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This commit is contained in:
123
create/apple.rno
Normal file
123
create/apple.rno
Normal file
@@ -0,0 +1,123 @@
|
||||
.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:"
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||||
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.
|
||||
171
create/atari.rno
Normal file
171
create/atari.rno
Normal file
@@ -0,0 +1,171 @@
|
||||
.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;
|
||||
148
create/c64.rno
Normal file
148
create/c64.rno
Normal file
@@ -0,0 +1,148 @@
|
||||
.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.
|
||||
|
||||
99
create/cpm.rno
Normal file
99
create/cpm.rno
Normal file
@@ -0,0 +1,99 @@
|
||||
.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.
|
||||
130
create/ibm.rno
Normal file
130
create/ibm.rno
Normal file
@@ -0,0 +1,130 @@
|
||||
.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.
|
||||
263
create/osborne.rno
Normal file
263
create/osborne.rno
Normal file
@@ -0,0 +1,263 @@
|
||||
.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.
|
||||
179
create/rainbow.rno
Normal file
179
create/rainbow.rno
Normal file
@@ -0,0 +1,179 @@
|
||||
.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.
|
||||
33
create/rt11.rno
Normal file
33
create/rt11.rno
Normal file
@@ -0,0 +1,33 @@
|
||||
.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.
|
||||
113
create/tn20.rno
Normal file
113
create/tn20.rno
Normal file
@@ -0,0 +1,113 @@
|
||||
.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.
|
||||
.s
|
||||
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".
|
||||
.s
|
||||
12. Leave the game (type "quit"). When the period-prompt appears, log out of
|
||||
the 11.
|
||||
.s
|
||||
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.
|
||||
.s
|
||||
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.
|
||||
.s
|
||||
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.
|
||||
Reference in New Issue
Block a user