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1996-08-28
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19KB
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372 lines
Drakeville 3.0
Program & Design by Stephane Daigle
Most of the text by Jason Lavigne
Copyright 1996 Stephane Daigle
(TO PLAY LOCAL JUST TYPE -=> LOCAL )
WARNING
-------
This game is filled with violence!
DISCLAIMER
I (Stephane Daigle) have taken every precaution to insure that no
harm or damage will occur on computer systems operating this package.
Nevertheless, I shall NOT be held liable for whatever may happen on
your computer system or to any computer systems which connects to your
own as a result of operating this package. The user assumes full
responsibility for the correct operation of this software package,
whether harm or damage results from software error, hardware
malfunction, or operator error. NO warranties are offered, expressly
stated or implied, including without limitation or restriction any
warranties of operation for a particular purpose and/or merchantability.
If you do not agree with this then do NOT use this program.
LICENSE AGREEMENT
The game program, support files, and documentation are copyrighted
products of Stephane Daigle. I reserves all rights to this product.
This is protected by the Canadien and International Copyright Laws.
In no way shall the components of the game software package be
reproduced or modified in any form or method without prior expressly
written permission from Stephane Daigle.
Tampering with or altering the contents or integrity of the game
software package is prohibited. No fee may be charged by any
agency beyond the cost of distributing unregistered copies without
prior expressly written permission from Stephane Daigle.
A major portion of this software comes from the DDPlus Door Driver
Package and was written by the authors of that package. The DDPlus
Doordriver kit has been used for the communications, interrupt
handling and some utility functions and that part of the software
remains copyrighted by the authors of the DDplus Package.
This game is distributed under the Shareware concept. You are
allowed to operate this game for a trial period of thirty (30)
days. After this trial period, you must register the game
or discontinue its usage. Again if you do not agree with this
then do NOT use this game.
REQUIREMENTS:
------------
At this point in time the only requirements are FILES=10 (or more)
in your config.sys file and ANSI.SYS. SHARE must also be loaded IF
you intend to use the game in a multi-node environment OR under
DesqView. The game is RIP aware but NOT a RIP Game at this time. A
FOSSIL is NOT required to run the game, although one will be
supported if it exists. Automatic time slicing support is provided
to most common multi-taskers as well.
Files Included
--------------
Below is a listing of all files for the this Game. If you are
missing ANY of these files (except for the DOC and FRM files), the
game will NOT function. Feel free to give out copies of the ENTIRE
archive package of this game but please make sure all the files
below are in that package:
DRAKE.DAT - Holds the ansi and text for Drakeville
DRAKE.1 - Exemple node file
POST_O.DAT - Post office mail file
NEWS.DAT - Holds the city's headlines
FILE_ID.DIZ - Small discription file for BBS file areas
IGM_INFO.PAS - Pascal source to help write IGMs
BADGUYS.DAT - Monster file
DRAKE.CFG - Exemple configuration file
GOSSIP.DAT - Holds the Inn's gossip
GO_DRAKE.BAT - Batch file to start Drakeville with
SUPPORT.DOC - List of BBS that distribute Drakeville
DRAKEADD.ANS - Drakeville ANSI add
DEDIT.EXE - Drakeville Game Editor
MAIL.DAT - Player's Logon messages
DATE.DAT - Holds the current date
WHATS.NEW - List changes from version to version
GOODGUYS.DAT - Monster file
DRAKE.EXE - Drakeville main executable
REGISTER.FRM - Registration form and info
DEDIT.DAT - Data file for DEDIT.EXE
DOATTRIB.BAT - Sets DRAKE.EXE and DRAKE.OVR to READ ONLY
DRAKE.FAQ - Questions and Answers about Drakeville problems
SYSOP.DOC - This file
DRAKE.OVR - Drakeville overlay file
WINTER.DAT - Data file
LOCAL.BAT - Batch file the lets you play locally
NEWS.YES - Yesterday's news file
EXEMPLE.BAT - Exemple batch file to run Drakeville
NODES.DOC - Help on how to set up Drakeville multi-node
Installation
------------
1. Create a directory for the game:
example: "WC30\DOORS\GAMEDIR"
2. Make sure that ALL files listed above from the game package
are moved into that directory.
3. Create a node file for every node with DEDIT.EXE.
4. Create the config file with the same DEDIT.EXE.
5. To insure proper multi-node use DOS SHARE must be loaded
prior to the game and prior to DESQview.
