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- ┌────────────────────────────────────────────┐
- │ │
- │ The Dark Castle V5.2k │
- │ ********************* │
- │ │
- │ Live BBS Game for Wildcat!, RBBS, │
- │ QuickBBS, GAP, GTPower, Phoenix & others │
- │ Game Release 8-02-90 │
- │ │
- │ (C)opyright 1989-90 │
- │ │
- │ -By- │
- │ │
- │ Late Nite Software │
- │ │
- │ Marvin Davis │
- │ 313 Queens Road │
- │ Sanford, NC 27330 │
- │ │
- │ Late-Nite BBS (919) 776-2368 │
- │ USR Dual Standard V.32, V.29, V.22bis │
- │ 14400/9600/4800/2400/1200/300 24 hrs │
- │ │
- │ │
- │ │
- └────────────────────────────────────────────┘
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- The Dark Castle (C)opyright 1989-90, Page 1
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- Warranty
-
-
- This is product is provided "as is" without warranty of any kind. The entire
- risk as to the results and program performance is assumed by you. Also, in
- addition, I the author do not warrant, guarantee, or make any representations
- regarding the use of, or the results of the use of the program, and you rely
- on the program and results solely at your own risk. This author cannot accept
- responsibility for system damage, loss of profit, or any other special, or the
- incidental or consequential damages resulting from the use or inability to
- use this product.
-
-
-
- Copyright
-
-
- The 'Dark Castle' live game is distributed as SHAREWARE. Under this concept
- you may use the SHAREWARE (unregistered) version for a reasonable period of
- time, which I consider to be 30 days, after which you must either register
- your copy or discontinue usage altogether.
-
-
- Registration
-
- With registration, you'll receive the latest registered copy of Dark Castle
- with the ability to download any futher updates from The Late-Nite BBS! at
- no extra cost. You will also recieve any support the author can give in
- reference to bugs or other problems that may arise in using the game.
-
- I feel that sysop's have enough expense without charging a high cost for a
- game for their users. I have set the cost of registration at $10.00 which I
- feel if people will follow the shareware concept will be enough to cover the
- shipping and handling and encourage me to write more doors for BBS's!
-
- * SEE REGISTRATION FORM included in this archive for ordering instructions.*
-
- When registered, the Doorware message and delay will not be present. Do not
- attempt to delete or alter the Doorware message as the game will cease to
- function entirely.
-
-
- Distribution
-
- You are free, in fact encouraged, to distribute the SHAREWARE (unregistered)
- version of The Wildcat! and RBBS Dark Castle game, provided that all files
- contained in the original Dark Castle archive are distributed in the absolute
- original unmodified state.
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- The Dark Castle (C)opyright 1989 - Page 2
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- Files found in the distribution file DCASTLE5.ZIP
-
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-
-
- These files are found in your Zip or will be created during the runtime;
- -----------------------------------------------------------------------------
- README ;read this first! Startup Info...
- SETUP EXE ;Setup program for game, just run.
- REGISTER FRM ;Form to mail in your registration.
- DOORWARE ASC ;Doorware announcement - WARNING, DO NOT DELETE OR EDIT!
- DCASTLE EXE ;The Dark Castle Game executable file.
- DCASTLE DAT ;formatted ASCII file to hold current players/scores.
- DCTITLE ASC ;ASCII title screen file.
- DCTITLE SCR ;ANSI color title screen file.
- DCASTLE CFG ;ASCII BBS and game configuration data file.
- DCASTLE DOC ;game documentation and setup info.
- DEATH SCR ;Killed exit screen
- EXIT SCR ;Exit game screen
-
- * DCASTLE ERR ;logs runtime errors for record.
- * SCORBORD SCR ;Top 10 Color scoreboard
- * SCORBORD ASC ;Top 10 Mono scoreboard
- * BULL#xx BBS ;MONO bulletin (auto TOP TEN) Path in DCASTLE.CFG
- * BULL#xx SCR ;COLOR bulletin (auto TOP TEN) Path in DCASTLE.CFG
- ------------------------------------------------------------------------------
- * DENOTES that file is updated/created during RUN-TIME.
-
-
-
-
-
- Technical Support:
- If you have problems with The Dark Castle, you may contact Marvin Davis at
- the Late-Nite BBS! 24 hrs. (919) 776-2368 HST 14400/9600/4800/2400/1200
-
- Registration/ Order Information: Just mail $10.00 - NO Personal Checks!
