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Andrew Plotkin
2023-11-16 18:19:54 -05:00
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.c;CREATING AN APPLE ZGAME: DISK FOR A NEW GAME
.s
Before transferring a game to the Apple, a ZGAME: create disk must exist. If
one does not yet exist for a given game, use this procedure to make one. You
will need a ZGAME create disk from a previous game. The new create disk will
be a clone of this one. This procedure should be done on the Apple IIe.
.s
1. Put the disk labelled "PASCAL/APPLE" in the top drive. Put a blank disk in
the bottom drive.
.s
2. Turn on the Apple. (The on-off switch is in the back.)
.s
3. The screen will display a menu. Type "X".
.s
4. You will be asked what file to execute. Type "FORMATTER" and hit return.
.S
5. You will be asked what disk you want to format. Type "5" (which for some
obscure reason refers to the bottom drive) and hit return.
.s
6. When the formatting procedure is done, you will asked again what disk you
want to format. Just hit the Return key to leave the format program.
.s
7. The menu will appear again. Type "F".
.s
8. A different menu will appear. Type "T".
.s
9. Put the ZGAME: create disk for the old game in the top drive.
.s
10. You will be asked what file you wish to transfer. Type "ZGAME:,BLANK:"
and hit return.
.s
11. You will be asked two questions. Type "Y" for both.
.s
12. After the transfer is completed, put the PASCAL/APPLE disk back in the top
drive.
.s
13. Type "Q". The disk in the bottom drive is now the ZGAME: create disk for
the new game. Label it as such. You are now ready to transfer the game to
the Apple.
.pg
.c;TRANSFERING A GAME FILE FROM THE DEC-20 TO THE APPLE IIe
.s
NOTE: In order to transfer a game to the Apple, a ZGAME: create disk must
exist for that game. If one does not yet exist, follow the instructions on
the previous sheet to make one.
.s
1. Connect the TN20 remote line to the Apple (the flappy plug in the back).
You will need the adapter cable labelled "Apple/Osborne" to do this.
.s
2. Put the disk labelled "PASCAL/APPLE" in the top drive. Put the ZGAME: disk
in the bottom drive.
.s
3. Turn on the Apple.
.s
4. You will see a menu. Type "F" to enter the filer.
.s
5. You will see a different menu. Type "P" to set a prefix.
.s
6. You will be asked for the name of a prefix. Type "ZGAME:" and hit
return. Don't forget the colon.
.s
7. When the menu reappears, type "R" to remove the old game file.
.s
8. You will be asked for the name of a file. Type "GAME". You will
then be asked if you want to update the directory. Type "Y".
.s
9. When the menu reappears, type "Q" to leave the Filer.
.s
10. The original menu will return. Type "X" to execute a program.
.s
11. You will asked for the name of the program. Type "TFTPER" and hit
return.
.s
12. You will be asked for the name of the file. Type "GAME" and hit return.
.s
13. Go to a DEC-20 terminal and run TN20 (see separate instructions for
the use of TN20).
.s
14. A line of A's should begin appearing on both the DEC-20 terminal and the
Apple. The transfer should take around ten minutes. When the transfer
is complete, log off the DEC-20.
.s
15. Go back to the Apple. The ZGAME: create disk now contains the game
file and is ready to be used to make Apple versions of the game.
.pg
.c;MAKING COPIES OF GAMES FROM THE APPLE ZGAME: DISK
.s
1. Put the disk labelled "PASCAL/APPLE" in the top drive. Put the
ZGAME: create disk for the appropriate game in the bottom drive.
.s
2. Turn on the Apple.
.S
3. A menu should appear on the monitor. Type "X" to execute a program.
.s
4. You will be asked what program you want to execute. Type
"ZGAME:CREATOR" and hit return.
.s
5. You will be instructed to put the destination disk in drive #4. Remove
the PASCAL/APPLE disk from the top drive. Put a blank disk in the top
drive. (It isn't necessary to use an Apple-formatted disk for the blank
disk; the CREATOR program will format the blank disk itself). Close the
door twice to make sure that the disk is seated properly. Hit the
return key. Don't ask why the top drive is called drive #4.
.s
6. The CREATOR program will format the blank disk, and then copy the
game onto it from the create disk. This will take about five minutes.
.s
7. When the copying is complete, you will told to place the next destination
disk in drive #4. At this point, you can make another copy of the game (by
going back to Step 5), or you can abort.
.s
8. Test the new game disk(s) by booting them and typing "$VERIFY" at
the game prompt (>).
.pg
.c;HOW TO BOOT DISKS ON THE APPLE II or APPLE IIe
.s
This is an easy one. Just put the game disk in the top drive (label
facing up, oval cut-out toward the back). Turn on the Apple monitor.
Finally, turn on the Apple itself (the on-off switch is in the back,
toward the left side). The disk will take about 10 seconds to boot.

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.lm 10;.rm 70;.paragraph 0, 0;.br;.lm 10;.rm 70;.ts 10,18,26,34,42,50,58,66,74,82;.sp 2;.nj;.i 0;_.c_;HOW TO FORMAT DISKS FOR THE ATARI-800
_.s
NOTE: If you are making masters to send to Dysan, do not format the
disks yourself. Dysan will not be able to read them. Instead, use the
Atari-formatted disks that Dysan sends us. They should be in the Atari
diskholder or in a box on one of the higher shelves.
_.s
1) Put the Assembler/Editor cartridge in the left-hand compartment of
the CPU.
_.s
2) Put the disk labelled "Atari DOS and Z Utitlies" in the top disk
drive, labelled 'Drive 1'.
_.s
3) Turn on the monitor and the disk drive(s), then turn on the CPU. The
on-off switch is on the right side. Make sure the hatch is closed.
_.s
4) The screen will say "EDIT". Type "DOS".
_.s
5) A menu of options will appear. Type "I" to format a disk.
_.s
6) You will be asked for a drive number. If you are only using one
drive, remove the Utilities disk from Drive 1. Put a blank disk in
Drive 1 and type "1". If you are using both drives, put the blank disk
in the bottom drive, labelled Drive 2, and type "2".
_.s
7) Before you begin the formatting process, make sure that the Utilities
disk is NOT in the drive you are about to format with, or it will get
destroyed. Type "Y" to begin the formatting process.
