ZX Format #06
29 июля 1997 |
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Toys - description editor Adeventyur - PAW (Part 5).
PAW Technical manual (Continued) music by DNK (C) 1986 Gilsoft International Ltd. (C) 1996 Alex ASP, Translation _______________________________ XII. Collection of essays. This part dwells on 9 different topics that are related with a whole range of properties PAW, so they it was hard to put into any of vyshepredstvalennyh departments. 1) Thinking about 128K. When loaded with PAW, used only page 0, which is free 25500 bytes. Pages 1 - 7 are not used, but each can contain at 16K. Message tables, descriptions of locations, Compounds, graphics and colors by default can be placed on pages 1 - 7, and all the others - only in page 0. All rows of tables related to location, will be stored on the same page as the herself. When you enter a description of location, nulstroki recorded in the connection table, Graphics and colors by default, which will refer to this line. Option I Menu Location Text (description of location) inserts a row in the highest of the used pages. Option B of the same menu is used to initialize a new page ie inserts a row to a new page. You must decide when you need will use this option, but we can advised to use a compressor, podnostyu to utilize the available memory, and only then start a new page, because Start a new page, you do not be able to insert rows to the old page, and can only make changes. In the initial database location 0 is located in page 0, and you have to decide whether a location is located at new page, thinking about the fact that many of the tables can be located only in page 0. We can advise you store messages and locations is not below the page 1, because Page 0 can be completely occupied by the dictionary, etc. The same goes for text and tables Message: I insert a row at the highest available pages, B starts a new page, if it was inintsializirovana by placing it in the location. If you want the game was at 48K machines, then naturally, you should only use page 0. 2) The boundaries of colors. One of the main problems with graphics on the Spectrum is a problem color attributes. One problem is that in a familiarity (the matrix of 8x8 pixels) can not have more than two colors. Familiarity clearly visible when using the option GRID a photo editor. These two colors - PAPER and INK - color on and off pixels. How PAPER, INK and can prinisat one of eight values for each familiarity. Teams FILL and SHADE fill area texture units, consisting of on and off pixels, so if you use a different INK and / or for PAPER two adjacent filled areas, you can get colored squares instead of a smooth mix of colors. This is due to the fact that the second texture color familiarity change in the color of the original texture. There are several ways to combat of the problem: a) Ignore it. Such a method used was used in some pictures of the game TEWK. The effect can be minimized if you do not fill in adjacent areas of tech Sturov. b) take full advantage of texture. Even using two colors and textures of varying density, we can get great pictures. c) Accurately position all domains T: draw the line on the adjacent values COMEST. You can get a picture in the style of cubism. g) to mix colors. This allows two filled with team-FILL (but not SHADE!) Areas with different colors be in one of familiarity. First place boundaries for areas A and B. A round-ups filled using INK the first desired color. Area B filled, using the second INK the desired color. Command is executed BLOCK to the rectangle C, where INK 8 and PAPER - the second desired color. QS three Annex 2. 3) The program to parse (Parser). Work parser is that it scans the input string (up to 125 characters) for the presence of words stored in dictionary, removing "phrases" that it can convert a logical proposal (LS). After the phrase has been extracted, scanning the table of replies and Compounds for recognition of LS. If the LS has not been recognized, then printed -SM8 ("I can't do that" "Can not it sde.lat") or SM7 ("I can't go in that di-rection" "I can not go there") depending on the number of the verb (ie , if he less than 14, then printed SM7), and then requested a new line. Request new line is also in the case, If the action for any reason may occur, for example, the object is too heavy, or the creator of the game itself put action NEWTEXT. The results