From: Adam Sampson Date: Wed, 2 Sep 2020 16:02:46 +0000 (+0100) Subject: MDL 104-106 and Zork executables from Rich Alderson. X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=refs%2Fpull%2F6%2Fhead;p=pdp10-muddle.git MDL 104-106 and Zork executables from Rich Alderson. --- diff --git a/lcml/README.md b/lcml/README.md new file mode 100644 index 0000000..bc1f186 --- /dev/null +++ b/lcml/README.md @@ -0,0 +1,21 @@ +Rich Alderson says: "The Toad systems at Living Computers: Museum + Labs +(which are still available online) have working executables for +MDL104.EXE and MADADV.SAV, which I installed myself from my personal +magtape, whose contents originated at UChicago in the 1970s." + +These files came from `UNS:` on the LCM TOAD-2. They're in ANSI-ASCII +format. + +``` +MADADV.HELP.1;P775252 5 2101(36) 7-Aug-1978 23:00:26 ALDERSON + .INFO.1;P775252 1 369(36) 10-Mar-1978 21:07:48 ALDERSON + .SAVE.1;P775252 274 140288(36) 3-Dec-1993 17:11:58 ALDERSON + +AGC.MUD104.1;P775252 12 6144(36) 6-Sep-1977 07:51:11 ALDERSON +MDL104.EXE.1;P775252 132 67584(36) 3-Dec-1993 16:33:46 ALDERSON + .SYMBOLS.1;P775252 38 19374(36) 6-Sep-1977 08:05:09 ALDERSON +MDL105.EXE.93;P775252 104 53248(36) 6-May-1981 10:06:24 ALDERSON +MDL106.EXE.17;P775252 107 54784(36) 11-Jun-1981 11:33:25 ALDERSON + +ZORK.EXE.1;P775252 4 2048(36) 19-Dec-2005 16:08:58 ALDERSON +``` diff --git a/lcml/agc.mud104 b/lcml/agc.mud104 new file mode 100644 index 0000000..bd6cdbf Binary files /dev/null and b/lcml/agc.mud104 differ diff --git a/lcml/madadv.help b/lcml/madadv.help new file mode 100644 index 0000000..d4cfe22 --- /dev/null +++ b/lcml/madadv.help @@ -0,0 +1,269 @@ +ZORK/DUNGEON User Information + +I. Getting a ZORK/DUNGEON + + a. ITS: Say ZORK^K to DDT rather than :ZORK to get a zork. + b. 10X/20X: Invoke the local dungeon (usually DUNGEO) + +II. Bugs, comments, suggestions... + + Always welcome and encouraged. All mail should be sent to + DUNGEON@MIT-DMS. Dungeon has a BUG command, in addition, which + may be used to report strange happenings. Its use is described + below. Please note that for 10X/20X systems, net mail to DUNGEON + will be acted on much more quickly than BUG command reports. + + If, in making a bug report, you know what symptoms were exhibited + by the program, PLEASE, PLEASE!!!!! include them. It is at best + extremely irritating and at worst useless to receive a bug report + like 'mumble frotz' loses, or 'try saying \"mumble frotz\"'. With + such reports, we have no way of knowing the situation when your + 'mumble frotz' lost, and no way of knowing if any bug we manage + to reproduce (if we do) is the same one you saw. In consequence, + everyone's time is wasted. + +III. Typing to Dungeon. + + A number of characters in Dungeon have special effects. These + include a number of line editing commands. The characters are: + + or : delete the last character typed + : delete the last word typed + or or : delete the entire buffer + : redisplay the buffer + : redisplay the buffer. Sometimes this also clears the + screen. + + : terminate commands + : flush long typeouts + : like the QUIT command (vide infra) + : Causes the remainder of the command line to be ignored. + This may be useful for annotating hard copies/scripts of games. + +IV. Garbage Collection + + Dungeon may occasionally type out a message 'GIN FREE STORAGE- + GOUT TIME=10.92'. This indicates that a garbage + collection is occurring. We have attempted to prevent this, since it + may take a significant amount of real time on a loaded system; should + it ever occur, please send mail to DUNGEON@MIT-DMS describing the + circumstances--how many moves have been made, whether a RESTORE has + been done, and so on. THIS IS NOT FATAL: after the GOUT message is + printed, you may continue playing. + +V. User Commands + + The following commands may prove useful for the playing of Dungeon. +They are not, however, game commands (i.e. they have no side effects +in the current game). + + a. Verbosity + + Verbose: The default: print long room descriptions on first + visit, 20% of the time thereafter. + + Brief: Supresses printing of long room descriptions for rooms + which have been visited. Short object descriptions + are also used in such rooms. + + Super(brief): Suppresses printing of all long descriptions, even + on the first visit. Short object descriptions are + always used. + + Noobj: Suppresses printing of object descriptions in rooms + already visited. See the 'object' command. + +Note that the maximally verbose description (that printed on the +first visit to a room in verbose mode) may always be obtained by +saying 'look'. See also the 'room' and 'object' commands. + +b. Help + + Info: Prints a file