-+-+-+-+-+-+-+-+ START OF PART 18 -+-+-+-+-+-+-+-+ X################################################################### $ CALL UNPACK LARN.MAZ;1 421053238 $ create 'f' X# X# This is a sample LARN.OPT (.larnopts on Unix) options file. It shows X# all the possible options and provides examples. For information about eac Vh X# option, see the LARN.DOC file. You can edit this sample file to produce a X# real options file. X# X# The '#' character is a comment character; any line in the options file tha Vt X# begins with this character will be ignored when the options file is read. X# X# Note that case-sensitivity is important when specifying options. X# X# The following options are allowed on MS-DOS and OS/2 only: X# X# cursor: 1 9 X# DECRainbow X# graphics: 176 46 X# keypad X# larndir: c:\games\larn X# ramlevels X# rawio X# swapfile: c:\games\larn\larn.swp X# X# The following options can be used on all systems: X# X# auto-pickup X# bold-objects X# enable-checkpointing X# highlight-objects X# inverse-objects X# You can rename monsters. The first letter indicat Ves X# which monster changes. The two examples have chan Vged X# the name of the Ant and Centaur, respectively. X# monster: Aardvark X# monster: "Charlie Chan" X# You can specify your character's name. X# name: Shogun X# Note that names with spaces must be quoted X# name: "Mr. Wizard" X# original-objects X# no-beep X# no-introduction X# prompt-on-objects X# savefile: c:\games\larn\mygame.sav X# X# The following options are not allowed on MS-DOS or OS/2: X# X# play-day-play X# process-name $ CALL UNPACK LARN.OPT;1 827539318 $ create 'f' X1000 XMASMUMMY X1001 XMASLIB X1002 XMOLIK X1003 XV622AG66 X1004 XV112MC2T X1005 XV128LL9E X1006 XV115NPRG X1007 XV078JQ2Q X1008 XV126HQPJ X1009 XV026LTR5 X1010 XV077PW3W X1011 XMASGREG X1012 XV054P9DD X1013 XMASDOC X1014 XV086MF45 X1015 XV116QHTH X1016 XV127MHSK X1017 XV051KKZW X1018 XMASJEFF X1019 XV108PE85 X1020 XV130JCT8 X1021 XV090RCMN X1022 XV433NEFY X1023 XV050LP7C X1024 XV265VYDP X1025 XV057R9DQ X1026 XV110R9AV X1027 XV089P8GP X1028 XMASWINDY X1029 XV071RCVS X1030 XV110QQ8Y X1031 XV098PZJD X1032 XV063J3H4 X1033 XV104PWRB X1034 XMASMARK X1035 XV078MD96 X1036 XV084KBCT X1037 XV054P8YX X1038 XV095RWKR X1039 XV062QJJQ X1040 XOPNSMURF X1041 XV108PEAC X1042 XV065NHDS X1043 XV097NHHG X1044 XV096NM93 X1045 XV085MYWG X1046 XV129MC6B X1047 XV095QHYG X1048 XV067LUFD X1049 XV125P7C5 X1050 XV118LLP5 X1051 XV132QQFD X1052 XV111MZVK X1053 XV062LMEN X1054 XV054NN84 X1055 XV096QGCM X1056 XV103QGSN X1057 XV070P6ND X1058 XV132MX3A X1059 XV131P9T3 X1060 XV064SLJS X1061 XV094EWSJ X1062 XV134NLWR X1063 XV053LRMA X1064 XV101PTMD X1065 XMASCMS X1066 XV077MF4S X1067 XV2316BSW X1068 XOPNCHUCK $ CALL UNPACK LARN.PID;1 2064520469 $ create 'f' X X X PC LARN version 12.3 for IBM PC Compatibles X ------------------------------------------- X X X Table of contents X ----------------- X X X 1. Introduction X 2. System requirements X 3. Files Supplied X 4. Installation X 5. Configuration X 6. Command line options X 7. TERMCAP X 8. WIZARD mode X 9. History and other Information X X X X X 1. Introduction X --------------- X X LARN is a dungeon type adventure game similar in concept to HACK, ROGUE V`20 X or MORIA, but with a different feel and winning criteria. LARN was`20 X released for the UNIX environment in 1986 by Noah Morgan. It was`20 X subsequently ported to the MS-DOS environment by Don Kneller. Kevin`20 X Routley has been working on enhancements to LARN on and off for the X past two years. X X X 2. System requirements X ---------------------- X X PC LARN requires: X X - MS-DOS or PC-DOS 2.x or above. X X - at least 256K of RAM. X X - disk storage capacity of at least 360K, although twice that much is X preferred if you want to "checkpoint" your game to prevent X accidental lose due to a system failure. X X - the ANSI.SYS device driver must be installed (although the NANSI.SY VS X driver is *strongly* preferred and has been included in this X distribution). You should install either ANSI.SYS or