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,m3 0 ____________ / / / Section 5 / /___________/ ----------------- CONNECTING ROOMS: ----------------- The PATHWAYS command provides the mechanism to define the connections between the rooms in your adventure. Up to eight connections can be defined between rooms. The PATHWAYS command calls up one of the same three menus as the ITEMS command. The reasons for calling a particular menu and the basic function of the ADD, DELETE, and LEAVE commands are the same as the ITEMS command. The only real difference is the information to be recorded. --------- PATHWAYS: --------- When you add a pathway, the cursor will go to the left side of the screen under the word "PATHWAY". For each connection, a fourteen character pathway can be entered to define the direction that must be taken in order to move to the connecting room. Some typical examples are: NORTH, SOUTHEAST, UP, FOLLOW PATH, GO DOOR, CLIMB TREE, LAUNCH BOAT --------------------------- CONNECTING TO ANOTHER ROOM: --------------------------- After you have edited your pathway and hit return, the cursor will move to the right side of the same line under the word "ROOM". At this point, all you have to do is enter the room number of the room you want to connect it to. You have just made a room connection. What did you say? You don't remember the room number? Read on. -------------------------- SELECTING YOUR CONNECTION: -------------------------- Instead of entering the room number, just press the "RETURN" key. The display will change to show the map grid. The room you are currently editing will be shown in a different color with the cursor around it. Move the cursor, using the normal room cursor movement commands, to the room you wish to connect to. The "SELECTED" area will update to display the titles of the rooms as you move the cursor through them. Once your cursor is properly positioned, press the "RETURN" key to establish the connection between the rooms. ----------------- REVERSE PATHWAYS: ----------------- So far, you have established a single direction pathway from the room you're editing to the room you've selected. Since most connections run both ways, when a room is initially added, you are given the opportunity to establish the other connection. This feature is not implemented for the edit command. After you have defined the connection, you will return to the room editing display. The second line from the bottom will display the question: REVERSE PATHWAY? If you hit "RETURN", a single direction pathway will be established from the current room to the selected room. If you want to define a two way path later, position to the other room and define another one way path back to the room you are now editing. If, in response to the question, you type in a pathway, a two way path will be defined. For example, you can enter a path from room 1 east to room 2. If you type "WEST" when asked for a reverse pathway, then a path exists from room 2 west to room 1. It should be emphasized that establishing a path with a reverse path, is exact- ly equivalent to establishing two one-way paths between rooms. -------------------- PATHWAYS TO NOWHERE: -------------------- If you do not know where a particular exit goes, you can enter a "?" as the room number. The room title will be shown as question marks and exit indica- tors will be printed on the map for each pathway to nowhere. You can enter the correct destination later, as you get further along on your adventure. ---------------------- PATHWAY ABBREVIATIONS: ---------------------- The more common pathway directions receive special handling. They can be entered as abbreviations but will be au tomatically expanded to their full form for presentation. The pathway entries that are recognized are: Pathway Abbreviation ------- ------------ NORTH N SOUTH S EAST E WEST W UP U DOWN D NORTHEAST NE NORTHWEST NW SOUTHEAST SE SOUTHWEST SW Enter some of the abbreviations above as pathways to observe their automatic expansion into their full form. ____________ / / / Section 6 / /___________/ ---------------------- USING YOUR DISK DRIVE: ---------------------- The data you have entered can be stored and retrieved from a data disk. DO NOT USE YOUR PROGRAM DISK TO STORE YOUR ADVENTURES. The Quick-Draw Adventure Mapper uses data disks that are the same disk format as DOS 3.3, but organized differently. This means that: 1. Any disk initialized with standard DOS 3.3 can be used as a data disk. 2. Any data previously on the disk will be lost when used with Quick-Draw Adventure Mapper. 3. There are no files on the disk that can be recognized by any file oriented utility. Therefore, a program like APPLE's FID will not operate on the data disks. 4. Any program (such as APPLE's COPYA) that copies the entire disk can be used to back-up your data disks. When you select the XTRAS command from the highest level menu, you will be presented with the following options: DISK PRINT MOVE BOOT NEW RAM LEAVE Select DISK and the screen should display a new menu: FILES SLOT/DRIVE INIT CATALOG LEAVE The various menu commands are explained below. ----------- SLOT/DRIVE: ----------- Press the "S" key and you can change slot and drive numbers that all other commands will operate from. The default is set to the drive that you booted Quick-Draw Mapper from. ----- INIT: ----- If you don't have an initialized disk, this is the command for you. This command produces fully compatable DOS 3.3 disks. Until you save Quick-Draw Adventure Mapper files on it, the disk is the same as that produced by APPLE DOS's INIT command. -------- CATALOG: -------- A single Quick-Draw Adventure Mapper disk can hold four different data sets. This command will read the disk in the current