A MANUAL FOR EAMON ADVENTURE  DESIGNERS

            By Donald Brown


    EAMON  is  the computerized fantasy
role-playing game developed  by  Donald
Brown. This manual has been written for
those stalwart people who are tired  of
having  their  characters killed in the
many adventures written for the system,
and want  revenge by creating their own
death traps. It is assumed that you are
already familiar with the gaming system
and the  information  included  in  the
Player's manual.

    Most  of  the  adventures  that are
written for the Eamon system have  been
similar  to  the  "Adventure" game that
was created by  Don  Woods  and  Willie
Crowther of MIT, such as the Beginner's
Cave included on the  master  diskette.
This manual  will  both help you design
your own scenarios in that type of game
but will  also  permit  you to meld any
other type of game with the system that
you wish.


         HOOKING UP WITH EAMON
                  or
SENDING ADVENTURERS TO THEIR DEATH  FOR
            FUN AND PROFIT


Under the Eamon rules,  it takes only a
few  numbers  to  completely describe a
character. Between adventures,  all  of
the player characters, (or adventurers)
that the Master system knows about  are
stored in a  file on the Master that is
called  "CHARACTERS".   It is a random-
access  file  with a  length  of   150.
Record  0  holds  the number of records
used in the file,  and  all  subsequent
records  may hold one character. If the
first string in the record is null ("")
then the  character  in that record has
been deleted  and  the  record  may  be
reused   to   store  a  new  character.
The  data  held  in  each record is :  
      A string that has the  name.  The
next numbers   stored  are  (in  order)
player  Hardiness,  Agility,  Charisma,
the four  spell abilities (Blast, Heal,
Speed,  and  Power),  the  five  weapon
abilities  (Axe,  Bow, Club, Spear, and
Sword), the player's Armour  Expertise,
the player's  sex  as  a string ("M" or
"F"), gold pieces carried, gold  pieces
in the  bank, the player's armour class
(Leather=2, Chain=4, Plate=6, with  one
added  for  a shield), then for each of
a player's four  weapons  the  name  of
the weapon, the weapon type, the weapon
complexity, the weapon  dice,  and  the
weapon's  sides  per  die.  If a player
does not have four weapons, his weapons
will be  first,  and  all  other weapon
weapon names will be "NONE". Except for
name,  sex, and weapon names all of the
information is  stored  as  an  integer
number,  with  all  probability numbers
stored  as  percentages  (perfect=100).

    When a player leaves the Main  Hall
to go  on an Adventure, first his char-
acter is deleted  from  the  CHARACTERS
file,  and  then the player is prompted
to change diskettes.  The program  then
tries  to  read a program name from the
file EAMON.NAME on the adventure  disk.
If this  name  is  found, a file called
FRESH MEAT is opened on  the  disk  and
the data  that was in the record of the
CHARACTERS file is  written  into  that
file,  preceeded  by  the record number
that the character  previously  resided
in.  Finally,  the program given in the
EAMON.NAME file is run.

    Once the adventure is over, control
must be  returned  to  the  main  Eamon
programs.  If the  adventure  ended  in
the character's  death,  all  that must
be done is deleting a file called  "THE
ADVENTURER"  from  the  master diskette
and running MAIN HALL. (You may instead
directly  run  THE  WONDERFUL  WORLD OF
EAMON and then do not  need  to  delete
the file. If you do want to go the MAIN
HALL route, it might  be  advisable  to
open THE ADVENTURER before deleting it,
to make sure it will really be  there.)
    If  the  character  survives   your
adventurer,  you  will have to recreate
him into the CHARACTERS file.  The Main
Program logic  is already  writing  the
character his own character record now,
but you may want to change this  if you
have a special reason for it.  Normally
this  is   simply  writing  in  the new
information of the character  into  the
old record given in FRESH MEAT. However
if your  program  has  the  ability  to
quit for  a  while and come back later,
it is possible for a new  character  to
be stored  in  the old record.  In this
case you should search  the  CHARACTERS
file for  a  free  record  to store the
character, and write it in  there  (for
an example  of  how  this is done, list
the NEW  CHARACTERS  program  on   your
master diskette).

