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SILVERN CASTLE fantasy role-playing game
Program Author - Jeff Fink

Version 4.0 - March, 2000
Copyright 1999
Shareware fees: $15

Jeff Fink
432 Eureka St., Apt. 210
Ripon, WI  54971


Shareware Stuff This program is shareware.  You may distribute it far
and wide.  You may legally use this program for up to 2 weeks;
thereafter to continue using this program you must send a one-time
payment of $15.  Everyone who sends in their shareware dues will be sent
instructions to unlock the Maze Maker program to create unlimited
random-generated mazes, as well as directions to unlock the door to
Ragon's Lab where the talisman is located (you cannot win without it).

Please respect the shareware system.  This game, entailing years of
programming, and comprising 3,132 lines of BASIC code, totaling 12,375
statements (including the utilities needed to create all the data
files), represents a vast undertaking on my part.  Depending on how many
honest users support my effects will determine IF any more programs will
be released via shareware (and since this is practically the ONLY way to
distribute Apple II programs nowadays, this may be my LAST).


What is it? Silvern Castle is a fantasy role-playing game.  Complete
instructions are included.


Requirements A fully installed copy of any prior Silvern Castle version
is required to update to V4.0 (see "Update Procedure" section).

In addition, Silvern Castle requires nothing more than any Apple II that
can boot ProDOS.  However, in lieu of a hard drive, 128K memory is
recommended with floppy drive systems to optimize disk access times. 
The program is written in AppleSoft BASIC.  Because of this, Silvern
Castle may run sluggishly on a 1mhz Apple II-see the docs for one way
around this; search for text mode).  An accelerator or Apple IIgs will
make Silvern Castle run more than fast enough.

PRODOS version 1.8 or later is required.  BASIC.SYSTEM version 1.5 is
also required.  PRODOS versions before 1.8 have a number of bugs which
can destroy disks among other things.  BASIC.SYSTEM version 1.5 is the
latest version and Silvern Castle uses undocumented entry points in
BASIC.SYSTEM 1.5 to overcome a problem involving the CHAIN command not
respecting the LOMEM: value.


Error Reporting Should an unexpected bug pop up, Silvern Castle provides
error recovery in most cases.  Just note the two-line error message and
contact me at the address listed above.   If any errors should arise,
they are reported in the format:

	Module Name
	Error #X-Y

Where X is the error and Y the line number.  In almost all cases, the
program provides automatic error recovery to a known state.


Update Procedure A fully installed copy of any prior version of Silvern
Castle is required to prevent inadvertent copying-over of user-specific
files when updating to a new version.  Existing Silvern Castle users may
skip down to the "Update Silvern Castle to V4.0" section.

Installing Silvern Castle V1.0 (new users only) New users must unpack
Silvern Castle V1.0 before unpacking the V4.0 update.  You can find the
Silvern Castle V1.0 archives at the Delphi Apple II library, Trenco
Internet FTP site (www.gno.org), Juiced.GS, and elsewhere.  Silvern
Castle V1.0 comes in two flavors depending on what type of disk drive
you have:

 SC.HD.SHK	Shrinkit file archive for Hard Drives or 3.5" disks
/SC.525.S1.SHK	Shrinkit disk archive for 5.25" disks, side 1
\SC.525.S2.SHK	Shrinkit disk archive for 5.25" disks, side 2

The only difference between them is that SC.HD.SHK combines all the
files found on SC.525.S1.SHK and SC.525.S2.SHK into one folder. 
However, because of disk space, the maze on the 5.25" disk archive is
smaller than the one on SC.HD.SHK.

File Setup
If you unpacked SC.HD.SHK you should have all the files listed below in
ONE folder called SC.  You may rename SC to anything you like.

If you have only 5.25" drives, the Shrinkit 5.25" disk archives creates
a disk with the volume name of SILVERN.CASTLE and a folder called SC on
BOTH sides.  You may rename the volume or folder to anything you like,
BUT the volume must have the SAME volume name on BOTH sides AND the
folder must have the SAME folder name on BOTH sides.

