[
  This textfile is made from the original commodore 64 manual to GAC.
    I have change a few places to the Spectrum keys - mostly in
  the graphics section. "<-" in the text means BREAK (shift+space).
     There might be errors and typos and if you found any please report them
  to me at tusk@daimi.aau.dk so I can correct it in the next version.
    I am released this without section 1.2 and the two appendix because
  I don't have the time right now to finish it and these sections
  aren't necessary for using GAC.

  A legal notice. This text and the program is still copyrighted by
  INCENTIVE SOFTWARE and you may only use it if you have legally
  bought a copy of GAC.

  version 0.9
  /20. Januar 1997. Martin M. Pedersen, tusk@daimi.aau.dk
]



                THE GRAPHIC ADVENTURE CREATOR
                -----------------------------

           CONTENTS :

          SECTION ONE
          -----------
   1.1             Introduction
   1.2             Load instructions

          SECTION TWO
          -----------
   2.1             Writing Adventures
   2.2             Editing Inputs
   2.3             Verbs
   2.4             Room Descriptions
   2.5             Messages
   2.6             Nouns and Objects
   2.7             Adverbs
   2.8             Conditions
   2.9             Begin Where?
   2.10            Save and Load
   2.11            Delete Data

          SECTION THREE
          -------------
   3.1             Graphics
   3.2             Graphics Commands

          SECTION FOUR
          ------------
   4.1             Test Adventure
   4.2             Player Commands


          APPENDIX A
          ----------
Definitions and Conditions for the
       Demostration Adventure


          APPENDIX B
          ----------
       Tables and Charts



COPYRIGHT 1986 INCENTIVE SOFTWARE LTD - ALL RIGHTS RESERVED





                (1.1) INTRODUCTION
                ==================


    Welcome to the GRAPHIC ADVENTURE CREATOR!



This manual is intended as a simple introduction to writing
adventures using GAC. The GRAPHIC ADVENTURE CREATOR is the best though
of as a small programming language specifically designed for
writing adventure games. Although it is smaller than other
programming languages such as Basic or Pascal it can perform all
of the complex tasks needed to write an adventure program, and
although the instructions may seem complicated at first, a little
time spent studying this manual will enable you to write yout very
own large scale adventures, far more easily and efficiently than by
using basic or machine code.
   Any adventures that you write using GAC are your own work, and
may be sold as such without any prior permisson being sought or
payment to us being made. However in this case, you should include
with your adventure something to the effect that it was written
using the GRAPHIC ADVENTURE CREATOR,     (C)    1986   by   Sean
Ellis/Incentive Software.

                       And now on with GAC!





                      CREDITS
                      -------
         DESIGN           by   Sean Ellis
         PROGRAMMED       by   The Kid
         RANSOM PICTURES  by   Pete James
         COVER            by   Pete Carter


     Thanks also to Lesley, Giles, Dave and John



      COPYRIGHT 1986 INCENTIVE SOFTWARE LTD.
         54 LONDON STREET, READING RG1 4SQ



All right of the producer, and of the owner of the work being
producd, are reserved.  Unauthorised copying, hiring, lending,
public performance and broadcasting of this program is prohibited.
The publisher assumes no responsibility for errors, nor liability
for damage arising from its use.






                (1.2) LOADING INSTRUCTIONS
                ==========================

[Section skipped]



                (2.1) SECTION TWO - WRITING ADVENTURES
                ======================================


There are several elements necessary to writing adventures using
GAC. These are displayed on the Main Menu which is the first thing
you will see after loading the program.
  For convenience the menu is arranged in alphabetical order,
which makes it easier for you to remember which keys to press in
order to call up any part of GAC. At the top of the menu screen you
will see the display showing "FREE:" which shows the memory free.
  You may write the elements of your adventure in any order you
like, although you may find that certain orders may make things
easier than others.
  What follows is a brief description of what each element of the
main menu does, together with detailed instructions of how to use
each one. They are presented in an order which you may find
convenient to follow.



