Adventurer #05
30 ноября 1996
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Presentation - The program for creating adventyur QUILL.

<b>Presentation</b> - The program for creating adventyur QUILL.
                   (C)????



                 Q U I L L



    "In the world of software while

     the time available programs

     contributing significantly to NADI
     description of game programs. One is the
     The FIR program was a program Quill.

     She opened the possibility by creating
     vat adventyurnye game for those who have to
     of well-developed imagination, there is

     patience, and there is absolutely no skills in

     programming ...

     ... the best of them (for example,

     TOWER of DISPAIR) show no

     success can be achieved ...

     ... Quill program for a long time to
     mined on the market ... "

                     / ZX-REVIEW, 1991. /



     So, Quill - a fully automated program for creating 
adventyur that most of those who tired of playing in 
adventyurki and want most to make some masterpiece will be 
happy. It was written by GYLSOFT in 1983, and russified

adapted to the system TR-DOS Tomenko Eugene in 1994. Some teams 
benefit distinguish it from GAC'a, but about ABS'e and say 
nothing. Lack of graphics a bit offset by the possibility of 
using UDG. 

     Below is a description of the disk version,
but the cluster is virtually identical.



              The options

              Main Menu



     At first a few words about the commands
present in each option.

     Z - exit to main menu.

     P & L - the output of the text on the screen or
printer. Some options you can enter the number (B, C, D, E, F) 
or one or two word (G, H), from which will be

displayed text.

     Service of all the options are very similar, and to 
understand them you will not be easy. 



   A first thing you need to enter words
         by varying your future games, and
some words are already present. They are:
name the cardinal points, intermediate directions, up, down, 
take, put, 

load, save, stop (death), inventory, look.

     Let's try to write the word, for example,
"Knife":

     I knife 20
 And now a synonym for:

     I dagger 20
 Will review synonyms of the word "knife":

     S Knife
 And finally, erase the word.

     D Knife

   If you could do it, then rejoice. At the push buttons you 
know and work with Quill'om can. 



   B In this option, you can enter the community
         absorption, which will pop up
 during the game.

  For example:

     I

    in a book written by a strange character.



   C details, or not very detailed

         (It depends on you personally) a description of 
locations. Items that will be travel during the game, describe

is not worth it.



   D In this regard, options are described

         locations to each other. Example:
associate four locations so that the first location is just 
north of zero, the second to the west of it the same, and the 
third in southwest from zero, all locations linked.


     A 0

    1 2 3 St.

     A 1

    w 0 SW 2 to 3

     A 2

    cs is 0 1 3

     A 3

    SW 0 is a Yu 2

     If you have rushed to gain vyshepri
maintenance, and the screen flickers a question mark, then the 
text locations are not entered. Generally, when referring to 
something does not exist the program fails to realize this.


     With an inventory of bonds is not necessary to specify
those in which there are any obstacles such as doors.



   E This is written before the name
         stamps, but note that the dictionary
 necessarily need to make these words,
preferably not one (its synonyms). Remember, the more words 
will be in the dictionary, to be friendly relationship with a 
player more interesting would be to play your game.




   F Rasshvyrivanie items on localization
         bond obligations. Items may receive
special numbers that do the following:

   252 - assign a subject marker is not

         created ".


   253 - put your character in this

         subject.

   254 - shove it in the hands of your personnel
         nazhu.

  For example:

   A 2 7 - sending the object with the number

           2 in location 7.

   A 3252

   A 4253

   A 5254



   G and H are logic low priority

                (The settlement) is verified
after the user enters a command (in game), and the logic of 
higher priority (hereinafter ce) can be checked before 
entering. More details about these options, see "Logic

adventyury.



   K Testing adventyury. This op
         tion is also discussed in a separate
Head of the same name.



   IJL will ask you for a filename, and

               then loads the code
block or unloaded or ready adventyura
code block. Do not be afraid, if you mistype the name, nothing 
bad happen. Simply you will be informed that

mistake.



   M output folder of your drive.



   N report on the number of free

         memory. This option will prevent you from
sverhobiliya in describing locations and entering
messages. Remember that you have a little more
thirty kilobytes of memory and about five to leave for the 
logic. 



   O entered here will give the number of
         nyat player that he is not omnipotent

and can not bear fifty items at once. When testing is 
convenient to introduce here number of more to carry a lot of

different things.



   P Changing Colors (BORDER, PAPER,

         INK).



   (C) output of the BASIC language, or simply of
         speaking, a system reset.



            Logic adventyury



     43 teams are divided into Quill'a
several categories. Command of the first group working with the 
locations, the team second 

groups relevant to the subject. In the third
Categories team associated with variables.
The fourth and last group includes
service commands. We consider each category separately.