_.s
8) Formatting will take about a minute. If you wish to format another
disk, repeat the process.
.sp 1;.s 1;.sp 2;_.pg
_.c_;TRANSFERING A GAME FILE FROM THE DEC-20 TO THE ATARI 800
_.s
NOTE: If you are making masters to send to Dysan, do not format the
disks yourself. Dysan will not be able to read them. Instead, use the
Atari-formatted disks that Dysan sends us. They should be in the Atari
diskholder or in a box on one of the higher shelves.
_.s
1) Before you begin, make sure that you have as many Atari-formatted
blank disks as you need. You will need one for every one-disk game you
copy (such as Zork I), and two for every two-disk game you copy (such as
Deadline).
_.s
2) Put the Assembler/Editor cartridge in the left-hand cartridge compartment
of the CPU.
_.s
3) Put the disk labelled "Atari DOS and Z Utilities" in the top disk
drive, labelled Drive 1.
_.s
4) Make sure all the peripherals that you're using (disk drives,
monitor, and interface module) are plugged in and turned on. Plug the
TN20 line into the cable from the interface module.
_.s
5) Turn on the CPU. (For the CPU to be activated, the hatch must be
closed and the power switch on the right side must be set to 'ON'.)
_.s
6) The screen will say "EDIT". Type "DOS".
_.s
7) The screen will display a menu of options. Type "L".
_.s
8) You will be asked "LOAD FROM WHAT FILE_?" Type "TFTP.OBJ".
_.s
9) You will be asked something else. Type "B". (The disk drive should
run at this point. If it doesn't, see Footnote 1.)
_.s
10) The screen will say "EDIT". Type "BUG".
_.s
11) If you are only using one drive, replace the DOS _& Z UTILITIES disk
with a blank Atari-formatted disk. If you are using both drives, put the
blank Atari-formatted disk in the bottom drive, labelled 'Drive 2'.
_.s
12) The screen will say "DEBUG". Type "C6294_<0C".
_.s
13) The screen will say "DEBUG" again. If you are only using one drive,
type "C6005_<1" to instruct the copy program to copy to drive one. If
you are using both drives, skip this step.
_.s
14) The screen will say "DEBUG" again. Type "C6003_<1,0".
_.s
15) The screen will say "DEBUG" again. Type "G6000". (Nothing should
appear on the screen at this point. If a complex error message appears,
check to make sure that the interface module is turned on and connected
properly, and read Footnote 1).
_.s
16) Before running TN20, make sure that the Utilities disk is not in the
drive you are about to copy to, or you will erase it.
_.s
17) Log onto the DEC-20 and follow the instructions for running TN20.
The file that you want to transfer at this point is called ZIP.ATR and
is located in the Z: directory.
_.s
18) ZIP.ATR, the Atari interpreter, should now begin transferring to the
blank disk in the Atari. A line of A's should appear on the Atari's
screen. Transferring ZIP.ATR should only take one or two minutes.
_.s
19) When the transfer is complete, the Atari screen will say "DEBUG".
Type "C6003_<39,0".
_.s
20) The screen will say "DEBUG" again. Type "G6000".
_.s
21) If you are transferring a one-disk game (smaller than 84,972 bytes),
run TN20 and send the game file. If you are transferring a two-disk
game, run TN20 and send the [name-of-game].PRE file. (Make sure that the
game file has been SPLIT.)
_.s
22) A line of A's should begin appearing on the Atari monitor. The game
file will take about 15 minutes to transfer_; the [game].PRE file will
only take about 5 minutes.
_.s
23) If you are transferring a one-disk game, go to Step 29. If you
are transferring a two-disk game, go on to the next step.
_.s
24) Replace the disk which now contains ZIP.ATR and [game].PRE with a
blank Atari-formatted disk.
_.s
25) The Atari screen should read "DEBUG". Type "C6003_<1,0".
_.S
26) The screen will say "DEBUG" again. Type "G6000."
_.s
27) Run TN20 and transfer the [name-of-game].PUR file.
_.s
28) Once again, a line of A's should appear on the Atari monitor. The
[game].PUR file should take about 15 minutes to transfer.
_.s
29) The game disk(s) should now be complete. Remove the Assembler/Editor
cartridge from the CPU, and boot the disk(s). When the game cursor
appears, type "$verify" to make sure that the game transferred correctly.
_.s 3
FOOTNOTE 1: If the disk drive fails to run after Step 9, or if you get
a long error message after Step 15, it may be because the MEM.SAV file
has been somehow deleted from the Utilities disk. Reboot the Utilities
disk, go to the DOS menu of options, and type "N". Answer the next
question by typing "Y". When you are prompted again, start the copy
procedure over again from Step 1.
.sp 1;.s 1;.sp 2;_.pg
_.c_;COPYING ATARI DISKS
_.s
1) Put the disk labelled "Atari RZUTIL" in the top disk drive. Make sure that
the drives are both plugged in and powered on, and then turn on the CPU.
_.s
2) The screen will display a menu of two options. Type "D".
_.s
3) Place the disk to be copied in the bottom drive.
_.s
4) Place a blank disk in the top drive.
_.s
5) Hit RETURN. Wait a while. Check to make sure the new copy is okay.
_.s
6) If the copy procedure isn't working, turn off the Atari. Go away for an
hour. Come back and try again.
.sp 1;.s 1;.sp 2;_.pg
_.C_;HOW TO BOOT DISKS ON THE ATARI-800
_.s
1) Turn on the Atari monitor and the top disk drive, labelled 'Drive 1'.
_.s
2) When the drive has stopped running, put the disk in the drive, with
the label facing up and the oval cutout toward the rear. (You'll know
when the drive has stopped running because it will stop making noise.
Also, the active light, the upper of the two small red lights, will go
off).
_.s
3) Close the drive door.
_.s
4) Turn on the CPU. The on-off switch is on the right side of the CPU.
The CPU cartrdige hatch must also be closed for the CPU to activate.
_.s
5) The game should appear in about 30 seconds. If it is a two-disk game,
you be instructed when to insert the second disk. Always wait until the
drive stops running before you remove or insert a disk.