                (2.2) EDITING TEXT AND NUMERIC INPUTS
                =====================================

The text editor behaves in much the same way as the Commodore screen
editor, with the following additions:

       HOME             - return the cursor to the start of the text.
       CLR              - deletes to the right from the current cursor
                          position, keeping the cursor fixed.

  Pressing "<-" will escape from the current input or current option.



                (2.3) VERBS
                ===========


Verbs are the words with which you will actually tell the computer
what to do when you are playing an adventure. For example EAT or
DROP. Directions such as WEST or UP are also treated as verbs. GAC
allows you to enter and edit your own verbs when writing an adventure.
Some of the most commonly used verbs are already in the
Quickstart File, however since GAC allows you to enter up to 255
verbs, your imagination is the only limit to the commands you may
incorporate into your adventure.
   After pressing V from the Main Menu, you should see a prompt on
the screen, * EDIT VERBS *, and a pointer >.
   To enter a verb, simply type in a number, then a space followed
by your verb. When you press RETURN the verb will be entered on the
screen in alphabetical order.
If two or more verbs have the same meaning and you wish both to be
accepted, ie., "Get" and "Take", simply allocate to them the same
verb number. Try to think of as many similar words as you can in
this way, since this will make your adventure appear more friendly.


EDITING   - To edit, scroll the list using the cursor keys until the
-------     desired verb is adjacent to use the pointer. Press Return,
            edit the word, press Return again.
DELETE    - Position the word to be deleted by the pointer and press
------      Delete.
RETRIEVE  - Home will retrieve the last word deleted.
--------


   There is a brief summary of these instructions at the bottom of
the screen.


NOTE: The verbs in the Quickstart File may be edited in exactly the
same way as any other verbs.
More information about the use of verbs may be found in section(2.8)
CONDITIONS.

           PRESSING "<-" WILL RETURN YOU TO THE MAIN MENU




                (2.4) ROOM DESCRIPTION
                ======================


The term "room" is used to refer to any location in your adventure.
For example, "a forest", "a car", "a strange alien world" and so on.
GAC allows you to use up to 9999 of these rooms, memory permitting,
and to specify the connections to and from each room. You will
probably find it easier if you have decided in advance what each
room is and how the rooms are connected.
   On pressing R from the main menu, the prompt "Which room number
? ...." should appear. At this point enter a room number n, followed
by RETURN which will give the prompt "Room number n is ....". You can
then enter the description which can be up to 255 characters long.
   You will then see the prompt "Connections are.....?". The
connections are specified in terms of a verb, which must part of
the list already specified, followed by a space, followed by the
room number it connects with. For example EAST 20.
   You may have as may connections from a single room as you can
fit into 255 characters, followed by RETURN, i.e.
         EAST 20 WEST 18 NORTH 19 SOUTH 21 JUMP 49 (RETURN)
You will then see a prompt asking for a picture number, which links
this location with the appropriate picture should you wish to
have one. In this case you should enter a picture number followed by
RETURN. If you do not want a picture simple press RETURN. This
returns you to the prompt "Which room number ?..." again.
   Any of the above may be edited at any time by using the cursor
keys. "<-" at any point will return you to the Main Menu.

More information about the use of room descriptions can be found in
section (2.8) CONDITIONS.


                (2.5) MESSAGES
                ==============


Messages consist of prompts, descriptions or other comments that
appear on the screen when you play an adventure, i.e. "What now ?",
or "You can't do that". Many if the more common system messages are
contained in the Quickstart file, and are numbered from 240 to 255.
GAC allows you to enter up to 255 messages which may appear at any
point in your adventure.
   Pressing "M" from the main menu will give the prompt "Which
message number ?...". You should then enter a number followed by
RETURN, then type in your message, which may be up to 255 characters
long. Pressing RETURN will enter your message and repeat the "Which
message number ?..." prompt.
   To edit a message once it has been entered, simply recall the
message and edit it using the cursor keys.

   Please note that all message from 240 to 255 should be
defined, since these are esential system message without which
your adventure will not run correctly. You can edit these messages
but you should be careful to preserve the meaning. For example,
message 242, "Pardon ?" could be changed to "Eh ?".