- Send Certified Check, Money Order or Cash to:
-
- Marvin Davis
- 313 Queens Road
- Sanford, NC 27330
-
-
- Registered users will be given FREE updates to ALL versions of Dark Castle!
- Look for other new live games from Late-Nite BBS. You can download any
- updates to a particular game once registered, directly from the BBS. Simply
- call and check in and leave <F>eedback to Sysop Marv' and I will leave some
- instructions on how to obtain an updated version of a particular door.
-
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- The Dark Castle (C)opyright 1989-90, Page 3
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- -The Dark Castle-
- (C) 1989-90 Marvin Davis
- Late-Nite BBS
- (919) 776-2368 14400/9600/2400/1200 baud 24 hrs.
-
- In this new game, you will be taking the challange of finding your way inside
- the 'Dark Castle' and recovering a treasured item. You however will become
- blind when you set eyes on the main gate. But, your companion - a FireFly -
- will give you hints and quide you through the insides and will give you a
- surprize at the end of your journey - IF you make it! The game is VERY easy
- and simple BUT challanging and hard, all at the same time. Good Luck!
-
- This game supports both MONOchrome and ANSI Color graphics modes. Ports on
- COM1 - COM4, game exit on loss of carrier, and complete keyboard control
- during runtime. Game is configured by the configuration file below. Support
- for the popular BBS programs, WildCat V2.x, RBBS v17.x, Phoenix and a command
- line 'generic' setup for use with basically any board program. Game "dead
- time" is a two minute timeout at any prompt and the game is terminated.
-
- The following ASCII file is commented so that it can easily edited to comform
- to your BBS. The file must be in this format to correctly pass important
- parameters to the game. All the text to the right of the ";" semicolons are
- just remarks. There is a SETUP.EXE program that you may use to create this
- instead of an ASCII editor. Just run SETUP and follow the prompts exactly.
-
- -----------------------------------------------------------------------------
- DCASTLE.CFG ;game config file
- -----------------------------------------------------------------------------
- Starvin' Marv's ;Your BBS's name
- Marvin ;Sysops first name
- Davis ;Sysops last name
- C:\BBS\CALLINFO.BBS ;BBS caller file supported (see list)
- C:\BBS\BULLETS\BULL#22.BBS ;PATH for Text bulletin
- C:\BBS\BULLETS\BULL#22.SCR ;PATH for ANSI Color Bulletin
- NO ;Locked DTE baud rate use NO or LOCKED {baud}
- NO ;Print Log [LPT1] if desired use LOG instead
- ;of the word NO.
-
-
- -----------------------------------------------------------------------------
- BULLETINS
- -----------------------------------------------------------------------------
- On a game completion, automatic TOP TEN Bulletins, both MONOCHROME and COLOR
- will be created to the PATH/FILESPEC designated. If the user aborts the game
- at a speed prompt with 'Q',then the game is exited and no bulletin created.
-
- If NO BULLETINS ARE WISHED, or no color bulletin is supported, then place
- a N/A in the line where the PATH parameters/filespec is!
-
- -----------------------------------------------------------------------------
- PRINTER LOG
- -----------------------------------------------------------------------------
- If a printer is being used to keep a running log of callers, errors, etc.,
- then you can place in upper case the word LOG instead of the word NO in the
- above config file. Game minutes, start time and end time is printed on the
- printer connected to printer port 1 (LPT1). Also, any untrapped errors are
- recorded and are useful in debugging or isolating a problem.
-
- -----------------------------------------------------------------------------
-
- The Dark Castle (C)opyright 1989-90, Page 4
-
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- Command Line parameters to call The Dark Castle!
-
- DCASTLE {space} /game switch(s) {space} /node switch(s)
- -----------------------------------------------------------------------------
- WILDCAT! V2.xx
- -----------------------------------------------------------------------------
- DCASTLE /WC ;the ' /WC' parameter instructs the game to run under
- ;WildCat! and get its user info from the CALLINFO.BBS
- ;file that WildCat! produces when running a door.
- ;CALLINFO.BBS path and filespec are configured in the
- ;DCASTLE.CFG file line # 4.