which might give some idea of + what the game is about. + + Help: Prints this. + + c. Progress + + Quit: Prints your score, and asks whether you wish to + continue playing. + + Score: Deflate your ego. + + Time: Describe how much of eternity you have injured. + + Versi(on): Describe the current version. + + d. Hard copy (directory owners only!) + + Scrip(t): Script to a file ZORK.SCRIPT + + Unscr(ipt): End scripting + + e. Save/restore (directory owners only!) + + Save: Save the game for future continuation (to ZORK.SAVE) + + Resto(re): Restore a saved game (from ZORK.SAVE) + Only the player who created the save file can restore + it at a later time! You are warned. + + f. Bugs, etc. + + Bug: Although the best way to report bugs is to send mail + to DUNGEON@MIT-DMS, there is a 'bug' and command + built in to the game. This generates files which + must, alas, be manually transmitted to the + maintainers. It is, however, better than nothing. + + Featu(re): Like Bug, to make a suggestion for a feature. + + g. General + + Again: Repeat the last input. + + Look: Describe the current surroundings. 'L' is equivalent. + + Room: Print the verbose description of the room, without + mentioning any objects. + + Object: Print the verbose description of all the objects in + the room, without describing the room. 'Look' is + equivalent to a 'room' command followed by an + 'object' command. + + Inven(t): Describe your possessions. 'I' is equivalent. + + Diagn(ose): Describe your state of health. + + Wait: Causes 'time' to pass. + +V. Dungeon Command Parser + + A command is one line of text terminated by a carriage return or + altmode. For reasons of simplicity all words are distinguished by + their first five letters. All others are ignored. For example, + typing 'DISASSEMBLE THE ENCYLOPEDIA', while meaningless, is also + creating excess finger motion. Note also that ambiguities can be + introduced by this: 'unscr' is 'UNSCRipt', not 'UNSCRew'. + + You are talking to a moderately stupid parser, which understands + the following types of things. + + Actions: + + Among the more obvious of these, TAKE, DROP, etc. Fairly general + forms of these may be used: PICK UP, PUT DOWN, etc. + + Directions: + + NORTH, SOUTH, UP, DOWN, etc. and their various abbreviations. + Other more obscure directions (LAND, CLIMB) are appropriate in + only certain situations. Because words are only five letters, + you must say 'nw' for 'northwest': the latter is truncated to + 'north', which isn't quite what you had in mind. + + Objects: + + Most objects have names, and can be referenced by them. + + Adjectives: + + Some adjectives are understood and are required when there are + two objects which can be referenced with the same 'name' (e.g. + DOORs, BUTTONs) + + Prepositions: + + It may be necessary in some cases to include prepositions, but + the parser attempts to handle cases which aren't ambiguous + without. Thus 'Give car to demon' will work, as will 'Give demon + car.' When a preposition is used, it should be appropriate: + 'Give car with demon' does not parse. + + Sentences: + + The parser understands a reasonable number of things. Rather + than listing them, we advise you to do reasonable things. Note + that several sentences may be typed on the same line, separated + by commas or by 'and': 'n,e,s,w,open mailb and read' will [try + to] do just that. + + Multiple Objects: + + Sentences of the following forms will parse: + Put A and B and C in trophy case + Put A, B, and C in trophy case + Give A and B to the troll + The following will not: + Put A B in case + Take A B C + The point is that an AND or a are required so as not + to hopelessly confuse the parser. + Special objects named 'everything' and 'valuables' exist; one + may, for example, say 'take everything' and 'put valuables in + trophy case'. + + Multiple commands: + + Several commands may be included on a single line. They must be + separated by 'then' or '.'. Thus: + TAKE BOOK. N. DROP BOOK AND CANDLE + is correct. Note that the use of a comma between commands will + cause the command line to be parsed incorrectly: comma should + only be used between multiple objects. + + Ambiguity: + + The parser tries to be clever about what to do in the case of + actions which require objects in the case that the object is not + specified. If there is only one possible object, the parser will + assume that it should be used. Otherwise, the parser will ask. + Most questions asked by the parser can be answered (e.g. With + what?). + +VI. Theories + + The following 'theories' are fundamental to the game and should + be noted: + + Containment: + + Some objects can contain other objects. Many such containers + can be