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- The files on the enclosed disks are in ZIPped format. You may use any number
- of UnZIPper programs, such as, PKUNZIP to unzip these files.
-
- Just a few words about how to use PKUNZIP (just in case you need it):
-
- This program is used to unpack the various .ZIP files on the disk. To use
- it, follow these directions:
-
- HARD DISK USERS:
-
- Copy all of the files from the disk on to your hard disk, then unpack
- each file with an .ZIP extension by giving the command:
-
- PKUNZIP filename.ZIP
-
- followed by a carriage return -- where filename is the name of
- whatever file you wish to unpack. For example, PKUNZIP AGTBLURB.ZIP
- would unpack the file AGTBLURB. (You can use wildcards: for example,
- PKUNZIP *.ZIP.)
-
- DUAL-FLOPPY USERS:
-
- First, format a bunch of new blank disks. Put the AGT disk (i.e.,
- this disk) into drive B. Then, for each .ZIP file, follow the
- following steps:
-
- 1. Put a formatted blank disk in drive A. Make drive A the
- default drive by giving the command "A:" followed by a
- carriage return.
- 2. Unpack each file (on drive B) by giving the command:
-
- B:PKUNZIP B:filename.ZIP
-
- followed by a carriage return -- where filename is the name
- of whatever file you wish to unpack. For example,
- B:PKUNZIP B:AGTBLURB.ZIP would unpack the file AGTBLURB on
- to the blank disk in drive A.
-
- It is important to use completely blank, but already formatted disks,
- since the files within the .ZIP groups are quite large and take a
- great deal of disk space.
-
- SINGLE-FLOPPY USERS:
-
- The AGT files are too large to all be unpacked at once if you have
- only a single floppy drive. Find a friend with either a hard drive
- or a dual-floppy system and follow the instructions above.
-
- Now let's describe what can be found in each of the ZIPped files on the
- Master's disks.
-
- AGT-DOCS.ZIP contains the basic documentation for the Master's Edition of AGT.
- This documentation is given in three parts/pieces: MAST-DOC.PT1 -- PT3.
-
- To print these files you should give the commands "TYPE MAST-DOC.PT1 > LPT1"
- at the DOS prompt. Be sure your printer has plenty of paper since each of
- the three files is about 60 to 70 pages long.
-
- AGTFILES.ZIP contains several very critical files that are needed by the
- Master's Edition. Specifically, this ZIP contains:
-
- MCOMPILE.EXE - The COMPILE program for the Master's Edition of AGT.
-
- MRUN.EXE - The RUN program for the Master's Edition of AGT.
-
- AGT.STD - The standard "default" messages for AGT.
-
- IRUN.STD - The file of "default" messages for AGT that changes the
- game player's perspective to the first person, (i.e.,
- the messages all say "I did this" rather than "You do
- that" -- for example, "I drop the book" rather than the
- standard third person view of "You drop the book").
-
- AGT.VOC - The standard "default" vocabulary list for AGT. You
- should edit this file to make it conform to your game's
- specific vocabulary.
-
- STDDEFS.AGT - The standard "default" DEFINEs to add to use labels
- rather than numbers in your game's source files, e.g.,
- the "player" is defined as number 1, "wearing" as number
- 1000, etc.
-
- ORDERFRM.AGT - The standard "order form" AGT. Several of the sample
- games refer to the order form. If this happens, the
- ORDERFRM.AGT file should be on the same directory in
- order for the form to be printed whenever you give the
- command PRINT ORDER FORM.
-
- AGTLABEL is a utility to convert your old AGT games to a format that can be
- used with the Master's Edition. This is done by adding labels (needed for the
- Master's Edition) to your Classic Edition games (which use numbers rather than
- labels). The AGTLABEL.ZIP file contains the following files:
-
- AGTLABEL.DOC - The documentation file on AGTLABEL.
-
- AGTLABEL.EXE - The file used to add labels (needed for the Master's
- Edition) to your "Classic Edition" (which use numbers
- rather than labels) AGT games.
-
- AGTLABEL.USR - The file to use with AGTLABEL.EXE if you have a "custom"
- version of AGT (i.e., not the regular version or the big
- version).
-
- The POPHINT.ZIP file contains the following files:
-
- POPHINT.DOC - The documentation file on POPHINT.
-
- MAKEHINT.EXE - A program that "Compiles" your Hints into an encrypted
- file.
-
- POPHINT.EXE - A TSR that "pops-up" your compiled, encrypted Hint file
- whenever you hit Alt-H. POPHINT takes as little as 6K of
- RAM memory (at your option).
-
- LGOP.TXT - A sample Hint file for the Infocom Text Adventure Game
- "Leather Goddesses of Phobos".
-
- The file FONTSTUF.ZIP contains a font editor and quite a few sample fonts that
- can be incorporated into your Master's Edition games (if your monitor is a EGA
- or VGA). If you do not have an EGA or VGA monitor, the Master's Edition will
- ignore any attempt to use special fonts. Specifically, the files included in
- the ZIP are:
-
- FONTEDIT.EXE - The font editor program.
- FONTEDIT.DOC - The documentation on "How-To-Use" the font editor.
- STANDARD.FNT - Standard ASCII font file.
- MODERN.FNT - A very modern-looking font file.
- UGLY.FNT - A really ugly font file.
- *.FNT - Other font files.
-
- The files PICS-1.ZIP, PICS-2.ZIP, PICS-3.ZIP, etc. contain various picture
- files that can be used in the HURRY game as illustrations. These pictures may
- also be viewed from a menu using the AGT_VIEW.EXE utility which can be found
- in PICS-1.ZIP.
