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1991-02-17
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Portable (More or Less) Dungeon
This is the old standby Dungeon game that was distributed on countless
DECUS tapes, in a form that only ran on certain DEC computers,
portabilized for the world for of Unix and MS-DOS. AS described in the
original documentation below, there were several problems, mostly
related to the assumption of 16 bit integers. This was taken care of
by a liberal dose of 'and'ing numbers with 65535. The problems caused
by octal constants ("10000) and Radix-50 constants was easily taken
care of with machine translation. The bitwise functions were all
rewritten as actual function calls to functions whose names begins
with "Z". All the data that went into commons is now done through
block data subprograms or ordinary code.
Installation is moderately simple. First, you MUST edit the textcnv.f
and machdev.f files (umless you are using Microsoft Fortran on an IBM
PC.) You MUST get the proper bitwise functions and proper recordsize for
the dtext.dat file. This latter is the smallest recordsize that will hold
78 bytes. This goes in both textcnv.f and machdev.f. You must also, in
machdev.f, install the proper unit numbers your computer uses for terminal
read and write. It would be good to get time and date functions also, but
these are nonessential: if you can't get one or the other, just set all the
date values to 1 and put fixed numbers in the time values. Finally, you have
to, sigh, get a format for reading from your terminal, hopefully leaving the
user's reply on the same line as the prompt. Some systems simply
can't do this: on them, just try replacing the string ",$" with two spaces.
On Unix, all the .dat files need to be made all upper-case.
On some systems you must rename the .f files to .for.
Then compile and link textcnv.f, and run it. You'll get the
direct access file DTEXT.DAT.
Then compile and link all the other .f files to create the main
game program, which you should probably call Dungeon or Dungeon.exe.
If you don't have a Fortran compiler - the "f2c" converter works
just fine. Just run everything through f2c and then do to the .c
files what you would do to the .f ones. You might have problems with
overlapping libraries: read the f2c documentation.
Then play the game.
This version almost certainly will need some major changes on ones complement
computers, and very minor ones on non-ASCII ones, perhaps but not necessarily
including Primes. It should run on 16 bit computers. It does on the IBM-PC
with Microsoft Fortran and the 16-bit switch. On other 16 bit machines you\
might have to fix up a some constants that are greater than +32767.
******************************************************************************
The following is part of the text that came with the original DECUS
version of Dungeon. Instructions for putting it onto specific DEC
systems has been removed, as it was obsolete (and might have caused
terminal giggles.)
******************************************************************************
To: Dungeon Players
From: "The Translator"
Subj: Game Information
Date: 8-OCT-80
This is the first (and last) source release of the PDP-11 version of
Dungeon.
Please note that Dungeon has been superceded by the game ZORK(tm).
The following is an extract from the new product announcement for
ZORK in the September, 1980 issue of the RT-11 SIG newsletter:
"'ZORK: The Great Underground Empire - Part I' ...was developed
by the original authors based on their ZORK (Dungeon) game for
the PDP-10. It features a greatly improved parser; command
input and transcript output files; SAVEs to any device and
file name; and adaptation to different terminal types,
including a status line on VT100s. Note: this is not the
FORTRAN version that has been available through DECUS. This
version has been completely rewritten to run efficiently on
small machines - up to 10 times as fast as the DECUS version.
...ZORK runs under RT-ll, HT-ll, or RSTS/E and requires as
little as 20K words of memory and a single floppy disk drive.
The game package, consisting of an RX01-format diskette and
an instruction booklet, is available from Infocom, Inc.,
P.O. Box 120, Kendall Station, Cambridge, Ma. 02142."
ZORK(tm) is a trademark of Infocom, Inc. It is available for several
popular personal computers as well as for the PDP-ll.
6. Warnings and Restrictions
For those familiar with the MDL version of the game on the ARPAnet,
the following is a list of the major incompatabilties:
-The first six letters of a word are considered
significant, instead of the first five.
-The syntax for TELL, ANSWER, and INCANT is different.
-Compound objects are not recognized.
-Compound commands can be delimited with comma as well
as period.
Also, the palantir, brochure, and dead man problems are not
implemented.
7. Abstract of Informational Printouts
SUMMARY
-------
Welcome to Dungeon!
Dungeon is a game of adventure, danger, and low cunning. In it
you will explore some of the most amazing territory ever seen by mortal
man. Hardened adventurers have run screaming from the terrors contained
within.
In Dungeon, the intrepid explorer delves into the forgotten secrets
of a lost labyrinth deep in the bowels of the earth, searching for
vast treasures long hidden from prying eyes, treasures guarded by
fearsome monsters and diabolical traps!
No DECsystem should be without one!
Dungeon was created at the Programming Technology Division of the MIT
Laboratory for Computer Science by Tim Anderson, Marc Blank, Bruce
Daniels, and Dave Lebling. It was inspired by the Adventure game of
Crowther and Woods, and the Dungeons and Dragons game of Gygax
and Arneson. The original version was written in MDL (alias MUDDLE).
The current version was translated from MDL into FORTRAN IV by
a somewhat paranoid DEC engineer who prefers to remain anonymous.
On-line information may be obtained with the commands HELP and INFO.
INFO
----
Welcome to Dungeon!
You are near a large dungeon, which is reputed to contain vast
quantities of treasure. Naturally, you wish to acquire some of it.
In order to do so, you must of course remove it from the dungeon. To
receive full credit for it, you must deposit it safely in the trophy
case in the living room of the house.
In addition to valuables, the dungeon contains various objects
which may or may not be useful in your attempt to get rich. You may
need sources of light, since dungeons are often dark, and weapons,
since dungeons often have unfriendly things wandering about. Reading
material is scattered around the dungeon as well; some of it
is rumored to be useful.
To determine how successful you have been, a score is kept.
When you find a valuable object and pick it up, you receive a
certain number of points, which depends on the difficulty of finding
the object. You receive extra points for transporting the treasure
safely to the living room and placing it in the trophy case. In
addition, some particularly interesting rooms have a value associated
with visiting them. The only penalty is for getting yourself killed,
which you may do only twice.
Of special note is a thief (always carrying a large bag) who
likes to wander around in the dungeon (he has never been seen by the
light of day). He likes to take things. Since he steals for pleasure
rather than profit and is somewhat sadistic, he only takes things which
you have seen. Although he prefers valuables, sometimes in his haste
he may take something which is worthless. From time to time, he examines
his take and discards objects which he doesn't like. He may occas-
ionally stop in a room you are visiting, but more often he just wanders
through and rips you off (he is a skilled pickpocket).
HELP
----
Useful commands:
The 'BRIEF' command suppresses printing of long room descriptions
for rooms which have been visited. The 'SUPERBRIEF' command suppresses
printing of long room descriptions for all rooms. The 'VERBOSE'
command restores long descriptions.
The 'INFO' command prints information which might give some