.br;.j;.ts 10,18,26,34,42,50,58,66,74,82;.sp 1;

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.c;HOW TO FORMAT DISKS FOR THE COMMODORE 64
.s 2
1. Turn on the monitor, disk drive and CPU.
.s
2. Put the create disk in the disk drive.
.s
3. The monitor should say READY. Type LOAD"FORMAT",8 and hit the return
key.
.s
4. When the monitor says READY, replace the create disk with a blank
disk. Type RUN and hit the return key.
.s
5. You will be asked NAME? Type the full name of the game to be
tranferred to that disk, and hit the return key.
.s
6. The blank disk in thr drive will now be formatted. It will take about
a minute or two.
.s
7. When the formatting procedure is complete, the monitor will say READY
again. Type LOAD"$",8 and hit the return key.
.s
8. The monitor will say READY. Type LIST and hit the return key.
.s
9. The monitor will say [N BLOCKS FREE] where N is the number of free
blocks on your newly-formatted disk.
.pg
.c;TRANSFERRING A GAME FROM THE PDP-11 TO THE COMMODORE 64
.S 2
NOTE: Since TN20 will not work for sending files to the Commodore, you
must transfer game files from the PDP-11. Therefore, before beginning
the following procedure, first make sure that the current version of the
game file is in the PDP-11's INT directory. If not, then follow the
instructions for transferring a game file from the DEC-20 to the PDP-11.
.s
1. Turn on the Commodore's monitor, disk drive, and CPU. Plug the cable
labelled "TN" (not TN20) into the Commodore.
.s
2. Put the create disk in the disk drive. (Note that there is just one
create disk for every game, not a separate disk for each game as is the
case on most other micros.)
.s
3. The monitor should say READY. Type LOAD"RCV",8 and hit the return key.
.s
4. Replace the create disk with a blank formatted disk. You can format
this disk yourself by following the formatting procedure on the previous
page. Preferably, use one of the Dysan pre-formatted disks that should
be in the Commodore disk tray.
.s
5. The monitor should say READY. Type RUN and hit the return key.
.s
6. The monitor will say (Z) ZIP OR (G) GAME? At this point, you want
to transfer the Commodore interpreter from the PDP-11, so type Z and hit
the return key.
.s
7. Log onto the PDP-11. (If you want to log onto the PDP-11 from a
DEC-20 account, type 11 at the @-prompt. A prompt that looks like "20>"
will appear. Type C to connect to the PDP-11.) If you don't have an
account on the PDP-11, you can log onto account 3,3. The password is GAMES.
.s
8. When you see the PDP-11's period-prompt, type INT and hit the return
key in order to connect to the INT directory.
.s
9. Check to make sure that the two switches on the side of the PDP-11
are set to 1200 baud.
.s
10. The PDP-11 terminal should be displaying the period-prompt again.
Type TN and hit the return key.
.s
11. You will get a prompt that looks like "TN>". Type S.
.s
12. You will be asked for the name of the file you want to send. At this
point, you want to send the Commodore interpreter. Type ZIP.C64 and hit
the return key.
.s
13. You will told [N blocks], the size of the Commodore interpreter. The
"TN>" prompt will re-appear. Type B.
.s
14. Shortly, a line of A's will begin appearing on the PDP-11 terminal,
and a line of dots will begin appearing on the Commodore monitor. Often,
the first block will not transfer on the first attempt, and a T will
appear at the beginning of the line of A's. Don't worry about it.
.s
15. The interpreter will take around two or three minutes to transfer.
The Commodore monitor should say READY, and the PDP-11 terminal should
be displaying the "TN>" prompt.
.s
16. Replace the game disk with the create disk. Type LOAD"RCV",8 and hit
the return key.
.s
17. The monitor will say READY. Replace the create disk with the game
disk. Type RUN and hit return.
.s
18. You will once again be asked whether you want to transfer the
interpreter or the game file. This time, you want to transfer the game,
so type G and hit return.
.s
19. Return to the PDP-11 terminal, which should be displaying the "TN>"
prompt. Type S.
.s
20. You will be asked what file you want to send. Type the six
letter PDP-11 abbreviation for that particular game, followed by .IML
(Some examples: ZORK1.IML, DEADLN.IML SUSPEN.IML). Hit the return key.
.s
21. You will be told [N blocks], the size of the file to be transferred,
and then the "TN>" prompt will reappear. Type B to begin the transfer.
.s
22. The transfer will take 20 to 30 minutes. Lots of A's should appear
on the PDP-11's monitor and lots of dots should appear on the
Commodore's monitor.
.s
23. When the transfer is complete, the "TN>" prompt should reappear.
Type Q. When you see the period-prompt, logout from the PDP-11. (If you
connected from the DEC-20, hit the BREAK key at this point. You will get
the "20>" prompt. Type Q to return to the DEC-20 Exec.)
.s
24. Return to the Commodore. Replace the game disk with the create
disk. The monitor should say READY. Type LOAD"GAME",8 and hit return.
.s
25. Replace the create disk with the game disk. The monitor should say
READY. Type SAVE"GAME",8 and hit return.
.s
43. The game disk should now be complete and functional. Check it by
booting it and, when the game prompt appears, typing "$verify".
.pg
.c;BOOTING GAME DISKS ON THE COMMODORE 64
.s 2
1. Turn on the Commodore's monitor (switch on the front), disk drive
(switch in the back), and CPU (switch on the right side).
.s
2. Put the game disk in the disk drive, with the label facing up and the
oval cut-out toward the rear. Close the drive door.
.s
3. The monitor should say READY. Type LOAD"GAME",8 and hit the return
key.
.s
4. After a few seconds, the monitor will say READY again. Type RUN and
hit the return key.
.s
5. You will told to wait 1.5 minutes. After this period of time, the
game should come up. If the entire opening does not fit on one screen
you will have to hit the space bar when the monitor says MORE.
.s
6. When the game prompt (">") appears, you can verify the disk by type
"$VE" and hitting the return key. WARNING: Verifying a disk on the
Commodore takes around five minutes.

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.c;HOW TO MAKE CP/M GAME DISKS ON THE PDP-11
.s
NOTE: Before making a CP/M disk, the game file must exist in the
PDP-11's INT directory. If the current version is not there, transfer it
using the instructions in the front of this book.
.s
1. Log onto the PDP-11. A convenient location to do this is the
Decwriter next to the PDP-11, since you will be using the PDP-11's
floppy disk unit. If you don't have an account, you can log onto account
3,3 (password: GAMES).