-
-
- -----------------------------------------------------------------------------
- RBBS V17.xx
- -----------------------------------------------------------------------------
- DCASTLE /RBBS ;the ' /RBBS' parameter instructs the game to run under
- /QBBS ;RBBS and to get its user info from the DORINFOx.DEF
- ;file, where 'x' is the node number. For a single line
- ;board x = 1 and the infor file would be DORINFO1.DEF
- ;DORINFO1.DEF path and filespec are configured in the
- ;DCASTLE.CFG file line # 4.
-
- QuickBBS users whose BBS software writes the DORINFO1.DEF file can use the
- /QBBS command line switch to inform the game that it is to get its caller
- information from the same compatible file DORINFO1.DEF. So QuickBBS users
- can use the RBBS setup for their board software. If you wish to run port
- locked DTE then set that spec in the DCASTLE.CFG file and it will ignore
- any baud rate in the DORINFO1.DEF file.
-
- -----------------------------------------------------------------------------
- GAP
- -----------------------------------------------------------------------------
- DCASTLE /GAP ;Set game for GAP and read in DOOR.SYS as it caller
- ;file. filename entered on line #4 of DCASTLE.CFG.
- ;If you are a GAP user and wish locked port DTE baud
- ;then RUN SETUP.EXE or enter LOCKED {baud} on line # 7
- ;of DCASTLE.CFG file.
-
- -----------------------------------------------------------------------------
- GTPOWER
- -----------------------------------------------------------------------------
- DCASTLE /GTP ;Sets game for GTPower and read in GTUSER.BBS caller
- ;file for caller information. Since this BBS's caller
- ;file does NOT contain current COM PORT configuration
- ;you may need an additional switch to set the game up.
- ;to COM: port # 2 with an additional switch parameter.
- ;EXAMPLE: DCASTLE /GTP/2
- ;this sets the game for COM: port #2 from the DEFAULT of
- ;COM: port #1. If using COM:1 ignore the "/2".
-
- -----------------------------------------------------------------------------
- DCASTLE /PHX ;Sets game for PHOENIX and read in INFO.BBS for caller
- ;info. Game gets baud speed from this file and if you
- ;are a HST user - use the DCASTLE.CFG file to setup
- ;LOCKED PORT of 19200 or 38400 baud to ignore the caller
- ;connect DCE baud rate. This can be done in SETUP also.
-
-
-
- The Dark Castle (C)opyright 1989-90, Page 5
-
-
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-
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- -----------------------------------------------------------------------------
- GENERIC BBS
- -----------------------------------------------------------------------------
- DCASTLE /GEN ;the ' /GEN' parameter instructs game to look for its
- ;basic configuration info on the command line! You can
- ;set up the game to run on any BBS with these basic
- ;parameters shown below with parameters separated with
- ;a SPACE character.
-
- DCASTLE /GEN COM1 n AN
-
- ;where COM is either COM1 or COM2, where "n" is the
- ;specified baud rate:
-
- 0 = 300
- 1 = n/a [NOTE: 1 is NOT USED!]
- 2 = 1200
- 3 = 2400
- 4 = 4800
- 5 = 9600
- 6 = 19200
-
- ;8 data bit, 1 stop bit and no parity are defaulted.
- ;
- ;The AN instructs DCASTLE to display ANSI color graphics
- ;and an AS instructs to use standard ASCII text.
- ;Without ANSI or ASCII specified, ASCII is defaulted.
- ;The following is an example of a 'generic' setup.
-
-
- DCASTLE /GEN COM1 3 AN -> sets PORT as COM1, speed as 2400 and
- also use ANSI COLOR graphics.
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- The Dark Castle (C)opyright 1989-90, Page 6
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- -----------------------------------------------------------------------------
- KEYBOARD PLAY or local mode
- -----------------------------------------------------------------------------
- DCASTLE /LOCAL ;sets game to play on the keyboard, with no color.
- DCASTLE /LOCAL/C ;set game to play on keyboard and use COLOR graphics.
-
- :NOTE, bulletins are NOT created in LOCAL keyboard mode.
- This a purely an evaulation mode.