The following files are found inside the SC folder (side 1 on 5.25"
disks):

	SILVERN.CASTLE		>Startup File                       
	QND.HRCG		>Hi-Res Character Generator
	FNT.BOLDJW		>Hi-Res Font
	CASTLE			>Title Page Graphic
	CODE			>ML Code
	CODEQ			>ML Code
	QLIST			>Datafile
	STATUS			>Preferences *
	STUFF			>Item/Spell Datafile
	ROP			>Hall of Fame *
	READ.ME.FIRST		-This File-
	VAP/SC.DOC		>Docs  
	VAP/DOGPAW		>Doc Viewer
	VAP/DOGPAW.DOCS	>Doc Viewer Docs; Optional-may be deleted
    	VAP/RESIZE.ROSTER		>Code
	VAP/MAZE.MAKER		>Code
	GAME			>If Exists=Saved Game *

The following files are found inside the SC folder (side 2 on 5.25"
disks):

	MARKET			>Code
	SC.CAMP			>Code
	SC.MAZE			>Code
	SC.COMBAT		>Code
	SC.ACTION		>Code
	SC.LOOT			>Code
	GUILD			>Code
	WIN			>Code
	STORE			>Quillon's Inventory *
	ROSTER			>Character List *
	GOODIES			>Datafile
	MONS			>Datafile
	MAZEB			>Maze Datafile; 21x21 (5.25") or 27x27 (HD)
	MAZEB5.25		>Exists only on SC.HD.SHK; contains the 
				smaller 5.25" maze; Optional-may be deleted
		
You should backup the SC folder (both sides on 5.25" disks) to guard
against computer and disk crashes.  * Files marked with an asterisk
contain character data or important stuff that changes during play;
these files should be backed-up often to prevent any possible file
corruption from affecting your party's hard-fought gains.

Update Silvern Castle to V4.0
A fully installed copy of any prior Silvern Castle version is required
before updating.   To update your existing version of Silvern Castle to
V4.0 requires the following file:

SC.UPD.V4.0.SHK	Shrinkit file archive

Starting with V3.0 and later versions, the archives contain additional
scenario material (see appropriate "New Stuff" sections for details). 
However, they will not fit on 5.25" disks; if this means you, do not
copy the MAZEB or GOODIES files in this update!  If you have created a
new maze with the Maze Maker utility, it will be overwritten, so if you
wish to keep it please copy the MAZEB file in your SC folder to another
disk before updating.

These files go in your SC folder (side 1 for 5.25" disks):

	SILVERN.CASTLE
	CODEQ
	QLIST 
	STUFF
	READ.ME.FIRST		-this file-
	VAP/SC.DOC
	VAP/DOGPAW
	VAP/DOGPAW.DOCS	Optional-may be deleted
	VAP/RESIZE.ROSTER
	VAP/MAZE.MAKER

These files go in your SC folder (side 2 for 5.25" disks):

	MARKET
	SC.CAMP
	SC.MAZE
	SC.COMBAT
	SC.ACTION
	SC.LOOT
	GUILD
	WIN
	MONS
	GOODIES			3.5" or HD only; see warning above
	MAZEB			3.5" or HD only; see warning above

Simply copy all the files into your existing Silvern Castle folder
(5.25" disk users MUST be sure to copy the RIGHT files into the folder
on the CORRECT disk side-you may need additional disk space-see below).

If you are a 5.25" disk user and you run out of disk space after copying
the files in the V4.0 update, you will need to make additional disk
space available.  For 5.25" disk users, follow these steps:
	
	1) Restore your backup copy (prior V4.0) of Silvern Castle.
	2) Delete the DOGPAW.DOCS file (if it exists) in the VAP folder inside
		the SC folder on side 1.  You may also want to copy the
		READ.ME.FIRST-this file-to another disk.
	3) If you have a saved game in the maze, disband it at the market.
	4) At the Adventurer's Guild, count how many characters are saved at
		the ROSTER.  If you have more than 16 characters, you will need to
		delete them.
	5) Run the Resize Roster Utility to make a smaller-sized ROSTER.  Start
		with the smallest option, taking into account the number of
		characters you counted from step 4.  You can increase the ROSTER
		storage limit after updating, if there's room.
	6) Install the V4.0 update.  If there is still not enough room on side
		2, repeat ALL previous steps, this time deleting 2 additional
		characters.

