993 lines
31 KiB
Plaintext
993 lines
31 KiB
Plaintext
_________________________
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/ \
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/ \
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< QUICK-DRAW ADVENTURE MAPPER >
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\ /
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\_________________________/
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Softdocs written by: -=> Sherlock Apple
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Program cracked by: -=> Sherlock Apple & Silicon Scorpion
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- An Apple Mafia Release -
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____________________________
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/ /
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/ NOTICE OF COPYRIGHT LAWS: /
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/___________________________/
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"IF YOU BUY A LICENSE, YOU CAN LEGALLY MAKE A COPY OF QUICK-DRAW ADVENTURE
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MAPPER WITHOUT GUILT, SHAME, BEING CALLED A PIRATE, OR THE FEAR OF THE F.B.I.
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BREAKING DOWN YOUR DOOR AT 2 AM."
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"A license is obtained by purchasing Quick-Draw Adventure Mapper or by paying
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$14.95 (Visa/check/MC/MO) to:
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TELLUS SYSTEMS INC.
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P.O. BOX 96588
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HOUSTON, TX. 77213
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[713] 455-2191
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Please enclose your name and address and state that the money is for a
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Quick-Draw Adventure Mapper license."
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PS: Other sysops are welcome to use this file on their boards providing they
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don't change anything.
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____________
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/ /
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/ Section 1 /
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/___________/
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-------------
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INTRODUCTION:
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-------------
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After a fun-filled day of adventuring, Quick-Draw Adventure Mapper accepts your
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hard earned data and makes a high-resolution map on your printer. This map is
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the starting point for your next outing. Your Quick-Draw map grows along with
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your knowledge of your adventure.
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The Quick-Draw Adventure Mapper is a companion to any adventure game. It
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supports the following features:
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- Prints a high-resolution map showing all rooms and their connections.
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- Draws each room showing the room title, the room #, or if you want, both.
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- Shows which room connections are "one-way".
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- Adds new rooms and information at any time.
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- Stores the mapping data for 4 adventures.
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- Prints a summary of all adventure information.
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----------------------
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HARDWARE REQUIREMENTS:
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----------------------
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An Apple ][/][+/][e with 48K or 64K of memory and a single disk drive are
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required. A dot matrix printer is required for to print the maps and
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information summaries.
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Included in this file is a list of printers and interfaces supported by
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Quick-Draw Adventure Mapper. Appendix I shows how to configure Quick-Draw
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Adventure Mapper for other printers and interface cards.
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--------------------
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LOADING THE PROGRAM:
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--------------------
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Place the diskette in drive 1 and turn the computer on. The first time it is
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loaded, Quick-Draw Adventure Mapper will automatically run the configuration
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program which will allow you to change several default settings and to specify
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your printer and interface.
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From then on, when QDAM is booted, it will begin with your selections. If you
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wish to change them in the future, or if someone else configured your copy, hit
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<ESC> immediately after booting. This will run the configuration program.
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-----------------------
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CONFIGURING THE SYSTEM:
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-----------------------
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During configuration, QDAM will ask you 7 questions, as follows:
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[1] Your printer's name.
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[2] Your printer interface's name.
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[3] The slot your printer's interface is in.
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[4] If your interface uses a second slot, the number it is in.
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[5] Map printing option.
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[6] Map entrance/exit display option.
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[7] Map graphics density.
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For items [1] and [2], you select your printer and interface from the list of
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supported peripherals. If your printer and/or interface is not shown, then see
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Appendix I on how to customize QDAM for your printer and/or interface card. The
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3rd item is the slot your printer interface is in (usually Slot 1). The fourth
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item is only required for certain interface cards, such as the Versa-card,
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which use 2 slots.
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For the last 3, "Numbers", "Yes", and "Single" would be good choices until you
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are familiar enough with QDAM to decide you want anything changed. Their
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purposes are fully explained in section 7.
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------
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MENUS:
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------
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QDAM accepts commands from the menu on the bottom line of the screen. Typing
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the first letter in the command's name is all that is required to specify that
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command. Many of the commands will bring up more detailed menus.
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____________
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/ /
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/ Section 2 /
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/___________/
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---------------
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ROOM PLACEMENT:
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---------------
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QDAM uses a grid that is 19 rooms across by 13 rooms down for a total of 247
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rooms per map. Rooms can be positioned anywhere on that map.
