ST Larn

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Screenshots - ST Larn

ST Larn atari screenshot
ST Larn atari screenshot
ST Larn atari screenshot
ST Larn atari screenshot
ST Larn atari screenshot
ST Larn atari screenshot
ST Larn atari screenshot
ST Larn atari screenshot
ST Larn atari screenshot
ST Larn atari screenshot

Information - ST Larn

GenreAdventure - RPG (2-D)Year1987
Language[unknown]Publisher[no publisher]
ControlsKeyboardDistributor-
Players1Developer[n/a]
ResolutionLow / Medium / HighLicensed from-
Programmer(s)

Chu, Howard

CountryUSA
Graphic Artist(s)

[n/a]

SoftwareEnglish
Game design

Morgan, Noah

Box / InstructionsEnglish
Musician(s)

[n/a]

LicensePD / Freeware / Shareware
Sound FX

[n/a]

Serial
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion12.0
Dumpdownload atari ST Larn Download / MSANumber of Disks1 / Double-Sided
Protection

Instructions - ST Larn

                                                           ST LARN v12.0



                 ST LARN version 12.0 for Atari ST(tm) computers
                 -----------------------------------------------

                             by Howard Chu
                                350 Thompson, #327
                                Ann Arbor, MI 48104
                                October 28, 1987


  Table of contents
  -----------------

       

  Introduction....................................................2
  Files Supplied..................................................2
  Configuration...................................................3
  Command line options............................................5
  TERMCAP.........................................................6
  WIZARD mode.....................................................7
       









































                                                           ST LARN v12.0


  Introduction
  ------------

       LARN is a dungeon type adventure game similar in concept to ROGUE or
  HACK but with a much different feel.  LARN is copyrighted 1986 by Noah
  Morgan (USENET: panda!condor!noah) at GenRad Inc. Bolton MA.  This version
  is a port of his game to the Atari STs by Howard Chu.



  Files supplied
  --------------

       The following files should be include in this LARN12.ARC file:

       LARN.DOC
            This documentation

       LARN.TTP
            The executable file.

       LARN.FTN
            Fortune cookie messages.

       LARN.HLP
            A help file which can be read with the "?" command in LARN.

       LARN.MAZ
            Some maze levels are precalculated and stored here.

       TERMCAP
            A file describing the escape sequences to send to the terminal to
            change video modes.  The supplied TERMCAP file describes both
            standard and 50 line screens.  See the TERMCAP section for details
            on changing TERMCAP.

                                                           ST LARN v12.0




  Configuration
  -------------

       ST LARN is configured to your system by options placed in the file
  LARN.OPT.  When ST LARN starts up, it looks in the current directory for
  this file, then in directories along your PATH.  For a hard disk system I
  suggest creating a \GAMES directory and putting LARN.TTP, LARN.OPT and
  TERMCAP in there, then put \GAMES on your PATH.  For a system that only
  has single sided floppy drives, put these 3 files on a single disk.

       Now create a LARN directory and put the included files LARN.FTN,
  LARN.MAZ, and LARN.HLP in there.  LARN will create other files in this
  directory, including the score file (LARN.SCR), a file to identify the
  person playing (LARN.PID) and a file listing all the people who have played
  to date (LARN.LOG).  Also, save games (LARN.SAV) and checkpoint games
  (LARN.CKP) will go in here.

       For systems with hard disks, create the subdirectory "LARN" in the
  \GAMES directory.  Your "larndir" is now "\GAMES\LARN".  For 360K floppy
  systems you can have "larndir" as "A:\", but you will have to save games on
  another drive (see "savefile" option below).

       Here are the options that can be put in LARN.OPT.  Options that are
  followed with a colon, ":", take at least one argument.  Options without a
  colon are boolean, meaning you select that option merely by mentioning it.