    Once  you have stored the character
into the  CHARACTERS  file,  you   must
re-create  a file called THE ADVENTURER
which has two pieces of  data  in  it--
the name   of  the  character,  and the
record he resides in of the  CHARACTERS
file.  This too, is already done by the
logic of the Main program,  but it  may
be necessary  for you  to know  what is
being done, in case  you want to change
it.     Once  this  is  done,  run MAIN
HALL to finish. (Also currently done.)

USE OF   THE  DUNGEON  DESIGN  DISKETTE

    The   Dungeon   Design  Diskette is
designed to make the  job  of  entering
new Adventure-like    scenarios    much
easier.  It  includes a  base  to  work
from for  your  program,  as  well as a
simple means of entering the data  into
the text  files  needed  by  that  base
program.
   
Version  5.0  of  the  Dungeon Designer
Diskette  will  contain two versions of
the Main Adventure program.      One is
called MAIN PGM  (or  BASE PROGRAM 2.0)
and the other is  MAIN PGM 10 (or  BASE
PROGRAM 10).

Version 6.0 will only contain MAIN PGM,
but will contain an extra  file  called
CONVERT MAIN>MAIN 10.   This  is a text
file that  can be  executed  (using the
DOS EXEC command)  to convert  MAIN PGM
to a ten direction version.  To do this
simply load in MAIN PGM and type   EXEC
CONVERT MAIN>MAIN 10. You will see some
Applesoft prompts.   When it stops, you
will have a  ten direction  version  of
the MAIN PGM. You may then save this on
your adventure diskette.

    The first  step  in  creating  your
adventure is initializing the diskette.
The program on the DDD (Dungeon  Design
Diskette)  will  do  several things for
you---it will INIT  the  diskette,  put
your program's  name  into  EAMON.NAME,
and put in  the  starting  data  needed
for the   dungeon   editing  program to
work.  It also creates a  boot  program
that identifies   this  diskette  as an
Eamon adventure by you!   You  will  be
asked  for  an  adventure  number, this
must be an integer from 1 to 254, since
it is  used  as the disk volume.  It is
not important what number  you  assign,
it will be  be  assigned  to  the  next
valid number -  once you have submitted
it to the library.
   
    When  you  have  initialized   your
diskette,  you  should  delete the text
file  SAVE LEADIN PROGRAM HERE.    Then
re-insert  the  DDD  and  load   LEADIN
PROGRAM.    The   diskettes  should  be
switched  again  and  you  will type in
SAVE (your adventure name).   You  must
spell the name to be saved -in () above
exactly  as you did  when you  typed in
the name of the  adventure  during  the
initializing process.    Then re-insert
the DDD and type LOAD MAIN PGM  or LOAD
MAIN PGM 10   (depending on whether you
answered 6 or 10 directions  during the
initialize  process.   The  MAIN PGM 10
should be  used if  you  answered 10 to
the number of  directions.   Otherwise,
use  MAIN PGM.  Now re-insert  your new
adventure diskette and type   SAVE MAIN
PGM.   Note --- here you use 'MAIN PGM'
regardless of which program you loaded.
You  are  now ready  to begin  entering
data for the adventure.  Insert the DDD
and run  the  program  'DUNGEON  EDIT'.
This program  is the one that puts your
basic dungeon design  into  the  files.

    A few general remarks are in  order
now--First  of  all,  you should always
have your  dungeon   designed    before
entering  it.   Decide  what  rooms you
have, how they connect,  what  monsters
inhabit  those  rooms  (and  what their
attributes  are),  and  what  treasures
are sprinkled about.

    For each of the four things you can
enter  (ROOM,  ARTIFACT,  EFFECT,   and
MONSTER),  you can either add a new one
onto the end of the list, or  edit  one
already  there.   You  cannot  delete a
thing already  there  (though  you  can
replace  it through editing).  You also
must not go beyond 100 of  any  of  the
things  (though  the  total can go over
100). Actually you will run out of disk
space long before you hit the  limit of
100 on these items.  The more practical
limts of the system are: (-in general-)
    Rooms:   50-85    Artifacts: 35-50;
    Effects: 0-25;     Monsters: 12-35.
If you  do  go  over  the  100 limit on
anything you will not be warned of your
error, but you will not get the results
you wanted.