NANSI.SYS, bu Vt X not both. To install NANSI.SYS, put the line "device=NANSI.SYS" in X your CONFIG.SYS file. See the TERMCAP section for further details. X X X 3. Files supplied X ----------------- X X The following files should be included in this LARN123.ZIP file: X X LARN123.DOC This documentation. X X LARN123.FIX Changes made between LARN V12.2 and V12.3. X X LARN123.EXE The executable file. X X LARN.FTN Fortune cookie messages. X X LARN.HLP A help file, which can be read with the "?" X command in LARN. X X LARN.MAZ Some maze levels are pre-calculated and X stored here. X X LARN.OPT An example LARN.OPT file (see the CONFIGURATION X section). X X TERMCAP A file describing the escape sequences to send X to the terminal. The supplied TERMCAP file is X for monochrome systems. See the TERMCAP section X for details on changing TERMCAP. X X NANSI.DOC The documentation for NANSI.SYS. X X NANSI.SYS A new ANSI.SYS that is *much* faster than X ANSI.SYS and supports the line insert and line X delete escape sequence that LARN uses. This X excellent product is written by Daniel Kegel. X See the TERMCAP section and NANSI.DOC for more X details. X X X 4. Installation X --------------- X X NANSI.SYS or ANSI.SYS must be installed as a device driver on your`20 X system in order for LARN to work (see System Requirements above). X X For a hard disk system I suggest creating a \GAMES\LARN directory and X placing LARN and the provided support files in that directory. Followi Vng X that, you would place \GAMES\LARN in your PATH. X X LARN will create several other files (LARN.SCR, LARN.PID, LARN.LOG) X in that directory. Also, save files (LARN.SAV) and checkpoint files X (LARN.CKP) will go in there by default. You will want to set the X 'larndir:' option in your LARN.OPT file (see the Configuration section X below) to point to this directory. X X For two-floppy systems, I would suggest the following: X X o place LARN123.EXE, LARN.OPT and TERMCAP. on disk one. X X o place LARN.FTN, LARN.MAZ, and LARN.HLP on disk two. This will X be the 'larndir:' disk (see the Configuration section below). X LARN.SCR, LARN.PID, LARN.LOG, save files, and checkpoint files X will go on this disk. X X X 5. Configuration X ---------------- X X PC LARN is configured by options placed in the file LARN.OPT. X When PC LARN starts up, it looks in the current directory for X this file, then in directories along your PATH. Here are the X options that can be put in LARN.OPT. X X Options that are followed with a colon, ":", take at least one X argument. Options without a colon are boolean, meaning you select X that option merely by mentioning it. X X Comments can be entered in the options file by using the '#' X character. X X These options are only in PC LARN: X X cursor: start-line end-line X Normally, LARN uses the standard DOS cursor (the flashing X underscore) to show where your player is located. This can be X difficult to see. This option results in a *BIOS* call to chang Ve X the cursor size. For a monochrome display, the normal value of X start-line and end-line is 11 and 12. Values of 4 and 9 give a X larger cursor which is not too obtrusive. X X If "cursor" is not specified, no BIOS call is made. X X DECRainbow X Put this in LARN.OPT if your computer is a DEC Rainbow and you X want to use graphics characters for drawing the maze. You can X use any characters from the ASCII character set and from the X "line-drawing" character set. To use line-drawing characters, X take the decimal value of the character and add 128 to it. This X makes the values of line-drawing characters lie between decimal X 128 and 255 and tells PC LARN you want a line-drawing character. X X Every attempt has been made with PC LARN V12.3 to maintain X DECRainbow compatibility as provided by Don Kneller. X Unfortunately, since I do not have access to a Rainbow, I cannot X make any guarentees. X X graphics: wallc floorc X In UNIX LARN, the wall character is a # and the floor character X is a blank (which makes it almost impossible to tell where