Registered Users Technical Support:
-----------------------------------
If you have problems with Super RIG!, you may contact Marvin Davis at
Late-Nite BBS! 24 hrs. Node-1 (919) 776-2368 16800/9600/2400 USR-DS V42/32
Node-2 (919) 775-4477 19200/2400/1200 ZyXEL
Registration/ Order Information:
--------------------------------
Please refer to the REGISTER.FRM file included on this disk to register
your Late-Nite games with me. A quick and easy form is ready to fill out
and mail. Registered users are entitled to FREE updates to any registered
Late-Nite BBS game. You can download them directly from the BBS Doorware
download section on Late-Nite BBS.
Super Rig! (C)opyright 1989-94, Page 2
-Super Rig!-
(C) 1989-94 Marvin Davis
Super Rig is a new game. It takes off where a simular game named "Big Rig"
leaves you. Those of you who've played "Big-Rig" will enjoy this game much
more, as more is included. Watch your speed, route and cargo carefully and
make the most out of stops at the 'Greasy Spoon' Truck Stop! Watchout for
the Waitress's and Mechanic's. They can either help you or hurt you!
This game supports both MONOchrome and ANSI Color graphics modes. COM ports
COM1-COM2, game exit on Carrier loss, and complete keyboard control during
runtime. Game is configured by the configuration file below. Support for
several popular BBS programs, WildCat!, RBBS, QBBS, GAP and PCBoard are a
few to name. Also, a command line 'generic' setup for use with basically
any BBS program that can pass DOS variables to a batch file. The game has
a "dead time" of two minutes at any prompt and the game is terminated.
The following ASCII configuration file is commented so that it can easily
edited to comform to your BBS. The file must be in this form to correctly
pass important parameters to the game. You may RUN the SETUP.EXE program
to assist in writing this file - which is recommended for first time users.
All the text to the right of the ";" semicolons are just remarks only!
SUPERIG.CFG ;game config file
-----------------------------------------------------------------------------
Starvin' Marv's ;Your BBS's name
Marvin ;Sysops first name
Davis ;Sysops last name
C:\BBS\CALLINFO.BBS ;BBS caller file supported (see list)
C:\BBS\BULLETS\BULL#22.BBS ;PATH for Text bulletin
C:\BBS\BULLETS\BULL#22.SCR ;PATH for ANSI Color Bulletin
RTS/CTS ;Locked DTE baud rate "LOCKED {baud} RTS/CTS"
N/A ;or Printer Logging ports [LPT1-3]
DIRECT ;use direct screen writes (BIOS uses ANSI.SYS)
NONE ;or REGISTERED Name
00000 ;or game SERIAL number.
HORN OFF ;* registered users "BELL Off" feature. *
*( NOTE )* HST users will need to add a hardware handshake to the LOCKED
DTE baud with letters "RTS/CTS" after LOCKED {baud}, so line #7
should read for DTE 19200 this; LOCKED 19200 RTS/CTS
BULLETINS
---------
On game completion, automatic TOP TEN Bulletins, both MONOCHROME and COLOR
will be created to the PATH/FILESPEC designated. If a user aborts the game
at a speed prompt with 'Q', then the game is exited and no bulletin created.
If NO BULLETINS ARE WISHED, or no color bulletin is supported, then place a
N/A in line #6 and #7, where a PATH parameters/filespec would be!
PRINTER LOG
-----------
If a printer is being used to keep a running log of callers, errors, etc.,
then you can place in upper case LPTx (x = 1-3) in place of N/A in line #8.
Play min's, start and end time are send to printer port "x" (where x= from
1 to 3). Also, untrapped errors are recorded and are useful in isolating
problems.
Super Rig! (C)opyright 1989-94, Page 3
Command Line syntax: SUPERIG {space} /game switch {/NODEx}
WILDCAT! V2.xx -> Caller info file = CALLINFO.BBS
--------------
SUPERIG /WC ;the ' /WC' parameter runs the game under WildCat! and
;use info from CALLINFO.BBS WildCat! produces ton run a
;door. CALLINFO.BBS Path\Filespec are configured in
;SUPERIG.CFG file line # 4.
WILDCAT! V3.x -> Caller info file = USERINFO.DAT
-------------
SUPERIG /WC3 ;the " /WC3" parameters instructs the game to read the
;new caller file "USERINFO.DAT" and get its COM PORT
;from the DOS Environment variable "WCPORTID=x" where
;x = ports 1-2.