  These options are only in ST LARN:

       larndir:       directory
            Sets "directory" to be the place LARN looks for files.  For hard
            disks set this to be \GAMES\LARN.  For 360K floppy drives, use A:\
            
            If "larndir" is not specified, the current directory is assumed.

       cmdshell:      filename
            This is the full path name of the command shell you wish to invoke
            with the LARN command `!'. The default is "\bin\msh.prg". The
            program will be invoked with no arguments, and with an empty
            environment list.

       ramlevels:     number
            This number is the maximum number of levels ST LARN will keep in
            memory.  The number can be between 1 and 14.  Normally, ST LARN
            will use as much memory as available, but you may want to use
            less so there will be enough memory to start up a subshell with
            the LARN command `!', or to run a multi-tasking kernel, or a print
            spooler, or some other memory intensive application.  If there
            isn't enough memory for the command shell, LARN will clear the
            screen and prompt with "$" until return is struck, then go back
            to the game.
            
            If "ramlevels" is not specified, a value of 14 is used.  If
            "number" is less than 14, LARN will use a swapfile to store the
            oldest levels.  Note that a level takes about 8K of memory.

       swapfile:      filename
            This is the name of the swap file that will be used if ramlevels
            is less than 14.  If all the levels fit in memory, no swap file
            will be used.  You may want to put the swapfile on a RAMdisk.
            




                                                           ST LARN v12.0


            If "swapfile" is not specified, LARN.SWP in directory larndir
            will be used.

       graphics:      wallc     floorc
            In UNIX LARN, the wall character is a # and the floor character
            is a blank (which makes it almost impossible to tell where you've
            been).  In PC LARN, the default wall character is also a # but
            the default floor character is a period.
            
            This option allows you to change these characters to something
            you like.  I use 240 (a graphic block) and 250 (a central dot).
            Since almost all normal ASCII characters are used for something
            already, you should only choose numbers that are in the graphics
            character set (ie those with decimal values greater than 128).





                                                           ST LARN v12.0


  The following are options found in UNIX LARN as well:

       enable-checkpointing
            With this option, the game is saved every 400 moves.  If your
            system crashes it is possible to recover from the last checkpoint
            file (LARN.CPK in the LARN directory) with the command "larn ++".

       monster:       name
            Sets the name of a monster.  If the name has a space in it,
            enclose it in double quotes (eg "tooth fairy").

       name:          yourname
            Sets the name of the player.  If you want a space in your name,
            enclose it in double quotes (eg "Mad Max").

       no-introduction
            Skip displaying the opening messages.

       no-beep
            Disable sound from the speaker.

       savefile:      filename
            The filename to use for saving the game.  The default is LARN.SAV
            in the LARN directory.  For a 2-floppy system you might try
            B:\LARN.SAV if the LARN directory is on the A disk drive.


  Command line options
  --------------------

       There are several command line options that can modify the behavior of
  LARN.  These are:

       -o optionfile  Use this as the option file rather than LARN.OPT.  As
                      with LARN.OPT, the current directory then directories
                      along your path are searched for this file which
                      supplies configuration information.

       -s             Show scores.

       -l             Show log file.

       -i             Show all scores including inventories.

       -c             Create a new score file.  You have to know the Wizard's
                      password to do this.  Erasing LARN.SCR has the same
                      effect.

       -n             No welcoming message.  Prevents printing of the short
                      introduction to LARN.  Putting the "no-introduction"
                      configuration option in LARN.OPT has the same effect.

       -#             Where # is a number from 0 to 9.  This sets the
                      difficulty of LARN to this level.  Normally, LARN
                      starts out with difficulty 0 and increases in
                      difficulty by 1 when you win at the current level.
                      Thus the game automatically gets more difficult.

       -h             A help screen that shows the command line arguments.




                                                           ST LARN v12.0


       ++             Restore a game from a checkpoint file.  If you have
                      checkpointing enabled (with the "enable-checkpointing"
                      configuration option in LARN.OPT) then LARN writes a
                      checkpoint file every 400 moves.  Should your system
                      crash you can recover the game from the checkpoint file
                      with this command line option

       For example:  "larn -n -o bobslarn.opt" starts up LARN with no
  introductory message and uses bobslarn.opt file for configuration options.
  "larn ++" tries to restore LARN from a checkpoint file.