   Pressing "<-" will return you to the prompt "Which message
number ?...." and pressing "<-" again will return you to the Main
Menu.

More information about the use of messages can be found in section
(2.8) CONDITIONS.




                (2.6) NOUNS AND OBJECTS
                =======================


Nouns are the "things" that your adventure will recognise. For
example, BOOK, SWORD and so on.
   GAC frequently requires you to define things both as nouns and
as objects: once as a noun so that the adventure will recognise it,
and then as an object so that the program can move it around and do
things with it. For example, SWORD is defined as a noun, but since
you may wish to pick it up during your adventure, you must also
define it as an object. A further example makes clear another point:
if your adventure requires you to light a lamp. LAMP must be defined
as a noun, and you must also define two objects, AN UNLIT LAMP and A
LIT LAMP .
   When you press N from the main menu, the prompt * EDIT NOUNS *
will appear. Apart from this, the procedure for entering and
editing nouns is exactly the same as that for editing verbs. (2.3)
   When you press 0 from the main menu, the prompt "Which object
number ?...." will appear.
You should then enter a number n from 1 to 255 followed by RETURN.
You will then see the prompt "Object number n is...". You may then
enter the object description consisting of up to 255 characters
followed by RETURN. This will produce the prompt "Starts in room
number...". Enter the number of the room you wish this object to
start in, or press RETURN. Pressing RETURN will assign the object to
room zero, a special room which cannot be travelled to, and which
contains "dead" and "unborn" object. For example, a piece of cake
once eaten will be assigned to room zero.
The prompt "and weighs...." will then appear. Enter the weight you
wish to allocate to this object and press RETURN.

"<-" will return you to the main menu.

More information about the use of nouns and objects can be found in
section (2,8) CONDITIONS.


                (2.7) ADVERBS
                =============

In the GAC adverbs are used for two sorts of things: firstly to
describe the precise way a verb is used, i.e. "move slowly" or "put
down gently", and secondly they are used to differentiate between
similar nouns. For example, if you adventure has three differently
coloured boxes, the adverbs will specify the colours: RED, GREEN
etc.
   On pressing A from the main menu, the prompt * EDIT ADVERBS *
will appear. Apart from this the procedure for entering and editing
adverbs is exactly the same as that for editing verbs and nouns.

More information on the use of adverbs can be found in section
(2.8) CONDITIONS.


                (2.8) CONDITIONS
                ================

When using GAC the conditions form the internal commands that
simulate decision-making processes within the game. All the terms
you have specified and the data you have entered is now drawn
together to form the structure for your adventure-
   "Conditions" tell the adventure that if certain things are true,
then it is to perform some action, i.e., "if x is true then do y",
though much more complicated conditions may be constructed, i.e.,
   "if x and y are true then do t",
or "if z and q are true then do y and x", and so on.
The GAC has a speciel format for writing these conditions. For
example, if you have defined verb number 16 to mean "Examine", and
noun number 2 to mean "Room", then a condition using these terms
might read :
   "IF ( VERB 16 AND NOUN 2 ) LOOK WAIT END"
Translated this means if "Examine Room" is typed in, describe the
current room and wait for a new command.
   The Conditional list below separates the words used for the
"Conditions Part", 'If ( Verb 16 and Noun 2)' and those used for
the "Action Part", 'LOOK WAIT END'. For subscripts used (a, c, m,
as, o, n, r, v, x and y) - See Appendix B.


i.  CONDITION PART
    --------------
    VERB v              Is verb v typed ? (v is a number)
                        VERB 7 will give a TRUE answer if verb number
                        7 was typed, otherwise it will give a false
                        answer.
    NOUN n              is noun n typed ? (similar to VERB)
    ADVE a              is adverb a typed ? (similar to VERB)

    HERE o              is object o here ? (i.e. in the same room as
                        you ?)
                        If you are in room 3 and object 1 is also in room
                        3, then HERE 1 will give a TRUE answer because
                        object 1 is here.
    CARR o              Is object o being carried ? (Similar to HERE).
    AVAI o              Is object o available for use ? i.e. here or being
                        carried? (Similar to HERE).
    o IN r              Is object o in room r ? If object 1 is in room 3,
                        as above, then 1 IN 3 will be TRUE, but 1 IN 4
                        will be FALSE.
    WEIG o              Gets the weight of object o. In our adventure,
                        weig 2 would give the value 20, which is the
                        weight of the rat.