6. In order to run the game program online the following
parameters may be used.
"/Bxxxxx" This tells DRAKE.EXE to lock its baud rate at
xxxxx. In order to get the most efficiency out of a high speed
error correcting modem (9600 baud or above), you may lock the baud
rate to a speed higher than what the caller is actually using.
By locking the baud to say 38,400, the modem can compress text data
that is being sent and achieve a baud rate much higher than the
actual transmission rate.
This will lock the baud rate at the same value for all nodes that
use this command line. If you perfer a more selective way to lock
baud use 'LOCKBAUD' command in the DRAKE.(NODE) file.
"/Cx" (where x is 1..4) This specifies a comport number.
Some bbs software does not create door information files (dropfiles)
that contain the comport number. If your bbs does have a comport
listed in the dropfile then there is no need for this parameter.
The default is comport 0, local mode.
"/E" - Expanded Memory Specification If your machine has over one
megabyte of memory, then you may have some available. GAME.EXE can
utilize EMS to improve game performance and reduce conventional
memory requirements.
This command will tell DRAKE.EXE to use EMS memory to hold its
overlay buffer. Otherwise disc area may be used to hold this buffer.
This needs a memory manager and when enabled and is compatible with
DESQview. Default is NOT to use available EMS.
"/L" or "0" This tells DRAKE.EXE to load up in LOCAL mode.
This is good for testing or when a sysop just wants to "try out" the
door without messing with his BBS setup. The "/L" mode will ask the
user for his name and run the door in local mode.
"/Nx" (where x is 1..9) This specifies a "node number".
Some bbs software support multinode environments in which you must
know the node number of the drop file to use. For example, RBBS-PC
uses DORINFOx.DEF. If you specified "/N2" then DRAKE.EXE would use
DORINFO2.DEF.
"/Pyyy" This specifies the path to the drop files.
For example, "/PC:\WILDCAT\WCWORK\NODE1" would tell DRAKE.EXE to
look for the drop file in C:\WILDCAT\WCWORK\NODE1. If this is left
out the program assumes the drop file is local.
"/R" To force local RIP for the sysop. Used only if the program
has RipLink built in and the door supports RIP. Use AFTER the
/L parameter if you are using the door in local mode.
"/V" This command will tell DRAKE.EXE not to show any display
on the local screen. Only a colored screen and a message will be
displayed. The cursor will not move as it will be turned off.
Saves a little processing on multi-tasking systems.
"/W" This flags the program that a network is present even
though no multitaskers are detected. This is useful if the door is
run on a network such as Novell that doesn't use multitaskers.
COMMON ERRORS
003 File path not found. Check to make sure the game
directory is correctly named as GAMEDIR.
201 Files not found. Check to make sure that all required
games files are in the GAMEDIR directory.
7. Install the door into your BBS software (see your BBS
software documentation for more information). A batch file is
normally used to do this. To run the program just have your
batch file change to the GAMEDIR directory and run GO_DRAKE.BAT -
Thats all there is to it! Three different batch files sample
are included to help you run the game. These are included with
the game for editing and your use. Remember when writing the
batch routines for my games you must ensure that the game is
run from it's home directory AND that the game knows where to
find the drop file. Satisfy these two requirements and you
should have no problems running the game as long as the other
setup criteria has been met. For dorinfo systems try using the
following:
Sample Batch File
-----------------
COPY DORINFOx.DEF \RBBS\DOORS\GAMEDIR\*.*
CD \RBBS\DOORS\GAMEDIR
CALL GO_DRAKE x <-=- NODE number !!DO NOT USE "x"!!
del dorinfox.def
CD \WC30
--> Please note that you replace the "x" with the appropriate
node number. Ex: Dorinfo1.def ; Dorinfo2.def ; etc...
8. Drakeville creates a TOPTEN.ANS score board. You can set up the
filename and the path with DEDIT.EXE
9. Surprise! There is NO separate daily maintenance to be
performed. The first player of each day will automatically run
the built in maintenance routines.
RESTRICTIONS ON THE UNREGISTERED GAME
-------------------------------------
I don't believe in cripling games because there are not registered.
The only restriction is that the players cannot go above level 5
before registering the game. After registering the game, the players
can go up to level 10 and finish the game.
Multinode use
-------------
This game supports multinode use and provides automatic
multi-tasker support (time slice releasing) for a wide variety
of multi-taskers.