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Infocom games, considered the most advanced have the following #'s of rooms in
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their 13 adventurers:
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[01] Zork I 110
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[02] Zork ][ 086
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[03] Zork /// 089
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[04] Enchanter 074
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[05] Sorcerer 084
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[06] Starcross 086
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[07] Suspended 063
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[08] Planetfall 105
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[09] Deadline 051
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[10] Witness 031
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[11] Infidel 077
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NOTE: This list does not include SeaStalker or Cutthroats. The numbers here may
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also be deceiving. The # here are the # of internal rooms in the programming,
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many of which, in some cases, can not be entered by the player.
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As you can see by the above list, 247 rooms is plenty for almost all
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adventuring needs.
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------------------
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MOVING THE CURSOR:
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------------------
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The room selection cursor is positioned in the upper left corner when the
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program is first booted. The cursor can be moved anywhere on the upper portion
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of the screen. The table below shows the keys that move the cursor:
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U I O
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J * K
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N M ,
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The arrow keys may also be used on a 2e.
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----
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ADD:
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----
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The ADD command places a room at the current cursor position. As soon as you
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press the "A" key, the screen should flip to the room information entry
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display. The ADD command automatically moves you to this new screen and menu
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since you will usually want to enter room information as soon as you add the
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room. For now, press the L key to LEAVE and go back to the previous menu.
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There are 3 things you should now notice:
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- There is a colored box in the center of the screen, representing the room you
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just added.
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- The "SELECTED" area displays blanks instead of the flashing message:
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"* * * EMPTY * * *". It is really displaying the title of that room, but
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since we haven't entered a title yet, there are only blanks there. The "ROOM"
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number shows "1".
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- The menu is now different. The ADD command is now gone, and in its place are
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DELETE, EDIT, and VIEW.
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Since there is a room at the current cursor position, we can't add one. We can
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DELETE it, EDIT its information, or VIEW its information.
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Move the room cursor again. As you move the cursor, the "SELECTED" indicator
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will change between the empty indicator and the room's title. The menu will
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change depending whether the current cursor position is on a room or not.
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Room numbers are automatically assigned as the rooms are entered. The lowest
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available number is always used.
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-------
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EXTRAS:
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-------
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The XTRAS command calls up another menu containing special features that will
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be explained later.
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-----
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VIEW:
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-----
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The VIEW command displays all of the information entered about the currently
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selected room.
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-----
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EDIT:
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-----
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The EDIT command displays the same information as the ADD command and allows
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you to change any or all of it.
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------
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LEAVE:
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------
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The ADD, EDIT, or VIEW commands all bring up new menus. All of these new menus
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have a LEAVE command, which returns you to the previous menu.
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____________
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/ /
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/ Section 3 /
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/___________/
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-------------
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TEXT EDITING:
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-------------
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Most of the information entered into QDAM consists of text such as:
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- Room titles
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- Items found in rooms
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- Pathways or connections between rooms
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- Comments about a room
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- File titles for saving your information
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The text editing commands are explained below. In the following section, you
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will have many opportunities to practice them.
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---------------
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BASIC CONCEPTS:
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---------------
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Text editing is always performed within a rectangular area of the screen, whose
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position is dependent on the information being supplied. This area can consist
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of a portion of a single line or encompass several lines on the screen. When
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multiple lines are involved, a word that is too long to fit in the remainder of
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the line is automatically moved down to the next line.
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-----------------
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EDITING COMMANDS:
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-----------------
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Only upper case characters can be accepted. Newly typed characters replace
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those that previously occupied their positions. Some special command characters
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are recognized:
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RETURN: -Signals the completion of all editing. The contents of
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the current editing area accepted as displayed.
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ESC: -Initiates a mode that allows athe cursor to be moved
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within the current editing area. In this move, the "I"
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key will move the cursor up one line (or the beginning
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of the current editing area), the "M" moves the cursor
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down one line (or to the end of the editing area) and
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the "J" and "K" keys move the cursor one spacve left or
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right, respectively. Any other key exits this mode.
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Arrow keys: -Moves the cursor one character in the direction of the
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arrow.