Depending on which prior version of Silvern Castle you have, it may be
necessary to bring your datafiles up to date after installing the V4.0
update.  Upon resuming a saved game after installing V4.0, you may get a
message indicating that the saved game is being automatically disbanded
(don't worry, this is just a preliminary step to bringing your datafiles
up to date).   After your saved game is automatically disbanded, or if
you have no saved game in the maze, when you attempt to start a new
game, you may get a message indicating that you will need to run the
"Update Datafiles" utility in the Extra's menu.   If this is the case,
after you execute the utility-it's operation is automatic-your copy is
now ready to start a new game and to reassemble your old party at the
tavern.  Whew!


Version 4.0
Bugs fixed:

>All scrolls have been double-checked so that their level definition
matches the level of the spell it casts (i.e. STUN, a level 5 spell, now
starts appearing as spoils beginning at maze level 5).  You should now
be able to find most scrolls somewhat easier now, since most scrolls
previously had their level field defined much higher than the level of
it's corresponding spell.

>Previously, having the entire party run would always fail if you had
any ENC penalties.  Now, running away depends on how over-burdened the
party is.  Also, the maze screen is now erased while running/chasing,
and a period is plotted per move.

>Fatal error involving falling down multiple chutes without an ensuing
combat or camp has been fixed.

>Rare rounding bug fixed at loot gold display.

Stuff Changed in V4.0

>To prevent confusion, the new option "Update Datafiles" appears in the
Extra's menu instead of the "Resize Roster" option when you need to
bring your datafiles up to date after installing the latest SC version.

>Temple fees now align with the character's gold display.

>Any normal light (torch, lantern) item used by the party is now
displayed even at "Illuminated" areas.

>Clerics can now identify item's they are equipped with.

>The store identify unknown item fee is now the same as it's identified
sell price (this was fixed in an earlier version).

>You are now asked to verify if you really want to abandon cache items
before taking a forward move in the maze.

>Casting RETURN now displays [RET]-teleport and [ESC]-abort to verify
your intentions.

>While moving in the maze, if a character's condition changes the status
box is now updated automatically (i.e. when an ASLEEP character awakes
or a POISONED character dies).

>Encumbrance is now displayed in the maze as a percentage.  Like before,
it's only shown if your party is over-burdened (>100%).    ENC penalties
up to 200% now have a smaller impact on ambush and running away chances
than before.

>Text Mode support during maze movement has been temporarily removed.

>Dispel can only be used by a character once per encounter (except
dispel devices).  Further attempts by the same character results in a
"No Effect" message.

>In response to popular demand, the game is now more "balanced".  You
should be able to progress naturally much deeper into the maze without
spending as much time building-up your characters.  Details:

-->The maximum breathe weapon damage has been more "balanced" (i.e. much
lower).

-->Maximum monster damage has also been more "balanced" (i.e. number of
hits per attack lessened and less deadly weapon-equipped NPC's).

-->Number of monster's appearing has also been "balanced" for low-level
parties.

-->Human characters now get 10 points to modify attributes at the Guild.  All other races still have only 5 default points.   Since demi-humans come-up predispose to one or two classes by default, this "balances" humans who by default don't.  

New Stuff in V4.0

>!!!!NEW ADDITIONAL MULTI-LEVEL SCENARIO INCLUDED: SHADES OF THE PAST!!!!
See Briefing materials in Tome of Knowledge!

>The ROSTER can now store up to 36 characters!  To take advantage of
this new feature, run the Resize Roster utility and select a new maximum
number of character slots (disk-space allowing).  The Blue Knight
Tavern's Add function and the Adventurer's Guild now display 18
character's at a time, to switch to the next screen, press <TAB>.

>Encumbrance now also applies to item's carried.  To find out how much
an item weighs, just press the index number of the item at the camp
inspect screen, and the number of pounds (#) and the equivalent coin
weight (cn) is shown.  Note: Because of the extra overhead needed to now
calculate encumbrance, you may notice a slight delay when returning to
the maze from camp or combat and with the OA-pool (camp divvy) command;
both now display twisties to amuse you while it crunches.  Also,
incapacitated characters are now treated as dead weight, increasing the
ENC penalty depending on how many conscious characters are left to drag
them along.