    Adding and Editing will  be  almost
identical  for  all  four  data  types,
except that in 'editing' your old entry
will be  placed after the cursor at the
start of entries.  Every time  you  are
to do  more entry than just hitting one
key, the entry  will  be  done  with  a
special  input  routine.  It appears to
be the standard Apple  input  on  first
glance,  but  it  has  many significant
differences.  First  of  all,  the  old
Escape-key   editing  features  do  not
work.  Instead, the  following  control
keys do things--
   
    ESC--this  returns,  accepting both
          what is before and  after the
          flashing  cursor.  It is very
          useful while editing since if
          you  simply hit ESC no change
          will be made.
   
    RETURN--this  also  does a  return,
           except  only  accepting what
           is before the cursor.
   
    CTRL-B--this moves  the  cursor  to
           the  first character of your
           input.
   
    CTRL-E--this moves  the  cursor  to
           the  last character  of your
           input.
   
    CTRL-D--this deletes the  character
         that the cursor is sitting on,
         bringing the characters  after
         the cursor forward  one space.
    
    CTRL-I--this  inserts a space where
         the  cursor  is,  moving   all
         characters   after  the cursor
         back one space.  This is  good
         if  you  are  entering  a line
         that you want to look good  as
         it wraps around your 40-column
         screen.
   
    <-,-> (FORWARD & BACKWARD ARROWS)--
          these move the cursor back or
          forward  by  one   character.
    
        Your entries cannot go over 250
characters, and  you   should  not  use
quotation marks ("). You may use commas
and colons in descriptions only. Do not
have any  trailing  spaces on the names
of items. (Applesoft regards "LION"  as
being  different  from  "LION ", though
your player  may  not  recognize    the
difference.   Additionally,  if you are
entering a number, enter only a number,
do not  include any leading or trailing
spaces or other extraneous  characters.
The program  won't  like  them and will
simply spit them back at you.
   
Another thing to watch out for is names
on  artifacts that begin with a number.
The program will  accept  them  and you
can use them,  but when you try to give
the item to a monster  the program will
not understand.  For example assume you
want  to  put  an 8  inch knife in your
adventure.  When adventurer picks it up
and tries to give it  to his friend the
Doctor,  the  Doctor  will  think he is
being given  8  gold  pieces.  That  is
because   the   program  looks  at  the
artifact  name  and  because  it begins
with a number, it mis-understands.

    For  every  room,  you will need to
give eight pieces of  data.   First  is
the room  name,  which  cannot  go over
39 characters.  In the program it  will
be printed as:   "YOU ARE (room name)",
so you should use names like,  "AT  THE
CAVE ENTRANCE".    Secondly   you  will
need to give a room description. It  is
not preceeded  by  anything, so it must
be a full and complete description.  If
your description   is   longer  than 40
characters, you must pad it with spaces
so that   when  the  description  wraps
around the  Apple's  40-column  screen,
the breaks are between words.  Finally,
you will have to give the room  numbers
that you  can  get to from that room in
each direction.   A  special  code  has
been developed--if  you  give a room of
0, you can never move  that  direction.
If you give positive direction, there's
an open  connection.  Negative  numbers
are  special  and  usually  indicate  a
secret passage. Another special code is
-99 which indicates the exit  to  home.
Negative numbers can be easily made  to
have special  results  by  altering the
base program (see below).

    Artifacts are somewhat similar.  An
artifact  is  any non-living thing that
is in the dungeon.  In addition to what
you  might  normally  think  of  as the
artifacts you  want to  include: (gold,
silver,  statues),  you  must also have
as an artifact all weapons used by your
monsters,  as  well  as a dead body for
every monster.

    For each artifact, you  will  again
need a  name (this time just the normal
name, such as "GOLD COINS") and a  full
description. You will also need to give
the item's room that it starts in,  its
value  in gold pieces, its type and its
weight.  The room is usually a positive
number,  however  if  the item isn't in
the dungeon yet (such as a  dead  body)
you should  assign  a room of zero, and
if the item starts by being carried  by
the player, its room is -1.