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Control-D: -Deletes the character at the current cursor position.
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All text to the right of the cursor is shifted one
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space to the left. If you delete all the characters in
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the text area, it will be treated as if you deleted the
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item. Apple 2e users can use the DELETE key and it will
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function the same as Control-D.
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Control-I: -Inserts characters at the current cursor position. All
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characters to the right of and including the cursor are
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shifted one character to the right. The new character
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is placed to the left of the cursor.
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Control-R: -Restarts the editing session with the editing session
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with the original text. This allows you to recover
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what you started with if you make extensive editing
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errors.
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Control-N: -Blanks the current editing error. If you want to
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replace everything in the editing area, it's easier to
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start with a clean screen.
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Control-B: -Moves the cursor to the first character in the area
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currently being edited.
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Control-E: -Moves the cursor to the last character in the area
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currently being edited.
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If you are not familiar with entering control characters, it's really very
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easy. To type the CTRL-D command, hold the CTRL key down while pressing
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the "D" key.
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____________
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/ /
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/ Section 4 /
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/___________/
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--------------------------
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ENTERING ROOM INFORMATION:
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--------------------------
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When you add or edit a room, you get the same display. For each room, you
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can enter:
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- Title of the room
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- Items found in room
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- Comments
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- Pathways to other rooms
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The first three are covered in this section. The next section discusses
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pathways.
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------
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TITLE:
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------
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The TITLE command allows the 18 character room title to be modified. When
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a room is added, the title is initially blank. Practice using all of the
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text commands now.
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After entering the title, press the "L" key to return to the highest level
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menu to verify that the title you entered is displayed as the selected room.
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---------
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COMMENTS:
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---------
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The COMMENTS command allows the comments area of the screen to be modified.
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Notice that the comments area is located in a multiple line text editing
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area. Enter some comments and observe how the words are placed in the area.
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------
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ITEMS:
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------
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Up to eight items per room can be entered. Each item name can be 11
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characters long. The ITEMS command calls up one of three new menus:
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- If the items area is blank:
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ADD LEAVE
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- If there is at least one item, but less than eight:
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ADD EDIT DELETE LEAVE
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- If there are eight items:
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EDIT DELETE LEAVE
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The ADD command adds a new item to the end of the list. The arrow keys are
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used to position to a particular item. The DELETE command deletes the
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currently selected item. The EDIT command allows the currently selected
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item to be modified.
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Practice adding, editing, and deleting items.
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____________
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/ /
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/ Section 5 /
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/___________/
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-----------------
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CONNECTING ROOMS:
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-----------------
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The PATHWAYS command provides the mechanism to define the connections between
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the rooms in your adventure. Up to eight connections can be defined between
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rooms. The PATHWAYS command calls up one of the same three menus as the ITEMS
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command. The reasons for calling a particular menu and the basic function of
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the ADD, DELETE, and LEAVE commands are the same as the ITEMS command. The
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only real difference is the information to be recorded.
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---------
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PATHWAYS:
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---------
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When you add a pathway, the cursor will go to the left side of the screen under
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the word "PATHWAY". For each connection, a fourteen character pathway can be entered to define the direction that must be taken in order to move to the
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connecting room. Some typical examples are:
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NORTH SOUTHEAST UP FOLLOW PATH GO DOOR CLIMB TREE LAUNCH BOAT
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---------------------------
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CONNECTING TO ANOTHER ROOM:
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---------------------------
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After you have edited your pathway and hit return, the cursor will move to the
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right side of the same line under the word "ROOM".
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At this point, all you have to do is enter the room number of the room you want
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to connect it to. You have just made a room connection.
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What did you say? You don't remember the room number? Read on.
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--------------------------
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SELECTING YOUR CONNECTION:
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--------------------------
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Instead of entering the room number, just press the "RETURN" key. The display
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will change to show the map grid. The room you are currently editing will be
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shown in a different color with the cursor around it.
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Move the cursor, using the normal room cursor movement commands, to the room
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you wish to connect to. The "SELECTED" area will update to display the titles
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of the rooms as you move the cursor through them. Once your cursor is properly
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positioned, press the "RETURN" key to establish the connection between the
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rooms.