Version 3.0
Bugs fixed:

>All AC spell docs have been changed to reflect the correct effect of
additional power level's (which is multiplied per additional power
level, not additive as listed previously).

>Fixed a problem with casting/using FEAR spells/devices; it wasn't
always affecting the correct monster group, or it was causing error #53
(I wasn't initializing a variable).

>Some item/maze spelling mistakes corrected (e.g. orge gloves --> ogre
gloves; altairs --> altars).  Thanks Tony Ward, David Pierce.

>Note: If you get an I/O error when starting-up SC and you have at least
128K of memory, it may mean that the /RAM drive may be damaged.  To fix,
reboot.

>Wishing wells no longer will "bless" characters below age 15.  Thanks
to David Pierce for catching this.

>Fixed a problem when refusing to give up the orb could have caused an
error in certain cases.


Stuff Changed in V3.0

>Halflings are now hobbits.

>The Time Delay option in the maze only accepts [RET] to exit, not
escape.

>Aborting the party slaughtered screen is now without penalty on maze
levels 1-2.

>After reading about how many of you find getting ambushed unenjoyable,
I've decided to tone down the number of ambushes by 66%, but only to
those of you who have paid your shareware fees!  (It's automatic with
any prior or future registration.)

>I've also made charged PROTECT devices and spells a little more
powerful.  Casting or using any charged PROTECT device (in CAMP) will
now, in addition to its AC effects, also lower ambushes by 10% per power
level over base level (only those devices with a "+", so PROTECT+1
reduces ambushes by 10%, PROTECT+2 by 20%, etc).  By the way, regardless
of any charged PROTECT devices and/or shareware payment bonuses, light
and encumbrance penalties still apply.

>Chest routines revamped.  Chest hardness per level and character
ability per chest hardness should be more consistent.   Be careful!

>Score displayed when you win has been changed.

>You only need to defeat Drachma once!

New Stuff in V3.0
>!!!!NEW EXPANDED SCENARIO!!!!
Drachma has learned his lesson and has revamped his fortifications to
make his lab more secure.  To facilitate this renovation, a few special
items (crystal orb, skeleton key, Li P-crystal) in circulation are
removed and restocked in the maze upon updating, forcing you to defeat
Drachma again if you have already done so (previous scores are now
invalid).  All will be explained as you quest to retrieve the Crystal
Orb from Drachma.

When I released V1.0, it was my opinion that it would take at least 6-9
months for anyone to finish; but some of you have did it in barely 2
months!  Part of the reason some of you finished so fast (I think) is
because the current maze was created totally by the Maze Maker utility;
the new scenario included in this update includes portions of my own
fiendish design.

The files MAZEB and GOODIES contains the expanded scenario and will not
fit on 5.25" disks, so if this means you: sorry, you will need at least
a 3.5" disk or hard drive.  Please note: The Maze Maker utility will
only create a maze based on the earlier scenario.

BTW, the expanded scenario only adds new areas, any maps you have made
of previous levels will still be viable (with the exception of a couple
of renovated patches near Drachma's lab).

>The down-arrow key now works in the maze!  Pressing the down-arrow will
only change your direction (turn-about), not your position.  I've added
this in response to Ken Gagne's review of Silvern in Juiced.GS (Oct
1998, pg 19).


Version 2.1
Bugs fixed:

>Teleport spell docs corrected to reflect that it's also usable by Mages
& Clerics (not just Wizards & Druids).  Thanks to Tony Ward for pointing
this out.

>The dragon scale item's stats are now set correctly.

>Dragon lairs are now MUCH rarer (V2.0 didn't make them uncommon
enough).

>Attempting to use the combat equip option when a character is already
equipped with a cursed weapon now works correctly.

>The ring/ESP now takes advantage of any power levels (+).

>Fixed bug that in rare chances wouldn't let certain characters sell
their items at the Trading Post if they had at least one broke or cursed
item.  In addition, Quillon will no longer prevent characters from
getting to the sell an item display even if they have no items (although
once there you can only exit or pool).

Stuff Changed in V2.1:

>The character's money display now lines up its decimal point with
Quillon's price lists.

>The Protect spell can now be cast at camp.  See the Tomb of Knowledge
for more info. Thanks to Tony Ward for suggesting this idea!

>The maze status box now lists the amount of Pro[tection] in effect (see
above-Protect spell).