-
- SETUP EXAMPLES
- -----------------------------------------------------------------------------
- Setting up The Dark Castle Game for WildCat! version 2.xx
- -----------------------------------------------------------------------------
- Create your batch file to;
-
- 1. call the game with file DCASTLE /WC
- 2. last line in batch file calls WILDCAT! back
-
- An "example" of a batch file from WildCat1 ver 2.xx, named DOOR35.BAT
- might look like this;
-
- CD DOOR
- CD CASTLE
- DCASTLE /WC
- CD \WILDCAT
- CAT
-
-
- ** Be very careful with PATH for files, it must be complete and correct! **
-
-
-
- -----------------------------------------------------------------------------
- Game STATUS LINE;
- -----------------------------------------------------------------------------
- While the game is up, at the bottom screen line (line 25) will be the current
- Player Status Line. The Game name, players name, date, time of game start,
- callers baud rate and current state of the CLOCK. This will let the SysOp
- know how much time the user has left in the game or online. If the SysOp
- wishes to 'nuke' a player out of the game, the ESC key is the kill key.
- Once pressed the game is immediately terminated, so be carefull on that as
- some keyboards (84 and 102) have the ESC key right next to the number 1!
-
-
-
- FOR REGISTERED USERS!!
-
- Extra features are allowed on the function keys. At any prompt other than
- a "(Y/N?)" prompt, the "F1" key will toggle the bottom status line to show
- the function key definitions. F1, F5, F9 are displayed to show that you
- have a [Drop to DOS] and a [Online Chat] mode! You can chat with a caller
- in the game and resume with F9 key which acts as a Chat modem toggle. Also
- displayed is the "remaining players minutes". Which is helpful is you see
- that a player is about to run out of time. Players will be warned each
- minute upon reaching five minutes of play left. Remaining minutes of the
- call are read in on the BBS caller file if one is available in the config
- files for WildCat! and RBBS, so users won't be allowed to exceed this time.
-
-
-
- The Dark Castle (C)opyright 1989-90, Page 7
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- RBBS sample batch file (door)
- -----------------------------------------------------------------------------
- RBBS example by Wayne Aiken, Sysop, StarFleet BBS, Raleigh NC 919-782-3095
- -----------------------------------------------------------------------------
- RBBS has the capability to call DOORs by either by SHELLing out to DOS, or by
- quitting RBBS completely. My system does the latter. When RBBS quits to a
- DOOR, it dynamically builds a file called RCTTY.BAT. This file is dynamically
- created, and contains the name of the next batch file in the sequence, the
- batch file that invokes the particular door:
-
- ------------------------------- RBBS.BAT ------------------------------------
- echo off
- cd \RBBS
- if exist RBBS1F1.DEF del RBBS1F1.DEF
- if exist RBBS1TM.DEF del RBBS1TM.DEF
- if exist RCTTY.BAT del RCTTY.BAT
- WATCHDOG OFF
- RBBS-PC
- if exist RBBS1F1.DEF goto Exit
- if exist RCTTY.BAT RCTTY.BAT
- if exist RBBS1TM.DEF RBBS1TM.BAT
- E:\RBBS\RBBS.BAT
- :Exit
- -------------------------------- RBBS.BAT -----------------------------------
-
- In the example above, the presence of the file RBBS1F1.DEF means that RBBS
- has been ordered to shut down, RCTTY.BAT means a DOOR will be executed, and
- RBBS1TM.DEF means that the daily event has been invoked. All of these files
- are deleted when RBBS starts up, if it is recycled as in the case of a DOOR
- or scheduled event.
-
- RCTTY.BAT contains the lines:
-
- G:\COMMAND /C xxxx
- E:\RBBS\RBBS.BAT
-
- where xxxx is the name of the batch file for the Door. This name must also
- appear in MENU5x, which is the Doors menu.
-
- A sample batch file for the door, in this case the Dark Castle door is:
-
- watchdog off
- e:
- cd \rbbs\game
- dcastle /rbbs
- cd \rbbs
-
- I set WATCHDOG off because the Dark Castle door automatically monitors carrier
- detect. After the program terminates, I have it go back to the proper
- directories. When it quits, it falls back to RCTTY.BAT (/c parm), which
- then invokes RBBS. RBBS is a pretty big file to be re-loading each time, but
- I have it in a RAM disk so it does it fairly quickly.
-
- Some sysops may use the SHELLing method to do it. In either case, this
- shouldn't affect your Doors programs, except possibly if this SHELLing makes
- memory tight. RBBS takes up about 384K of memory, which is why I use the
- RUN method in the case that I got a DOOR which was also memory-hungry.
