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