    There  are four types of artifacts.
Type 0 is a treasure with a value  that
will not  change   with   the  player's
charisma, such as a pile of gold coins.
Type 1  is  a treasure whose value will
vary with the player's  charisma,  such
as a Persian  rug.  Types  2  and 3 are
weapons, with 2 being a weapon that can
be bought  at  the  Main  Hall, and 3 a
special weapon.

    If your artifact is a weapon  (type
2 or 3),  you  will  also have to enter
some more information on it.  First  is
the weapon   complexity,  then  is  the
weapon  type  (1=axe,  2=bow,   3=mace,
4=spear,  5=sword),  then  the weapon's
damage with first the number of  'dice'
thrown  for that damage, then the sides
per die.
   
    The other major type of data to  be
put in  your  files  is monsters, which
are any living (or animate)  things  in
the dungeon.   Monsters  are similar to
characters, however they are assumed to
have their  full  armour  expertise and
know all weapons equally well. For each
monster  you  will  need  the name, the
description, then hardiness (as with  a
player),   agility,  friendliness  (the
percentage  chance  of  making  friends
with a  character of a charisma of 10),
courage (will flee from a  fight  after
he has  received that percentage of his
hardiness in  hits,  on  the  average),
room starts  in  (may  be  zero if in a
chest or other special thing  activates
him),  his  body  weight,  his  special
defensive odds (normally 0,  but  magic
or size/speed  may  make  some monsters
harder to hit), defensive odds are a %.
Armour   (hits  absorbed  or  stopped -
per blow.   This  may be things such as
a furry skin or magical  effects),  and
the weapon  number  (a  pointer to some
artifact.  If the weapon  number  is  0
it is assumed natural weapons; claws or
teeth. If the weapon number is -1  then
the monster  isn't  carrying a weapon).
You will then have  to  give  for  that
weapon  the  monster's  complete chance
to strike a blow with it, and its sides
and dice  of  damage.  These numbers do
not have  to  be  consistant  with  the
numbers  given  in the artifact list; a
monster may know how to use his  weapon
better  than  someoneHwho doesn't know
some secret, and the chance of  hitting
is of  course affected by the monster's
weapon expertise and other  information
not stored.

    There is a fourth thing that can be
entered called an "EFFECT". It is there
for your  own  special  use--it permits
you to store some strings  on  disk  so
that it  can  be called in quickly. The
code to read effects is not in place in
the base program (Main Pgm). To read an
effect  (number E, for example)  use
 a routine such as:
 PRINT DK$;"READ EAMON.DESC,R";E+200   
  : INPUT A$ : PRINT A$ : PRINT DK$.
NOTE:  This  routine  also  prints  the
effect (A$) that it reads.  For further
examples of its use you might  want  to
check  out  The  Beginners Cave.  It is
also included as room for expansion  of
the DDD.

    Once you have put all of your  data
into your files, you will probably want
to see  what  you  entered,   to  catch
errors  and get a good overview.  There
is a program included on the  DDD  that
will list all of your data in a simple,
organized fashion.  It  will  list  all
of your  rooms, artifacts, and monsters
in order, also pointing out  what  sort
of "links"  have  been  set up (what is
the room name you are moving into, what
is the  name  of  the artifact that the
monster uses  as a  weapon,  etc.)   If
one of  these  links  goes to the wrong
thing, there's an error!  If  you  want
to put  this  output  to a printer, you
must modify  lines  9000-9999  of   the
program  DUNGEON  LIST  to  start  your
printer and set  the  value  of  PL  to
the line  length  of your printer, less
one (39  for   the   Apple's   screen).

    There is  also a  program  included
called  DUNGEON  LIST  (OLD)  which was
written to work with the  older  system
of files   where   EAMON.MONSTERS   and
EAMON.ARTIFACTS were sequential  files.
Although  it  might  be  very useful to
examine other people's  dungeons  after
you have  played  in  them to learn how
to design your  own,  it  goes  without
saying  that only a cur and a scoundrel
would  list  someone's  dungeon  before
playing to avoid dangers!



