diff --git a/Rogue/README.md b/Rogue/README.md new file mode 100644 index 0000000..30f0513 --- /dev/null +++ b/Rogue/README.md @@ -0,0 +1,10 @@ +# Rogue + +ROGUE was written Nov 1984 thru Feb 1985 by David Goodenough. + +I made the changes for VT100 escape sequences according to QTERM.PAT. + +The original files can be found in the .zip file. + +``ROGUE.COM`` is the executable file and ``ROGUE.DOC`` contains the help for all commands. + diff --git a/Rogue/ROGUE.DOC b/Rogue/ROGUE.DOC new file mode 100644 index 0000000..4d4484f --- /dev/null +++ b/Rogue/ROGUE.DOC @@ -0,0 +1,170 @@ +Command letters: + +> go downstairs: must be on stairs '%' +< go upstairs: must have amulet of Funidoog ',' and be on stairs +. rest a while +i inventory: list all items being carried +e eat some food +s search for traps & secret doors +c call an item something +d drop an item +q quaff a potion +r read a scroll +z zap a wand +p point a wand in a particular direction +w weild a weapon +t throw a weapon in a particular direction (see weapons below) +W wear a suit of armour +Q quit the game +S save the game for later +P put on a ring +R remove a ring +^R reprint the last message +^L redraw the screen +h move one position left +j move down +k move up +l move right +y move up & left +u move up & right +b move down & left +n move down & right +H, J, K, L, Y, U, B, N run in the given direction till something is found + +certain commands can be done repeatedly, e.g. 10l will move 10 spaces right, +or 5s will search five times, the maximum repetition count is 255 (guess who's +using a byte counter!!) - command letters don't get echoed, as the effect they +have usually shows up in some other way. + +Things on screen: + + solid rock (empty space) +. room interior +- | room walls ++ door +# corridor +^ trap +% stairs +? scroll +! potion +/ wand += ring +) weapon +] armour +* gold +: food +, the Amulet of Funidoog +A-Z monsters - +A giant ant +B bat +C centaur +D dragon +E floating eye +F violet fungus +G giant +H hobgoblin +I invisible stalker (if you can see them) +J jackal +K kobold +L leprachaun +M mimic (when it's not pretending to be something else) +N nymph +O orc +P purple worm +Q quasit +R rust monster +S skeleton +T troll +U umber hulk +V vampire +W wraith +X xorn +Y yeti +Z zombie + +Anything that can be picked up (scrolls et. seq.) gets picked up when moved +on top of, to fight a monster, either point a wand at it, throw a weapon +at it, or to fight it hand to hand, attempt to move on top of it. + +Weapons fall into four classes: +1. two handed sword, long sword, mace: these are best weilded when going + into hand to hand combat; +2. short bow, crossbow, sling: these are best weilded when class 3 + weapons are to be thrown; +3. arrow, crossbow bolt, rock: these are best thrown at monsters some + distance away, best results will be obtained if the approprate + class 2 weapon is weilded when throwing class 3 weapons; +4. spear, dagger, dart: these are best thrown as class 3, however no + special weapon need be weilded to throw these. + +When throwing a weapon or pointing a wand, the direction should be specified +as for moving, so to point a wand to the left type in 'ph', and give the +letter from the inventory when asked what to zap, similarly to throw something +down, type 'tj', and the inventory letter, etc. etc. etc. + +The general idea of the game is to find the Amulet of Funidoog, which will be +found somewhere below level 20, and escape from the dungeon with it: once it +has been picked up, the '<' command to go upstairs works. + +This game has it's roots in AD&D (The T.S.R. fantasy role playing game), but +intimate knowledge of AD&D is not necessary to play Rogue (though it can be +a help). Rogue was originally written in C, and released on Berkley UNIX +systems - the only major part missing is the wizards password (which is a +massive cheat anyway). By and large, damages that monsters do, armour classes +of monsters, probabilities of hitting in combat, and other such variables are +lifted directly from AD&D, as they were for the Berkley version. + +A few (hopefully helpful) comments: use the rest command copiously - it +allows you to regain hit points lost in combat; traps generally only show +up when you stand on them, unless you are searching - on the subject of +searching, don't get too depressed if you seem to have explored everywhere +and you can't find the stairs: search along the walls of the rooms you have +found ('s' command, do it typically 10 times for each '-' or '|' in the +wall). Note also that some of the monsters get very vicious: dragons can +breath on you, rust monsters weaken metal armour, leprachauns will steal your +gold, invisible stalkers are just that (invisible), mimics tend to look like +other things: scrolls, armour, stairs - anything that isn't a monster, etc, +etc, etc; there are cursed items (rings, armour, weapons) which can be quite +hard to get rid of - unless you have a scroll of remove curse... Regarding +the various weapons: Two handed swords are the best weapons in class 1 The +crossbow is the best in classes 2/3, and the spear is the best in class 4. +Regarding armour class: the lower it is, the better for you. Regarding your +strength / hit points / experience / gold: the higher the better (There must +be some reason why armour class works backwards...). Logically (?) the +monsters get harder to kill the deeper you get into the dungeon - Dragons & +Purple worms (probably the meanest pair in the game) are often best left +alone if you find them asleep, because it isn't worth taking a chance on +getting bumped off by one of them: by the time you meet those two monsters +you'll be pretty close to the amulet, and once you have it, the best +thing to do is to high tail it back up through the dungeon to about level 17. +On the other hand DON'T rush down: explore each level to find all the magic +and monsters you can: killing monsters is how you get experience, and the +more experience you have, the better you'll do in a fight; in addition a good +arsenal of magic items can make the difference between winning & losing a +fight. On the lower levels rooms become dark: this limits your area of vision +as shown by the area of '.'s around you, however there are wands & scrolls +which can alleviate this problem (to a point at least). I'll leave it for you +to find out what all the scrolls, rings, etc do, to begin with you'll be using +all the scrolls of identify as soon as they get found. Note that potion +colours (and wand metals and ring gems) change from game to game, so don't +assume that just because a potion of healing is orange in this game, it will +be orange in the next (that would be too easy!!). + +Patching for different terminals. + +As delivered, this runs on Televideo compatible terminals (including Liberty +Freedom, ADM31, Wyse 50, Wyse 60, and Commodore 128 in CP/M mode). Two special +abilities must be present, clear screen and move cursor; and clear to end of +line will be used if it exists, however ROGUE knows how to get by without it. +The patch area is right at the start of the program. Since most of the +patchable stuff I write is designed to use the same patch overlay there is a +lot of patching possible that is not applicable to ROGUE. However, once you +have the 1/2 K patch overlay it becomes trivial to patch new programs to work +for you. Included is a file QTERM.PAT which goes into detail on how to do the +patching. It should be noted that ROGUE.COM is not the same size as QTERM.COM: +the value for the SAVE command will be: + +SAVE 89 ROGUENEW.COM + +In all other respects, QTERM.PAT explains how to patch ROGUE for your system. + \ No newline at end of file diff --git a/Rogue/rogue.com b/Rogue/rogue.com new file mode 100644 index 0000000..511113f Binary files /dev/null and b/Rogue/rogue.com differ diff --git a/Rogue/rogue17cpm.zip b/Rogue/rogue17cpm.zip new file mode 100644 index 0000000..ea6b51b Binary files /dev/null and b/Rogue/rogue17cpm.zip differ