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- GAMESCAPE ver B.2
- Copyright 1988-92 Dennis Drew.
- Copyright strictly enforced.
-
- NOW FEATURING INSTANT ON-LINE REGISTRATION!
-
- Documentation file. Please read this. Use PGUP/PGDN to move through
- the file. When finished, press ESC to continue with the GSCAPE program.
- To print out this file, press P and then use PGDN to move through the
- entire file. It will be printed as you scroll.
-
- REGISTRATION FORM
- (please print clearly)
-
- NAME: __________________________________________________________
-
- COMPANY NAME: __________________________________________________
-
- ADDRESS: _______________________________________________________
-
- CITY: ______________________ STATE: _______ ZIP: _______________
-
- PHONE: (_____)_______-_______ PURCHASE DATE: _____/_____/______
-
- I acquired this program from:___________________________________
-
- On a scale of 1-10, I rate this program a:
-
- 1 2 3 4 5 6 7 8 9 10
-
-
-
- I acknowledge that I have read and agree to the licensing agreement. I
- request to have my name added to your mailing list for future updates
- and information.
-
-
- ___________________________________________ ___________________
- signed date
-
- Please send: ___ 5.25" disks ___ 3.5" disks
-
- enclose your check for $95 (we pay shipping) and mail to:
- Dennis Drew PO Box 101 Joplin, MO 64802
- VISA/MASTERCARD accepted
-
- Please pay by international money order or a check drawn on a U.S.
- bank. Due to difficulty in processing, no foreign checks, please.
-
- ALL USERS!!! IMPORTANT!!!
- The following two lines (with the minimum configurations shown) must
- be in your CONFIG.SYS file on your DOS BOOT disk.
-
- FILES=20
- BUFFERS=20
-
- If you do not have a CONFIG.SYS file on your DOS BOOT disk, or if it
- does not contain at least the above specs, then you must update your
- CONFIG.SYS file so that it does. To do this, switch to your main
- boot drive (usually either A: or C:) and then enter the following
- lines EXACTLY:
-
- COPY CONFIG.SYS + CON CONFIG.SYS (press enter)
- FILES=20 (press enter)
- BUFFERS=20 (press enter)
- (press F6 key)
- (press ENTER)
- (reboot your computer)
-
- If you are unsure about how to do this, contact your computer dealer.
- This computer file is a STANDARD requirement of most modern computer
- programs and should be present on every computer system.
-
- WHAT IS GAMESCAPE?
- GAMESCAPE is the fantastic program that allows you to design and
- distribute your own adventure games. GAMESCAPE is a powerful
- "adventure engine" that allows you to describe locations and rooms,
- objects, recognizable words, messages, and occurrences that happen
- within the game. You can also include sound, music, and any of the
- standard IBM special graphics characters (terrific for mapping).
- With the advent of version A.3, registered users of gamescape can now
- create high-resolution color graphics to go with their games!
- Gamescape encodes information so your game secrets cannot be
- easily deciphered by end users, and allows games to be "linked" so
- that your adventures can be of any length. It provides you the
- ability to design incredibly detailed and LARGE adventure games with
- far greater ease than using a raw programming langauge. Once the
- game is finished, registered users are allowed to distribute the games
- with NO ROYALTY FEE-- the initial registration is all that's required.
-
-
- IMPORTANT NOTICE ON NON-REGISTERED GAME DISTRIBUTION LICENSE:
- When we first released GAMESCAPE two years ago, we had one, single
- rule regarding distribution of games produced by GAMESCAPE:
- registered users only!
- Since then we have decided to be a little more lenient. You may
- distribute your GAMESCAPE adventures without being a registered user,
- under the following license requirements:
- 1. You may not charge for your game in any form, not even a
- diskette duplication fee. It is illegal to commercially distribute a
- game without express, written permission from the author. What this
- means in short is that you may give copies to your friends, send them
- to penpals, and enter them in GAMESCAPE contests, but you may not
- market them in any fashion, regardless of profit or non-profit motive,
- without express written permission from the author.