can be Otherwise, the player is very katostrofichny. Example: GET AXE AND ATTACK -TROLL (take a hatchet and attacked the troll) If you do not have an ax, then you do not want run into a troll. If LS is successful, then either released a new phrase, or sought a new line if the buffer is empty. Phrases separated by unions (usually "AND" and "THEN" ("And" and "NEXT")) and any punctuation marks. Pronoun (usually "IT" ("IT", "TO" "THIS", etc.)) can be used to refer to the noun / adjective used in the previous sentence, even if it was administered separately in previous times. Nouns whose number is less than 50, are the names of their own and do not have any impact on the pronoun. The format of the logical proposal is as follows: (Adverb) Verb (Adjective1 (Noun1)) (preposition) (Adjective2 (Noun2)) (Adverb), verb (Prilagatelnoe1 (Suschestvitelnoe1)) (preposition) (Prilagatelnoe2 (Suschestvitelnoe2)) In parentheses are optional words, thus minimum sentence: Verb (or Conversion Noun) Verb (or noun Conversion - is a noun with the number less than 20, which in the absence of the verb will be converted into a verb, for example, NORTH NORTH). If the verb is omitted, the the LS will be assumed the previous use verbs such as, GET SWORD AND SHIELD (take the sword and shield) will be processed correctly. Note that the format of phrases typed player does not need to strictly conform to this. Thus, phrases GET THE SMALL SWORD QUICKLY (Taken from a small sword FAST) QUICKLY GET THE SMALL SWORD (Quickly take a small sword) QUICKLY THE SMALL SWORD GET (QUICK TAKE a small sword) are equivalent and generate the the same LS. In fact, the sentence imposed by a player might be: GET ALL. OPEN THE DOOR AND GO SOUTH THEN GET THE BUCKET AND LOOK IN IT. Take all. OPEN THE DOOR AND GO SOUTH THEN TAKE BUCKET AND LOOK INSIDE. and create five (5) LS: GET ALL (TAKE ALL) OPEN DOOR (OPEN DOOR) SOUTH (SOUTH) GET BUCKET (GET BUCKET) LOOK BUCKET (SEE BUCKET) OPEN DOOR: THE omitted because not in dictionary; SOUTH: GO omitted because not in dictionary , LOOK BUCKET: BUCKET obtained due to IT, IN - preposition is omitted. Note that DOALL will not generate an object described by a noun (Adjective) 2. It provides ease of command EXCEPT EXCEPT, for example, GET ALL EXCEPT THE FISH (BORROW ALL EXCEPT FISH), which has the side efvekt that does not allow processing such phrases as PUT ALL EXCEPT THE FISH IN THE BUCKET To thrust ALL EXCEPT fish in the bucket, because there are three nouns. 4) On-Screen Display. Character sets are switched in the text by selecting colors 0-5, press DELETE to generate ESCC (control codes to print on the screen) 0-5, will work only if the character set with this number has been inserted into the base data. ESCC 7 is fulfilled as CR (or VC) but resets the color, because is part of the message. ESCC 6 operates as TAB (tabulation) but you must use caution and be patient, because often suppressed text formatter during printing. Color and character sets are included in the text, will remain in force until the implementation of action NEWLINE. For example, to print the number of coins that a player is (contained, for example, flag 100), if take into account that the message must contain control code for the red color of the paper, the row in the table of responses would look like this: COINS MES 1; "<RED> You are car rying " _ PRINT 100 MESSAGE 2; "coins." DONE All communication will be on a background of red. Such messages are called components, and can be used for brief descriptions. 5) Objects. Emphasizes in the text will be replaced in while playing on the description of the object which was made last reference commands GET, DROP, DESTROY, etc. It is mainly used to GET, DROP, etc. can inform about the successful (or unsuccessful) performance, but can be used for research facility (EXAM) and dpugih automated generation of reports. Flag 53 is used to control species display on the screen when using the LISTOBJ And LISTAT. If its value is 64 (including 6 bits), then objects are displayed without line breaks between them, thus forming normal proposal - component list. Possible formats: SM53 ("nothing" "nothing") - can only occur with LISTAT object SM48 (".") object SM47 ("and") object SM48 (".") object SM46 (",") object SM47 ("and" "And") the object SM48 (".") In addition, bit 7 of the flag 53 will be installed (the value is greater than 127) if at least one object has been