RBBS V17.xx or QBBS -> Caller info file = DORINFOx.DEF
-------------------
SUPERIG /RBBS ;the ' /RBBS' parameter instructs the game to run under
or ;RBBS and to get info from the DORINFOx.DEF, where x =
SUPERIG /QBBS ;node number (default=1). DORINFOx.DEF Path\Filespec
;are configured in SUPERIG.CFG file line # 4.
NOTE!
QuickBBS/RA/SuperBBS users whose BBS writes a DORINFOx.DEF file can use the
"/QBBS" parameter switch to inform the game to use a different passsed value
for COLOR GRAPHICS! RBBS writes 3 values, 0=ASCII, 1=IBM MONO, 2=ANSI Color
whereas QBBS reads 0=ASCII and 1=ANSI COLOR. So if you are a Non-RBBS BBS
using DORINFOx.DEF, use the "/QBBS" switch to get caller info on the proper
ASCII (no color) or ANSI (color) modes!
GAP BBS -> Caller info file = DOOR.SYS
-------
SUPERIG /GAP ;Set game for GAP and read in DOOR.SYS as it caller
;file. filename entered on line #4 of SUPERIG.CFG.
;If you are a GAP user and wish locked port DTE baud
;then RUN SETUP.EXE or enter LOCKED {baud} on line # 7
;of SUPERIG.CFG file.
GTPOWER -> Caller info file = GTUSER.BBS
-------
SUPERIG /GTP ;Sets game for GTPower and read in GTUSER.BBS caller file
;for caller infor. Since this BBS's caller file does NOT
;contain current COM PORT configuration you may need an
;additional switch to set the game COM port up.
;EXAMPLE: SUPERIG /GTP/2 sets game to COM2 from DEFAULT
;of COM1.
PHOENIX V1.x -> Caller info file = INFO.BBS
------------
SUPERIG /PHX ;Sets game for PHOENIX and read in INFO.BBS for caller
;info. Game will get it baud speed from this file and if
;you are a HST user - use the SUPERIG.CFG file to setup a
;LOCKED port of 19200 or 34400 baud to ignore the caller
;DCE baud rates. This can be done in SETUP as well.
Super Rig! (C)opyright 1989-94, Page 4
PCBoard V14.x and up -> Caller info file = PCBoard.Sys
--------------------
SUPERIG /PCB ;the ' /PCB' switch instructs the game to run under
;PCBoard and get its user info from PCBOARD.SYS.
WWIV V4.07+ -> Caller info file = CHAIN.TXT
----------
SUPERIG /WWIV ;the ' /WWIV' switch instructs the game to run under
;a WWIV board and get its caller info from CHAIN.TXT
;Extracted from CHAIN.TXT lines are these lines;
;Line # 3, users real name
;Line #14, ANSI graphics
;Line #15, Local or Remote (Remote = modem user)
;Line #16, remaining time left in sec's
;Line #20, user baud rate
;Line #21, COM port used
SpitFire BBS -> Caller info file = SFDOORS.DAT
------------
SUPERIG /SPIT ;the " /SPIT" switch instructs the game to run under
;a SPITFIRE board and to get its caller info from the
;file SFDOORS.DAT. Enter this filename and its PATH
;on Line #4 of SUPERIG.CFG. If it is copied ahead of
;time into the games directory in your door#xx.bat file
;only place the alone with no path and the game will
;look in the current DOS directory for SFDOORS.DAT.
Super Rig! (C)opyright 1989-94, Page 5
Multi-Node Setup config's:
--------------------------
A switch setting is added to the command line for the Node that is calling
up the game. Place this after the command line switch for the BBS that is
using the game. An example below is set for WildCat on Node #1;
SUPERIG /WC /NODE1
The following additional switch will cause the game to read in a file in
the current game directory called SUPRIGxx.CFG instead of the normal BBS
configuration file called SUPERIG.CFG. You may edit these files directly
in an ASCII editor, or use the SETUP.EXE file and fill in the prompts to
create them.