opened and closed; the rest are always open. They may or + may not be transparent. For you to access (take, for example) + an object which is in a container, the container must be open; + for you to see such an object, the container must either be open + or transparent. Containers have a capacity, and objects have + sizes; the number of objects which will fit therefore depends on + their sizes. You may "put" any object you have access to (it + need not be in your hands) into any other object; at some point, + the program will attempt to pick it up if you don't already have + it, which process may fail if you're carrying too much. + Although containers can contain other containers, the program + doesn't access more than one level down. + + Fighting: + + Occupants of the dungeon will, as a rule, fight back when + attacked; they may in some cases attack you unprovoked. Useful + verbs here are 'attack with ', 'kill', etc. + Knife-throwing may or may not be useful. The adventurer has a + fighting strength, which varies with time: in particular, being + in a fight, getting killed, and getting injured, all lower it. + One's carrying capacity may also be reduced after a fight. + Strength is regained with time. (Thus, it is not a good idea to + fight someone immediately after being killed.) Other details + may become apparent in the course of a few melees. The + 'diagnose' command describes your state of health. + + Vehicles: + + There are some objects in the dungeon which are rumoured to have + the ability to transport the fearless adventurer to mysterious + regions which are inaccessible on foot. Needless to say, the + adventurer faces great personal peril as he encounters these + regions. The 'vehicles' can usually be entered with the 'board' + command, and can be exited with the 'disembark' command. +  \ No newline at end of file diff --git a/lcml/madadv.info b/lcml/madadv.info new file mode 100644 index 0000000..8ab4f9b --- /dev/null +++ b/lcml/madadv.info @@ -0,0 +1,35 @@ +Welcome to Dungeon! + + You are near a large dungeon, which is reputed to contain vast +quantities of treasure. Naturally, you wish to acquire some of it. +In order to do so, you must of course remove it from the dungeon; to +receive full credit for it, you must deposit it safely in the trophy +case in the living room. + + In addition to valuables, the dungeon contains various objects +which may or may not be useful in your attempt to get rich; you may +need sources of light, since dungeons are often dark, and weapons, +since dungeons often have unfriendly things wandering about. Reading +material is scattered around the dungeon as well; some of it is +rumoured to be useful. + + To determine how successful you have been, there is a score kept. +When you find a valuable object (i.e., pick it up), you receive a +certain number of points, which depends on the difficulty of finding +it. You receive extra points for transporting the treasure safely to +the living room, and placing it in the trophy case. In addition, +some particularly interesting rooms have a value associated with +your entering them. The only penalty is for getting yourself killed, +which you may do only twice. + + Of special note is a thief (always carrying a large bag) who +likes to wander around in the dungeon (he has never been seen by the +light of day). He likes to take things; since he steals for pleasure +rather than profit, and is sadistic, he only takes things which you +have seen. Although he prefers valuables, sometimes in his haste he +may take something which is worthless; from time to time, he examines +his take and discards objects which he doesn't like. He may +occasionally stop in a room you are visiting, but more often he just +wanders through and rips you off (he is a skilled pickpocket). + + Have Fun! \ No newline at end of file diff --git a/lcml/madadv.save b/lcml/madadv.save new file mode 100644 index 0000000..d94d8bc Binary files /dev/null and b/lcml/madadv.save differ diff --git a/lcml/mdl104.exe b/lcml/mdl104.exe new file mode 100644 index 0000000..d1c4722 Binary files /dev/null and b/lcml/mdl104.exe differ diff --git a/lcml/mdl104.symbols b/lcml/mdl104.symbols new file mode 100644 index 0000000..a1ba618 Binary files /dev/null and b/lcml/mdl104.symbols differ diff --git a/lcml/mdl105.exe b/lcml/mdl105.exe new file mode 100644 index 0000000..3525bb1 Binary files /dev/null and b/lcml/mdl105.exe differ diff --git a/lcml/mdl106.exe b/lcml/mdl106.exe new file mode 100644 index 0000000..14158ee Binary files /dev/null and b/lcml/mdl106.exe differ diff --git a/lcml/zork.exe b/lcml/zork.exe new file mode 100644 index 0000000..7d222eb Binary files /dev/null and b/lcml/zork.exe differ