printed. This will determine whether or not required NEWLINE to reset colors. LISTAT action usually precedes message. Description of the object is composed of a complete description of which is in the table descriptions of the objects. The preferred format for the description: indefinite article (adjective) noun. extra text indefinite article (adjective) noun. additional text where the indefinite article "A", "An" or "Some" (in s what language articles otsutsvuyut). Adjectives and nouns should be lower (in Russian - is optional). Examples: , "A small key" "Little Key", "Some / Sand "" A bit of sand "or" An orange. Rather mouldy "" Orange. Fairly covered As mold ". PAW extracts describe the following ways: a) For a GET, DROP, etc. (Ie, "_"), the indefinite article is omitted, and description printed before the first point, it does not include, for example, "I now have the small key. "" I now have a small key.. " b) For a composite list of objects the indefinite article of the title altered in line and description of printed to the first point, it does not include, for example, . "In the bag is a small key." "In the bag on hoditsya small key.. " Obviously, if you do not use emphasizes or constituent lists, you can write descriptions of objects as You will. Note that if the object is a container, there must be an unused location with the same number to PAW could use it as "content", ie object objno. 1 will need a location locno. 1, not forgetting Mark this object as a container (C) in the table of weights of objects. 6) Creating mnogochastevyh adventyur. To create a adventyure more (accent on first syllable), and therefore more interesting, play space without sacrificing quality descriptions of locations, you can share the game on several smaller areas. Better just do it in the game, which contains several separate gaming areas with single connection point (this point , Is called the "bottleneck" - translated As the "bottleneck" (literally "Bottled neck ")). Example - the game where the lifting You sail a boat swims from the first part of the game in the second. In order to glasses, the number of moves and other information as to reach the next part, you should use actions SAVE and LOAD. To download state one part of the game to another, you should use both sides of the same number of locations and facilities. Moreover, those objects that can be transferred from one part to another, should have the same description in both parts of the game. Take the game with 120yu locations, we divide it into two parts, each part will be contain 60. Location 60 will exist on both sides as a transit (Where the player starts and where it ends), as well as free flag will be used, such as 26, which will indicate what part of the game shipped. When a player finishes the first part, it is transferred to location 60, and 26 in the flag set to 1. Part 1 will contain the line: FLocation 60 The end of the first part - ready to ship the game state. (You can save multiple copies.) After the second part of the load dispatch and follow the instructions. Process 1 END _ AT 60; End Game? _ LET January 25, Shipment of Part 1. SAVE Part 2 will contain the line: Location 0 Part Two - Prepare the boot ostoyaniya game. FLocation 60 Any introduction to the second part. Process 1 START _ AT0; just started the game? LOAD; Then let the other ; Location START _ NOTEQ 26; Shipping not the first ;-Hand side GOTO 0; asked to upload ; Another shipment DESC START _ AT60; download the appropriate from the ; Load ANYKEY; Wait for read , Introduction RESET 1 start the game in localized , A function RESET action automatically triggers DESC new starting area after the installation of all the objects that are not the player is not wearing it and are not in location 60, to their starting positions. Note that between ANYKEY and RESET can be if necessary, put a CLEAR, because RESET does not affect the flags. 