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-----------------
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REVERSE PATHWAYS:
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-----------------
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So far, you have established a single direction pathway from the room you're
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editing to the room you've selected. Since most connections run both ways,
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when a room is initially added, you are given the opportunity to establish the
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other connection. This feature is not implemented for the edit command.
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After you have defined the connection, you will return to the room editing
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display. The second line from the bottom will display the question:
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REVERSE PATHWAY?
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If you hit "RETURN", a single direction pathway will be established from the
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current room to the selected room. If you want to define a two way path later,
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position to the other room and define another one way path back to the room you
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are now editing.
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If, in response to the question, you type in a pathway, a two way path will be
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defined.
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For example, you can enter a path from room 1 east to room 2. If you type
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"WEST" when asked for a reverse pathway, then a path exists from room 2 west
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to room 1.
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It should be emphasized that establishing a path with a reverse path, is exact-
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ly equivalent to establishing two one-way paths between rooms.
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--------------------
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PATHWAYS TO NOWHERE:
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--------------------
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If you do not know where a particular exit goes, you can enter a "?" as the
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room number. The room title will be shown as question marks and exit indica-
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tors will be printed on the map for each pathway to nowhere. You can enter the
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correct destination later, as you get further along on your adventure.
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----------------------
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PATHWAY ABBREVIATIONS:
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----------------------
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The more common pathway directions receive special handling. They can be
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entered as abbreviations but will be automatically expanded to their full
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form for presentation.
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The pathway entries that are recognized are:
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Pathway Abbreviation
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------- ------------
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NORTH N
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SOUTH S
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EAST E
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WEST W
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UP U
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DOWN D
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NORTHEAST NE
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NORTHWEST NW
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SOUTHEAST SE
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SOUTHWEST SW
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Enter some of the abbreviations above as pathways to observe their automatic
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expansion into their full form.
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____________
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/ /
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/ Section 6 /
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/___________/
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----------------------
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USING YOUR DISK DRIVE:
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||
----------------------
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The data you have entered can be stored and retrieved from a data disk. DO
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NOT USE YOUR PROGRAM DISK TO STORE YOUR ADVENTURES. The Quick-Draw Adventure
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Mapper uses data disks that are the same disk format as DOS 3.3, but organized
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differently. This means that:
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- Any disk initialized with standard DOS 3.3 can be used as a data disk.
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- Any data previously on the disk will be lost when used with Quick-Draw
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Adventure Mapper.
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- There are no files on the disk that can be recognized by any file oriented
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utility. Therefore, a program like APPLE's FID will not operate on the
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data disks.
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- Any program (such as APPLE's COPYA) that copies the entire disk can be used
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to back-up your data disks.
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When you select the XTRAS command from the highest level menu, you will be
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presented with the following options:
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DISK PRINT MOVE BOOT NEW RAM LEAVE
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Select DISK and the screen should display a new menu:
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||
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FILES SLOT/DRIVE INIT CATALOG LEAVE
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The various menu commands are explained below.
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||
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-----------
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SLOT/DRIVE:
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||
-----------
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Press the "S" key and you can change slot and drive numbers that all other
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||
commands will operate from. The default is set to the drive that you booted
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||
Quick-Draw Mapper from.
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||
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-----
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INIT:
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-----
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If you don't have an initialized disk, this is the command for you. This
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command produces fully compatable DOS 3.3 disks. Until you save Quick-Draw
|
||
Adventure Mapper files on it, the disk is the same as that produced by APPLE
|
||
DOS's INIT command.
|
||
|
||
|
||
--------
|
||
CATALOG:
|
||
--------
|
||
|
||
|
||
A single Quick-Draw Adventure Mapper disk can hold four different data sets.
|
||
This command will read the disk in the current slot and drive and display the
|
||
titles of the four files. Missing files are displayed as blanks. The titles
|
||
are displayed under the "FILE TITLE" heading on the screen.
|
||
|
||
|
||
------
|
||
FILES:
|
||
------
|
||
|
||
|
||
A disk catalog is performed and a new menu is called up with the following
|
||
functions:
|
||
|
||
SAVE RESTORE PRUGE LEAVE
|
||
|
||
When you press the "S" key to begin the SAVE command, the disk's catalog will
|
||
will be displayed and a flashing indicator will be placed in the left most
|
||
column of the title display area. You can use the arrow keys to position the
|
||
indicator.