             Service Team



   CHANSE n - the probability that
some of the n percent. This is probably the most exciting team 
since It allows you to create close to the reality of action.


     Example: create a helper (the number of
20), the incoming and outgoing of the location,
in which the player, after a while, and always different (almost
in Hobbit'e or Sherlock'e). Forty
седьмое message says that your assistant to come, and 
forty-eighth explains that he was gone.



   (Ce) I _ _
 CHANSE 40 20 CREATE MESSAGE 1947

          I _ _
 CHANSE DESTROY 30 20 MESSAGE 48


   DESC - give a description of locations in which
           Torah is the player.

     Example:

   (Bp) I cm _
 DESC


   INVEN - print a list of items

            existing playing.

     Example:

   (Bp) I and _
 INVEN


   SAVE / LOAD - save / load position of the game on an 
external storage media - floppy disk or tape (depending on 
version). 


     Example:

   (Bp) I survived _
 SAVE

          I boot _
 LOAD


   SCORE - tell how much interest
Game completed a player or that will be more precise,
contents of a variable number 30.

     Example:

   (Bp) I through _
 SCORE


   TURNS - napechatat number of moves,

            made by the player.

     Example:

   (Bp) I moves _
 TURNS


   QUIT - to find out if a player does not want
finish the game. Y - continues to execute
command line, and other key stop.


   END - to end the game and learn to be
I play this game again. N - cleaning your computer's memory, 
the other keys - Start from the beginning. After the QUIT 
command necessarily need to apply END.


     Example: to finish the game, report the number of points 
and strokes. 

   (Bp) I stop _
 QUIT SCORE TURNS END

   ANYKEY - waiting for a pressing or
             be key.


   OK - make it clear to the player that all

         Okay.

     Example:

   (Bp) I take the key
 GET 7 OK


   DONE - abort test future
conditions and proceed to enter commands. Usually
used when there are multiple
inspection of one team (see example to
PRESENT / ABSENT).


   PAUSE n - wait n cycles interrupt

          (One cycle is equal to 1 / 50 seconds).


   BEEP mn - beep duration m/50 seconds and pitch n.



             Working with locations



   AT n If the character is in the room n, then the command 
will continue. 

      Example: when playing the game you want to display any 
information, moreover, it is in the description of the zero

location.

     In the future (ce) and (bp) shows in which option to enter 
a logic.



   (Ce) I _ _
 AT 0 ANYKEY GOTO 1 DESC


     Since the starting area is always
is zero, then before you run will be printed on the information 
it contained, and After hitting the player move to

the first location.


   NOTAT n condition is met if your character is not in the 
room n. 

      Example: Your character - a magician
taken possession of a bottle of gin, and in location 13 is a 
protective pentagram guarding against evil forces, in which his

you can call.

   (Bp) I associ gin
 NOTAT 1913 SCORE END

          I associ gin
 AT 13 ...


   ATGT n / ATLT n If the character is in a location with a 
number greater / less than n, then the following condition for 
the action. 


     Example: In locations with numbers from 15
to 27 dark, and terrible monsters live there,
afraid to light a candle.

   (Ce) I _ _
 ATGT 14 ATLT 28 NOTCARR 1 END


   GOTO n - go to location n.

     Example: a player in a location opened in 1925
door (item 18), leading to the west
location 29.

   (Bp) I h _
 AT PRESENT 25 18 GOTO 29 DESC



            Working with objects



   PRESENT n / ABSENT n condition is met if the object n 
present / absent in one location with a player. 

     Example: in location 5 is a closed cabinet (he is 4) you
wish to open. The fifth message indicates that the cabinet was 
opened, and it was 

costume (number 6). The sixth message states: "The cabinet is 
already open." 

   (Bp) I opened the closet
 AT PRESENT 5 4 SWAP 4 May 5 MESSAGE
 PAUSE 50 DESC DONE

          I opened the closet
 ABSENT AT 5 4 6 MESSAGE


   CARRIED n / NOTCARR n If the character
have / not have the item number n, then
performed some action.

     Example: location 8 lies locked
Chest (number 10), which can open
key (number 12). In the twentieth report
written: "The key turned with a creak, and
from the chest dropped a bag of gold (the subject
14). "In the twenty-first message reads:" Chest locked, and you 
do not have the key, that it could be open. "


   (Bp) I indentation Sund
 8 AT PRESENT CARRIED 10 12 SWAP October 1911
 CREATE MESSAGE 14 20 PAUSE 100 DESC

          I indentation Sund
 PRESENT AT 8 10 12 NOTCARR MESSAGE 1921


   WORN n / NOTWORN n If the character is wearing
the subject of n, then run some
action.

     Example: in custody in room 26
You can only walk wearing a cap of darkness (item 12).