-
- MUSIC.ZIP contains:
-
- CNVT_MUZ.EXE -- A program to convert Pianoman's music files (which have
- a .MUZ file extension) to the .MUC format that the
- MRUN program can use.
-
- CNVT_PLY.EXE -- A program to convert BASIC PLAY formatted music files
- (which should have a .PLY file extension) to the
- .MUC format that the MRUN program can use.
-
- AGT_PLAY.EXE -- A utility to allow you to play/test your .MUC, .CMF,
- .MID, and .VOC music and sound files from a menu.
-
- AGTSOUND.EXE -- A utility with various sound effects such as telephones
- ringing, sirens, doorbells, explosions, etc. that can
- be used to create sound effects for your game.
-
- AGTSOUND.PAS -- The Turbo Pascal source code for various sound effects
- that you can "customize" (if you can use Turbo Pascal).
-
- *.MUC -- Various .MUC files that can be used in your games,
- i.e., MRUN can use these files.
-
- *.CMF -- Various .CMF (i.e., SoundBlaster) files that can be
- used in your games, i.e., MRUN can use these files.
- Obviously, the player must have a SoundBlaster card
- to play these files.
-
- *.MID -- Various .MID (i.e., SoundBlaster) files that can be
- used in your games, i.e., MRUN can use these files.
- Obviously, the player must have a SoundBlaster card
- to play these files.
-
- *.VOC -- Various .VOC (i.e., SoundBlaster) files that can be
- used in your games, i.e., MRUN can use these files.
- Obviously, the player must have a SoundBlaster card
- to play these files.
-
- *.MUZ -- Various Pianoman .MUZ files that can be converted
- using CNVT_MUZ to .MUC files which can then be used in
- your games.
-
- *.PLY -- Various BASIC PLAY formatted files that can be
- converted using CNVT_PLY to .MUC files which can then
- be used in your games.
-
- SCRIPTER.ZIP contains a program called LPTZ that can be used to redirect
- output that would normally go to the printer to a disk file instead. The
- program has its own .DOC files which you should read before you use it.
-
- HURRY.ZIP contains all of the source files needed to create a working version
- of the game HURRY. You are really encouraged to study this game as a means of
- seeing how you can use the power and features of the Master's Edition to their
- greatest advantage.
-
- The specific files are:
-
- HURRY.AGT -- The HURRY game AGT source code.
-
- HURRY.PCX -- The HURRY game's (PCX format) title picture.
-
- HURRY.FNT -- The HURRY game's default font file.
-
- HURRY.SOL -- The solution (a "walk-thru") to HURRY.
-
- *.MUC -- Various music or sound files used by the HURRY game.
-
- *.FNT -- Various font files used by the HURRY game.
-
- IMPORTANT NOTE: In order to make a complete working copy of the HURRY
- game, you will need to have all of the above files, plus the various
- pictures files (found in the PICS-1,2,3, etc. ZIPs), plus the AGT.STD
- (standard default messages) file, plus MCOMPILE and MRUN all on the same
- subdirectory. Then give the command MCOMPILE HURRY at the DOS > prompt
- to create a playable version of HURRY. After the playable version is
- created you may delete (from the subdirectory only) the HURRY.AGT file,
- the MCOMPILE.EXE file and the various ZIP files -- if you wish -- since
- these files are not needed to actually play the game. The game is begin
- by giving the command HURRY at the DOS > prompt.
-
- You should basically follow these guidelines when creating a working
- (i.e., playable) copy of any Master's Edition game (including your own
- games).
-
- HUGECAVE.ZIP contains all of the source files needed to create a working
- version of the game HUMONGOUS CAVE.
-
- The specific files are:
-
- HUGECAVE.AGT -- The first part of the HUMONGOUS CAVE game AGT source code.
-
- HUGEROOM.AGT -- The second part of the HUMONGOUS CAVE game AGT source code.
- This file is called by HUGECAVE.AGT as an "include" file.
-
- HUGECAVE.VOC -- The "vocabulary" file for HUMONGOUS CAVE.
-
- CAVEHINT.TXT -- The source file for the "pop-up" hints for HUMONGOUS CAVE.
- This file must be converted into a .HNT file by using the
- program MAKEHINT.EXE. Then you will need to use the
- program POPHINT.EXE to actually use the hints when you play
- HUMONGOUS CAVE.
-
- HUGECAVE.DOC -- A file summarizing the contents of HUGECAVE.ZIP.
-
-
- ADVLAND.ZIP contains:
-
- ADVLAND.AGT -- The ADVENTURELAND game AGT source code.
-
- PIRATE.ZIP contains:
-
- PIRATE.AGT -- The PIRATE'S ADVENTURE game AGT source code.
-
- BRAIN.ZIP contains:
-
- BRAIN.AGT -- The BRAIN game AGT source code.
-
- BRAIN.DOC -- Some documentation on the BRAIN game by the author.
-
- SQUYNCH.ZIP contains:
-
- SQUYNCH.AGT -- The SQUYNCH ADVENTURE game AGT source code.
-
- SQUYNCH.SOL -- The SQUYNCH game solution (a complete "Walk-Thru").
-
- HOLMES.ZIP contains:
-
- HOLMES.AGT -- The HOLMES ADVENTURE game AGT source code.
-
- HOLMES.OPT -- The HOLMES ADVENTURE game "Option" file. This file
- must be in the directory where the game is being played
- in order to "freeze" the "look-and-feel" option into
- MENU mode.
-
- HOLMES.PCX -- The HOLMES ADVENTURE game title pictures.
-
-
-