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____________
/ /
/ Section 5 /
/___________/
-----------------
CONNECTING ROOMS:
-----------------
The PATHWAYS command provides the mechanism to define the connections
between the rooms in your adventure. Up to eight connections can be
defined between rooms. The PATHWAYS command calls up one of the same
three menus as the ITEMS command. The reasons for calling a
particular menu and the basic function of the ADD, DELETE, and LEAVE
commands are the same as the ITEMS command. The only real difference
is the information to be recorded.
---------
PATHWAYS:
---------
When you add a pathway, the cursor will go to the left side of the
screen under 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 connecting room. Some typical examples
are:
NORTH, SOUTHEAST, UP, FOLLOW PATH, GO DOOR, CLIMB TREE, LAUNCH BOAT
---------------------------
CONNECTING TO ANOTHER ROOM:
---------------------------
After you have edited your pathway and hit return, the cursor will
move to the right side of the same line under the word "ROOM".
At this point, all you have to do is enter the room number of the room
you want to connect it to. You have just made a room connection.
What did you say? You don't remember the room number? Read on.
--------------------------
SELECTING YOUR CONNECTION:
--------------------------
Instead of entering the room number, just press the "RETURN" key. The
display will change to show the map grid. The room you are currently
editing will be shown in a different color with the cursor around it.
Move the cursor, using the normal room cursor movement commands, to
the room you wish to connect to. The "SELECTED" area will update to
display the titles of the rooms as you move the cursor through them.
Once your cursor is properly positioned, press the "RETURN" key to
establish the connection between the rooms.
-----------------
REVERSE PATHWAYS:
-----------------
So far, you have established a single direction pathway from the room
you're editing to the room you've selected. Since most connections
run both ways, when a room is initially added, you are given the
opportunity to establish the other connection. This feature is not
implemented for the edit command.
After you have defined the connection, you will return to the room
editing display. The second line from the bottom will display the
question:
REVERSE PATHWAY?
If you hit "RETURN", a single direction pathway will be established
from the current room to the selected room. If you want to define a
two way path later, position to the other room and define another one
way path back to the room you are now editing. If, in response to the
question, you type in a pathway, a two way path will be defined.
For example, you can enter a path from room 1 east to room 2. If you
type "WEST" when asked for a reverse pathway, then a path exists from
room 2 west to room 1. It should be emphasized that establishing a
path with a reverse path, is exact- ly equivalent to establishing two
one-way paths between rooms.
--------------------
PATHWAYS TO NOWHERE:
--------------------
If you do not know where a particular exit goes, you can enter a "?"
as the room number. The room title will be shown as question marks
and exit indica- tors will be printed on the map for each pathway to
nowhere. You can enter the correct destination later, as you get
further along on your adventure.
----------------------
PATHWAY ABBREVIATIONS:
----------------------
The more common pathway directions receive special handling. They can
be entered as abbreviations but will be au tomatically expanded to
their full form for presentation.
The pathway entries that are recognized are:
Pathway Abbreviation
------- ------------
NORTH N
SOUTH S
EAST E
WEST W
UP U
DOWN D
NORTHEAST NE
NORTHWEST NW
SOUTHEAST SE
SOUTHWEST SW
Enter some of the abbreviations above as pathways to observe their
automatic expansion into their full form.
____________
/ /
/ Section 6 /
/___________/
----------------------
USING YOUR DISK DRIVE:
----------------------
The data you have entered can be stored and retrieved from a data
disk. DO NOT USE YOUR PROGRAM DISK TO STORE YOUR ADVENTURES. The
Quick-Draw Adventure Mapper uses data disks that are the same disk
format as DOS 3.3, but organized differently. This means that:
1. Any disk initialized with standard DOS 3.3 can be used as a data
disk.
2. Any data previously on the disk will be lost when used with
Quick-Draw Adventure Mapper.
3. There are no files on the disk that can be recognized by any file
oriented utility. Therefore, a program like APPLE's FID will not
operate on the data disks.
4. Any program (such as APPLE's COPYA) that copies the entire disk can
be used to back-up your data disks.
When you select the XTRAS command from the highest level menu, you
will be presented with the following options:
DISK PRINT MOVE BOOT NEW RAM LEAVE
Select DISK and the screen should display a new menu:
FILES SLOT/DRIVE INIT CATALOG LEAVE
The various menu commands are explained below.
-----------
SLOT/DRIVE:
-----------
Press the "S" key and you can change slot and drive numbers that all
other commands will operate from. The default is set to the drive
that you booted Quick-Draw Mapper from.
-----
INIT:
-----
If you don't have an initialized disk, this is the command for you.
This 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 LEAVE
Use these commands to print maps and summaries of your adventure:
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:
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:
---------------
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:
---------------
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.