Nodes from 1-99 can have separate SUPRIGxx.CFG (where x = 1-99) in the
current game directory, and in this you can point to the NODE directorys
caller file. Below is a SAMPLE batchfile that might call the game from
NODE 2 for instance called SUPRIG2.BAT;
CD DOOR#3
SUPERIG /WC /NODE2
ECHO Game finished, returning to BBS
CD BBS
CAT
The NODExx (where x =1-99) switch will instruct SUPERIG.EXE to read in a
different game .CFG file when its invoked. Note the complete PATH to
the caller file for the particular Node. Example, a SUPRIG2.CFG file
might contain the following data;
Starvin' Marv's
Marvin
Davis
C:\BBS\NODE2\CALLINFO.BBS
C:\BULLETS\BULL#22.BBS
C:\BULLETS\BULL#22.SCR
RTS/CTS
N/A
NONE
00000
At present 99 'nodes' and 2 COM ports are supported (ie. COM1-2). They're
normally assigned to their respective COM ports, NODE1 to COM1 and NODE2
to COM2. The game will look in the caller file that is specified in the
SUPRIGxx.CFG file, and the game will use the COM port specified for that
caller. Under different 'node' configuration files, you could have two
different scoreboard bulletins created, one for each node - but the game
will only have one scoreboard file in both ANSI and ASC format in its own
door directory at the completion of a successful run by a player. These
are always created on a good run even if the .CFG file lists an N/A for
BBS bulletin scoreboard file creation.
Super Rig! (C)opyright 1989-94, Page 6
GENERIC BBS
-----------
SUPERIG /GEN ;the ' /GEN' parameter instructs the game to look for
;its basic configuration info on the command line!
;You can set up the game to run on any BBS that can
;pass parameters to %1, %2, %3 etc. DOS variables to
;your calling batchfile.
;Parameters shown below with parameters separated with
;a SPACE character.
SUPERIG /GEN COM1 n AN
;where COM is either COM1 or COM2, where "n" is the
;specified baud rate below;
0 = 300
1 = n/a [NOTE: 1 is NOT USED!]
2 = 1200
3 = 2400
4 = 4800
5 = 9600
6 = 19200
;8 data bit, 1 stop bit and no parity are defaulted.
;The AN instructs Super Rig to use ANSI color graphics
;and an AS instructs to use standard ASCII text.
;Without ANSI or ASCII specified, ASCII is defaulted.
;The following is an example of a 'generic' setup.
SUPERIG /GEN COM1 3 AN -> sets PORT as COM1, speed as 2400 and also uses
ANSI COLOR graphics.
Super Rig! (C)opyright 1989-90, Page 7
KEYBOARD PLAY -or- LOCAL mode
-----------------------------
SUPERIG /LOCAL ;sets game to play on the keyboard, with no color.
SUPERIG /LOCAL/C ;set game to play on keyboard and use COLOR graphics.
;NOTE, bulletins are NOT created in LOCAL keyboard mode.
;This a purely an evaluation mode for the SYSOP!
SETUP EXAMPLES
--------------
Setting up Super Rig! for WildCat! version 2.xx, create a batch file to;
(1) call the game with file SUPERIG /WC
(2) last line in batch file calls WILDCAT! back
An "example" batch file from WildCat1 ver 2.xx, named DOOR35.BAT might
look like this;
CD DOOR#xx
CD RIGGAME
SUPERIG /WC
CD \WILDCAT
CAT
** Be VERY careful with PATH for files, it must be complete and correct! **
Game STATUS LINE;
-----------------
While running the game, the bottom screen line (line # 25) will be the
current Player Status Line. The Game name, players name, date, time of
game start, callers baud rate and current state of the print 'LOG'. This
will let the SysOp know whether or not he or she has the program logging
to printer. If the SysOp wishes to 'nuke' a player out of the game, the
ESC key is the kill key. Once pressed the game is immediately terminated
so take care, on some keyboards (84 and 102) have the ESC key right next
to the number 1 key!
FOR REGISTERED USERS!!
----------------------
Extra features are allowed on the function keys. At any prompt other than
a "(Y/N?)" prompt, the "F1" key will toggle the bottom status line to show
the function key definitions. F1, F5, F9 are displayed to show that you
have a [Drop to DOS] and a [Online Chat] mode! You can chat with a caller
in the game and resume with F9 key which acts as a Chat modem toggle. Also
displayed is the "remaining players minutes". Which is helpful if you see
that a player is about to run out of time. Players will be warned each
minute upon reaching five minutes of play left. Remaining minutes of the
call are read in on the BBS caller file if one is available in the config
files for WildCat! and RBBS, so users aren't allowed to exceed their time.
HONK HONK!
