464 lines
13 KiB
Plaintext
464 lines
13 KiB
Plaintext
,m3 0
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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
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between the rooms in your adventure. Up to eight connections can be
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defined between rooms. The PATHWAYS command calls up one of the same
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three menus as the ITEMS command. The reasons for calling a
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particular menu and the basic function of the ADD, DELETE, and LEAVE
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commands are the same as the ITEMS command. The only real difference
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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
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screen under the word "PATHWAY". For each connection, a fourteen
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character pathway can be entered to define the direction that must be
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taken in order to move to the connecting room. Some typical examples
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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
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move to the 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
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you want 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
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display will change to show the map grid. The room you are currently
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editing will be 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
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the room you wish to connect to. The "SELECTED" area will update to
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display the titles of the rooms as you move the cursor through them.
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Once your cursor is properly positioned, press the "RETURN" key to
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establish the connection between the 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
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you're editing to the room you've selected. Since most connections
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run both ways, when a room is initially added, you are given the
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opportunity to establish the other connection. This feature is not
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implemented for the edit command.
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After you have defined the connection, you will return to the room
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editing display. The second line from the bottom will display the
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question:
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REVERSE PATHWAY?
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If you hit "RETURN", a single direction pathway will be established
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from the current room to the selected room. If you want to define a
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two way path later, position to the other room and define another one
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way path back to the room you are now editing. If, in response to the
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question, you type in a pathway, a two way path will be defined.
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For example, you can enter a path from room 1 east to room 2. If you
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type "WEST" when asked for a reverse pathway, then a path exists from
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room 2 west to room 1. It should be emphasized that establishing a
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path with a reverse path, is exact- ly equivalent to establishing two
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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 "?"
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as the room number. The room title will be shown as question marks
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and exit indica- tors will be printed on the map for each pathway to
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nowhere. You can enter the correct destination later, as you get
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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
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be entered as abbreviations but will be au tomatically expanded to
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their full 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
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automatic 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
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disk. DO NOT USE YOUR PROGRAM DISK TO STORE YOUR ADVENTURES. The
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Quick-Draw Adventure Mapper uses data disks that are the same disk
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format as DOS 3.3, but organized differently. This means that:
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1. Any disk initialized with standard DOS 3.3 can be used as a data
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disk.
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2. Any data previously on the disk will be lost when used with
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Quick-Draw Adventure Mapper.
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3. There are no files on the disk that can be recognized by any file
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oriented utility. Therefore, a program like APPLE's FID will not
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operate on the data disks.
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4. Any program (such as APPLE's COPYA) that copies the entire disk can
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be used to back-up your data disks.
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When you select the XTRAS command from the highest level menu, you
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will be 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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FILES SLOT/DRIVE INIT CATALOG LEAVE
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The various menu commands are explained below.
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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
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other commands will operate from. The default is set to the drive
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that you booted Quick-Draw Mapper from.
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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.
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This command produces fully compatable DOS 3.3 disks. Until you save
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Quick-Draw Adventure Mapper files on it, the disk is the same as that
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produced by APPLE DOS's INIT command.
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--------
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CATALOG:
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--------
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A single Quick-Draw Adventure Mapper disk can hold four different data
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sets. This command will read the disk in the current slot and drive
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and display the titles of the four files. Missing files are displayed
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as blanks. The titles are displayed under the "FILE TITLE" heading on
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the screen.
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------
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FILES:
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------
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A disk catalog is performed and a new menu is called up with the
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following functions:
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SAVE RESTORE PRUGE LEAVE
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When you press the "S" key to begin the SAVE command, the disk's
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catalog will will be displayed and a flashing indicator will be placed
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in the left most column of the title display area. You can use the
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arrow keys to position the indicator.
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If the position you selected already has a file title, your current
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data will be stored in that position under the same name. If the
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position is blank, a cursor will appear next to the indicator and you
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will have to enter a file title. Make the title discriptive, since it
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will be used when the maps and information summaries are printed.
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The RESTORE command lets you select a file to bring back into memory.
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If you pick an empty file, the current memory is preserved.
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The PURGE command erases a file on the disk, so that you can use the
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space to save a different adventure under a new title.