   (Ce) I _ _
 AT 26 NOTWORN 12 END


   GET n / DROP n - get / set

                     subject n.

     Example: make so that the knife
(Item 7) could be taken and lozhit.

   (Bp) I take a knife
 GET 7 OK

          I Throwing Knife
 DROP 7 OK


   DESTROY n / CREATE n - create / destroy object n.

     Example: when a character eats an apple (No. 9), it 
disappears. But it can be back to the game, pulling on apple in

location 39.


   (Bp) I ses apples
 DESTROY 9 OK

          I tear apples
 ABSENT AT 39 9 9 CREATE GET 9 OK


   SWAP mn - sharing the locations of objects m and n. This 
command is typically used for lighting candles or torches for 
opening and unlocking doors, etc. 

     Example: ignition torch (No. 22)
and turning into a burning torch (No. 23).

   (Bp) I zazhe Fake
 CARRIED 22 SWAP 22 23 CLEAR 0 OK


   WEAR n / REMO n - put / remove object n.

     Example: dressing and removal of a suit
(Number 1).

   (Bp) I dressed Coast
 CARRIED 4 WEAR 4 OK

          I filmed Coast
 CARRIED 4 REMO 4 OK



          Working with variables



   ZERO n / NOTZERO n If the variable n
is / is not zero, then further
actions are performed.


   EQ nm / GT nm / LT nm If the variable n is equal to / more / 
less than m, then the following actions are performed for the 
condition. 


   CLEAR n / SET n - set the variable n to 0 / 255.


   LET nm - assign a value of n m.


   PLUS nm / MINUS nm - add / subtract the number m of the 
variable n. 


     Example: A player fell into the darkness. If
through five moves, he does not light the light,
broken leg. Warning message

17 appears in two moves before his death.

   (Ce) I _ _
 NOTZERO 29 0 ZERO SET LET 6 May 1929

          I _ _
 LT 3 May 1917 MESSAGE

          I _ _
 ZERO 5 MESSAGE 1918 SCORE END



          Testing adventyury

           Description of variables



     After selecting this option, you will be
asked: "Do you need a diagnosis?"
If the answer is yes (Y), then
lower four rows of the screen will appear
8 columns of digits. If the answer is negative, testing will be 
similarly game. The variables are numbered from 0 to

31. Each variable can send
numbers from 0 to 255. All counters decreases
are zero. And now in more detail about each.

0 - If it is not equal to zero, then in the room
dark, and when you try to view location
displays a message. Escape
the room will be impossible until
until the variable is not reset.

1 - It contains a number of items that bear a player. Dressed 
items not taken into account, so you can fasten

ten subjects in themselves, while
You can carry only four or five.

2 - meter, decreasing when the following commands: DESC, SAVE, 
LOAD and after logging in to another location.


5-9 - Four counter, decreasing after each move.

3, 4, 10-29 - Variables that can be freely manipulated, so as to

action programs are not affected, and the very
she did not change.

30 - This variable stores the number,
indicating which part of the game (as a percentage was a 
player. It makes no sense here of send more than one hundred. 

31 - Contains a number of locations in which
the player. When testing adventyury, unless, of course, know 
how to read, you immediately realize in some locations are 
worth. 



             Slightly useful

                Information



     The main problem in programs for
create adventyur in Quill'e in particular,
limited input to a few words
(Usually up to two). Quill understands slovoso
chetaniya form verb + noun, and
the main purpose of the authors adventyur - bypass
this restriction.

   Consider the following dialogue:

  > Make the pick
 from what it do? ; MESSAGE 1950

  > Wire
 you made the pick of the wire.; MESS 1951

   "And how to create such a thing?" - Ask
you.

  It can be done elementarily.

   (Bp) I sdel money laundering
 CARRIED 13 (wire) LET Feb. 26
 MESSAGE 50

          I from the wire
 EQ January 26 SWAP 13 14 MESSAGE 51

   (Ce) I _ _
 NOTZERO MINUS 26 January 1926


     If you use more complex logic, you can increase the length 
of sentences many times. 

     Application to the program is Quill'u TestQuill, which can 
be used 

start game 4 Minute, Africa Garden and
Hampstead running editor. This
provide a platform from which to soar
on top of a adventyur.


     So let them take each fan
adventyur their hands on his gold-plated
pen and write in this magnificent editor at least one program 
that has the right to be adventyuroy.


From the Editor: You may have noticed that
at the beginning of this description is missing the copyright 
of the author? Alas, the author is unknown to us. This program 
and its description have appeared thanks to the FLASH inc., but 
they also could not help us in establishing the identity of the 
author. That is why we brought him in advance apologize and 
hope that will get in touch with us and you more than once 
ADVENTURER'a see on the pages of his work. 


                 *







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