----------
Some SysOps who sleep next to their computers have requested a feature to
turn OFF the HORN when the game runs. Users who play the game at 3:00 am
are keeping their SysOps awake, so I've added a parameter for 'registered'
users to add a parameter to end of the SUPERIG.CFG (line #12). The word
'HORN OFF' will cause no sound will be emmitted during a players 'run'.
Super Rig! (C)opyright 1989-94, Page 8
RBBS sample batch file (door)
-----------------------------
RBBS example by Wayne Aiken, Sysop, StarFleet BBS, Raleigh NC 919-782-3095
RBBS has the capability to call DOORs (by either) SHELLing out to DOS, or
by quitting RBBS completely. My system does the latter. When RBBS quits
to a DOOR, it dynamically builds a file called RCTTY.BAT. This file is
dynamically created, and contains the name of the next batch file in the
sequence, the batch file that invokes the particular door:
------------------------------- RBBS.BAT ------------------------------------
echo off
cd \RBBS
if exist RBBS1F1.DEF del RBBS1F1.DEF
if exist RBBS1TM.DEF del RBBS1TM.DEF
if exist RCTTY.BAT del RCTTY.BAT
WATCHDOG OFF
RBBS-PC
if exist RBBS1F1.DEF goto Exit
if exist RCTTY.BAT RCTTY.BAT
if exist RBBS1TM.DEF RBBS1TM.BAT
E:\RBBS\RBBS.BAT
:Exit
-------------------------------- RBBS.BAT -----------------------------------
In the example above, the presence of the file RBBS1F1.DEF means that RBBS
has been ordered to shut down, RCTTY.BAT means a DOOR will be executed, and
RBBS1TM.DEF means that the daily event has been invoked. All of these files
are deleted when RBBS starts up, if it is recycled as in the case of a DOOR
or scheduled event.
RCTTY.BAT contains the lines:
G:\COMMAND /C xxxx
E:\RBBS\RBBS.BAT
where xxxx is the name of the batch file for the Door. This name must also
appear in MENU5x, which is the Doors menu.
A sample batch file for the door, in this case the Superig door is:
watchdog off
e:
cd \rbbs\game
superig /rbbs
cd \rbbs
I set WATCHDOG off because the Superig door automatically monitors carrier
detect. After the program terminates, I have it go back to the proper
directories. When it quits, it falls back to RCTTY.BAT (/c parm), which
then invokes RBBS. RBBS is a pretty big file to be re-loading each time,
but I have it in a RAM disk so it does it fairly quickly.
Some sysops may use the SHELLing method to do it. In either case, this
shouldn't affect your Doors programs, except possibly if this SHELLing makes
memory tight. RBBS takes up about 384K of memory, which is why I use the
RUN method in the case that I got a DOOR which was also memory-hungry.
Super Rig! (C)opyright 1989-94, Page 9
Installation tips;
------------------
For those with slow hard drives, you can run this game from a RamDisk to
save wear-and-tear on accessing. Since color files are stored on disk as
files, the disk access is fairly constant. I use a large 'disk cache' on
my BBS to speed up repeat accesses. Once the game, color and data files
are read once, those files are no longer accessed for reading. So you
might use a disk-cache or RamDisk to enhance your systems speed or save
some usage on your hard disk! If all the files were hard coded into the
game, it would be too large for most BBS's to run, especially from a
SHELL process. If you have a printer on your board, use it to monitor
the users during the game run. Also any runtime errors that are not
trapped will be printed out on the printer. This game has more than 500
hours of continous use and most error run-time errors are trapped. Some
users have a knack of finding even the weakest link in any program so
if you experience any repeatable errors and they can be duplicated, they
will be fixed upon reporting them to me!
Place ALL FILES THAT ACCOMPANY THIS ZIP FILE IN THE SAME DOOR # directory!
Everything that you need to operate this game is included in this ZIP. To
print the documentation file on a printer type:
C:>TYPE SUPERIG.DOC > PRN <RETURN> or C:>COPY SUPERIG.DOC PRN <RETURN>
To view to screen: C:>TYPE SUPERIG.DOC|MORE
This 'pipes' the file through DOS's MORE program (must be in your PATH)
and provides you with the "---MORE---" screen pause. The "|" character is
not a colon! Its a shifted "\" and is the pipe command.
NOTE: A couple of WildCat! sysops have been having problems with my games
dropping carrier when a user quits the game. This is NOT a programming
problem. The game forces DTR high on game end to prevent DTR drop on the
modem when the program ends. If your WildCat is still having DTR problems
on game ending, try changing your modem delay in the initialization string
within makewild. Changing the S10 register to S10=24 gives more time for
the board to reset before the modem thinks a user has dropped carrier.