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____________
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/ /
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/ Section 7 /
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/___________/
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----------------------------
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PRINTING MAPS AND SUMMARIES:
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----------------------------
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Selecting the PRINT command from the XTRAS menu will call up a new
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menu:
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ALL MAP SUMMARY CHANGED OPTIONS LEAVE
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Use these commands to print maps and summaries of your adventure:
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ALL
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Prints a map and summary of the current adventure. MAP Prints the map
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only.
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SUMMARY
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Prints the summary only.
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CHANGED
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Prints the summary only for the rooms that have been added or changed
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since the last boot, NEW command, or RESTORE command.
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OPTIONS
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Sets options that control the appearance of the printed map.
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------------
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MAP OPTIONS:
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------------
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Selecting the OPTIONS command from the PRINT menu calls up still
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another menu:
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NUMS TITLES BOTH SHOW OMIT 1 2 LEAVE
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These commands control the map printing options and can be set in the
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configuration program:
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NUMS
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Only the room numbers are printed
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TITLES
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Only the titles are printed
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BOTH
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Both the room numbers and the titles are printed
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SHOW
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The entry/exit path indicators, explained below, are shown on the
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map.
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OMIT
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The entry/exit indicators are removed from the map
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1
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Prints the map in single density graphics
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2
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Prints the map in double density graphics (not available on all
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printers)
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The entry/exit indicators let you see which paths enter and exit a
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room. A path leaving a room has a small line drawn perpendicular to it
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on the outside of the box representing the room. The line is drawn
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inside the box if the path enters the room. If a path enters and exits
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a room, BOTH lines are drawn.
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You should print out maps using the various combinations to determine
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your own individual preference.
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____________
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/ /
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/ Section 8 /
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/___________/
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------------------
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REARRANGING ROOMS:
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------------------
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From the XTRAS menu, the MOVE command will display the current
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adventure map on the screen and present one of the following menus:
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PICKUP INSERT DELETE LEAVE
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-or-
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INSERT DELETE LEAVE
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The first menu is presented when the cursor is positioned on an
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existing room. The second menu, without the PICKUP command is used
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when the cursor is positioned to an empty spot.
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-------
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PICKUP:
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-------
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The room located at the current cursor position changes color. Move
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the cursor to the new location for that room. When you press the
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"RETURN" key, the room at the old position will disappear, and
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reappear at the current location of the cursor. Obviously, you cannot
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move a room to a location that is currently occupied by another room.
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------------------
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INSERT AND DELETE:
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------------------
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These commands allow you to move many rooms at one time. Selecting
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one of them indicates whether you want to insert or delete space and
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brings up the following menu:
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ROW COLUMN HORZ. VERTICAL LEAVE
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These commands will move the existing rooms as explained below. None
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of the commands will allow you to shift rooms off of the map. You
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should practice the room moving commands until you are comfortable
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using them.
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---------------
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INSERT DETAILS:
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---------------
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ROW
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Consider a square whose upper corner is the cursor and whose lower
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right corner is the lower right corner of the screen. The ROW command
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will move that square down one row. The ROW command will not work if
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the bottom row of the square contains any rooms.
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COLUMN
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Consider the same square. The column command will shift it one column
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to the right. It will not work if the right column of the square
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contains any rooms.
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HORZ.
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All rooms in the same row as the cursor that are at or to the right of
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the cursor position are shifted one column to the right. There cannot
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be a room in the rightmost position of cursor row.
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VERTICAL
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All rooms at or below the cursor position that are in the same column
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as the cursor are shifted down one row. There can not be a room at the
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bottom of the cursor row.
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---------------
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DELETE DETAILS:
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---------------
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ROW
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Imagine a square whose upper left corner is the cursor and whose lower
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right corner is the lower right corner of the screen. The ROW command
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will move that square up one row. The ROW command will not work if
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the top row of the square contains any rooms.
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COLUMN
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Consider the same square as mentioned above. The COLUMN command will
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shift it one column to the left. It will not work if the left column
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of the square contains any rooms.
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HORZ.
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All rooms in the same row as the cursor that are at the right or to
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the right of the cursor are shifted one column to the left. There
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cannot be a room in the same position as the cursor.
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VERTICAL
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All rooms at or below the cursor that are in the same column as the
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cursor are shifted up one row. There cannot be a room in the same
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position as the cursor.
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