- 2. You may not use advanced GAMESCAPE features. Advanced features
- are those found in the REGISTERED version, and include:
- LINKing modules >MSGFL command
- Hires GRAPHICS (although you may use block graphics as is standard
- with the shareware version)
- 3. You may not present the game as registered. You may not use a
- registered version of GAMESCAPE to produce your game (you must use the
- shareware version).
- 4. The SCAPERUN.EXE program must be included (of course, or the
- game won't work).
- Non-compliance with any of these requirements will, by terms of
- our license, void your ownership of your work (in other words, games
- distributed against our license requirements become our property).
- This is not so much for our benefit as it is to protect those who DO
- pay for registration; they deserve the rewards of their payment.
-
- SPECIAL REGISTERED USER NOTICE!!!
- The REGISTERED version of Gamescape now contains HI-RES GRAPHICS
- ABILITY!!! Yes, you can create your own B&W or color pictures and add
- them to your games. This feature is available on the registered
- version only as our way of saying "Thank you for registering!"
- If you're a registered user, CONGRATULATIONS! You can just about
- do what you want. That's what you paid for. You can use our advanced
- functions including high-res graphics. You can charge bucks for your
- work. You can distribute through shareware. You don't have to pay
- royalties of any kind. You can give your games away or sell them, and
- pursue any marketing method you wish. You are fully licensed. About
- the only thing we require is standard, forseeable stuff, such as:
- 1. You must include the SCAPERUN.EXE program when you distribute
- your game (naturally; it's the run-time module).
- 2. You may not alter or misrepresent the GAMESCAPE system in any
- manner, or present your games in a manner contrary or harmful to our
- concepts and purposes of GAMESCAPE. That's all; pretty simple stuff.
-
- The bottom line: if you're an unregistered user, feel free to
- give your games to friends and to enter GAMESCAPE contests. Enjoy
- yourself; we want you to have fun using this excellent program. But
- remember that there's a lot more available to you if you register!
-
-
- INSTRUCTIONS FOR USING GAMESCAPE
- Gamescape is an adventure game development system. As such it is
- a "programming environment" that provides great power and time-saving
- methods of producing adventure games.
- To see how Gamescape works, enter the following command after
- installation: GSCAPE SAMPLE
-
- This is the game compiler that will turn the SAMPLE.ADV file into
- an adventure game. Once the game is compiled, you may then play it by
- exiting Gamescape and entering the command: SCAPERUN SAMPLE
-
- This will allow you to play the sample adventure game.
-
- Included with this program is GSEDIT.EXE, the powerful Gamescape
- editor. By examining the TEST.ADV, EASY.ADV and SAMPLE.ADV files you
- may get an idea of how the Gamescape development system works.
-
- DEVELOPING YOUR OWN GAMES
- The registered version of Gamescape comes with a fully detailed
- instruction manual that lists all of the Gamescape commands and their
- functions. It also gives you a lot of information about special
- functions of Gamescape not available in the shareware version.
- At this time however, you may begin developing simple adventure
- games by means of the Gamescape Editor, a brand new part of Gamescape
- that helps you in writing correct Gamescape code. To begin using the
- editor, enter the command: GSEDIT
-
- We've included a very simple adventure game called EASY that is
- already configured with GSEDIT. Feel free to examine this file and
- the way it is set up by entering: GSEDIT EASY
-
-
- DEVELOPING GRAPHICS
- The graphics development system (GSGRAPH) comes on the updated
- disk we send you when you register. Once you register, you will be
- able to incorporate high-resolution graphics in your adventure games.
- Gamescape is the most advanced and most powerful game development
- system in the world. Registration brings you not only a full
- instruction manual and advanced capabilities, it also allows you to
- distribute your developed adventure games without royalty fee.
- Please register today!
-
- ======================================================================
-
- GAMESCAPE (TM)
-
-
-
- The incredible program that allows you
- to design and distribute your own
- adventure games !
-
-
- Now with Hi-Res Color Graphics !
-
-
- This shortened manual is designed to give you an idea of the
- possibilities of GameScape. The full manual along with extended
- program commands is included with the registered version.