you'v Ve X been). In PC LARN, the default wall character is also a # but X the default floor character is a period. X X This option allows you to change these characters to something X you like. Suggested characters are 176 (a graphic block) and X 249 (a central dot). X X Almost all ASCII (non-graphics) characters already represent X objects in LARN, so you should only choose numbers that are X in the graphics character set (i.e. those with decimal values X greater than 128). X X keypad X This enables the keypad for use with LARN. A *BIOS* call is use Vd X to read the keypad. The correspondance between keypad and game X command is: X X Keypad Command X 7 8 9 u+l(y) up(k) u+r(u) X \ `7C / \ `7C / X 4 -5- 6 left(h) nothing right(l) X / `7C \ / `7C \ X 1 2 3 d+l(b) down(j) d+r(n) X Ins inventory(i) X X The letter in () is the game command letter. "u+l" means up and X left. The keypad "7" is translated to the command for moving on Ve X space up and left. With shift the commands are the same as the X uppercase letters. X X larndir: directory X Sets "directory" to be the place LARN looks for files. For hard X disks set this to be \GAMES\LARN. For 2-floppy systems, use B: X X If "larndir" is not specified, the current directory is assumed. X X ramlevels: number X This number is the maximum number of levels PC LARN will keep in X memory. The number can be between 1 and 14. Normally, PC LARN X will use as much memory as available, but you may want to use X less so there will be enough memory to start up a second copy of X COMMAND.COM with the LARN command `60!'. If there isn't enough X memory for COMMAND.COM, LARN will clear the screen and prompt X with "A>" until return is struck, then go back to the game. X X If "ramlevels" is not specified, a value of 14 is used. If X "number" is less than 14, LARN will use a swapfile to store the X oldest levels. Note that a level takes about 8K of memory. X X rawio X This option causes the input and output of your computer to be X switched to "raw" mode. The advantage of this is faster output X and better handling of special characters `5ES and `5EP. X X =========== WARNING ========== X Some computers (eg. DEC Rainbows) hang if rawio is attempted. X ============================== X X swapfile: filename X This is the name of the swap file that will be used if ramlevels X is less than 14. If all the levels fit in memory, no swap file X will be used. You may want to put the swapfile on a RAMdisk. X If "swapfile" is not specified, LARN.SWP in directory larndir X will be used. X X X X The following are options usable with UNIX LARN as well: X X auto-pickup X Starts you out in 'automatic pickup' mode. Whenever the player X moves onto an object, it will be picked up. This mode can be X toggled with the '@' command while in the game. X X bold-objects X By specifying this option, all objects in the game will be X highlighted. The 'highlight-objects' and 'inverse-objects' X specify which highlighting method will be used. X X The default is non-bold objects, except if the 'original-objects V' X option is specified, when it is *forced* on (to distinguish X monsters and objects that are represented by the same X character). X X enable-checkpointing X With this option, the game is saved every 400 moves. If your X system crashes it is possible to recover from the last checkpoin Vt X file (LARN.CPK in the LARN directory) with the command "larn ++" V. X X highlight-objects X If the 'bold-objects' option is specified, this option causes X objects to be highlighted with bolding. X X inverse-objects X If the 'bold-objects' option is specified, this option causes X objects to be highlighted with inverse video. The default is X 'highlight-objects'. X X monster: name X Sets the name of a monster. If the name has a space in it, X enclose it in double quotes (eg "tooth fairy"). The leading X character determines which monster the name goes with (e.g. X "monster: bee" and "monster: Buzzbomb" change the names of +-+-+-+-+-+-+-+- END OF PART 18 +-+-+-+-+-+-+-+-