.s
2. Put the CP/M create disk for that particular game into the left-most
drive of the PDP-11's floppy disk unit. Turn on the power to the floppy
disk unit. Make sure that the switch below the left-most drive is NOT
set to write-protect.
.s
3. When you get the PDP-11's period-prompt, type INT and hit the return
key.
.s
4. The period-prompt will reappear. Type CPMFLX and hit the return key.
.s
5. You will be asked to enter the CP/M device. Type DX0: and hit the
return key. (The third character is a zero; don't forget the colon.)
.s
6. A menu will be displayed. Type E and hit the return key.
.s
7. You will be asked to enter the CP/M file specification. Type
[cpm-name].DAT and hit the return key (where [cpm-name] is the name of
the game, truncated to eight letters if nescesary). Some examples:
ZORK1.DAT, STARCROS.DAT, PLANETFA.DAT.
.s
8. The menu will appear. Type C and hit the return key.
.s
9. You will asked to enter the DEC file specification. Type
[11-name].IML and hit the return key (where [11-name] is the PDP-11's
six-letter abbreviation for the game name). Some examples: ZORK3.IML,
DEADLN.IML, SUSPEN.IML.
.s
10. After about a minute, the menu will appear. Type X and hit the
return key.
.s
11. The period-prompt will appear. Logout of the PDP-11.
.s
12. The game file has now been transferred to the create disk. It is
time to rename the game file. Log back onto the
PDP-11, this time using the account 8,8 (password: CPM).
.s
13. Type any key as instructed. A prompt will appear that looks like
"A>". Type C: and hit the return key.
.s
14. A "C>" prompt will appear. Type REN [cpm-name].DAT=[11-name].IML and
hit the return key.
.s
15. Boot the game by typing [cpm-name] and hitting the return key. When
the game prompt appears, type $VE and hit the return key.
.s
16. If the create disk verifies, it is time to use it to make a game
disk. This is simply a matter of making a copy of the create disk. Put a
blank initialized 8" disk in the center drive of the floppy disk unit.
Make sure that the write-protect switch for the center drive is not set
to write-protect.
.s
17. The PDP-11 terminal should still be displaying the "C>" prompt. Type
A:PIP D:=*.* and hit the return key.
.s
18. Wait a little while. Lots of stuff will appear on the PDP-11
terminal. Finally, the "C>" prompt will return. Type D: and hit the
return key.
.s
19. The "D>" prompt will appear. Type [cpm-name] to boot the game from
the newly-created game disk in the center drive. When you see the game
prompt, type $VE to verify the disk.
.s
20. Leave the game by typing Q, hitting return, typing Y, and hitting
return again. When you see the "D>" prompt, logout from the PDP-11 by
typing A:EXITCPM and hitting the return key.
.pg
.c;HOW TO LOAD CP/M DISKS ON THE PDP-11
.s 2
1. Turn on the PDP-11's floppy disk unit.
.s
2. Put the disk in the left-hand drive.
.s
3. Log on to the computer at the Decwriter (or any other convenient terminal)
under account 8,8. The password is "CPM".
.s
4. The computer will instruct you to strike any key. Strike any key.
.s
5. A prompt will appear that looks like "A>". Type "C:".
.s
6. A prompt will appear that looks like "C>". Type "DIR" for a directory of
the disk, or type "STAT" for information on each file.
.s
7. Type [game] to play the game, where [game] is the first eight letters
of the name of the game. (For example "STARCROS" or "SUSPENDE")
.s
8. After you are done mucking about in CPM and have the "C>" prompt, type
"a:exitcpm". This will log you out.

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.c;FORMATTING DISKS FOR THE IBM PC & TI PROFESSIONAL
.s 2
1. Put the working disk in the left-hand drive (drive A) and turn on the
power. (The machine may take as long as a minute to come on.)
.s
2. Enter the date and time or simply hit Return twice to bypass.
.s
3. You will see a prompt that looks like "A>". Type "Format b:"
.s
4. Place a blank disk in the right-hand drive (drive B).
.s
5. Hit any key to begin the formatting process.
.s
6. When the formatting process is complete, you will be asked if you wish to
format another disk. If you do, type "Y" and go to step four.
.s 2
NOTE: Disks must be formatted on the machine for which the master is
being made. The procedure is the same for both machines, however.
.pg
.C;CREATING AN IBM/TI CREATE DISK FOR A NEW GAME
.s 2
1. Put the disk labelled "working disk" in Drive A (the left-hand
drive) of the IBM PC.
.s
2. Turn on the IBM PC's power (the switch is on the right-side of the
CPU).
.s
3. Enter the date or type Return twice to bypass it.
.s
4. You will see the "A>" prompt. Type "DISKCOPY A: B:".
.s
5. Put any existing create disk in Drive A. Put any blank disk (it
doesn't have to be formatted) in Drive B (the right-hand drive).
.s
6. Hit any key to start the copying procedure.
.s
7. When the screen says "copy completed", remove the disk from Drive B
and label it as the IBM/TI Create Disk for the new game.
.pg
.c;TRANSFERRING A GAME FROM THE DEC-20 TO THE IBM PC
.S 2
NOTE: Copying a game to the IBM is a two-step process. The first step is
transferring the game file to the create disk. The second step is making a
game disk from the create disk.
.s
NOTE: IBM masters and TI masters are both made on the IBM PC from the
same create disk. The only difference is step 20. In other words, to
make masters of a game for both machines, you would only have to TFTP
from the DEC-20 once.
.s
1. Put the working disk in the left-hand drive (drive A). This is the
disk which says "working disk" AND NOTHING ELSE.
.s
2. Put the create disk for that game in the right-hand drive (drive B).
.s
3. Plug the TN20 line into the back of the IBM.
.s
4. Turn on the IBM.
.s
5. Enter the date and time or simply hit Return twice to bypass it.
.s
6. You will get a prompt that looks like "A>". Type "B:"
.s
7. You will get a prompt that looks like "B>". Type "erase game.zip".
.s
8. When the prompt reappears, type "a:basica tftp/s:512/c:512".
.s
9. You will be asked for the name of a file. Type "game.zip".
.s
10. Type control-right-brace as instructed. The IBM is now waiting to
receive the file from the DEC-20.