Some modems are quite touchy! This compiled version of Super Rig! uses a
patched runtime library so that the DTR line is never touched on game exit.
Thank you for trying Super Rig! I hope you enjoy it!
Super Rig! (C) 1989 Marvin Davis Page - 10
Registration Format Update!
---------------------------
A new scheme is now being used to 'register' ALL game(s) with me.
Instead of having your name encoded into the game, a ".KEY" file will now
be used and you will be issued an individual "serial number" in which to
place in the same directory as the door game. This key file will be in
ASCII format and contain your name (or BBS name if you so wish) and your
individualized serial number for registration identification/validation.
Every time the game is invoked, the current directory will be polled for
its "key" file and if found will be automatically read in by the program
and your registered name and serial number will be validated and the game
then be unlocked and registered automatically!
V4.0 and above registration update!
-----------------------------------
If you are a prior registered user of any Late-Nite door, you can take the
information in a game .KEY file (ie. registered name and serial #) and now
enter this into the GAME.CFG file via an ASCII editor or SETUP.EXE. You
will NO LONGER NEED the .KEY file system as you now have your registration
information as to the registered name and serial number! This will skip
the test for a ".KEY" file in the current directory. Either methods, will
function to register your door and display the registration information.
NOTE:
-----
If you wish to only register a version of a Late-Nite door game that you
currently have, then you will NOT require me to send you a disk with the
game on it UNLESS you wish to obtain other games (evaulation copies) or a
current release of a game (if one is available) you're presently running,
then send $10.00 US for your "Key" info to immediately register your game.
This can also be supplied in E-MAIL or CHAT from me on Late-Nite BBS!
Upon receipt of your registration amount, I can make available the "KEY"
info for you to download from Late-Nite BBS and you can place this key
info into the SETUP.EXE program or add to your SUPERIG.CFG in the current
game directory and immediately register without waiting for the mail!
We're talking maybe a two or three minute call to accomplish this.
-> If you have registered a previous release from me and wish to update to
the new registration format (ie key file) you can write me for your serial
number and create the file yourself with any ASCII editor or just use the
COPY CON (console) DOS command to quickly enter the file directly into a
DOS ASCII file! Or, you can call Late-Nite BBS and request the info in an
E-mail msg to me ([F]eedback to Sysop).
To SysOps of Honesty and Integrity!
----------------------------------
To the SysOps who have registered my doors on your BBS, I wish to express
my sincere THANKS for your integrity and devotion to the 'True Spirit' of
Shareware. It has encouraged me to begin writing more doors...
Starvin' Marv's Late-Nite BBS, Sanford NC 450 Megs w/4000+ files online.
Node-1 (919) 776-2368 14400/9600/4800/2400 HST Dual Std. (24 hrs)
Node-2 (919) 775-4477 14400/9600/2400/1200 HST Dual Std. (24 hrs)
Super Rig! (C)opyright 1989-94, Page 11
T R O U B L E !?
-=-=-=-=-=-=-=-=-
Having trouble in a door game or its setup?
REGISTERED users get highest priority for assistance in game setup or
upgrade information and/or ANY other support possible for using all of
Late-Nite Doorware games.
UNREGISTERED users should not "expect" any author to drop everything and
pull out the stops to help them. I have assisted at length, many Sysop's
who say "if I help them they will register the game with me...", and I
:dread: to hear this as it seems to be a CURSE as 98% of those who've said
this never do. EVEN after problems are resolved and the game is running
on their systems....
So here are some quidelines to follow in the event you have a problem in a
door game and need to communicate them to me or any author so they can be
solved or resolved. All references to the file GAME.CFG mean the doorgame
configuration files (ie- SUPERIG.CFG, DCASTLE.CFG, or CIVILWAR.CFG, etc.)
(1) What is the Doorgame's name and version number you're using?
(2) What is the BBS or DoorMenu program's name and version number?
(3) What is the type of modem and name brand you are using?
(4) What is the COM PORT used and MODEM's initialization string??
(5) Is the game envoked in a SHELL (child process) or is the BBS program
terminated and the game run from a batchfile? Large BBS programs
(300k+) and large doorgames (100k+) may cause RAM cram and not work
correctly or may cause unpredictable erratic operation.