7) Light and Darkness. Currently, the presence of darkness became something of type a cliche for adventyurnoy game. At the same time, if used wisely opportunity to get dark, then it (darkness) can dobavt realism Your game. In PAW darkness created by setting a 0 value other than 0. Such a re-installation of the flag should occur whenever the player enters / exits to / from a darkened area. Movement should be carried out using a GOTO table answers to be able to produce actions SET or CLEAR. If a player can be given a light source the easiest way to do it with object 0. In this light source is not have to be a torch or candle. In the presence of fantasies they may be infra-red glasses or shirokoluchevoy laser. For example, consider the cycle day or night. In the process table 2 will lines: _ CYCLE EQ 5 0; LoopEnd LET May 24, begin a new cycle _ NIGHT EQ May 1918; Night falls SET 0 MESSAGE X _ DAYEQ May 6, came the day CLEAR 0 MESSAGE y If part of the game will be held in a vault or inside a building, do not forget decide whether a player to see the shift of the day and night, before going to print appropriate message. 8) EXTERN and downloading pictures. EXTERN command can be used to call or your mashkodovyh programs or lines of BASIC. This feature can be Use only in a completely made game, because then freed earlier 4K memory capacity (the remaining 2K need for of PAW, why not try to use them). An important address is EXTVEC, which is printed at boot PAW. You must use the value obtained after the recording finished the game, otherwise it may cause trouble. For those who wrote in mashkode: in order to carry out mashkodovye PAW program, you need three bytes for the Record at EXTVEC with JP at the start address. IX register should be maintained, the rest can be used without restrictions, but SP has to be balanced. Register A contains an option from the EXTERN. If you save two bytes of address EXTVEC +1, then they will point to a subroutine which performs BASIC'ovskuyu line with the number indicated in A. For those who wrote on BASIC'e: team POKE EXTVEC, 195 will provide an opportunity to perform on EXTERN BASIC'ovskuyu line with the number 100 + parameter, ie EXTERN 10 is made line 110 BASIC. To go to the next kondaktu line BASIC at the end should contain a command STOP. Can not use BASIC'e (and mashkode) command CLS, but at EXTVEC +3 contains the procedure that performs a similar function, ie Team RANDOMIZE USR EXTVEC +3 clean your screen. Address EXTVEC +12 contains the line number in which to publish the names of database files, and address EXTVEC +9 is the address of subroutine database load and start playing. As an example, the contents of the BASIC-loader for the game, it can be (No REM'ov) save on tape (for the disk version will need a small alteration, and in general, is just an example, so the loader can not be similar): 10 REM load game - 15 BORDER 0: PAPER 0: INK 0: REM This is not see the file name . 20 CLEAR 29856: REM maximum value for RAMTOP 25 LET extvec =?????: REM Insert the desired number 30 LOAD "" SCREEN $: PRINT AT 19,0;: REM Georgia's image and not trash it . 40 LOAD "" CODE: REM ship interpreter - 50 POKE extvec, 195: REM include EXTERN 60 POKE extvec +12,20: REM file names database - in line 20 - 70 RANDOMIZE USR (extvec +9): REM load the database and start the game 100 REM line caused EXTERN 0 110 PRINT "hello from BASIC": STOP 355 REM line caused EXTERN 255 Lines 100-355 may, if necessary contain the command GOTO. Immediately behind this program, save the splash image. After her from PAW save the game (option A). Note: To work correctly, PAW requires at least 2K of free working space, otherwise BASIC will begin to fade, making room for PAW. RAMTOP can be reduced if you use your mashkodovye program, but must in any 2K If left open. 9) pseudo-intellectual. The main thing you need to remember this that character (PSI) - a word from dictionary (usually a noun with the number less than 50, which means that it is a noun - proper name), some flags, a few posts and a few rows in one or more tables processes. One flag indicates where PSI is, the messages provide information about their actions, and the process table bind it all together. Imagine a character named Sanec, which itself can not walk. The dictionary He is described as SANEC (number 25, a noun). Flag 20 is used to specify its location. Table Processes 3 works with speech, reversed to him, and table 4 describes the processes his actions and movement. The following line will allow him to walk if You ask him about it. After a time it bored him, and he dissolved in a cloud of smoke. Message 1 Sanec did not seem to understand what you said. It seems that Sanya has not understood what you told him. Message 2 No one of that name here. No one here by that name. Message 3 Sanec replies "hello" in a gruff voice. Gruff voice Sanya said: "Hello." Message 4 Sanec wanders that way as he