-
-
-
- Copyright 1991 Dennis Drew. Copyright strictly enforced. Gamescape TM
- by Dennis Drew. All rights reserved. This manual is copyrighted.
- Copying of this manual is expressly forbidden and punishable under
- Federal and Civil law. Feel free to copy and circulate the SHAREWARE
- version of this program, but NOT THE MANUAL or the REGISTERED DISK !
-
- Produced by Drew Software
- PO Box 101 Joplin, MO 64802
- (417)781-4248
-
- Gamescape
-
- Imagine writing your own adventure games! Have your family play
- them, give them to your friends, hand them out at computer clubs, or
- even sell them and make a few bucks!
- Gamescape is the incredible adventure game design system that lets
- you do all this. Using simple commands which are thoroughly explained
- by an easy-to-understand manual, you can do just about anything you
- would want to do in adventure gaming:
- * Define rooms, objects, monsters, and actions
- * Draw maps using IBM character graphics
- * Play music, sound alarms, beep warnings
- * NEW ! High resolution color graphics ability !
-
- Gamescape also allows you to do things that no other adventure
- system allows. Your games can be of unlimited size and cover multiple
- disks! Full random features allow you to perform different actions,
- depending on a "throw of the die". Rather than hundreds of pages of
- instructions and loads of complex commands, Gamescape has a short,
- consise, uncomplicated manual and just a few short but very powerful
- and versatile commands. There is virtually no limitation to the
- things you can do with Gamescape!
-
- Purchasing this package and registering as an official user gives
- you the right to distribute your adventure games without paying any
- kind of a royalty fee.
- So join the world of adventure gaming today. Gamescape is raw,
- unbridled power, in an easy-to-use package.
-
- Produced by Drew Software
- PO Box 101 Joplin MO 64802 (417)781-4248
-
- Color hires graphics require an EGA/VGA compatible video system. CGA
- hires graphics will be in monocolor.
-
-
- Welcome to Gamescape, the program that lets you write your own
- adventure games AND distribute them for fun or profit!
-
-
- GAMESCAPE FILES
- Once the GS system is "unarced", the following files are present:
-
- GSCAPE.EXE Main GS "compiler", turns your adventure into
- machine readable code.
- GSEDIT.EXE The new GS editor, guides you through editing your
- games-- helps prevent grammar errors.
- GSGRAPH.EXE High resolution graphics development program.
- Requires CGA/EGA/VGA. (registered version only)
- SCAPERUN.EXE "Run-time module", must be distributed with your
- compiled adventure code in order for the code to
- work. There is no royalty charge for this module.
- MOUSECUR.COM Nice mouse driver to use with GSGRAPH. (Reg only)
- PALETTE.DAT Standard palette color file (alterable to suit your
- taste in colors)
- TABCONVT.EXE Converts tabs to spaces in your adventure files.
- FIXWS.COM Converts WordStar and other non-ASCII files to
- straight ASCII.
- EASY.ADV An easy to understand, simple adventure game example.
- EASY.* Support files to be used with GSEDIT.EXE
- TEST.ADV A sample adventure game that tests most GS functions.
- STARTER.FIL Startup file that should be used as a basic model for
- all of your adventure games.
- SAMPLE.ADV Small, fully-developed sample adventure game.
- SAMPLE.IN? "Include" files for SAMPLE.ADV.
- 1.GR0 thru 5.GR6 Graphics files for SAMPLE.ADV
-
- If these files are not present, please contact us immediately with
- the name and phone/address of the distributor who supplied the game to
- you, and we'll make them rue their existence on earth (as well as
- correct the situation).
-
- WHAT IS GAMESCAPE?
- Gamescape is an adventure engine. This means that it makes your
- adventure go, by providing the "fuel".
- An adventure engine allows you to write an adventure game, and
- then execute it by feeding it into a distributable "run-time" program
- that proceeds to make the game work. This allows the game to be
- distributed. Gamescape has no memory limitation, for it pulls its
- information from disk. While the disk access takes a tiny bit longer
- than a totally memory resident system, it does allow you to write
- adventure games limited only by the size of your disk (or in the case
- of Gamescape, which allows linking multiple disks, even larger!).
