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Experimental BBS Explossion 3
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agtm1.zip
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READ.ME
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1994-06-04
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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.