has nothing better to do. Sanya wandered in the wrong direction, as more than interesting lessons from him at the moment is still not there. Message 5 Sanec the wizard is here. There is also a magician Sanya. Message 6 Sanec 'politely' ignores what you say. , Sanya 'politely' Your words are missed by ears. Message 7 Sanec turns to face you and in his gruff voice announces: "I'm bored with all this, I'm off to a bigger game "and , Promptly vanishes in a puff of green smoke! , Sanya turned to face you and your rough, bovatym voice said: "I'm sick of all this, and you, and all this demovuha, so I wind up here in a normal adventyuru. "He said this and the noise disappeared clubs disgusting green smoke. To begin to be announced the presence of Sanya. To do this in a table process 1, which is called every times when describing the location, check to see if it is in one of our locations, ie whether the value of the flag 20 (the location), the value of the flag 38 (our location). Notice that the want to test whether we are in locations 0, as Typically, this location provides an introductory text. SANEC _ SAME20 38; Sanya here? _ NOTAT 0; not in location 0? MESSAGE 5; prints that ; Sanya here To work with the speech, turned to Sanya, the rows in the table replies: SAY SANEC PREPTO; "THEN" can be ; Omitted to ; Understood before ; Lozheniyatipa ; Verb Beings. SAME20 38; Canek here? PROCESS 3; Speech Processing DONE SAY _ PREPTO MESSAGE 2, there is no one with ; This name DONE Strings in the process table 3: * * PARSE; To convert ; Imposed strict ; Key in the LS MESSAGE 1 comes here ; PARSE, if not ; Can skonver ; Be interpreted that ; A correct , Noah DONE; LS flawed ; Can not continue ; Reap further ; Execution HELLO MESSAGE 3 Assume ; HELLO is a ; Dictionary, therefore DONE; th SAY TO SANEC ; "HELLO" srabo ; Melts _ _ LT 34 14; Caneku said And the word of movement, motion? MOVE20; Do pass ; In the wrong direction? MESSAGE 4; Onperehodit ; There, as u ; Rock notified _ _ MESSAGE 6; He does not go there Obviously, you can enter many lines, to Sanya could properly understand human speech, but even a few horoscho thought-out lines may give a large variety of responses. At the end of Sanya will give a chance to disappear. when he is tired of wandering without a trial to which in the process table 4, we introduce the following lines: SANEC _ EQ on Feb. 20, in locations 2? CHANCE 10; 10% chance SET 20, location is not 255 And there is AT 2; There Are we where ; Sanya (a localized ; Tion 2)? MESSAGE 7, he flew away ... And yet another string in the process table 2 To call a regular call to the table process 4:; disappears SANEC _ PROCESS 4 That way, you can create a completely a real character. It is they who give the game chuvstvorealnosti happening, especially when communicating with them gives clues to the passing game. XIII. Appendix 1. 1) Team graphics editor. Sometimes, during a quick preredvizheniya line it may disappear because of the redrawing the screen. The movement of the second end of the line (tied point PT) carried out the keys: Q W E A D Z X C Displacement occurs at the pixel at depression. You can use the Interface 2 / Plus 2 joystick port 2 or Kempston (tm) interface (SYMBOL SHIFT and J). Holding down while clicking moving the keys keys CAPS SHIFT accelerates the movement of 8 times (8 pixels in press). Editing commands droustringa: CAPS SHIFT and 8 - to the top of droustringa CAPS SHIFT and 6 - the following command CAPS SHIFT and 7 - the previous command -CAPS SHIFT and 0 - to remove the previous Mandu / CAPS SHIFT and 9 - to remove the following commands dy All of the following commands require holding SYMBOL SHIFT key while you click the button. Switches: I Inverse switch inversion O Over switch overlay Y Grid Grid Switch , J Kempston (tm) joystick switch Teams that have entered into the database: A shift of the Absolute (PLOT (dot) with you brane I and O) B rectangular block is filled with attributes Tami. Line defines the diagonal block. F Fill domain. The starting point filling equation - the end of the line (see note). G GOSUB to the number of locations with scaling Niemi. X produces a query-colored ink (INK). L Draws a line C Produces request paper color (PAPER). P Builds a point at the end of the line, the line is not drawing -R relative shift of the point at the end of the line S Completion of texture. Point Start filling - the end of the line (see note) V Produces a request flicker (FLASH). Z Produces a request brightness (BRIGHT). T Prints the selected symbol from the selected character set on the screen. Note: Fill (F) and Shade (S) are not fully vhodimymi again - can not be fill the already filled area. Fill is the Shade, which has a texture all pixels are included. By ENTER exits the editing. 