slot and drive and display the titles of the four files. Missing files are displayed as blanks. The titles are displayed under the "FILE TITLE" heading on the screen. ------ FILES: ------ A disk catalog is performed and a new menu is called up with the following functions: SAVE RESTORE PRUGE LEAVE When you press the "S" key to begin the SAVE command, the disk's catalog will will be displayed and a flashing indicator will be placed in the left most column of the title display area. You can use the arrow keys to position the indicator. If the position you selected already has a file title, your current data will be stored in that position under the same name. If the position is blank, a cursor will appear next to the indicator and you will have to enter a file title. Make the title discriptive, since it will be used when the maps and information summaries are printed. The RESTORE command lets you select a file to bring back into memory. If you pick an empty file, the current memory is preserved. The PURGE command erases a file on the disk, so that you can use the space to save a different adventure under a new title. ____________ / / / Section 7 / /___________/ ---------------------------- PRINTING MAPS AND SUMMARIES: ---------------------------- Selecting the PRINT command from the XTRAS menu will call up a new menu: ALL MAP SUMMARY CHANGED OPTIONS LEAVE Use these commands to print maps and summaries of your adventure: ALL Prints a map and summary of the current adventure. MAP Prints the map only. SUMMARY Prints the summary only. CHANGED Prints the summary only for the rooms that have been added or changed since the last boot, NEW command, or RESTORE command. OPTIONS Sets options that control the appearance of the printed map. ------------ MAP OPTIONS: ------------ Selecting the OPTIONS command from the PRINT menu calls up still another menu: NUMS TITLES BOTH SHOW OMIT 1 2 LEAVE These commands control the map printing options and can be set in the configuration program: NUMS Only the room numbers are printed TITLES Only the titles are printed BOTH Both the room numbers and the titles are printed SHOW The entry/exit path indicators, explained below, are shown on the map. OMIT The entry/exit indicators are removed from the map 1 Prints the map in single density graphics 2 Prints the map in double density graphics (not available on all printers) The entry/exit indicators let you see which paths enter and exit a room. A path leaving a room has a small line drawn perpendicular to it on the outside of the box representing the room. The line is drawn inside the box if the path enters the room. If a path enters and exits a room, BOTH lines are drawn. You should print out maps using the various combinations to determine your own individual preference. ____________ / / / Section 8 / /___________/ ------------------ REARRANGING ROOMS: ------------------ From the XTRAS menu, the MOVE command will display the current adventure map on the screen and present one of the following menus: PICKUP INSERT DELETE LEAVE -or- INSERT DELETE LEAVE The first menu is presented when the cursor is positioned on an existing room. The second menu, without the PICKUP command is used when the cursor is positioned to an empty spot. ------- PICKUP: ------- The room located at the current cursor position changes color. Move the cursor to the new location for that room. When you press the "RETURN" key, the room at the old position will disappear, and reappear at the current location of the cursor. Obviously, you cannot move a room to a location that is currently occupied by another room. ------------------ INSERT AND DELETE: ------------------ These commands allow you to move many rooms at one time. Selecting one of them indicates whether you want to insert or delete space and brings up the following menu: ROW COLUMN HORZ. VERTICAL LEAVE These commands will move the existing rooms as explained below. None of the commands will allow you to shift rooms off of the map. You should practice the room moving commands until you are comfortable using them. --------------- INSERT DETAILS: --------------- ROW Consider a square whose upper corner is the cursor and whose lower right corner is the lower right corner of the screen. The ROW command will move that square down one row. The ROW command will not work if the bottom row of the square contains any rooms. COLUMN Consider the same square. The column command will shift it one column to the right. It will not work if the right column of the square contains any rooms. HORZ. All rooms in the same row as the cursor that are at or to the right of the cursor position are shifted one column to the right. There cannot be a room in the rightmost position of cursor row. VERTICAL All rooms at or below the cursor position that are in the same column as the cursor are shifted down one row. There can not be a room at the bottom of the cursor row. --------------- DELETE DETAILS: --------------- ROW Imagine a square whose upper left corner is the cursor and whose lower right corner is the lower right corner of the screen. The ROW command will move that square up one row. The ROW command will not work if the top row of the square contains any rooms. COLUMN Consider the same square as mentioned above. The COLUMN command will shift it one column to the left. It will not work if the left column of the square contains any rooms. HORZ. All rooms in the same row as the cursor that are at the right or to the right of the cursor are shifted one column to the left. There cannot be a room in the same position as the cursor. VERTICAL All rooms at or below the cursor that are in the same column as the cursor are shifted up one row. There cannot be a room in the same position as the cursor.