-
- The Dark Castle (C)opyright 1989-90, Page 8
-
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-
-
- -----------------------------------------------------------------------------
- Installation tips;
- -----------------------------------------------------------------------------
- For those with slow hard drives, you can run this game from a RamDisk to
- save wear-and-tear on accessing. Since color files are stored on disk as
- files, the disk access is fairly constant. I use a large 'disk cache' on
- my BBS to speed up repeat accesses. Once the game, color and data files
- are read once, those files are no longer accessed for reading. So you
- might use a disk-cache or RamDisk to enhance your systems speed or save
- some usage on your hard disk! If all the files were hard coded into the
- game, it would be too large for most BBS's to run, especially from a
- SHELL process. If you have a printer on your board, use it to monitor
- the users during the game run. Also any runtime errors that are not
- trapped will be printed out on the printer. This game has almost 100
- hours of continous use and most errors possible are trapped. But some
- users have a knack of finding even the weakest link in any program so
- if you experience any repeatable errors and they can be duplicated, they
- will be fixed upon reporting them to me!
-
- Place ALL files in this ZIP archive in the same DOOR# directory.
-
- Everything that you need to operate this software game is included in this
- ZIP archive. To print the documentation file on a printer type:
-
- A>TYPE DCASTLE.DOC > PRN <RETURN> or A>COPY DCASTLE.DOC PRN <RETURN>
-
- To view to screen: A>TYPE DCASTLE.DOC
-
-
- NOTE: A couple of WildCat! sysops have been having problems with my games
- dropping carrier when a user quits the game. This is NOT a programming
- problem. DTR is forced high immediately upon game termination.
-
-
- If your WildCat! is still having DTR problems on game ending, try changing
- your modem delay in the initialization string within makewild. Changing
- the S10 register to S10=24 gives more time for the board to reset before
- the modem thinks a user has dropped carrier. Many modems are quite touchy!
-
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- Thank you for trying The Dark Castle, I hope you enjoy it!
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- The Dark Castle (C) 1989 Marvin Davis Page - 9
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- Dark Castle V5.01
- (C) 1989-90 Marvin Davis
-
- Setups for Multi-Node Dark Castle configurations
- ------------------------------------------------
-
- An additional switch setting can now be added to the command line with the
- particular Node that is calling up the game. This is to be placed after
- the command line switch for the particular BBS that is using the game.
-
- An example command line below is set for a WildCat BBS on Node #1;
-
- DCASTLE /WC /NODE1
-
- The following additional switch will cause the game to read in a file in
- the current game directory called DCASTLE1.CFG instead of a normal single
- BBS configuration file called DCASTLE.CFG. You may edit these files
- directly with an ASCII editor or use the SETUP.EXE file and fill in the
- prompts carefully, to create them.
-
- Up to 4 Nodes can have separate DCASTLEx.CFG (where x is the NODE number)
- in the current game directory, and in this file you can point to the NODE
- directory's caller file. Below is a sample BATCHFILE that might call the
- game from NODE 2 for instance;
-
- CASTLE-2.BAT
-
- CD DOOR#3
- DCASTLE /WC /NODE2
- ECHO Game finished, returning to BBS
- CD BBS
- CAT
- EXIT
-
- The NODEx (where x is the NODE number) switch will instruct DCASTLE.EXE
- to read a different game DCASTLEx.CFG file when its envoked. Note the
- complete PATH to the caller file for the particular Node.
-
- Example, the DCASTLE2.CFG might contain the following data;
-
- Starvin' Marv's
- Marvin
- Davis
- C:\BBS\NODE2\CALLINFO.BBS
- C:\BULLETS\BULL#22.BBS
- C:\BULLETS\BULL#22.SCR
- NO
- NO
-
- At present, four 'nodes' and COMM ports are supported (ie. COM1 - COM4)
- They are normally assigned to their respective COMM ports, NODE1 to COM1
- and NODE2 to COM2, etc. Although, the game will look into the caller file
- that is specified in the BBS caller file listed in the DCASTLE.CFG file,
- and the game will use that COM port specified for that caller.
-
- Under the different 'node' configuration files, you could have two different
- scoreboard bulletins created, one for each node - but the game will only have
- one scoreboard file in both ANSI and ASC format in its own door directory
- at the completion of a successful run by a player. These are created every
- time on a good run even if the .CFG file lists an N/A for BBS bulletin msg
- creation.
-
-