- Plus, a single engine will run an unlimited number of adventure games
- just by entering SCAPERUN and the adventure name.
-
- GAMESCAPE AND YOUR COMPUTER
- As with any development system, the faster your computer, the
- better. Gamescape is powerful. It allows you to develop games of
- almost unlimited size and versatility. This of course takes
- microprocessor, RAM and disk access time. While Gamescape works
- properly on a "PC/XT" type machine (8088 microprocessor), it works
- much better on faster computers.
- 8088 systems will work, but will be somewhat slow, especially
- those that are floppy-based. This is not a fault of Gamescape, but of
- the slow disk and memory access times of those machines. Of course,
- using Gamescape is still much faster than trying to write an adventure
- game with a standard language compiler. Then too, there is the
- benefit that your games are no longer limited in size; you can design
- adventure games limited only by the size of your disk. Gamescape
- really smokes on a 12mhz 286 with a 28ms hard disk drive; that's the
- minimal type of system we recommend for best results from your game
- development environment.
- But even 8088 disk users will derive value from Gamescape. Just
- remember that if you have a slow computer, access will be slow. Be
- patient. Realize that the first MS-DOS 8088 based computers were
- produced over 10 years ago. While they're by no means dinosaurs, the
- industry has come a long way since then. If you plan to write and
- distribute adventure games, you might want to move up to a faster
- machine.
-
- THE GAMESCAPE INTERFACE -- or how to make the thing work
-
-
- NORMAL USE. In order to make Gamescape work, you must first of
- all have a text editor (or word processor). The editor must be able
- to output TRUE ASCII text (that is, if you create a file named
- GAME.ADV and then enter TYPE GAME.ADV, you can actually read it).
- PCWrite is one such processor. So is WordStar if told to save in
- ASCII format.
- We've included with Gamescape a public-domain program called
- FIXWS.COM which can correct some ill-behaved word processors (such as
- WordStar in normal editing mode). Note however, that if you use FIXWS
- or other such programs, any graphic characters (explained later) that
- you use in your games will disappear, as these tools remove any non-
- standard ASCII characters.
- In order to use FIXWS, enter the command: FIXWS filename.ADV
- We do not supply a text editor with Gamescape for two reasons.
- 1- It's reinventing the wheel. There are plenty of good ones
- already out there that are easily available and cost little or
- nothing.
- 2- Most people already use a word processor and have preferances
- in that area. No need to change your ways just for this one program.
- If you don't have a good text editor, you'll probably want to get
- one. If you want to do it the hard way, the standard DOS program
- EDLIN will serve the purpose. If you don't know how to use EDLIN,
- then look through those dozens of books you have that explain exactly
- how it works, and learn it. You only have to learn 6 commands:
- End/save Quit Insert List Delete and ^Z.
-
- Realize however that EDLIN is cumbersome, non-powerful, and only
- works with files 64K in length, so it is very limiting. You can find
- a good public domain editor for little or no money, so I encourage you
- to go that way if you don't already have a text editor.
- If you decide to use EDLIN, be aware of that 64K limit. While
- only the very largest of adventure games will exceed that limit, if
- you by chance do so, EDLIN has the nasty habit of erasing the
- remaining text without telling you. For our purposes, we have found
- that very simple ASCII word processors or programming editors are the
- best.
- With the advent of DOS 5.0 you can now use the EDIT program that
- comes with DOS. It does a reasonably good job of editing.
-
- The actual adventure database is created using your editor or the
- new GSEDIT program. You enter the information using a set of
- guidelines we will present in the registered instruction manual.
- Create your database file using a file extension of .ADV (ie
- GAME.ADV). You must use the .ADV extension; Gamescape will recognize
- no other.
- Once you've written the actual adventure, you use the GSCAPE.EXE
- program to compile it. Compilation turns your adventure into a form
- that Gamescape can read later when the game is actually played. If no
- extension is present, Gamescape automatically adds the .ADV extension.
