Monthly Archives: April 2017

Adventure Shell

Earlier this month I was busy separating the Games page of my website into two, since it now featured so many games it was becoming increasingly difficult to maintain and locate the individual programs. Rich Mellor came up with a very useful idea to split the page into “Adventure Games” and “Other Games”, since there are so many QL text adventures, including the Infocom routines and utilities for example, which let you play games created for other platforms.

Coincidentally, along came David Denham to port a very simple Adventure Shell program, which is basically a skeleton adventure program written in BASIC. The original by the late Tim Hartnell was in TRS80 and Commodore C64 BASICs, so David ported and anhanced it to QL BASIC, and added thorough documentation to make it easier to edit the program to create your own adventure games in BASIC.

While there are other adventure creation tools available for the QL, this one differs in that you don’t have to learn new software, you just take a skeleton program written in BASIC and change it to become whatever adventure you want. True, you won’t get the most advanced game ever, but it will set you on the roads to programming your own and crucially it’s well documented so if it doesn’t do what you want, you just edit a few lines of BASIC to make it do what you want! A tinkerer’s delight.

Having written it in BASIC you can compile it too with one of the QL BASIC compilers, to make it into a stand-alone executable program if you wish.

The map of an adventure game is created using simple numbers in a DATA statement. Say we need just 4 rooms for the adventure, numbered room 1 to room 4, it’s possible to map out the adventure just by putting a list of exits from each room in the data statements, programmed as North, South, East and West. The numbers are the room numbers to which each exit leads, so if room 1 has two exits leading South to room 2 and West to room 3, it’d just be:

DATA 0,2,0,3

0 means no exit in that direction. The program then takes care of navigation through the maze or cave layout.

Other DATA statements let you specify a list of monsters and objects, weapons and treasures to pick up and use, along with their value.

The program includes a simple interpreter to let you enter one or two word commands such as Go North, Grab Sword, or Fight Monster. The interpreter part is well documented and structured so makes it easy to add your own commands if you wish.

Even a “fight” routine is built in, so you can attack or be attacked by a monster.

Although not quite complete at the time of writing, apparently a playable example game is included and apparently I will feature in the game somehow as a monster. I am not looking forward to this L

Hopefully we’ll be able to feature a review of this program in a forthcoming issue – hope it lives up to expectations.

It will be available to download free of charge from the Adventure Games page on my website, http://www.dilwyn.me.uk/games/adventures/index.html

QLAWK

Thanks to Timothy Swenson, I came across a QDOS version of AWK.

AWK is a data driven scripting or programming language designed for text processing and typically used as a data extraction and reporting tool. It is a standard feature of most Unix-like operating systems.

Trivia: AWK’s name is derived from the surnames of its authors—Alfred Aho, Peter Weinberger, and Brian Kernighan.

The QDOS version is by Peter Tillier. Get it from the Languages page on my website at

http://www.dilwyn.me.uk/language/index.html

Easyptr 4 Download

Marcel Kilgus’s update of Easyptr to work with Window Manager 2 etc is now available to download free from both Marcel’s site and the Programming page on my website.

In case anyone hasn’t heard of it, Easyptr is a programming system for writing pointer driven programs in SuperBASIC and SBASIC. It includes a sprite designer and a WYSIWYG (What You See Is What You Get) menu designer.

https://www.kilgus.net/smsqe/easyptr/

http://www.dilwyn.me.uk/program/index.html

WSPT Extension

WSPT is an extension procedure to simply write a sprite to the screen under pointer interface, without having to use a full toolkit add-on just to print sprites to a window.

This is a simple wrapper for the QDOS/SMSQ iop.wspt trap. Just load a sprite file into some common heap memory and use this command to write the sprite at a given location in a window channel, e.g.

ad = ALCHP (sprite_length)
LBYTES sprite_spr,ad
WSPT #channel,x%,y%,ad.

Download the WSPT extension from http://www.dilwyn.me.uk/tk/index.html

Blogs

And speaking of Urs, he has informed me that his personal blog, which includes a lot of writing about QL matters, can now be found at https://plus.google.com/104042128125238901905

While I’m at it, here’s a list of a few QL-related blogs I’m aware of – if you know of any more, let me know and I can publicise them here:

http://qemulator.blogspot.co.uk/        Daniele Terdina, author of QemuLator

https://dilwyn2.wordpress.com/         Dilwyn Jones blog (highly recommended of course!!!)

http://backtotheql.blogspot.co.uk/      Lee Privett’s blog.

http://oldmachinery.blogspot.co.uk/search/label/ql    Old Machinery blog, QL entries,  by Tero Heikkinen

http://qlheaven.blogspot.co.uk/          QL Heaven blog.

https://sinclairqles.wordpress.com/    Spanish QL blog.

https://sinclairql.wordpress.com/       Italian QL software preservation blog.

http://www.hunggartorino.it/ql/about-us/         Quantum Technology site, Italian and English.

QL Today Magazines Online

Urs König tells us that all 123 issues of the QL Today magazine (were there really that many! It ran from 1996 to 2013 after all) – scanned as searchable PDFs – are now also available for online reading on the http://sinclairql.net  website. Before this re-release they were only part of the QL Today DVDs and QL IS 30 2014 – THE DISTRIBUTION.

The Wall

This formerly commercial game from Wolfgang Lenerz is now available to download free from his website. It has now been enhanced to use the extended colours available in GD2 mode, with documentation available as text or Quill documents, and the source code is also available for those interested.

The game is based on an old arcade game called SAME. The idea is to click on a group of coloured tiles next to each other to make them disappear.

There is a Back key in case you want to go back a move or two to correct a bad move or try a different strategy.The more of the wall you manage to remove, the higher your score. The game is pointer driven.

Download a copy of the game free from Wolfgang’s “QL Stuff” website at http://www.wlenerz.com/QLStuff/