.s
11. Go to a DEC-20 terminal and follow the instructions for running TN20.
.s
12. When the transfer is complete, go to the IBM and type
control-right-brace as instructed.
.s
13. Type "system".
.s
14. The "B>" prompt will appear. Type "A:".
.s
15. You are now ready to begin phase two, making the game disk from the master
disk. When you see the "A>" prompt, remove the working disk from drive A.
Take the create disk from drive B and put it in drive A. Put a blank,
formatted disk in drive B.
.s
16. If you are making an IBM master, type "create". If you are making a
TI master, type "ticreate". The copying process will take about a minute.
.s
17. When the copying process is complete, remove the create disk. Put the
newly-created game disk in drive A and boot it (by hitting the CTRL, ALT, and
DEL keys at the same time). When the game prompt appears, test it by typing
"$verify". The verification process should take about a minute.
.pg
.C;HOW TO BOOT DISKS ON THE IBM PC
.s 2
1. Put the game disk in the left-hand drive, Drive A.
.s
2. Turn on the power (the large red-orange toggle switch on the
right-hand side of the CPU). If the color monitor is attached instead
of the regular monitor, you will have to turn that on as well.
.s
3. Wait a little while. The IBM PC will take up to a minute to come on,
depending on how much memory is hooked up.
.s
4. If no back-up copy has been made of the game disk, you will be asked
if you want to make it at this point. Type "N".
.s
5. If there is no write-protect sticker on the disk, you will be asked
to put one on. These are the silver-colored peel-off squares. Put one
over the notch on the upper-right corner of the disk.
.s
6. The game should appear almost instantly.
.s
7. To boot another disk, you don't need to turn the power off and on
again. Just put the new disk in Drive A. Then hit the keys labelled
CTRL, ALT, and DEL at the same time. (These keys are in the lower left
and lower right corners of the keyboard). The new disk will boot almost
instantly.
.pg
.C;HOW TO BOOT DISKS ON THE TI PROFESSIONAL
.s 2
1. Put the game disk in the left-hand drive, Drive A.
.s
2. Turn on the TI power using the toggle switch on the right side of the
CPU. The game will boot in a matter of seconds.

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.c;CREATING AN OSBORNE CREATE DISK FOR A NEW GAME
.s
NOTE: Before starting this procedure, make sure you have a blank,
Osborne-formatted disk. This will become the new create disk.
.s
1. Put the CP/M system disk in the left-hand drive, Drive A. Put the
disk labelled "Utilities TFTP/GAME.COM" in the right-hand drive, Drive
B.
.s
2. Turn on the power. Hit return to boot the disk in Drive A. When the
menu appears, hit the ESC key to load CP/M.
.s
3. When the "A>" prompt appears, type "dir b:" to get a listing of the
files on the Utility disk in Drive B. There should be a file called
"[oldname].COM", where "[oldname]" is the name of a pre-existing
Interlogic game, shortened to the first eight letters if necessary.
.s
4. Type "b:" and hit the return key. A "B>" prompt should appear.
.s
5. Type "ED SETUP.ASM" and hit the return key.
.s
6. A prompt that looks like ":*" will appear. Type "1000A" and hit the
RETURN key.
.s
7. A prompt that looks like "1:*" will appear. Type "FDB '" and hit the
RETURN key.
.s
8. A prompt that looks like "30:*" will appear. Type
"8DI[newname]ctrl-Z" and hit the return key. Note that ctrl-Z refers to
hitting the CTRL and Z keys simultaneously. Also, [newname] refers to
the name of the game you are creating this Create Disk for, shortened to
the first 8 letters or padded to 8 letters using spaces.
.s
9. A prompt will appear that looks like "*". Type "E" and hit the RETURN
key.
.s
10. After a few seconds, the "B>" prompt should reappear. Type "ASM
SETUP" and hit the RETURN key.
.s
11. The CP/M Assembler will run for a little while. When it is done, the
screen will say "End of Assembly", and the "B>" will reappear. Type
"LOAD SETUP" and hit the RETURN key.
.s
12. Some gibberish will appear and then the "B>" will return. Type "REN
[newname].COM=[oldname].COM". In this command, [newname] and [oldname]
should be shortened to 8 letters but should not be padded with spaces if
they are less than 8 letters.
.s
13. The "B>" prompt will appear again. Type "SETUP" and hit the RETURN
key.
.s
14. The screen will say "Configuration Program Finished" and the "B>"
prompt will return. Type "A:" and hit the RETURN key.
.s
15. When the "A>" prompt appears, type "ERA [oldname].COM" and hit the
RETURN key.
.s
16. When the "A>" prompt returns, type "PIP A:=B:[newname].COM" and hit
the RETURN key.
.s
17. The "A>" prompt will return. Remove the Utilities disk from Drive B
and put the blank, Osborne-formatted disk into Drive B. Type a ctrl-C.
.s
18. When the "A>" prompt reappears, type "PIP B:=[newname].COM" and hit
the return key.
.s
19. Type "B:" to connect to Drive B, and then type "DIR" to list the
files on the new Create disk. There should be one file, called
"[newname].COM".
.s
20. You are done. Remove the new Create disk, label it, and put a
write-protect sticker on it.
.pg
.c;HOW TO FORMAT DISKS FOR THE OSBORNE
.s
1. Put the CP/M system disk in the left-hand drive, Drive A.
.s
2. Turn on the power. The switch is in the back, under the lid.
.s
3. Hit the return key to boot the disk in Drive A.
.s
4. When the menu appears, hit the ESC key to load CP/M.
.s
5. When the "A>" prompt appears, type "COPY" and hit return.
.s
6. A two-item menu will appear. Type "F" for FORMAT.
.s
7. You will asked which drive you want to use for the formatting
procedure. Type "B" and hit return.
.s
8. Put a blank disk in Drive B. Hit return to begin the formatting
procedure.
.s
9. A line of F's will appear on the screen. Then a line of V's will
appear just below the F's. When the formatting procedure is done, you
will be asked if you want to format another disk.
.pg
.c;TRANSFERRING A GAME FILE FROM THE DEC-20 TO THE OSBORNE
.s
NOTE: Before you begin, you will need a blank, Osborne-formatted disk
(or two if this is a two-disk game). Refer to the formatting section of
the Osborne documentation.