ADAPTING  THE  BASE   DUNGEON   PROGRAM

    All of the work above  was  to  put
your dungeon  into  a  format  that the
computer  can  use.   It  couples  with
a program   called  the  BASE   DUNGEON
PROGRAM  (or  on  later versions called
MAIN PGM or MAIN PGM 10). If no sliding
doors,  things  hidden  inside of other
things, etc. are needed,  and  you  are
using the original DDD, you can  simply
save the base program on your  diskette
and  have a  program  that  prints  the
explanation or mission run this program
If you have a newer version of the  DDD
and have already saved the MAIN PGM and
your (name of adventure)  program,  you
are all ready to go.

    However,if you want special effects
such as a sword that teleports the user
to another room at random times (gee, I
may use that) these explanations should
help you.
   
    Lines  100-999  are  the main loop.
Every time a command is  gotten,  those
lines  are  run through. If you want to
have something done  (or  checked  for)
every  turn,  it should be put in lines
500-900.
   
    Lines 1000-1999 reads  in  monsters
and artifacts  from  disk,  as  well as
doing other initializing. If  you  want
to add  a  new  command,  you will have
to change line 1910(increase the number
in the  DATA  statement), 1920 (add the
new verbs--no  spaces  are  permitted),
and line  290  (add the line numbers to
go to).  If  you  want  special  things
to happen  at  the start, such as a fee
from the player's gold for  some  item,
do it in lines 1150-1890
   
    Lines  2000-2999  are  the  closing
routines.  When  this  is  entered,  if
the variable  DIE  has a non-zero value
the player didn't survive.  Lines  2100
thru 2290   are   for  your  additions.
   
    Lines  3000-3999  are  the movement
commands.  If  you  want  to  magically
move the  player,  set R2 to the number
of the room to enter and  go  to  3500.
If something  happens  so  as  to  make
the monsters reconsider their reactions
to the  player, a GOSUB 3600 will check
the reactions of all monsters  who  are
unaligned  (see  below).   If  you have
special results and/or  conditions  for
movement  and  have thus given negative
room numbers in the editor,  the  place
to check is in lines 3050-3490
   
    Lines  4000-4999 are to get things.
Lines 4200-4899 are the  place  to  add
special   results   when  getting  some
artifact. You  may  place  synonyms  in
lines  4030-4110  (such as, 4030 IF S$=
"BAT" THEN S$="VAMPIRE BAT").  Finally,
if  a  command  MUST  have  a  subject,
GOSUB 4900 will ensure one  is  gotten.
    Lines  7000-7999  are  the   attack
commands  and  subroutines. Lines 7700-
7999 are to kill monster M.  If  things
happen  when  a  monster  dies (such as
dropping  something  from  the   body),
it should   be  put  in  this  section.
   
    Lines  13000-13999  are  the  Power
Spell.  As told in the Players  manual,
this spell  can  do  anything  at all--
feel free to through out  this  section
and add your own.
   
    Lines   16000-16999   are  the  say
command,  which  is  very  useful   for
'words  of power' or some other strange
effects.
   
    Most of  the  variables  are  self-
explanatory  and  also  can  be changed
locally if desired,  but a  description
of some of the others are--
   