|
||
|
||
If the position you selected already has a file title, your current data will
|
||
be stored in that position under the same name. If the position is blank, a
|
||
cursor will appear next to the indicator and you will have to enter a file
|
||
title. Make the title discriptive, since it will be used when the maps and
|
||
information summaries are printed.
|
||
|
||
The RESTORE command lets you select a file to bring back into memory. If you
|
||
pick an empty file, the current memory is preserved.
|
||
|
||
The PURGE command erases a file on the disk, so that you can use the space to
|
||
save a different adventure under a new title.
|
||
|
||
|
||
____________
|
||
/ /
|
||
/ Section 7 /
|
||
/___________/
|
||
|
||
|
||
----------------------------
|
||
PRINTING MAPS AND SUMMARIES:
|
||
----------------------------
|
||
|
||
|
||
Selecting the PRINT command from the XTRAS menu will call up a new menu:
|
||
|
||
ALL MAP SUMMARY CHANGED OPTIONS LEAVES
|
||
|
||
Use these commands to print maps and summaries of your adventure:
|
||
|
||
Command Action
|
||
------- ------
|
||
ALL Prints a map and summary of the current
|
||
adventure.
|
||
MAP Prints the map only.
|
||
SUMMARY Prints the summary only.
|
||
CHANGED Prints the summary only for the rooms that have
|
||
been added or changed since the last boot,
|
||
NEW command, or RESTORE command.
|
||
OPTIONS Sets options that control the appearance of the
|
||
printed map.
|
||
|
||
|
||
------------
|
||
MAP OPTIONS:
|
||
------------
|
||
|
||
|
||
Selecting the OPTIONS command from the PRINT menu calls up still another menu:
|
||
|
||
NUMS TITLES BOTH SHOW OMIT 1 2 LEAVE
|
||
|
||
These commands control the map printing options and can be set in the
|
||
configuration program:
|
||
|
||
Command Action
|
||
------- ------
|
||
NUMS Only the room numbers are printed
|
||
TITLES Only the titles are printed
|
||
BOTH Both the room numbers and the titles are printed
|
||
SHOW The entry/exit path indicators, explained below, are shown on
|
||
the map.
|
||
OMIT The entry/exit indicators are removed from the map
|
||
1 Prints the map in single density graphics
|
||
2 Prints the map in double density graphics (not available on all
|
||
printers)
|
||
|
||
The entry/exit indicators let you see which paths enter and exit a room. A path
|
||
leaving a room has a small line drawn perpendicular to it on the outside of the
|
||
box representing the room. The line is drawn inside the box if the path enters
|
||
the room. If a path enters and exits a room, BOTH lines are drawn.
|
||
|
||
You should print out maps using the various combinations to determine your own
|
||
individual preference.
|
||
|
||
|
||
____________
|
||
/ /
|
||
/ Section 8 /
|
||
/___________/
|
||
|
||
|
||
------------------
|
||
REARRANGING ROOMS:
|
||
------------------
|
||
|
||
|
||
From the XTRAS menu, the MOVE command will display the current adventure map on
|
||
the screen and present one of the following menus:
|
||
|
||
PICKUP INSERT DELETE LEAVE
|
||
|
||
-or-
|
||
|
||
INSERT DELETE LEAVE
|
||
|
||
The first menu is presented when the cursor is positioned on an existing room.
|
||
The second menu, without the PICKUP command is used when the cursor is
|
||
positioned to an empty spot.
|
||
|
||
|
||
-------
|
||
PICKUP:
|
||
-------
|
||
|
||
|
||
The room located at the current cursor position changes color. Move the
|
||
cursor to the new location for that room. When you press the "RETURN" key,
|
||
the room at the old position will disappear, and reappear at the current
|
||
location of the cursor. Obviously, you cannot move a room to a location that
|
||
is currently occupied by another room.
|
||
|
||
|
||
------------------
|
||
INSERT AND DELETE:
|
||
------------------
|
||
|
||
|
||
These commands allow you to move many rooms at one time. Selecting one of
|
||
them indicates whether you want to insert or delete space and brings up the
|
||
following menu:
|
||
|
||
ROW COLUMN HORZ. VERTICAL LEAVE
|
||
|
||
These commands will move the existing rooms as explained below. None of the
|
||
commands will allow you to shift rooms off of the map. You should practice
|
||
the room moving commands until you are comfortable using them.