2) System reports. Most system messages contain ESCC 7 for correct placement in screen. SM0 - is used instead of describing the location, if it's dark. SM1 - printed action LISTOBJ, if there is at least one object. SM2 .. SM5 - four prompta input, selected sluchayo up until the flag 42 is not a valid number ENTERED message. SM6 - printed by the parser, if no one phrase he could not understand. SM7 - print, if no action has not been fulfilled (or was performed NOTDONE) in the table answers to the verb with number is less than 14. SM8 - print, if no action has not been fulfilled (or was performed NOTDONE) in the table answers to the verb with number greater than 13. SM9 .. SM11 - printed action END. SM12 - printed kondaktom QUIT SM13, SM14 - printed action END. SM15 - a message of OK. SM16 - a message of ANYKEY. SM17 .. SM20 - messages of TURNS. SM21, SM22 - messages of SCORE. SM23, SM29 - the first of many messages, printable activities manipulation objects. SM30 - a positive response, the expected kondaktami END and QUIT. SM31 - a negative answer, the expected kondaktami END and QUIT. SM32 - printed in completing all tap the text. SM33 - the token input. SM34 - the cursor. SM35 - printed when an empty action (timeout). SM36 .. SM45 - a few more messages printable activities manipulation of objects. SM46 - ligament between objects at long list. SM47 - the final linkage between the penultimate and last objects at long list. SM48 - the ending is a list of objects (printed as the action LISTOBJ, and LISTAT, so be careful). SM49, SM50 - a few more that are printed actions manipulate objects. SM51 - the ending is a composite Deals PUTIN / TAKEOUT (AUTOP / AUTOT). SM52 - Last Post, the printed manipulatsy actions with objects. SM53 - a message for the action LISTAT, if you did not find any object. With the SM54, and further system messages free and you can use them. PAW for other machines can use increasing number of reports, so take With this in mind when porting programs from one machine to another. For example, PAW for CP / M uses the SM54 .. SM60. 3) The functions of flags PAW. Normal flags can be freely used in the game. Reduced automatically flags can also be freely used, but check whether you know, in what situations is to reduce them. The remaining flags are mainly to established only by specific actions, but the necessary checks out that they contain can be conducted without restrictions. 0 flag - when not equal to 0, means that deep in the game (see object 0). Flag 1 - contains a number of objects held by the player, but not on the him. The next group of flags is reduced PAW'om if their content is not equal to 0: Flag 2 - when describing the location Flag 3 - when describing the location and simultaneously dark (Flag 0 is not equal to 0) Flag 4 - when describing the location, while the dark, while there is no light source (object 0) Flags of 5 .. 8 - each time frame (Each introduced by a phrase or empty action) Flag 9 - each time frame, while the dark Flag 10 - each time frame, while the dark, while no object 0 Flags from 11 to 28 can be freely used in the game. Flag contains 29 flags of image control, set the action GRAPHIC: Bit 7 - Sets the forced rendering images (LOOK) . Bit 6 - Sets of constant showing off pictures (PICS ON) . Bit 5 - Sets a constant not drawing pictures (PICS OFF) Flag 30 - Flag of Scoring Flags 31 / 32 (LSB / NSB) contain a number of moves made by a player (usually - number of phrases extracted from the injected player) Flag 33 - contains a verb of the current LS Flag 34 - contains the first noun of the current LS Flag 35 - contains the first adjective noun current LS Flag 36 - contains an adverb of the current LS Flag 37 - contains the maximum number of portable objects (initially 4), set the action ABILITY Flag 38 - contains a number of the current location Flag 39 - contains the current top line Screen Flag 40 - contains the display mode (0 .. 