AC - Armour class of player
AD%(*,*) - Artifact data
   The first subscript is the number of
the artifact, and the key  for  the     second is:
          1=Value
          2=Type
          3=Weight
          4=Room
          5=Complexity
          6=Weapon Type
          7=Dice
          8=Sides
          9=Flag if seen
AE - Armour expertise
AN$(*) - Name of artifacts
BANK - Gold player has in bank
C - Holds number of command given
C$(*) -  Verbs  program responds to
CH - Player charisma
CZ$ - last command given
DF - defender
DIE -  Logical  flag,   1=player   died
DK$ -  holds  CTRL-D  for disk commands
DR%(*) - room moved in  each  direction
EA - effect  of  armour  on odds-to-hit
FD%(*) - full damage of  side in combat
FR - fumbler     roll/friend     rating
GOLD -  gold  player  has   on   person
HIT -  logical  flag  if  hit in combat
INC - logical flag if ability increased
LK - logical  flag  if 'looked' already
MD%(*,*) - monster data
    First  subscript is monster number,
 second key is:
          1=Hardiness
          2=Agility
          3=Friendliness
          4=Courage
          5=Room
          6=Weight
          7=Defensive odds (%)
          8=Armour
          9=Weapon #
         10=Odds to hit (%)
         11=W Dice
         12=W Sides
         13=Damage
         14=Reaction
            0-not met
            1-unfriendly
            2-neutral
            3-friendly
MN$(*) - Name of monster
MR - Monster morale
NA - Number of artifacts
NBTL - logical flag if in battle
NC - Number of commands
NM - Number of monsters
NW - Total count of  weapons  in  game
NZ - Number artifacts not player weapon
OF - Number   of   offensive    monster
RAISE  -  logical  flag if power raised
REC -  Player  record  in  char   file
RL - Random number 1-100
ROOM -   Room   player   currently   in
RR - Random   number  1-100  for  power
S$ - Subject of command given
S2%(*) - Current spell ability
SA%(*) - Total spell ability
SEX$ -  Holds  'M'  or  'F'  for player
SPD - Number of turns speed spell to go
SUC -  logical  flag if spell succeeded
TD%(*) - Damage taken for side
TP - Total price of treasure
V$ - Verb of command
V%(*)  -  Flags  if player been in room
WA%(*) -   Player's   weapon    ability
WD%(*)  -  For  weapon,  dice of damage
WN$(*) -  Name   of   player's   weapon
WO%(*) - Weapon complexity
WP%(*) -  Weapon  pointer  (in   close)
WS%(*) - Sides/die of damage for weapon
WT - Weight player carrying
WT%(*) - Weapon type
WZ - Number of weapons  player  brought


    Once  you  have  "played-out" other
people's adventures,it would definitely
be a good  idea to tear it apart to see
how other  people  have  adapted   this
program  to  their own use.  Also, if I
might give a  few  suggestions  to  new
Eamon dungeon designers-

    1. Be fair to the adventurer. Don't
try to stack the odds  totally  against
him.   A  good rule of thumb is that an
adventurer can lick  about  five  times
his own  Hardiness  in  opponents, with
allies Subtracting their Hardiness from
the opposition.   If   you  continually
design  pure  death  traps  (and  don't
reward  the  successful  outrageously),
people aren't going  to  want  to  send
their   carefully-built  up  characters
through your dungeons.   On  the  other
hand,  if  your  dungeons  are just big
give-aways, they  will  quickly  become
boring.
  
    2.   You can place one or two traps
of the zap-you're dead  type  (such  as
the book  in  the  Beginner's  Cave) so
long as they are not overdone  and  are
not required  to  survive  them  to get
out.  Thus, if your only way out of the
tunnels  is drinking a potion that half
of the time  teleports  you  away,  the
other  half poisons you, it isn't fair.
   
    3.   Particularly to those who have
designed dungeons for  non-computerized
role-playing games, remember that there
is only one adventurer going in, not an
army!   No matter how great a character
is, he cannot by himself handle a dozen
thugs.
   
    4.   Last  but  not least, don't be
afraid to break any of these rules.  If
you truly  believe  that  your  dungeon
will be better, do anything you please.
The worst  that  will  happen  is  that
people will not play in it  and  you'll
have to change a few things.

.FF
    The process of  creating  your  own
adventure  in Eamon  will  require that
you have a basic knowledge of  program-
ming in Applesoft and in operating your
system as far as being able to load and
save programs as well as copying  files
and diskettes.   If  you are unfamiliar
with   these  operations,   you  should
review them  until you are  comfortable
doing these functions. 

The following is a summary of the steps
to  follow to  create  an  adventure of
your own.   This summary is provided to
allow you an easier step-by-step method
of creating your scenario.