|
||
|
||
|
||
---------------
|
||
INSERT DETAILS:
|
||
---------------
|
||
|
||
|
||
Command Action
|
||
------- ------
|
||
ROW Consider a square whose upper corner is the cursor and whose
|
||
lower right corner is the lower right corner of the screen.
|
||
The ROW command will move that square down one row. The ROW
|
||
command will not work if the bottom row of the square contains
|
||
any rooms.
|
||
|
||
COLUMN Consider the same square. The column command will shift it one
|
||
column to the right. It will not work if the right column of
|
||
the square contains any rooms.
|
||
|
||
HORZ. All rooms in the same row as the cursor that are at or to the
|
||
right of the cursor position are shifted one column to the
|
||
right. There cannot be a room in the rightmost position of
|
||
cursor row.
|
||
|
||
VERTICAL All rooms at or below the cursor position that are in the same
|
||
column as the cursor are shifted down one row. There can not be
|
||
a room at the bottom of the cursor row.
|
||
|
||
|
||
---------------
|
||
DELETE DETAILS:
|
||
---------------
|
||
|
||
|
||
Command Action
|
||
------- ------
|
||
ROW Imagine a square whose upper left corner is the cursor and
|
||
whose lower right corner is the lower right corner of the
|
||
screen. The ROW command will move that square up one row.
|
||
The ROW command will not work if the top row of the square
|
||
contains any rooms.
|
||
|
||
COLUMN Consider the same square as mentioned above. The COLUMN command
|
||
will shift it one column to the left. It will not work if the
|
||
left column of the square contains any rooms.
|
||
|
||
HORZ. All rooms in the same row as the cursor that are at the right
|
||
or to the right of the cursor are shifted one column to the
|
||
left. There cannot be a room in the same position as the
|
||
cursor.
|
||
|
||
VERTICAL All rooms at or below the cursor that are in the same column as
|
||
the cursor are shifted up one row. There cannot be a room in
|
||
the same position as the cursor.
|
||
|
||
|
||
____________
|
||
/ /
|
||
/ Section 9 /
|
||
/___________/
|
||
|
||
|
||
---------------
|
||
OTHER COMMANDS:
|
||
---------------
|
||
|
||
|
||
From the XTRAS menu, there are three additional commands:
|
||
|
||
RAM
|
||
|
||
The number of bytes of memory left is displayed.
|
||
|
||
NEW
|
||
|
||
Clears memory so that you can begin with a clean slate.
|
||
|
||
BOOT
|
||
|
||
The computer will be rebooted from the drive that Quick-Draw Adventure Mapper
|
||
was loaded from.
|
||
|
||
|
||
_____________
|
||
/ /
|
||
/ Appendix I /
|
||
/____________/
|
||
|
||
|
||
-------------------------------
|
||
SPECIFYING INTERFACE CARD DATA:
|
||
-------------------------------
|
||
|
||
|
||
If you have a printer interface card that is not currently supported, you have
|
||
three options:
|
||
|
||
[01] Buy a supported card. (Not a popular choice).
|
||
|
||
[02] Write your own interface driver. (Explained in the next section).
|
||
|
||
[03] Specify certain parameters about your interface. (Explained below).
|
||
|
||
During configuration, select the "USER-SPECIFIED" option for your interface and
|
||
answer affirmatively when asked if you want to specify your interface
|
||
parameters.
|
||
|
||
You need to know the following information which should be in the manual for
|
||
your interface card:
|
||
|
||
Data Address - This is the address at which each byte must be stored in
|
||
order to transmit it to the printer.
|
||
|
||
Busy Address - This is the address that contains the printer busy status.
|
||
|
||
Busy Bit - This is the bit number in the busy address that must be tested
|
||
to determine if the printer is busy. The low order bit is 0 and
|
||
and the high order bit is 7.
|
||
|
||
Set/Reset - Set means that if the bit is on, the printer is busy. Reset
|
||
means that if the bit is off, the printer is busy.
|
||
|
||
Strobe On Address - This is an address that must be toggled after the data
|
||
byte has been stored in order to transfer the data. It
|
||
is not required on most interfaces.