Common Problems (Locked Bauds, High Speed modems, etc)
------------------------------------------------------
1. The game does NOT require a fossil driver to run.
2. If you are running a high speed modem (9600 baud or above),
then I suggest you run your bbs/mailer/doors at a locked baud
rate. On high speed error correcting modems, locking the baud
rate will have a noticeable increase on the speed of text that
is sent. It's beyond the scope of this document to discuss
configuring your BBS and mailer for a locked baud rate; you may
wish to consult those docs for information on that. Here are a
few things to keep in mind when setting up GAME with a locked
baud rate:
a. When using a locked baud rate, I highly recommend
using a FOSSIL driver. This game will work at high
speeds without one though. BNU is a good fossil driver
which can even be loaded and unloaded before and after
you run this game.
b. If you are using a fossil, then make sure to tell the
fossil that the port is locked. For BNU, to lock com1:
at 38,400, you would use something like "L0=38400" on
BNU's command line.
c. If you lock the baud for one program, it must be
locked for everything. You can't lock the baud for just
this game, but not your BBS/mailer.
d. You may need to use the /B switch on the game.exe
Command line to specify the locked baud rate. For
19,200 this would be "/B19200" and for 38,400 this
would be "/B38400". Please note there is no space
between the "/B" and the baud rate.
3. What follows is some information on possible strange
situations that may occur:
a. Low speed users can play the game, but high speed
users get garbage.
- If you are not using the DORINFOx.DEF or
DOOR.SYS drop file then you may wish to find a
converter program to convert whatever drop file
your BBS produces to the DORINFOx.DEF or DOOR.SYS
format and tell game.exe to use that.
Several converter programs are readily available
on most BBS systems. CallDoor is a good one if you
can find it. I have it on my BBS for download if
you need it.
b. The game hangs up when a user enters the game.
- Sounds like the game is getting the wrong baud
rate somehow. Try switching over to the DOOR.SYS
drop file method if possible.
c. Text and screens are getting cut off.
- If you are running with a locked baud, then this
could be caused by some sort of FLOW CONTROL
problem. Try using a fossil if you aren't already.
d. If you're using something other than the DOOR.SYS
drop file, then I always suggest trying to use
DOOR.SYS if possible. It is the most reliable method
and has had the most testing. If that is not possible
try DORINFOx.DEF as an alternative.
e. A door locks up node 1. This can happen with fossils
or the internal communications routines because it
uses the default comport of 1 when NONE is found in
the dropfile or game.ctl file. To correct this make
sure the right port is shown in the dropfile OR
game.ctl file.
f. ANSI is reflected correctly on the local screen but
the user is getting garbage. Assuming the user has
ANSI installed then most likely the problem is at
your end. First make sure you have configured the
game.ctl file to show the correct locked port rate.
Second make sure the dropfile is passing the locked
port rate INSTEAD of the actual conncet rate. If it
is not passing the locked port rate then you may
need to use a different dropfile format OR use a
dropfile converter program to change the line to
show the locked port rate INSTEAD of the actual
connect rate.
"Corrupted" data files
----------------------
It is possible that something could happen to your game
data file. A power outage, game crash, or other event could
damage the data files. If you get one of these messages,
then the best thing to do is run the DEDIT.EXE program to
reset the game.
CREDITS:
--------
Diane Leger - My girlfriend for support.
Jason Lavigne - The one who got me interested in DOORS!
Aaron Hudon - A beta tester from Alberta. Thanks for the info!
UdeM teachers - Thanks for teaching how to code!
The DDPlus Team - Thanks to Scott Baker, Steve Lorenz,
Bob Dalton, Andy Stewart, Tom Morgan
and other contributors for that great
turbo pascal door kit. If you ever
want to make a door product for use
with BBS's then this is the kit to get!
DESQview is a registered trademark of Quarterdeck Office Systems.
Doordriver kit is proprietary software by Scott Baker.
Ripscript & Ripterm are registered trademarks of TeleGrafix
Communications.
Where to reach me
-----------------
I can be reached at the Wizard's Key BBS (1-506-783-7191) or on the
internet at esd2569@umoncton.ca or call me voice (during the summer
only, cause I'm a student) at 1-506-546-4110. You can also send me
mail at
Stephane Daigle
559 Fleet Cr.
Bathurst NB
Canada
E2A-4H2
Registration
------------
If you or your users enjoy this game, then please register it.
Information on price and how to register is shown on the
enclosed REGISTER.FRM.