(6) What is the exact nature of your problem?
Below are some questions that might help isolate and determine the
cause or causes of the game working incorrectly;
a. Game doesn't have correct caller information?
(1) If true then include an actual COPY of the caller info
file produced by the BBS program you're using and what
information is it that is not being passed correctly.
b. Game runs but doesn't accept input from Remote Keyboard and
caller drops carrier to exit?
(1) SEE WILDCAT/LiveCat notes, item #7.
c. Can't get game to even startup up from batchfile.
(1) Is proper command line written in batchfile? Refer to game
doc's for proper "/switch" setting in calling batchfile to
startup game.
(2) Is game setup in its own DIRECTORY? Do not mix games all in
a common directory or files will overwrite other files by the
same filenames producing a big mess.
(A-1)
(3) If inquiring about this problem, please include a COPY of your
calling batchfile to envoke the game, and a COPY of the game
configuration (GAME.CFG) file.
d. Don't know how to setup LOCKED port for HST type modems.
(1) RUN SETUP that comes with the game and answer the questions
concerning LOCKED port. All games can be set to IGNORE the
DCE (modems baud rate) and force the game to open the COM
PORT at a fixed DTE (PORT's baud rate) of 9600-38400 baud
and toggle hardware handshaking on automatically. Line #7
in the "GAME.CFG" file might look like this for various
LOCKED DTE baud rate settings;
LOCKED 19200 RTS/CTS or LOCKED 38400 RTS/CTS
This is done for you when using SETUP.
e. Game runs fine but when game is done and user returns back to
the BBS, the modem looses carrier.
(1) This one can have several reasons why this occurs. One of the
reasons is some modems are extremely sensitive to the DTR line
(Data Terminal Ready) being toggled opening-closing a COM port.
If you have an internal modem, you will not be able to SEE the
DTR light (LED) on the control panel, if this is the case.
If you have an external modem closely watch the DTR lamp and see
if you can see it blink when the game exits. You should not be
able to see this as when games are terminated and the COM port
closed, the very next thing that is done is the DTR line on the
COM port is forced HIGH to prevent the modem from dropping its
carrier. This is done very quickly so as not to cause the modem
to sense it and drop carrier.
ALL the Hayes compatible modems I've worked with, do DROP its
carrier if the DTR line is toggled (unless the DIP switch has
the DTR forced high) for more than a few milli-sec's ,which is
not long. Some modems have an S register that can adust its
sensitivity or actual time to drop carrier upon sensing the DTR
line being lowered.
On some machines, if you have originally opened a PORT for
hardware handshaking (RTS/CTS) and do a SHELL to a process
that reopens the PORT for NON-hardware handshaking and the
port is closed - it might drop the DTR line and you loose
carrier. If this is the case, you can use (In GAME.CFG) the
"RTS/CTS" (without quotes) on line #7 in place of N/A on
LOCKED PORT configurations to tell the game to open the COM
port for hardware handshaking instead of the default of NO
hardware handshake. Some cheap brands of internal modems do
NOT support hardware handshaking and will not work right if
this is hardware mode is required to be done.
(A-2
If while observing the TR lamp on your modem, and it does not
blink and the modem's CARRIER DETECT lamp (CD) remains on until
the BBS software recycles and re-opens the COM port then there
is some incompatibility there. Observe the status of the RS and
CS lamps - prior to running the game and their status upon then
returning from the game. If they are BOTH on prior to the game
then the modem has been opened for hardware handshaking and
you might see the RS light go out during the game run. If when
exiting back to the BBS the carrier is lost when the modem is
re-opened and the RS light comes back on and CD goes out then
it is a port initialization problem and you may have a special
driver (FOSSIL) or some conflicts with this which may be
resolved by forcing the game to open its port with hardware
handshake mentioned above in the GAME.CFG file.
No special things are done with the COM port as everything is
done through QuickBASIC and your BIOS. But there is always
room for compatibility problems to occur and or your particular
BBS has some special requirements for its port initialization.
(7) WILDCAT BBS's using LiveCat door handler.
a. I've had the most problems to date with this particular BBS
software. Initially I discovered with folks using US Robotics
HST modems that all my games were "locking up" when they were
first envoked from the remote modem. No keyboard input was
being recognized from the remote modem so it "appeared" that
the game had locked up, but in fact could be played as normal
from the local keyboard. Problem; modem initialization string.