    SET? m              Is marker m set ?
    RES? m              Is marker m reset ?
                        (There are 256 markers, numbered 0 to 255. They
                        are used to store information that can be in one
                        of two states, like doors which are open or shut,
                        light which are on or off, etc. There are three
                        which are important for the adventure program :
                        Mkr 0, if set, means that a room has been
                               described since it was last reset.
                        Mkr 1, if set, means you are in a light room,
                               Otherwise you are in a dark room.
                        Mkr 2, if set, means you have a lamp or some
                               other source of light.
                        If markers 1 and 2 are both reset, then the
                        program will refuse to describe rooms, coming up
                        with the "It's dark" message instead, since you
                        are in a dark room without a lamp.
                        Mkr 3, if set, disables the scoring mechanism
                               when you exit from the game.

    CTR c               Gives you the value of counter c.
    x EQU? c            Is x equal to the value of counter c ?
                        There are 128 counters, numbered from 0 to 127.
                        They are most frequently used to store the number
                        of moves since a particular event, (e.g., moves in
                        the dark). Counter 0 holds the score and counters
                        126 and 127 hold the turns count since the start
                        of the game.
    TURN                Gives the number of turns since the start of the
                        game.

    ROOM                Gives you the room number of the room you're
                        currently in.
    AT r                Gives a TRUE answer if you are in room number r.

    condition AND condition will give a TRUE answer if both of the
                        conditions give TRUE answers.
                        e.g. VERB 1 AND NOUN 2 will TRUE only if verb 1
                        and noun 2 are both typed.
    condition or condition will give TRUE if either condition is
                        TRUE, or both.
    condition XOR condition will give TRUE if one of the conditions
                        is TRUE and the other FALSE.
    NOT condition will give a TRUE answer if the condition was
                        FALSE, and vice versa.
                        So NOT VERB 1 will be TRUE if verb 1 is NOT typed.

    x < y               Gives TRUE if number x is less than number y
    x > y               Gives TRUE if x is greater than y.
    x = y               Gives TRUE if x is EQUAL to y.

    RAND x              Gives a random number between 0 and (x-1). So
                        RAND 10 will give any number at random in the
                        range 0 to 9.

    VBNO                Gets the number of the verb in this command.
    NO1                 Gets the number of the first noun in this command,
                        if any.
    NO2                 Gets the number of the second noun in this
                        command, if any. These are used to check word
                        order, and to GET and DROP object without having
                        to have a condition for each one.

ii. ACTION PART
---------------
    LOOK                Describe the room you are in at the moment.
    DESC r              Describe room number r.

    PICT                Turns the picture display on.
    TEXT                Turns the picture display off, giving a text
                        adventure.

    GET o               Get object number o. If it isn't here, or you've
                        already got it, or it's too heavy then the
                        appropriate message is displayed.
    DROP o              Drop object number o. If you haven't got it, then
                        the appropriate message is displayed.
    x SWAP y            Exchange objects x and y. In our little
                        adventure, 1 SWAP 5 will exchange the lamp with
                        the lit lamp.
    OBJ o               Describe object number o.
    LIST r              List all the objects in room number r.
    LIST WITH           List all the objects carried with you.
    o TO r              Move object number o to room r. To destroy an
                        object move it to room zero.

    SET m               Set marker m
    RESE m              Reset marker m. See SET? and RES? for an
                        explanation of markers.
    x CSET c            Set x to be the value of counter number c.
    INCR c              Increase counter c by one. The maximum is 255.
    DECR c              Decrease counter c by one. The minimum is 0.
                        Trying to increase past 255 or decrease past 0 is
                        ignored.