.s
1. Plug the TN20 line into the front of the Osborne. You will need the
Osborne/Apple black adapter cable to do this.
.s
2. Put the CP/M system disk in Drive A (the left-hand drive) and turn on
the Osborne power. The power switch is in the panel in the back, next to
the power cord.
.s
3. Hit return to boot the CP/M disk. When the menu appears, hit the ESC
key to load CP/M.
.s
4. When the "A>" prompt appears, type "copy" and hit the RETURN key.
.s
5. You will asked whether you want to Format a disk or Copy a disk. Type
"C" to copy a disk.
.s
6. You will asked which drive you want to use for the source disk. Type
"A" for Drive A.
.s
7. Place the Osborne create disk for this game in Drive A. Place a
blank, Osborne-formatted disk in Drive B. Hit the RETURN key to begin
the copy procedure.
.s
8. When the copy procedure is complete, replace the Create disk with the
CP/M disk. Hit several returns until you see the "A>" prompt.
.s
9. Type "dir b:" to see the contents of the disk in Drive B. It should
contain one file, called [game].COM, where [game] is the first 8 letters
of the name of the game.
.s
10. If you are transferring a two-disk game, go to step (16). If you are
transferring a one-disk game, continue to the next step.
.s
11. At the "A>" prompt, type "tftp b:[game].DAT", but do not hit the
RETURN key yet. Note that [game] refers to the first 8 letters of the
game, such as SUSPENDE or PLANETFA.
.s
12. Follow the instructions for running TN20. When you get to the step
where the 20 says "Type any key to begin transfer:" return to the
Osborne and hit the RETURN key. The Drive A red working light will go
on. A bit later, the Drive B red working light will go on. Wait a few
seconds after the Drive B light goes on, and then hit a key on the 20
terminal to begin the transfer.
.s
13. A's will begin appearing on the 20 terminal. No A's will appear on
the Osborne screen, though. The transfer should take around 15 minutes.
When it is done, the Osborne screen will say "Transfer Completed" and
the "A>" prompt will return.
.s
14. Type "b: dir" and hit the RETURN key. The disk in Drive B should
consist of two files, one called [game].COM and one called [game].DAT.
.s
15. The disk is Drive B is now a usable game disk. Boot it by typing
[game] at the "A>" prompt. When the game prompt appears, type "$ve" to
check the disk.
.s
16. The disk is Drive B will become disk one of the game. At the "A>"
prompt, type "tftp b:[game].PRE", but do not hit the RETURN key yet.
Note that [game] refers to the first 8 letters of the game, such as
SUSPENDED or PLANETFA.
.s
17. Follow the instructions for running TN20. Don't forget to SPLIT the
game file to create the [game].PRE and [game].PUR files. When you get to
the step where the 20 says "Type any key to begin transfer:" return to the
Osborne and hit the RETURN key. The Drive A red working light will go
on. A bit later, the Drive B red working light will go on. Wait a few
seconds after the Drive B light goes on, and then hit a key on the 20
terminal to begin the transfer.
.s
18. A's will begin appearing on the 20 terminal. No A's will appear on
the Osborne screen, though. The transfer should take around 5 minutes.
When it is done, the Osborne screen will say "Transfer Completed" and
the "A>" prompt will return.
.s
19. Type "dir b:" and hit the RETURN key. The disk in Drive B should
contain two files, called [game].COM and [game].PRE. Remove this disk
from Drive B and label it as Disk one.
.s
20. Put the second blank, Osborne-formated disk in Drive B. Hit a
ctrl-C.
.s
21. When the "A>" prompt returns, type "tftp b:[game].PUR" but again, do
not hit the RETURN key yet.
.s
22. Run TN20 again, this time sending the [game].PUR file. Remember to
begin the transfer a few seconds after the red working light on the
Osborne's Drive B goes on.
.s
23. A's will appear on the 20 terminal again. The transfer will take
about 15 minutes. When it is done, the Osborne screen will say "Transfer
Completed," and the "A>" will return.
.s
24. Type "dir b:". There should be one file on the disk in Drive B,
called [game].PUR.
.s
25. The disk in Drive B is disk two of the game. Remove it and place
disk one in Drive B.
.s
26. Boot the game. When the game prompt appears, type "$ve" to check the
disk.
TROUBLESHOOTING: The most common error message is something like "BDOS
Bad Sector". If you get this, try hitting ctrl-C. If it still doesn't
work, make sure that the disk you are copying to isn't write-protected.
.pg
.c;COPYING OSBORNE DISKS
.s
1. If you have an Osborne version of a game and you want to make another
copy of it, you just have to duplicate it using the Osborne's CP/M copy
procedure. You will need a blank, Osborne-formatted disk for each disk
you want to copy.
.s
2. Put the CP/M System disk in the left-hand drive, Drive A. Turn on the
Osborn power (in the back under the lid).
.s
3. Hit return to boot the disk in Drive A. When the menu appears, hit
the ESC key to load CP/M.
.s
4. When the "A>" prompt appears, type "copy" and hit the RETURN key.
.s
5. You will be asked whether you want to Copy or Format. Type "C" to
copy a disk.
.s
6. You will be asked which drive you want to use for the source disk.
Type "A" for Drive A.
.s
7. Put the disk to be copied in Drive A. Put a blank, Osborne-formatted
disk in Drive B. Hit the RETURN key to begin the copy procedure.
.s
8. If the game you are copying is a two-disk game, just repeat the above
procedure with the the other disk.
.pg
.c;HOW TO BOOT DISKS ON THE OSBORNE
.s
1. Put the CP/M System disk in the left-hand drive, Drive A. Put the
game disk (disk one if it is a two-disk game) in the right-hand drive,
Drive B.
.s
2. Turn on the Osborne power. The power switch is in the back, under the
small lid, next to where the power cord is attached.
.s
3. Hit the RETURN key to boot the CP/M disk in Drive A.
.s
4. When the help menu appears, hit the ESC key to load CP/M.
.s
5. A prompt that looks like "A>" will appear. Type "b:" to connect to
Drive B.
.s
6. A prompt that looks like "B>" will appear. Type the first 8 letters
of the name of the game, such as ZORK2, STARCROS, or ENCHANTE, and hit
the RETURN key. If you're not sure what to type, you can type "dir" to
get a listing of the files on the disk in Drive B.