>The Trading Post sell an item option is now MUCH faster when dealing
with enchanted items (those items with a +).  I'm now using a faster
search algorithm instead of the slower linear search I had been using
(worst case to find a match in a list of 1000 items can now be done in
10 reads or less, compared to 1000 reads for the old linear technique). 
In addition, the buy an item option should now show a slight increase in
performance (especially for floppy drive users perusing the enchanted
item selections).

>The I)d item camp function now turns into an I)nfo function when a
Druid or Cleric tries to I)d an already identified item.  If successful,
a one-line display shows the item's properties- however, the Druid I)nfo
command is vastly more powerful.

>A few magical devices have been renamed to more accurately reflect the
item's function (although no item's function has been changed).  In
addition, a few armour types have also been renamed.  Because of these
changes and a more optimized encoding routine I have been able to save
158 bytes of variable memory (if this doesn't sound like much, it
amounts to a 16% increase in free memory space-remember this is
Applesoft!).  The additional space allows for future expansion-any
suggestions?


Version 2.0
Bugs fixed:

>In case of errors that may occur before the hi-res character generator
is loaded, the screen is now cleared at initialization.

>Aborting party slaughter now clears the screen correctly (only a
problem with 5.25" disks).

>Previously, upon finding a new chest after leaving 10 unopened chests
on the same level would give an error (but not fatal).

>The chest loot amount is now held in a real array-before an integer
array was used which could crash if the chest held more than the
equivalent of 32,768gp.

>The bomb chest trap now works correctly (actually blowing up the
contents like the TNT and grenade chest traps do).

>If you are drained below the minimum level required to cast spells your
spell book or holy symbol is now erased correctly.

>If you have the crystal orb, but get killed off before you can get to
the castle market, the crystal orb will now disappear (otherwise it may
slip past the castle guards-in which event, you could not claim your
award!).

>Monster spoils cached will no longer be erased if you later cache lair
spoils at the same place.

>When getting monster spoils, if any enchanted weapons or armour were
found, only the first item taken would be enchanted, the rest would be
normal-this has now been fixed.

>The Air spell now takes advantage of any charges cast.

>If something forces the party to leave an area with cached items before
the cache items can be picked-up, the CACHE message is now erased
correctly.

>Teleporting into a room that contains a lair now works correctly.

>The amount of Air spell points is now reset correctly when leaving the
castle market.

>Previously, using a device that mimicked the cleric identify item
ability would give the character who used the device a natural identify
item ability temporarily afterwards.


New Stuff Added in V2.0:   

>Copper (cp) and silver (sp) coins added.  Camp displays the amount of
each coin type with a summed total, usually in gp; at the castle market
your money is usually shown in gp, with sp & cp listed as a decimal.  At
the castle market, services and items may be listed in either cp, sp, or
gp.   See the Tome of Knowledge for more info.

>Encumbrance (ENC) added.  This only applies to coins.  Your ENC is
displayed in camp and indicates how many additional coins you can carry
(when displayed in inversed type it indicates how many coins you must
remove to eliminate any ENC penalties.  If any character is encumbered,
the party is penalized by the highest over-burdened character; in such a
case the message "ENC X#" is shown when you are in the maze.  The #
equals the penalty as a multiplier to movement and light usage, as well
as increasing the monster ambush chance.   See the Tome of Knowledge for
more info.

>The Inn now has deluxe rooms at 4gp/visit (2hp healed/visit).  In
addition, the economy rooms now go for 5sp/visit (1hp healed/visit). 
The suites remain unchanged.

>New spell: Deep Pockets!  Adds 8,000cn per charge, per person.  See the
Tome of Knowledge for more info.


Stuff Changed in V2.0:

>You can no longer surprise the opposition unless there is normal or
magical light (infravision no longer cuts it).

>Spell points are now SPP.

>Amount of Air spell points in effect is now always shown.

>Values that were displayed in millions or billions are now shown M or
B, respectively.

>The Trading Post now shows all the character's items with prices when
the sell, identify, or uncurse option is selected.  However, services
which are invalid for certain items are illegal (they have shown as
0gp)-such as selling equipped items or identifying already identified
items, for example.

>The Trading Post now allows equipped unknown items to be identified.