The game opens the COM port using BASIC's default configuration
using NO hardware handshake - as none was required to use the
game in speeds lower than 4800 baud (all speeds 4800 and above
use hardware handshake port configurations). Seems the default
initialization string for HST using "&R2" in the string forces the
modem to IGNORE all remote input while RS is low, so unless the
port is opened for hardware handshake (RTS/CTS) the computers
serial port never see's any input! To correct this simply change
the "&R2" to "&R1" (HST's default setting!) and the game will
work fine or ADD the "RTS/CTS" on line #7 of the GAME.CFG and
the game will open the COM port under hardware handshake on all
modem speeds.
(8) Multi-Tasking support under DESQview!
a. DESQview awareness is not built into the games as yet and some
systems that cannot do virtual screens may have problems with
screens bleeding. According to QuarterDeck, they have a loader
that can be used to load the game and shadow the screen to stop
this effect. Its called QB45LOAD.COM and is available on most
BBS's. Future upgrades of the games will include support for
DESQview and BIOS screen writes (which will be slower!) and that
will correct that problem. Under DESQview-386 this is not a
problem as you can set the window to call the game under to
YES to DIRECT screen writes and virtualize the <T>est screens
as all screens are in text mode, not graphics.
(A-3)
Multi-Tasking support under DESQview! (continued)
b. DESQviews virtual windows does control BIOS access to the serial
ports COM1 and COM2. COM3 and COM4 are non-standard and not
directly supported under DESQview.
c. If you are using a FOSSIL driver (dedicated serial device driver)
you probably have been instructed or told to not use BIOS in a
DESQview window and have your window(s) setup to "not use" any
serial ports. If this is the case you will get an error when
any game that uses BIOS tries to open a COM port for access.
You will get either of the following messages;
Error # 64, "Bad Filename"
Error # 68, "Device unavailable"
You must have DESQview to allow BIOS to be accessed through
your window(s) by answering "Y" or the appropriate serial port
number (1 or 2) in each window configuration. Setting up your
windows to "Y" is fine, as the game only tries to open the port
that the caller file says to open!
d. If you are running more than (2) windows under DESQview, well
you may have a lot of trouble! Shared interrupts and using a
lot of ports really loads down even a 386/33 mhz machine as I've
found out. If you wish to run more than two nodes on your BBS
you really need to look at LAN for your needs. Shared IRQ's
can cause a lot of I/O errors and erratic behavior as BIOS is
unable to distinguish UART service requests adequately in sharing
a single IRQ.
e. Since COM3 and COM4 are NON-Standard DOS ports, you may have to
use a device driver to allow DOS/BIOS to access these ports and
NOT TO SHARE interrupt request lines (IRQ). Many I/O cards allow
the user to set port addresses like COM3 (&H3E8) and COM4 (&H2E8)
but the IRQ lines are still set to 4 and 3 repectively. You need
to have COM3 and 4 on separate IRQ's like 5 and 2 respectively.
f. JDR MicroDevices (California) sells a (4) port board (with sockets)
and hardware configuration DIP switches to allow individual IRQ's
for each serial port. This serial board also comes with device
driver software for DOS/BIOS to have access to them as well.
(A-4)
Super Rig! and ANSI terminal compatibility
------------------------------------------
ANSI terminals and Extended Graphics compatibility graphic problems
with different terminal software is not unique.
I have had comments from users on the Main title screen, where the truck
is not displayed right, and on the TruckStop screen where the gas pumps
are not displayed right either.
Ok, the truck screen and the truck stop are stored in the current game
directory under the names SUPERIG.SCR and TRUKSTOP.SCR. These files can
be TYPE'ed to screen with (MS-DOS 3.x - 4.01) ANSI.SYS driver installed
in the CONFIG.SYS of the machine in question. Some video boards that
include ANSI drivers (such as Orchid's EANSI.SYS) and others, will not
display EXTENDED ANSI GRAPHICS SETS correctly!
You can look at these files anytime by entering this on the command line;
TYPE SUPERIG.SCR (return) ;sitting in the game directory.
When these or any other .SCR files are transmitted, they are read in
from their respective disk files and transmitted directly to the COM
port. As the ANSI file is being transmitted it is displayed locally
through an 'internal' ANSI file reader and displayed on the users
local video screen.
MANY terminals that claim to be able to display ANSI graphics are only
partially correct (ie. VT-100 emulators). Currently, I know of (3)
terminal programs that WILL display the -extended- ANSI/ASCII graphics
sets correctly.
