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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.