4), set by the action of MODE. Bit 7 force does not change the color of the screen frame, bit 6 to fill the screen initializes the inscription "More .." "Next ..". Flag 41 - contains a line number for the division (if not in the range from 4 to 24, then 12), set by the action of PROTECT as the current line of the screen Flag 42 - contains a number prompta to use (if set to 0, then randomly way from the SM2 .. SM5), set action PROMPT. Flag 43 - provides an excuse of the current LS Flag 44 - contains a second noun current LS Flag 45 - contains the adjective second noun current LS Flag 46 - contains a pronoun, a noun (usually "IT" "IT", etc.) Flag 47 - contains a demonstrative adjective (usually "IT") Flag 48 - contains the frequency of empty actions (timeout) Flag 49 - contains the flags of empty control actions that are installed using the INPUT and TIME (like the flag in 1948), TIMEOUT checks the 7 bits of this flag: Bit 7 - set if blank action has occurred during at The latter frame Bit 6 - set if available data for the callback (Not the creator of an IG ters) Bit 5 - set to automatically electric callback login Nogo buffer empty action Bit 4 - is set for printing will Fehr at the output (used conjunction with bit 3) Bit 3 - set for input from bottom of the screen Bit 2 - set to empty action could occur at ANYKEY Bit 1 - set to empty action could occur at "More ..." Bit 0 - set to empty deystviemoglo occur only at the beginning of the input Flag 50 - contains locno. for loop DOALL, ie value, the following a DOALL Flag 51 - the object contains the latest references Key commands GET / DROP / WEAR / WHATO etc. Printed instead any underscores in the text. Flag 52 - contains a power player (maximum mum total weight of objects being a player and put on on it - originally 10) Flag 53 - contains the flags of printing facilities: Bit 7 - set if at least one object is printed as Part LISTOBJ or LISTAT Bit 6 - is set for the formation of a long list objects, ie LET 53 64 will force vit PAW displaying a list of objects defects in the form of continuing to build ki, forming a proposal. Flag 54 - contains the location of objects That last link Flag 55 - contains the weight of an object last Links Flag 56 - equal to 128 if the object is the last It links a container Flag 57 - equal to 128 if the object is the last references therein dress Should avoid the use of flags 58 and 59, as they will be used for expansion. Flags from 60 to 255 are available for free use. 4) Kondakty. 4a) Conditions: AT locno NOTAT locno ATGTlocno ATLTlocno PRESENT objno ABSENT objno WORNobjno NOTWORN objno CARRIED objno NOTCARR objno ISATobjno locno + ISNOTAT objno locno + ZEROflagno NOTZERO flagno EQ flagno 0-255 NOTEQ flagno 0-255 GT flagno 0-255 LT flagno 0-255 SAMEflagno flagno NOTSAME flagno flagno ADJECT1 word ADVERB word GPREPword NOUN2 word ADJECT2 word CHANCE 0-99 TIMEOUT QUIT 4b) Actions (at the beginning of the type of): GET 4 objno DROP4 objno WEAR4 objno REMOVE 4 objno CREATE 5 objno DESTROY 5 objno SWAP5 objno objno PLACE 5 objno locno + PUTO5 locno + PUTIN 4 objno locno. TAKEOUT 4 objno locno. GDROPALL 5 AUTOG 4 AUTOD 4 AUTOW 4 AUTOR 4 AUTOP 4 locno COPYOO 5 objno objno COPYOF 5 objno flagno COPYFO 5 flagno objno WHATO 5 WEIGH 5 flagno objno SET 5 flagno CLEAR 5 flagno PLUS5 flagno 0-255 MINUS 5 flagno 0-255 LET 5 flagno 0-255 ADD 5 flagno1 flagno2 SUB 5 flagno1 flagno2 COPYFF 5 flagno1 flagno2 RANDOM 5 flagno MOVE5 flagno GOTO5 locno WEIGHT 5 flagno ABILITY 5 0-255 0-255 MODE5 0-4 0-3 LINE5 0-20 GRAPHIC 5 0-3 PROMPT 5 sysno INPUT 5 0-7 TIME5 0-255 0-7 PROTECT 5 PRINT 5 flagno TURNS 5 SCORE 5 CLS 5 GNEWLINE 5 MES 5 mesno MESSAGE 5 mesno SYSMESS 5 sysno PICTURE 5 locno PAPER 5 0-9 INK 5 0-9 BORDER May 0-7 CHARSET 5 0-255 SAVEAT 5 BACKAT 5 PRINTAT 5 0-20 0-31 LISTOBJ 5 LISTAT 5 locno + INVEN 3 DESC1 END 2 DONE3 GNOTDONE 3 OK 3 SAVE1 LOAD1 GRAMSAVE 5 RAMLOAD 5 flagno ANYKEY 5 PAUSE 5 0-255 GPARSE 5 NEWTEXT 5 BEEP5 0-255 0-255 PROCESS 5 procno DOALL 5 locno + RESET 1 locno EXTERN 5 0-255 Legend: locno. the correct number of locations locno + the same as locno plus locations 252 (not created) 253 (wearing) 254 (is the player) 255 (current location Player) mesno. the correct number of messages sysno. the correct number of system considerations absorption flagno any flag (0 to 255) procno correct number of subprocess word word of the desired type, the presence of yuschee in the dictionary, or "_" any words in _______________________________
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