    GOTO r              Go to room r and describe the new room
    CONN v              This checks through the connection table for a
                        connection from the current room using verb v. If
                        one is found, this returns the room number of the
                        room you would have move to if you were to take the
                        connection, otherwise it gives zero. As an
                        example if you were in room 3 in our adventure,
                        CONN 4 would return the value 2, because in the
                        connections from room 3, verb 4 (WEST) would take
                        you to room 2.
    STRE x              Set the maximum weight you can carry to x. STRE
                        is short for STRENGTH.
    BRIN o              Brings object o here, if it exists.
    FIND o              Find objects o and move to it, if it exists.
                        This does not acknowledge any restricitions, (such
                        as connections), so it could be useful in a magic
                        spell.
    SAVE                Saves the current game position to tape or disc.
    LOAD                Loads the current game position from tape or disc.
                        These are useful for continuing a game after tea
                        (or coffee - the kettle's probably boiled by now!)

    WAIT                Waits for a new command.
    OKAY                Prints "Okay" and waits for a new command.
    EXIT                Stops the game. Since the player is NOT asked,
                        this is recommended for use when the player wins
                        or is killed.
    QUIT                The player is first asked if he wants to quit. If
                        he types "Y", the game terminates, otherwise the
                        game continues. On abandoning the game, both the
                        score and the number of moves taken are displayed,
                        assuming this function has not been disabled by
                        setting marker three.

    MESS ms             Print message number ms.
    PRIN x              Print number x.
    LF                  Prints a Linefeed. Everything from hereon is
                        printed on a new line.
    HOLD x              Halts the game for x fiftieths of a second, or
                        until a key is pressed. For example, to freeze
                        for 10 seconds, do HOLD 500.
    x + y               As you may expect, returns the value of x added to
                        y.
    x - y               And this gives the value of x - y.


There are several things to note when writing conditions. Firstly
all operations are performed strictly from left to right. Secondly
GAC requires spaces both inside and outside brackets, and between
words such as 'verb' and 'noun' and their numbers.
Thirdly, x and y need not be simply numbers, they can be more
complex expressions. However you should note that since GAC
performs all its operations from left to right, you should be
careful about the order in which you enter things. Put any
comparisons first, i.e. if ( VERB > 5 ) AND NOUN 9 ) QUIT END
   The conditions are checked by GAC at three different points,
and are entered as High Priority, Low Priority and Local.
The flow chart at the back of the manual indicates the order in
which these are actioned.
  The GAC checks for HIGH PRIORITY conditions before prompting
for a player comman. It checks for such things as whether you are
still "alive", whether a light a flashing, etc.
Pressing H from the main menu will return the prompt "Which line
number ?...". You should enter these lines in order, ie. 1, 2, 3
etc.
The GAC will not recognise a line number such as '5' when you have
only entered two conditions so far, although it will insert a
condition earlier in your list and remember accordingly. RETURN will
give you the prompt "Line number n is....", at which point you
should enter your condition and press RETURN which will give you the
"<-" returns you to the main menu.

   LOCAL CONDITIONS are checked for after the player has entered a
command, and deal with things local to a particular room, for
example, whether a particular object is in that room. Alternatively
they might execute a player command to go to another room, or open a
door at that location.
   Pressing C from the main menu will give the prompt "Which room
number ? ....". Entering a number followed by RETURN will give the
prompt "Which line number ?....". Thereafter the procedure is
exactly the same as for High Priority Conditions, except that each
Room has it's own set of line numbers, (1, 2, 3 etc).

   LOW PRIORITY CONDITIONS are also checked for after a single
player command is entered, but are not associated with any room. For
example, they might check whether you are carrying a particular
object, independent of the location. After pressing L from the main
menu, the procedure for entering and editing Low Priority Conditions
is exactly the same as that for High Priority Conditions.

   Further examples of High, Local and Low Priority Conditions can
be found in Appendix A.



                (2.9) BEGIN WHERE?
                ==================

The last element of your adventure, at least as far as the text is
concerned, is to specify which room your adventure starts in.
   Pressing B from the main menu will give the prompt to enter the
start location room number.