  KEYBOARD
  --------

       LARN redefines the keypad to issue movement commands.  The cursor pad
  is also redefined, in a similar fashion.  The correspondance between keypad
  and game command is:

            Cursor Pad                 Command
             Help  Undo            help(?) nothing   

            Ins  Up  Clr      inventory(i) up(k) nothing

           Left Down Right       left(h) down(j) right(l)

            
              Keypad                   Command
              7  8  9         u+l(y)    up(k)    u+r(u)
               \ | /                 \    |    /
              4 -5- 6        left(h)   nothing   right(l)
               / | \                 /    |    \
              1  2  3         d+l(b)    down(j)  d+r(n)
              0               inventory(i)
            
       The letter in () is the game command letter. "u+l" means up and
       left.  The keypad "7" is translated to the command for moving one
       space up and left.  With shift the commands are the same as the
       uppercase letters.

  TERMCAP
  -------

       LARN uses the UNIX "termcap" to select escape sequences to be sent to
  the terminal driver to change video modes. Since LARN uses standard I/O
  calls, it is possible to redirect all I/O to an auxiliary device and play
  the game from a remote terminal, which is why the Atari screen control
  commands weren't hardwired into the code.  When LARN starts up, it checks
  in the environment for the variable called "TERM".  The shell command:
       set TERM st52l
  will give the environment variable "TERM" the value "st52l".  By default,
  LARN assumes the value of TERM is "st52". (The st52l entry just allows
  use of the hi-res 50 line screen hack for monochrome systems. LARN only
  needs a 24 line by 80 column screen, so its use isn't necessary.)

       Then LARN looks in the file called "TERMCAP" for a terminal definition
  with the same name as the value of TERM.  LARN first looks for TERMCAP in
  the current directory, then in directory "\ETC" (the normal UNIX place),
  then in directories along your PATH.

       The TERMCAP file uses 2 letter codes to describe each escape sequence
  and \E to mean ESC (the escape character is decimal 27).  Each entry is
  enclosed in colons.  For example, to use inverse video on a monochrome
  display, we want to send the sequence "ESCp".  This looks like
  ":so=\Ep:" as a termcap entry.

       The following sequences are used by LARN:

       ti   terminal initialization.  You could have something like:
                 :ti=\Eb0\Ec1
            which would mean to select white background and black foreground.

       te   terminal end.  To reset your terminal to white on black:
                 :te=\Eb1\Ec0:

       so   stand out.  Select inverse video:
                 :so=\Ep:

       se   standout end.  Back to normal:
                 :se=\Eq:

       al   insert line.
                 :al=\EL:

       dl   delete line.
                 :dl=\EM:

       If you want to make your own TERMCAP entry, copy the "st52" entry,
  replace the name (eg use "vt100" or "ansi" or whatever), then replace
  the sequences with whatever you please.  Your best source would be the
  /etc/termcap file on your closest Unix system. The Atari ST screen
  control sequences are listed on page 406 of the Mark Williams C manual.
  (release 2.0) I don't know where else they'd be listed, but I've put
  all the useful ones into the included TERMCAP file already.



                                                           ST LARN v12.0



       Remember to change the environment variable "TERM" to reflect which
  TERMCAP entry you want!  You should probably put a "setenv TERM=..." line
  in your PROFILE file. (Assuming Mark Williams MicroShell. Use PROFILE.G
  for Gulam.)


  WIZARD mode
  -----------

       There is a WIZARD mode for testing features of the game.  To get into
  WIZARD mode, type in an underscore "_" and answer the prompt for the
  password with "pvnert(x)".  Wizards are non-scoring characters that get
  enlightenment, everlasting expanded awareness and one of every object in
  the game.

       

       

       

       

       

       I hope you enjoy this version of LARN.  Please refer any inquires on
  this Atari ST implementation to:

                 H. Y. Chu
                 350 Thompson, #327
                 Ann Arbor, MI 48104
                 UUCP:     ...{uunet, rutgers}!umix!hyc
                 ARPA:     hyc@umix.cc.umich.edu
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