.s
7. If it is a one-disk game, the game should now boot. If it is a
two-disk game, you will be instructed to insert to data disk. Remove the
CP/M disk from Drive A and insert disk two. Then hit the RETURN key. The
game should now boot.

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.C;MAKING A RAINBOW CREATE DISK FOR A NEW GAME
.s
1. Put the disk labelled "CPM 80/86 Working" in Drive A, and the disk
labelled "Working Disk TFTP" in Drive B.
.s
2. Turn on the Rainbow by pushing the large switch in front to the "1"
setting.
.s
3. Put the Rainbow in Caps Lock mode.
.s
4. When the menu appears, type "A".
.s
5. When the "A>" prompt appears, type "RED B:ZIP.A86" and hit the return
key.
.s
6. The editor will load. This will take approximately 30 seconds.
.s
7. Type "L" for LOCATE followed by "GAMFCB [tab] DB" and hit the return
key.
.s
8. After a wait of approxmately 90 seconds, the cursor will be at a line
containing the phrase "[game]DAT" and two lines later will be the phrase
"[game]SAV" (where [game] is the name of an Interlogic game shortened to
eight characters or padded to eight characters using spaces).
.s
9. Use the arrow keys to move the cursor to the first character in
"[game]DAT".
.s
10. Type "E" for ERASE and then move the cursor using the right arrow
key a total of eight times. The cursor should now be on the "D" in
"DAT". Hit the DO key. The eight characters you passes over should
disappear.
.s
11. Type "I" for INSERT followed by the name of the game you are making
a create disk for. It must be shortened to the first eight characters or
lengthened to eight characters using blank spaces. Hit the DO key. The
characters should appear before the cursor.
.s
12. Use the arrow key to move the cursor to the first character in
"[game]SAV". Repeat steps 10 and 11.
.s
13. Type "Q" for QUIT.
.s
14. Type "K" for KEEP.
.s
15. After about 30 seconds, the "A>" prompt will appear. You should now
type "SUBMIT ASM" and hit the return key.
.s
16. The Rainbow will run for around minutes. The last thing that appears
on the screen should be:
.s
.ts 15
.no fill
A>PIP ZIP.CMD=B:
A>
.s
.fill
17. Remove the disk from Drive B. Put a blank, RX50 disk in Drive B.
This disk will become the new create disk.
.s
18. Type control-C. You will get another "A>" prompt.
.s
19. Type "PIP B:[game].CMD=ZIP.CMD" and hit the return key.
.s
20. The disk in Drive B is now the create disk for the new game. Label
it as such.
.pg
.c;COPYING GAMES FROM THE DEC-20 TO THE DEC RAINBOW
.s 2
NOTE: Before you begin this procedure, a create disk must already exist for
this particular game. If one does not yet exist, follow the procedure
outlined on the previous pages.
.s
1. Connect the Rainbow's COMM line (a heavy white cable) to the TN20 line.
.s
2. Place the "CP/M 86/80 Working" disk in Drive A, and place the create disk
in Drive B (note that the disk in Drive B should be upside-down).
.s
3. Turn the power on (press "1" on the 1-0 button).
.s
4. A menu will appear. Type "A" to boot the CPM disk in Drive A.
.s
5. At this point, you need to change the set-up features of the Rainbow.
Type the "F3" key (near the top left corner of the keyboard) to enter set-up
mode.
.s
6. Press the "next screen" key twice.
.s
7. The first set-up feature (and possibly the second and third features)
need to be changed. The up-arrow key cycles through the various
allowable values for each feature, and the right-arrow key moves you to
the next feature. The set-up you want is:
.ts 15, 22
8N data B/P
4800 XMT
4800 RCV
.s
8. Press the "F3" key to leave set-up mode.
.s
9. When the prompt "A>" appears, type "era b:[game].dat", where [game] is
the first eight letters of the title. (If you're not sure, type "dir b:"
to get a listing of the files on the disk.)
.s
10. The screen may say "NO FILE" at this point. Ignore it. You'll see
the "A>" prompt again. Type "tftp b:[game].dat".
.s
11. Go to a DEC-20 terminal and follow the separate instructions for
running TN20.
.s
12. Unlike most other transfer programs, A's will not appear on the
screen of the receiving machine, the Rainbow. The transfer should take
five to ten minutes.
.s
13. When the transfer is complete, the Rainbow screen will print
"COMPLETED" and the "A>" prompt should reappear.
.s
14. Type "dir b:" to see the directory of the create disk in Drive B. It
should consist of two files, one called "[game].cmd" and one called
"[game].dat" (where [game] is something like ZORK2 or PLANETFA).
.s
15. At this point, you should return the Rainbow to its default set-up
features. To do this, press the "F3" key, type an upper-case "D", and
press the "F3" key again.
.s
16. At the "A>" prompt type "b:". You will get a "B>" prompt.
.s
17. Boot the game from the create disk in Drive B by typing "[game]"
(where, once again, [game] is the first 8 letters of the name of the
game). When the game prompt appears, test the game by typing "$verify".
.pg
.C;USING THE CREATE DISK TO MAKE A GAME DISK ON THE DEC RAINBOW
.s 2
NOTE: The create disk, once you have transferred the game file to it, is
identical to a game disk. Therefore, in order to produce a game disk
from a create disk, all you need do is copy it.
.s
1. Put the "CP/M 86/80 Working" disk in drive A.
.s
2. Turn the power on (press "1" on the 1-0 button).
.s
3. A menu will appear. Type "A".
.s
4. A prompt will appear that looks like "A>". Type "copy".
.s
5. Put the create disk in drive A and a blank disk in drive B. (NOTE:
you must use a Digital RX50 disk for the blank disk! The Dysan disks that
we normally use will not work.)
.s
6. Answer yes to the two questions that appear.
.s
7. When the copy procedure is complete, you will be asked if you want to make
another copy.
.s
8. When you are done making copies, test the games by booting them each and
typing "$verify".
.pg
.C;BOOTING GAME DISKS ON THE DEC-RAINBOW
.s
1. Find the disk labelled "CP/M 86/80 Working" and place it in Drive A,
the top drive. It should go in with the label facing upward and closer
to you.