Entering a room number followed by RETURN means that your adventure
will start at this room. To change the start room, simply enter a
new number.
"<-" will return you to the main menu.



                (2.10) SAVE AND LOAD
                ====================


SAVING
------
After pressing S from the main menu, you will be asked if you wish
to save a "Data File" or a "Runnable Adventure".
If you press 'D' for 'Data File',  the computer will prompt for a
file name. Enter your file name followed by RETURN. This will save
your data which can be loaded into GAC at a later date for further
development.
Alternatively pressing RETURN without first entering a filename will
save the file "DUMMY.ADV" to tape, or "@:DUMMY.ADV" to disc.
Pressing 'G' will prompt for the filename for a runnable adventure.
This can no longer be loaded into the GAC for editing, but will run
on it own.

LOADING
-------
Pressing T from the main menu then entering a file name will load a
data file into GAC for editing. Alternatively pressing RETURN
without first entering a filename will attempt to load the file
"DUMMY.ADV" from tape or disc.

To load your Runnable Adventure from tape, press SHIFT and RUN/STOP,
or from disc type LOAD "NAME",8,1 after resetting the machine.

NOTE : Do not attempt to load a runnable adventure into GAC. It
will run on its own !



                (2.11) DELETE DATA
                ==================

Pressing X from the main menu will delete all your data.
N.B. Loading a new data file will have the same effect.


                (3.1) SECTION THREE - GRAPHICS
                ==============================

The Graphics part of GAC will enable you to draw pictures to go with
the room descriptions in the text part of your adventure.
   Press G from the Main Menu to enter the Graphics sections. You
will see displayed a high-resolution Window and a Graphics Menu,
together with prompt "Which picture number   ?....".
Enter the number of the picture you wish to design.

The fill Routine is designed to be fast and it can cope with
irregular shapes, but you may need to press "F" more than once. If
an area is left unfilled, then you can just move the cursor into
that area and press "F" again.
   Here is a simple method which will allow you to get the best
results from your filling. If your shape has a high point, position
the cursor directly under it. If it has a low point, position your
cursor directly under it. Here is an example using a triangle...



                    /^\              /|\
                   /   \            /-|-\
Only this part    /|----\          /--|--\      All filled
filled           /-+-----\        /---+---\   + = cursor position
                /--|------\      /----|----\
               <---|------->    <-----|----->

                  CASE A           CASE B


The area filled is worked out by the fill routine checking up and
down from the cursor position until it encounters a boundary.
It is possible to fill the same area more than once using shading
patterns consisting of different colours.
   If you should run out of memory in one particular picture, you
can get round this by moving to an unused picture and merging the
full picture into the new one before continuing with your drawing.



                (3.2) GRAPHICS COMMANDS
                =======================

Picture (M) - Picture Merge - Prompts for a picture number and
              merges that picture with the one currently
              displayed without changing the current ink colours.
Change      - Allows you to change any of the 4 ink colours or the
              colour of the graphics frame.

Shade   (S) - Prompts for 2 inks with which to generate stipple
              patterns used by the 'Fill' command. These 2 inks
              may be the same.
Rect    (R) - The first press of the 'R' key sets the corner of a
              rectangle, which can then be drawn using the cursor
              keys. The second press fixes the rectangle.
Ink     (I) - Allows you to change the current pen colour.

DEL         - Deletes the last graphics command.

Ellipse (E) - The first press of the 'E' key sets the centre of an
              ellipse which can then be drawn using the cursor
              keys. The second press fixes the ellipse.
Mirror  (M) - Reflects the picture by copying from top to bottom,
              or left to right.
Whole   (W) - Draws the whole picture

Fill    (F) - Fills an area surrounding the current cursor
              position, this area being bounded by an ink of a
              different colour to that under the cursor.
Dot     (D) - Places a dot at the current cursor position.

AOT         - (Head over heels) similar to mirror, but invers the
              picture either up/down or left/right.

Line    (L) - The first press of the 'L' key sets one end of a line
              which can then be drawn using the cursor keys. The
              second press fixes the line.

