Hail & well met!  Your reading this indicates you have or plan to 
make  a dungeon of your own.  Good!   Follow my lead through this 
program and let us discover!




Important Variables
===================

AC        - armour class
AD(*,*)   - artifact data - the first 4 only if not a weapon
            1=VALUE,2=TYPE,3=WGHT,4=ROOM,5=COMPLEXITY,6=WEAP TYPE
            7=WEAP DICE,8=WEAP SIDES,9=FLAG IF SEEN

AE        - armour expertice
AN$(*)    - artifact names
BANK      - gold in bank
C         - command #
C$(*)     - command list
CH        - charisma
CZ$       - last command given
DF        - defender #
DIE       - LOGICAL flag, 1= player died
EA        - effect on armour on odds-to-hit
FD(*)     - full damage of side in combat
FR        - fumbler roll / friend rating
GOLD      - gold on hand
HIT       - LOGICAL flag if hit in combat
INC       - LOGICAL flag if ability increased
MAP(*,*)  - contains all of the moves available in game.
MD(*,*)   - Monster Data (you are monster 0)
            1=HD,2=AG,3=FRIEND,4=COUR,5=ROOM,6=WGHT,7=DEF ODDS
            8=ARMOUR,9=WEAPON #,10=ODDS TO HIT,11=WEAP DICE
            12=WEAP SIDES,13=HITS TAKEN
            14=REACTION (0=DISLIKE, 1=LIKE)
 
MN$(*)    - name of monsters
MR        - monster moral
NA        - number of artifacts
NBTL      - LOGICAL flag for battle conditions (0=ok,1=red alert)
NM        - number of monsters
NW        - number of weapons in game 
NZ        - number of artifacts not brought by player
OF        - number of offensive monster
RAISE     - LOGICAL flag if power raised
REC       - player record in char file
ROOM      - room player currently in
RR        - random # 1-100 for power
S$        - subject of command given
S2(*)     - current spell ability
SA(*)     - total spell ability
SEX$      - holds M or F for player
SPD       - Speed spell counter
SUC       - LOGICAL flag for success of spell
TD(*)     - damage taken in battle for side
TP        - total price of treasure



LINE NUMBERS & ROUTINES

100-999     MAIN LOOP OF PROGRAM.   If you want something checked 
            every time a command is given, put it here.

1000-1999   GET COMMAND
2000-2999   DROP COMMAND
3000-3999   ATTACK  COMMAND   Lines 3700-3999 are  if  a  monster             
            dies.   If  something  happens after they  die  (like 
            pirate  or mimic in begginners cave,  put them  after             
            line 3720.

4000-4999   LOOK 
5000-5999   MOVEMENT
6000-6999   POWER SPELL (SPECIAL EFFECTS START AT 6060
7000-7999   HEAL
8000-8999   BLAST
10000-10999 SPEED
11000-11999 SMILE & WAVE
13000-13999 SAY COMMAND (ALSO TRIGGERS SPELLS)
14000-14999 DRINK
15000-15999 READ
16000-16999 READY A WEAPON
17000-17999 FLEE
18000-18999 INVENTORY
19000-19999 ENTER
20000-20999 GIVE COMMAND
21000-21499 OPEN COMMAND   

21500-21699 SAVE CURRENT GAME   \   THESE ROUTINES ARE FOUND
21700-21899 GET OTHER GAME      /   IN THE UTILITY DISK VERSION

22000-22999  INITIALIZE GAME  Read in artifacts,  monsters & room 
             move information.

23000-23999 END GAME (GOTO MAIN HALL) If person died, erase info.

24000-24999 ERROR TRAP ROUTINE
25000-25999 HELP SET UP ROOM INFO ON START UP
30000-30560 BREAK UP CHARACTER RECORD FROM FILE
30570-30680 PACK STRING FOR CHARACTER
31000-31060 LOWER TO UPPER CASE CONVERSION

     You  will have to modify the save/play game routines if  you 
add  any  important  varialbes into the game.   


     You will notice that on the begginers cave disk,  there is a 
file  called  CAVE.128 for the Sanyo computers if they have  only 
128k  in their computers (giving them about 40k ram  for  basic).  
Please  keep in mind that if your game uses over 30k,  let people 
know,  or  make a smaller version (take out rems and  squash  the 
file).   Also to you Sanyo people with 256k,  remember IBM and GW 
basic  users  can  only  use about 60k!   Break  up  your  larger 
dungeons.   I will gladly look over new dungeons (since I own  an 
IBM  &  a Sanyo) and will give you pointers,  help or  advice  if 
requested (and you send me a SSAE).  

REMEMBER THAT TO GIVE YOUR DUNGEON THE WIDEST VIEWING,  SAVE YOUR 
FILES IN ASCII FORMAT.

ex:

SAVE"DUNGEON",A


IBM vs. SANYO basic

Some problems do crop up in compatability.   Here are some of the 
more noticable ones.

LOCATE ió besô lefô alonå iî manù aplicationó iæ yoõ trù tï uså á 
formulá  tï  linå  uð texô oò graphiã texô iî relatioî  tï  inpuô 
prompts.

The  commands to return the cursors row & column differ in syntax 
between the two machines. (CSRLIN & POS)

If you use graphics, remember that Sanyo does not support low res 
graphics and IBM needs a SCREEN 2 command to goto high res.  Also 
IBM does not support the COLOR statement in high res graphics.
If you  decide to make a adventure only for one of the  machines, 
terrific!  Just  let everyone know it if you sell it. Better   to 
title  it  with  the words A PC GRAPHICS ADVENTURE   or  A  SANYO 
GRAPHICS ADVENTURE.  Although, if you give your adventures  away, 
don't sweat it!


File handling.

     Use the open,  close,  field,  input, print formats I use in 
the   begginers   cave   &  the  dungeon   desinger   for   total 
compatability!  Other formats just don't work!

OPEN "O",#1,"SEQFILE.DAT"
OPEN "R",#1,"RANDOM.DAT",R118

Many basics need to be told if a random file will be longer  than
128 bytes with the command line:

A>BASIC /S:256       (tells basic to make random  records   up to
                      256 bytes each.)



Above  all,  break  every rule in the book if it will  make  your 
adventure better!


Have fun!

Jon Walker
139 S. Central
Marshfield, WI 54449