- So to get the system to compile, you enter the command: GSCAPE
- filename (you supply the filename)
- The compiling function creates six new files with the same name as
- your original database, but with the extensions of .GS1 through .GS6.
- Then you execute the finished game by typing in: SCAPERUN filename
- Everything is automatic from there on. Don't expect your
- adventure to work 100% correct the first time; as with any other
- computer project, you'll make mistakes. But I've put a couple of
- things in the programs to help you locate those errors, so you should
- do OK.
- Of course, when you distribute your adventure, you have to include
- the SCAPERUN.EXE program with it, because that's what makes the thing
- work. No problem there; Gamescape was designed with that in mind.
- Just read the licensing agreement and you're all set. Remember that
- registered users do have extra goodies that they can add to their
- games. You will find that I'm very friendly with registered users.
- I'll answer questions. I'll answer letters. Invite me to a party,
- and I'll probably show up (you pay the travel expenses, o' course!).
-
- TRY OUT THE SAMPLE GAME!
- I've included three sample adventure games called EASY.ADV,
- SAMPLE.ADV, and TEST.ADV. Try the EASY adventure first. Then try
- SAMPLE and finally TEST. SAMPLE contains graphics, and demonstrates
- how graphics appear in the Gamescape environment.
- This will give you a feel for how Gamescape works, and will show
- you how an adventure data file interfaces with the Gamescape program.
- Go ahead and do this now before reading any further. SAMPLE is a
- relatively easy adventure game. It may take you several tries before
- you conquer it, but it only has 5 rooms and will take from 15 minutes
- to an hour to play, depending on your gaming experience. Once you've
- played it, and read this manual, examine the files thoroughly to see
- how Gamescape works.
-
- HOW TO WRITE AN ADVENTURE GAME
- There are 8 basic steps involved in writing an adventure game.
- These are my concept and you can choose to follow them, alter them for
- your own use, or ignore them as you wish. But I've found they work
- for me and I feel that if you skip (or skimp on) any one of them, it
- will detract from your game.
-
- STEP 1. Start with a theme, a plot that tells what your game is
- going to do. For example, with my popular game MAROONED AGAIN the
- theme was:
-
- You have crash-landed on an alien planet. But all is not lost;
- you have found an alien ship. The crew apparently died from some
- strange disease. The ship is still in good condition, but it was not
- built for human anatomy to withstand a blast-off.
- Fortunately, you have super-strong clones aboard your ship, but
- they were damaged in the crash. They now only recognize 1 or 2 words
- at a time. Your goal: send them aboard the alien ship, find the
- components required to get it to blast off, and send them for help.
-
- See how that works? You need a theme of your own, something to
- tie the entire game together.
-
- STEP 2. Once the theme is established, start writing down
- individual things you'd like to have happen in the game. For example,
- you may find a key that's required to open a door located elsewhere.
- Or you may have to fight a robot to gain access to a room. Don't get
- too complex. Take my word for it; adventure games get complex all on
- their own as you start writing the actual code.
-
- STEP 3. Draw a map. Set up rooms and corridors, or open land
- areas, etc., keeping in mind the things in step 2 so you can
- incorporate them into your map. Use a big sheet of paper and make the
- rooms large (2" square is a good size) because you're going to be
- scribbling in details later. The key to proper adventure game writing
- is advanced planning. You should have the entire game designed before
- you begin writing one line of code!
-
- STEP 4. Number the rooms. Room #1 is always the starting
- location of the adventure.
-
- STEP 5. Go through the rooms one by one and make a list of the
- OBJECTS in the rooms, and the WORDS that will be required to play the
- adventure. This will only be a partial list; as you test the
- adventure you'll probably find more objects and words that you'll
- need. Try to be as thorough as possible.
-
- STEP 6. Make sure the game is logical. One of the worst problems
- with many adventure games is that the things the author requires you
- to do don't make any sense. I remember one game I played where I
- found an Egyptian statue that would kill me every time I got near it.