1. Be sure you have everything you need
   The things you will need are:

        a. A theme for  the  adventure.
      This is usually the hardest part.

        b. A map of the setting for the
 adventure

        c. A list of all  the  monsters
 that will appear.

        d. A list of all the  artifacts
 you will need.

        e. The DDD (Dungeon  Designer's
 Diskette)

2. The next step is to initialize  your
adventure diskette.   This  is  done by
booting on the DDD  and  selecting  the
initialize   function.    You  will  be
requested to  replace  the  DDD  with a
blank diskette.  Then you will be asked
for  the  name  of  the  adventure, the
adventure number and the author's name.

THE DISKETTE THAT  IS  SITTING  IN  THE
DISK DRIVE  AFTER THESE  QUESTIONS  ARE
ANSWERED WILL BE INITIALIZED.  FOR THIS
REASON, YOU SHOULD ALWAYS KEEP YOUR DDD
WRITE PROTECTED.

3. When the diskette has been  initial-
ized, you'll need to copy two  programs
from the DDD to your adventure diskette
The first one that should be copied  is
LEADIN PROGRAM. Copy this one by:

        a. Insert the  DDD and type in:
                    LOAD LEADIN PROGRAM

        b. Insert the adventure &  type
        DELETE SAVE LEADIN PROGRAM HERE

        c. Now type: SAVE (whatever you
                 called your adventure)

      The name that you use in the save
command must be the exact name that you
used when you initialized the diskette.

The second program  that  you  have  to
copy  from the  DDD  to  the  adventure
diskette is the main adventure program.
The name that this program  goes  by on
the DDD may be one of the following:

        BASE DUNGEON PROGRAM
        BASE PROGRAM 2.0
        MAIN PGM

   This will depend on which version of
the  DDD that you have. If you answered
the question "six or ten directions" as
10, then you will have to  use  the ten
direction version of the  main program.
 
Some versions of the  DDD  do  not have
this capability.  However,  if you  did
get a question on  how  many directions
you  wanted,  your  designer  does have
this  capability.   If  you  are  using
version 6.0,  and you want to  use  ten
directions,  you  have  to create a ten
direction version of the main  program.
This is a very simple process.   Simply
load the MAIN PGM program into  memory,
and type :   EXEC CONVERT MAIN>MAIN 10.

When the process is complete,  you will
have a ten direction version in memory.
You may then save this on the adventure
diskette. When you have the appropriate
program in memory, insert the adventure
diskette  and  save it under  the  name
MAIN PGM.

4. The next step  is to add the data or
information about your adventure.   All
items are added using the  DUNGEON EDIT
program.   Boot  on  the DDD and select
modify an adventure.   The edit program
is run and then requests you to  insert
your adventure diskette.  You will then
add  all  of  your  rooms,   artifacts,
effects and  monsters.  This  may  take
several days, so whenever you get tired
of entering, select  quit option.   All
of your items will be saved and you can
pick up where you left off.

5. After all your rooms, artifacts, etc
have been entered,  you may  make  your
program changes to MAIN PGM. These will
be all of the things that  you  want to
be special about your adventure.

6. The next phase will be to test  your
adventure.   The best way to do this is
to be sure  the  PRINT DK$"DELETE FRESH
MEAT" statement has been  deleted  from
the MAIN PGM, (..try line 1055 or 1050)
and that  your  main program  has  been
saved to the adventure  diskette  after
making  your  changes.  Then  boot  the
Eamon  Master  diskette.    Select  the
character to be used to test  with  and
take him into the Main Hall and  select
adventure.  Insert  adventure  diskette
and  you  should  now  begin your test.
From that time on, to repeat a test you
should be able to simply run  MAIN PGM.
(Or if MAIN PGM  is  already in memory,
simply type RUN)

Another  helpful  hint:  to  restart an
adventure if it bombs off you should be
able to type GOTO 210.

7. When you are sure your  adventure is
ready you could have a  friend test it.
When the adventure is completely ready,
send a copy of it to:

                John Nelson
                1226 E. University
                Des Moines, Ia   50316

    It will then be an "official" Eamon
Adventure and may be distributed.

If you have any  questions or  problems
designing an adventure,  write  to  the
above address.   We will do our best to
help you get back on the right track.



                THE END