They are these;
PROCOMM 2.4.2 (and v2.4.3)
PCPLUS v1.1b and V2.0
Qmodem v4.x
Appendix B - page B1
Testing a terminal program
==========================
If you have a 'question' of the ANSI/ASCII compatibility of a terminal
program you can do the following short test!
[1] In the terminal in question; make sure its setup that XON/XOFF flow
control is turned OFF!
[2] Use the terminals ASCII (download transfer menu) Protocol to capture
what comes in over the COM port into a disk file. You can hit the
particular key to envoke this immediately PRIOR to starting the game
up so that when the game begins, it writes to disk the data that is
coming in over the COM port.
As soon as a screen is completed, you can END the ASCII transfer
to disk (in Qmodem and PCPLUS its hitting ESC.) You have now
'photographed', so to speak - the incoming file to disk.
Now that you have the "transmitted" file on disk, you can SHELL
out to DOS and TYPE it to screen. It should be identical to the
file that is on the HOST (transmitting computer) in all respects
from DOS. It might also contain prompts and other characters that
are sent immediately prior, or immediately after the ANSI screen
in question - but you can 'see' if the basic color screen was sent
correctly.
Screen 'capture' modes and screen scroll back buffers DO NOT WORK
in attempts to re-read ANSI screens, as ANSI control codes are not
stored on the screen, they are cursor and color positioning screen
commands.
This will prove whether the file was transferred un-altered to the
remote machine and that the REMOTE terminal is/is not 'translating'
the incoming file correctly. There is a lot of them that will NOT
handle the 'extended' character sets (outside normal text/graphics).
If you were to try using the above mentioned terminals - you should be
able to see the difference as well.
I know this to be a problem, as I have experienced this first hand in
the creation of these games and the different complaints from my local
users on 'scrambled' or display problems on ANSI graphics. So, all
games are tested via the "DOS" and "capture" method, and in using the
above programs to 'view' the games via remote modem.
I hope that these notes will give SysOps some info and direction there
concerning display problems on remote terminals. Note also, there might
may be an ocassional 'drop-out' bit transmit problem (at hi-speeds) on
terminals that rely on BIOS com port polling for the serial ports.
Changing to a buffered 16550an UART on the serial cards will fix that, in
addition to setting RTS/CTS hardware handshaking on the remotes modem -
to prevent buffer overruns and bits being dropped, inducing hardware
transmission errors.
- Marv'-
Appendix B, page B2
Super Rig! V5.4
Easy Registeration Form!
------------------------
Mail to: Marvin Davis
Late-Nite BBS
313 Queens Road
Sanford, NC 27330
Your Name_______________________________________________________
Street Address_______________________________________________________
City_______________________________________________________
State, Zip_______________________________________________________
Home Phone#_______________________________________________________
BBS Name_______________________________________________________
BBS Hours____________________ /Baud Rate________________________
BBS Phone#_______________________________________________________
BBS Software_______________________________________________________
(Check one) Disk format is; 5.25 (360k) _____ 3.5 (720k) _____
(Check one) Registration for SINGLE Node _____ $13.00
2-4 Node _____ $15.00
5-99 Node _____ $20.00
Please do not send personal checks, send Bank draft/money order, Postal
money order or $13.00 US currency. Personal check may cause a 1-3 week
delay in processing. THANK YOU for registering this Doorware! It will
encourage me to write more doors in the future.
NOTE:
If you only wish a 'KEY' to unlock the game and do not need or wish other
copies of Late-Nite doors then send only $10.00 US (Single Node Only) and
your KEY to unlock the game will be mailed to you or call Late-Nite BBS
and request the info in Email or Chat for quick immediate registration!
For all games only "ONE" registration will ever be needed for ANY release!
Also try these Late-Nite Doorware games - Dark Castle, and The Civil WAR!
Starvin' Marv's Late-Nite BBS, Sanford NC, 9.5 Gigs w/70000+ files online.
Node-1 (919) 776-2368 16.8k/14.4k/9600/2400 HST Dual/Std. (24 hrs)
Node-2 (919) 775-4477 19.2k/14.4k/9600/2400 HST Dual/Std. (24 hrs)
Node-3 (919) 775-1324 14.4k/9600/2400/1200 Hayes Ultra (24 hrs)
Node-5 (919) 776-3318 28.8k/19.2k/14400 Hayes V.Fast (24 hrs)
Appendix C - Page C1