- I could find no way around this. When I started asking around and
- tore the game apart, I finally discovered that a ruby found earlier in
- the game (which the game stated was a treasure) was actually the heart
- of the statue, and had to be thrown into a lava pit. There were no
- clues that this should be done, no hints. Totally illogical. I hate
- an adventure game that requires the player to be stupid and do
- ignorant and dumb things in order to make the game work (there is a
- difference of course, between stupid things and sneaky things). So
- ask yourself as you write the game: If I were playing the game, would
- this be a logical thing to do, something that I might actually think
- of doing? If the answer is "no", eliminate that thing and do it some
- other way.
-
-
- STEP 7. Once you're convinced the game is logical, begin writing
- the code. There is a file called STARTER.FIL that should be the heart
- of every adventure you write. It includes standard adventure
- functions, as well as a few required adventure functions that you'll
- need for each game. You can alter it any way you wish; it's just a
- guideline to use.
- Of course, do not alter STARTER.FIL itself; copy it to another
- file: COPY STARTER.FIL MYGAME.ADV
- Then use the MYGAME.ADV file to write your adventure.
-
- STEP 8. Writing the game and testing it yourself is called the
- alpha stage. Beta test stage is the important one. Call in a friend
- who enjoys playing adventure games (not two, because you'll want to
- beta test this on several individuals) and let him have at it. Grab a
- pencil and notebook and sit by him the whole time. Don't give any
- hints; figuring out the adventure is part of the testing. Give hints
- and you'll ruin the spontenaity such testing requires. Resign
- yourself to the fact that you will most likely need several sessions
- to test a game propery. This is the research & development stage; R&D
- takes time. Anything worth doing...
- As you note errors in the game (and you will) write down the
- circumstances and errors that result. Take legible, detailed notes.
- But don't alter the game right then unless it is unplayable due to
- that error. Let your friend finish playing, all the while writing
- down alterations. Also, make notes of things you wish to add to the
- game; you'll find lots of things to include that you didn't think of
- before.
- Once your friend has finished playing (this may take many, many
- hours, or even several sessions, depending on the complexity of the
- game) then make the changes to your game, and call over another
- friend. Go through the same process again. Do this two, three, four,
- or five times if necessary, until the game is playable. Don't try to
- cover every possible situation that might occur; just make sure that
- the things you do allow in your game, work properly.
- After this is done, you are now to gamma production stage, which
- means that your game is ready to distribute. You may still find minor
- bugs in your code as the months go by, but none of them should
- seriously affect game play and for the most part everything will be
- fine.
-
-
- VERY IMPORTANT! DEBUGGING CODE
- Gamescape is a very complex project, and I would be foolish to
- imagine that some obscure bug doesn't exist somewhere. If you find a
- legitimate bug, I will appreciate you letting me know. However,
- please do so under the following guidelines:
-
- #1 AND MOST IMPORTANT: Remember that Gamescape is a programming
- environment, and it has been used to generate very complex adventure
- games. It is therefore reasonable to assume that most (if not all) of
- the bugs have been discovered. Whenever you find what you think is a
- bug, realize that it is most likely in your game code, and not a
- problem with Gamescape.
- Before you report a bug, go over your code with a fine tooth comb.
- Whether or not we charge you for examining your code depends on
- whether the bug is caused by Gamescape, or by user coding errors. If
- we have to spend time hunting for a bug that we find to be user
- programming code errors, we will have to bill the user for that time.
- This may seem unfair, but A) we will help the user discover the
- mistake and thus have rendered a programming service and B) we deserve
- to be reimbursed for time/wage/computer expense involved in finding
- user coding errors. Even in such a case, our rates are reasonable,
- and can be avoided completely if you make sure that a bug report is an
- actual bug.
- Note that billing will only be done if we feel that significant
- time was wasted. We're not going to worry about minor work... that's
- just part of doing business and supporting you as a registered user of
- Gamescape.