>The P)ool option now pools all coin types.  Pressing open-apple when
selecting "P" (camp only) will divvy each coin type equally to each
party member-the first character with the highest ENC is given any
remainder or excess above the party's max ENC.

>The T)rade option no longer asks to trade gold, however it will trade
coins when you press the open-apple key as you select the person to
trade to.

>The D)ivvy option works differently: A money changer at the Tavern now
pools all your party's coins, exchanges the sp & cp for gp (pocketing
any remainder), and then splits the pooled gp evenly to each character. 
The money changer's fee is 1gp  or any remainder, whichever is greater.

>The camp status screen has been totally redone to fit all the new
changes.

>The D)rop option can now drop coins by pressing open-apple as you press
"D".  Dropped coins may be recovered with the P)ickup cache stuff
option.

>The maximum number of items you can now cache is 13 (3 positions are
now used for gp, sp, & cp coins).

>The list spells option now also displays "<ESC>-exit".

>When getting money (loot), the sum of the total hoard and per share
total is displayed in gp.  The amount of each coin type per share is
also now shown.  You are now asked if you want to take each coin type
amount per share, or cache the entire coin type sum.

>The SC.LOOT is no longer loaded into the /RAM drive.   This allows for
present and future expansion of both SC.LOOT and SC.CAMP to 13,312 bytes
(previously the limits were 6,144 bytes and 12,288 bytes, respectively).

>The Aquatic spell is now renamed as Air.

>The mage shield is now renamed as mage's shield.

>Dragon lairs are MUCH more dangerous and wealthier-but now much more
scarce.

>When accessing the Tome of Knowledge extra's option, the Dogpaw doc
viewer info box is now displayed.


Version 1.0
First release.
New Features History:

1990

>Monster generator can create new monster species.

>Characters can now die of old age.

>Mystic class added.

>Humanoid or undead/spirit lairs can now be found in rooms.

>Monsters may call other monster groups.

>Doors may be locked, requiring keys to open.

>Granting of noble titles added.


1991

>Store prices fluctuate depending on quantity.

>If all characters run, the monsters now chase.

>Some monsters will be scared and will run from the party on sight; you
may chase such a group.


1992

>Some NPC groups will offer to surrender.

>You can now select the exact charge of a spell you want to cast.

>Maze specials (stairs, chutes, chests, etc) now appear outlined in
white.


1993

>You can now REVERSE certain spells.

>Dragons are now encountered only in dragon lairs.

>You now can adjust the time delay loop variable in the maze.

>Camp Reorder function added.


1994

>Maze encoded into binary format instead of a text file (20% less disk
space needed and 60% less memory needed; mazes up to 27x27 are now
possible; machine-language code added to process new format).

>Chests are now found only in lairs.

>All special messages encoded.


1995

>Clerics and druids can now dispel the undead.

>Moat added.


1997

>Item definitions now in binary format; saving space.

>High-level characters may now retire.

>Hall of Immortals added.

>CACHE added.

>Guardians now only on level 10; however, if shareware fee not paid they
will be encountered on levels 7-9 too!

>New lairs:  snake pits; spider lairs; giant lairs; scum/refuge dumps
(mixture of rodents, cruds, worms, insects, and beetles).

>Maze 3D display is now partly encoded into machine-language.

>Text mode added.


1998

>You now need light sources (torches, lanterns, or spells) to see;
however, level 1 is always illuminated by wall torches.

>Combat attacks are now sorted.

>Divvy option added at tavern.

>Wish CAMP option added.

>SPELL BOOKS, HOLY SYMBOLS, and LOCKPICKS added; given automatically
when character is created.

>Combat EQUIP option added.

>New lairs:  reptile lairs and monster lairs (non-weapon using
HUMANOIDS).

>Incapacitated characters are now automatically sorted to end of the
party order.

>CTRL-S(uspend) command added.

>Multiple weapon hits now possible.


1999 (prior V1.0)

>Chests might be locked; combinations of locked, unlocked, trapped,
untrapped now possible.

>Variable ages depending on race added.

>Demi-human HP bonus, XP penalties added.

>Magical items now sorted at the store during buy/sell.



Known Problems

>Maze Maker module sometimes crashes.  Solution: Re-run until it works.