|
||
|
||
Strobe Off Address - This address is required on some interfaces and must be
|
||
toggled after the strobe on address.
|
||
|
||
Addresses can be entered as decimal (default) or hexadecimal (preceded with a
|
||
"$") values. You can enter absolute addresses set for a specific slot or make
|
||
them adjust to the slot number (s) entered during configuration. After
|
||
specifying each address, you will have to select one of five address
|
||
modifications:
|
||
|
||
- None
|
||
- Slot *16
|
||
- Slot *256
|
||
- 2nd Slot *16
|
||
- 2nd Slot *256
|
||
|
||
|
||
----------------------------
|
||
WRITING AN INTERFACE DRIVER:
|
||
----------------------------
|
||
|
||
|
||
If you can program in 6502 assembly language, you can write your own interface
|
||
driver. The rules are very simple:
|
||
|
||
- Your routine must begin at $4300 and be no longer than $0100 (256) bytes.
|
||
|
||
- The printer drivers JSR to $4300 with the character to be output in the
|
||
accumulator.
|
||
|
||
- Name your routine "USER-WRITTEN.IF" and select "USER-WRITTEN" from the
|
||
interface menu during configuration.
|
||
|
||
- The printer slot # is stored at $CE. The 2nd slot value is stored at $CF.
|
||
|
||
- You can use the page zero locations between $90 and $9F.
|
||
|
||
|
||
-------------------------
|
||
WRITING A PRINTER DRIVER:
|
||
-------------------------
|
||
|
||
|
||
Writing a printer driver is considerably harder. The following requirements
|
||
should be met:
|
||
|
||
- The driver must begin at $4000 and be no more than $300 (768) bytes long.
|
||
|
||
- To be general purpose, it should call an interface driver at $4300 to output
|
||
each character.
|
||
|
||
- Mapper calls 5 different subroutines:
|
||
|
||
> JSR $4000 to perform a normal form feed operation on the printer.
|
||
|
||
> JSR $4003 to output a normal text line. The data begins at $2C00. Output
|
||
80 bytes maximum or until a carriage return ($D) is found.
|
||
|
||
> JSR $4006 to enter graphics mode. You can do whatever is required to init-
|
||
alize the printer. All subsequent calls will be to output graphic lines
|
||
until a leave graphics mode call is made. The line spacing must be 7
|
||
"dots" high.
|
||
|
||
> JSR $4009 to send a line of graphics data. The data is at $2A00 and
|
||
consists of 480 bytes with each byte containing a column that is 7 "dots"
|
||
high and one "dot" wide. The high order bit is always off, the 2nd highest
|
||
is the top bit in the column, the low order bit is the bottom.
|
||
|
||
> JSR $400C to leave graphics mode. You should do all of the "clean-up" that
|
||
is required.
|
||
|
||
- You can use the space between $2000 and $27BF while in graphics mode. The
|
||
contents will be indeterminate when graphics mode is entered and will be
|
||
destroyed after graphics mode is exited. In between, it will be stable and
|
||
survive between graphic line calls.
|
||
|
||
- Name your routine "USER-WRITTEN.PR" and select "USER-WRITTEN" from the
|
||
printer selection menu during configuration.
|
||
|
||
- You can use the page zero locations between $80 and $8F.
|
||
|
||
- The graphics density value is stored at location $4B. A zero indicates single
|
||
density, while a one means double density.
|
||
|
||
|
||
|
||
Any questions, comments, or suggestions should be left in E-mail to me on:
|
||
|
||
|
||
Apple Manor [716] 836-0075
|
||
The Black Market [615] 377-6929
|
||
Sherwood Forest ][ [914] 359-1517
|
||
Sherwood Forest /// [914] 352-6543
|
||
|
||
|
||
Later dudes,
|
||
|
||
-Sherlock Apple!/-\!!/-\!!/-\!
|
||
-The Apple Mafia
|
||
-I/N/T/E/N/S/E!
|
||
-Ware Busters!
|
||
|
||
|
||
[10][01][84]
|
||
|
||
PS: Other sysops are welcome to use this file on their boards providing they
|
||
don't change anything.
|
||
|
||
-= End of File =-
|
||
|