- #2: An error message does not mean a Gamescape bug. It likely is
- pointing out a problem with your code. Check out the error; you may
- find it means something like "printer not on" or "disk full" or
- something like that. Or, it may mean you've left out a part of an
- IF/DO line which causes Gamescape to return an error such as "Out of
- string space" or "Bad record number" or "Illegal function call" (that
- happens more than adventure programmers like to admit). Such things
- are programmer errors, and are not likely to be a fault of Gamescape.
- #3: If you do find what you feel to be a legitimate bug, write us
- a letter fully documenting the info. A phone call is allowed as well,
- but the phone is mainly for answering questions, not in trying to
- trace down a supposed bug. If you can send us a disk with your source
- code, that will be appreciated as well (source codes will be kept
- extremely private and secured... we will not release or distribute
- them under any circumstance. They will be used solely for the purpose
- of documenting the bug).
- #4: We will not consider any bug report from an unregistered
- user. No exceptions. If you claim you have found a bug and we find
- you are not registered, we will totally ignore you. Sorry, but that's
- what registration means: support. If you are unregistered then you
- are not aware of updates, changes, techniques, etc. We will not waste
- time with an unregistered user, no matter how legitimate you think
- your problem may be. Bottom line: registration is cheap; if you want
- the support, then register.
- #5: If you do find a legitimate bug, we will send you one of our
- nifty adventures free of charge, as well as give you credit for the
- bug find in future documentation!
-
- Thanks for your attention to these matters.
-
-
- GAMESCAPE ERROR CODES
- Gamescape is written using Microsoft QuickBASIC 3.0 and uses most
- standard BASIC error codes. I am listing them here for your
- convenience in tracking down your game code errors. Please note that
- an error that pops up does not likely mean Gamescape has a bug; if you
- have not yet read the section on debugging code, do so now. It is
- extremely important.
-
- 1 NEXT WITHOUT FOR
- 2 SYNTAX
- 3 RETURN WITHOUT GOSUB
- 4 OUT OF DATA
- 5 ILLEGAL FUNCTION CALL
- 6 OVERFLOW
- 7 OUT OF MEMORY
- 8 UNDEFINED LINE NUMBER
- 9 SUBSCRIPT OUT OF RANGE
- 10 DUPLICATE DEFINITION
- 11 DIVISION BY ZERO
- 12 ILLEGAL DIRECT
- 13 TYPE MISMATCH
- 14 OUT OF STRING SPACE
- 15 STRING TOO LONG
- 16 STRING FORMULA TOO COMPLEX
- 17 CAN'T CONTINUE
- 18 UNDEFINED USER FUNCTION
- 19 NO RESUME
- 20 RESUME WITHOUT ERROR
- 22 MISSING OPERAND
- 23 LINE BUFFER OVERFLOW
- 24 DEVICE TIMEOUT
- 25 DEVICE FAULT
- 26 FOR WITHOUT NEXT
- 27 OUT OF PAPER
- 29 WHILE WITHOUT WEND
- 30 WEND WITHOUT WHILE
- 50 FIELD OVERFLOW
- 51 INTERNAL ERROR
- 52 BAD FILE NUMBER
- 53 FILE NOT FOUND
- 54 BAD FILE MODE
- 55 FILE ALREADY OPEN
- 57 DEVICE I/O ERROR
- 58 FILE ALREADY EXISTS
- 61 DISK FULL
- 62 INPUT PAST END
- 63 BAD RECORD NUMBER
- 64 BAD FILE NAME
- 66 DIRECT STATEMENT IN FILE
- 67 TOO MANY FILES
- 68 DEVICE UNAVAILABLE
- 69 COMMUNICATION BUFFER OVERFLOW
- 70 DISK WRITE PROTECT
- 71 DISK NOT READY
- 72 DISK MEDIA ERROR
- 73 ADVANCED FEATURE
- 74 RENAME ACROSS DISKS
- 75 PATH/FILE ACCESS ERROR
- 76 PATH NOT FOUND
- (you probably didn't install CONFIG.SYS properly)
-
-
- Please register for Gamescape. Not only does registration provide
- you with expanded abilities and privileges, registrations encourage
- us to update the program and add even more power, so that your games
- can be more impressive than ever before. The more registrations we
- receive, the more eager we are to provide regular updates to the
- program. Thank you for registering !