.s
2. Place the game disk in the bottom drive, Drive B. It should go in
with the label facing downward and closer to you.
.s
3. Turn on the Rainbow by pushing the large switch labelled "1" and "0"
to the "1" setting.
.s
4. After a few churns, beeps, and whistles, a menu will appear on the
screen. Type "A".
.s
5. A prompt that looks like "A>" will appear. Type "B:".
.s
6. A prompt that looks like "B>" will appear. Type the first eight
letters of the name of the game. Some typical names: ZORK3, STARCROS,
PLANETFA. The game will then boot.

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.c;HOW TO CREATE MASTER GAME DISKS ON THE PDP-11
.s 2
1. Log on to the computer at the Decwriter (or any other convenient terminal)
under account 3,3. The password is "GAMES".
.s
2. When you see the prompt ("."), type "ICREAT [game]". Remember
that [game] is the six-character name used on the PDP-11.
.s
3. Turn on the PDP-11's floppy disk unit.
.s
4. Put a blank disk in the left-hand drive.
.s
5. Type RETURN.
.s
6. Wait awhile. (You should see appropriate messages.)
.s
7. When finished, type "LOGO"
to logout.
.s 4
.c
HOW TO PLAY A GAME FROM A FLOPPY ON THE PDP-11
.s 2
1. Login to the PDP-11 as above.
.s
2. Turn on the floppy unit and insert disk in left-hand drive.
.s
3. Type "DX".
.s
4. Type "RUN [game]".
.s
5. Optional: to reconnect to game directory, type "INT".
.s
6. Type "LOGO" to logout.

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.c;HOW TO USE TN20
.s
NOTE: Make sure that the cable in the micro-room labelled "TN20" is
attached to the appropriate port of the micro-computer you are
transferring to. Follow the instructions for that particular machine to
prepare it for transfer. When you are instructed to do so, return here
to run TN20.
.s
1. Log onto the DEC-20.
.s
2. When the @-prompt appears, type "TN20".
.s
3. You will be asked what file to send. If you are not connected to the
directory that file lives in, you must prefix the file name with the
directory name, followed by a colon. For example, the Atari and
Commodore interpreters live in the Z directory; to transfer them you
would type Z:ZIP.ATR or Z:ZIP.C64, respectively.
.s
Most game directories are located on the alternate disk drive, called
SS. (The primary disk drive is called PS.) In order to copy Starcross,
for example, you would have to type "SS:<STARCROSS>STARCROSS". TN20
assumes the ".ZIP" suffix, so you don't need to include it.
.s
If you are making a two-disk game, such as Deadline on the Atari, the
game file must be sent in two parts, called [game].PRE (the first part)
and [game].PUR (the second part). To split the game file into these two
sub-files, first connect to the directory it lives in. For example, to
connect to the Zork I directory, type "CONN SS:<ZORK1>" at the @-prompt.
When the @-prompt reappears, type "SPLIT [game]". After several seconds,
you will be informed that the game file has been split. Then, when TN20
asks which file you want to send, type "[game].PRE", and later
"[game].PUR".
.s
4. TN20 will now ask what machine you are transferring to. Simply type
the name of the machine: Apple, Atari, Osborne, etc. If you are not sure
what a valid response here is, type a question mark to get a listing of
all valid responses.
.s
5. TN20 will then inform you of the baud rate it will transfer at (4800
for the Rainbow, 2400 for the Apple, and so on). Type any key to
commence with the transfer.
.s
6. If everything is okay, a whole lot of A's should begin appearing on
the screen of the DEC-20 terminal you are using. A's will appear on the
screens of certain receiving micro-computers, but not all. If the A's do
not appear on the DEC-20 terminal, go to the troubleshooting section.
.s
7. When the transfer is complete, TN20 will tell you the actual baud
rate and compare it to the theoretical baud rate. (The higher the
percentage, the better the speed of the receiving micro.) Because of a
bug, you may get a double @-prompt.
.s
8. If you want to transfer another game file, type "RESET TN20". If you
are done, then log out of the DEC-20.
.s
TROUBLESHOOTING: If the transfer didn't work, check to make sure that
the TN20 cable is properly plugged into the receiving micro. Look at the
screen of the receiving micro -- there might be an error message of some
kind there that will tell you what's wrong. Finally, some twit may have
unplugged the TN20 cable from the other end, in the main computer room.
.pg
.c;HOW TO TRANSFER GAMES FROM THE DEC-20 TO THE PDP-11
.S 2
1. Log onto the 20. When the @-prompt appears, type "11".
.s
2. You will get a prompt that looks like "20>". Type "C" to connect to the
11.
.s
3. Log onto the 11. When the period-prompt appears, type "20".
.s
4. You will see a prompt that looks like "11>". Type "R".
.s
5. You will be asked for the name of the file to be received. Type in
"INT:[game]", where [game] is the six-letter abbreviation for the game name.
For example, to transfer Starcross, you would type "INT:STRCRS". You
will see a message like "[N blocks]", where N is the number of free
blocks available in the INT directory.
.s
6. The "11>" will reappear. Type "B".
.s
7. Hit the BREAK key. The "20>" prompt will reappear.
.s
8. Type "X". The @-prompt will reappear.
.s
9. Follow the separate instructions for running TN20. When TN20 asks for
the machine name, type "PDP-11".
.s
10. A bunch of A's will appear on the screen. The transfer will take
around five minutes.
.s
11. When the transfer is complete, the @-prompt will reappear. Type "11"
and hit return.
.s
12. The "20>" prompt should reappear. Type "C" to return to the PDP-11.
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13. When the period-prompt appears, type the name of the game file (DEADLN for
Deadline, etc.). When the game prompt appears, test the game by typing
"$verify".
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12. Leave the game (type "quit"). When the period-prompt appears, log out of
the 11.
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13. Hit the break key. The "20>" prompt will appear. Type "Q" to disconnect
from the 11. You are now back at your original 20 login.
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NOTE: There are a limited number of remote lines between the 11 and the
20. If, at some point, you are informed that a given remote line is
already in use, you will have to try again later when it is free.
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ANOTHER NOTE: If the INT directory on the 11 is too full, you won't be
able to transfer the game file successfully. If this happens, ask
someone to delete some unimportant files from the INT directory.