-
-
- The remainder of this manual is contained in the registered
- version. To get started writing your own adventure games, please use
- the GSEDIT program. Realize however, that the registered manual
- provides you with a great deal of information that is required for
- professional game development.
-
- THANK YOU FOR EXAMINING GAMESCAPE
-
-
- end of manual
-
- Gamescape is written and published by:
-
- Drew Software PO Box 101 Joplin, MO 64802 (417)781-4248
-
- ======================================================================
- Please read the following:
-
- IMPORTANT: HOW TO OBTAIN THE INSTRUCTION MANUAL
- Our programs are very easy to use. You do not need an instruction
- manual to operate them. However, the manual allows you to gain
- greater benefit from this program. To get the manual, you must
- REGISTER with us. We depend on your registration fee to continue
- operation. Registration brings you:
- 1. Instruction manual.
- 2. Call-in telephone support.
- 3. Places you on our mailing list for notification of future
- updates.
- 4. Usually brings you a more advanced version of the program.
-
- We will support you if you register; absolutely no support will be
- given to non-registered users.
-
- USER REGISTRATION AND LICENSE AGREEMENT
-
- ARTICLE 1. ACCEPTANCE.
- In registering for our programs, the user agrees to abide by all
- articles and restrictions of this license. It is the responsibility of
- the purchaser to note the items of this license, and decide upon
- agreeability of its terms prior to the registration of the program.
-
- ARTICLE 2. LICENSING.
- This program is licensed, not sold. As such, the user/
- purchaser has the right to use the program on a day-to-day basis,
- but recognizes the ownership of the program and all materials as
- belonging to Dennis Drew.
-
- ARTICLE 3. COPYING AND MULTI-USER.
- This program is USER SUPPORTED. You are encouraged to copy
- the SHAREWARE diskette and give it to your friends and acquaintences.
- You may use this program freely and distribute it as you wish.
- However, the following restrictions do apply:
- 1. You may not charge a fee for this program, other than for
- the cost of duplication.
- 2. You may not alter the program or supporting items in any
- manner, may not add to or remove items from the disk.
- 3. You may not copy or reproduce in any way the instruction manual
- that is available for this program. The instruction manual is provided
- to REGISTERED USERS ONLY. Copying of this manual in any form is
- strictly forbidden. If several copies of the manual are required,
- then a discount is provided on request.
- 4. Shareware companies must obtain a distribution license from the
- author.
-
- ARTICLE 4. WARRANTY AND LIABILITY.
- It is the responsibility of the purchaser to decide upon
- usability and application of this program to his/her particular
- needs. Every effort has been made to insure the accuracy and
- reliability of this program. However, since the success of this
- program relies a great deal upon individual use and dedication to
- the use thereof, and the fact that this program is user copiable
- (thus limiting our control over what the end-user receives),
- We will not be held responsible for any results obtained from the
- direct or indirect use of this program nor does this program
- comply to the laws of merchantability of any state.
-
- ARTICLE 5. TERMINATION.
- If the user/purchaser breaks any article of this agreement,
- all items pertaining to the program shall be returned to the
- publisher. This will not exclude any additional punitive damages
- incurred according to national and civil laws.
-
- ARTICLE 6. CUSTOMER SUPPORT.
- We are eager to support our customers. Technical
- assistance is available to REGISTERED USERS ONLY by calling
- (417)781-4248 Monday through Friday during the hours of 9am to
- 5pm.
- If your diskette is damaged in any way, return it to us along
- with $10.00 to cover cost of replacement. We will rush you a new
- diskette.
- It is recognized that the purchaser is already bound by the terms
- of the LICENSING AGREEMENT enclosed with this package. This
- registration form serves two purposes:
- 1. To emphasize agreement with the terms of the license.
- 2. To allow us to provide you with timely updates and information.
-
-
- Thank you for registering!
-
-
-