[special spectrum keys T-Border, V-Flash, P-Paper, G-Bright gridt,
 B-bright, C-? ]


Editing pictures
----------------

,           - Moves back one graphic command.
.           - Moves forward one graphic command.
<           - Moves back 8 grahics commands.
>           - Moves forward 8 graphic commands.

SHIFT *     - Deletes all picture information held after the
              edit position.
Z           - Takes you back to the start of the picture.
f7          - Toggle the graphics cursor speed, between 1 pixel
              per keypress (default) and 4 pixels per keypress.
"<-"        - Takes you back to the Main Menu.

Whilst stepping through the graphic commands the last command will
be highlighted in green. If the last graphic command was a line,
"Dot" will be highlighted in light blue.





                (4.1) SECTION FOUR - TEST ADVENTURE
                ===================================

To test your adventure, get back to the main menu and simply press
"f1" to enter the adventure.
When are testing and adventure, the way to return to the main
menu is to press "<-" as usual. This gives you the message "Press D
for diagonstics or "<-" to escape....". If you press the "D" key, then
all the markers and counters will be displayed on the screen. For
the markers, a solid box indicates "SET" and an empty one indicates
"RESET". The values of the counters are given as you would expect.
To get back to the game press RETURN. If you press "<-" again, then
you will get back to the main menu.
   The rror routine prints out a message indicating the nature of
the error, plus a line of conditions if the error occurred in one of
the condition tables.

"Message not found" means you have referred to a message that does
not exist. If this appears immediately, check that you have included
the system's special messages, numbers 240 and above.

"Room not found" means you have tried to describe or move to a room
that doesn't exist.

"Object not found" means you have tried to pick up, drop or describe
an object that does not exist.

"Marker not found" means you have tried to access a counter which
does not exist.

"Counter not found" means you have tried to access a counter which
does not exist.

"Illegal value" means you have tried to look for a verb, noun or
adverb with a number greater than 255, or you have tried to load a
counter with a number greater than 255.

Here are a few hints for solving errors :
  i.    Suspect typing error. Check that you really mean what you
        have said.
  ii.   Have you forgotton to enter the room/object/message being
        referred to? if so enter it.
  iii.  Have you forgotton to delete a condition which you didn't
        need, having deleted the objects/messages used by it?



                (4.2) PLAYER COMMANDS
                =====================

This section deals with the commands a player gives when he plays
the adventure. It is intended to give an idea of the complexity of
the commands the adventure will understand.
   Each command line consists of one or more simple commands,
which in turn consist of a verb, and maybe an adverb and one or two
nouns. Any word which the command interpreter does not understand
as being a noun, verb or adverb is ignored.
Let us take a typical line and see how the program looks at it:

    Get the gold, examine it, put it in the box then go north

Let us assume that the vocabulary includes :
                                                      ADVERBS: 1 IN
NOUNS :   3 GOLD        VERBS :   1 NORTH
          7 BOX                   7 GET
        255 IT                    8 PUT   16 EXAMINE

   The command line is split into separate commands by the
following : ".", ",", "?", ":", "and" and "then", so it
becomes ;

    Get the gold      ","
    Examine it        ","
    Put it in the box "then"
    go north

Each of these is canned for verbs, adverbs and nouns in that order,
and nay found have their number stored;

                       VERB     ADVE     NOUN1     NOUN2
   Get the gold         7        0         3         0
   ---     ----

   Examine it           16       0        255        0
   ------- --

   Put it in the box    8        1        255        7
   --- -- --     ---

   Go north             1        0         0         0
      -----


Then all occurences of noun 255 ("It"), are replaced by the last
noun typed before that, giving:

                       VERB     ADVE     NOUN1     NOUN2
   Get the gold         7        0         3         0
   Examine it           16       0         3         0
   Put it in the box    8        1         3         7
   Go north             1        0         0         0

These values are the passed to the connection table, then to the
conditions. See the diagram in Appendix B.
Note that all the letters in the vocabulary entries are significant
- there is no truncation to only four or five letters. Thus RIVER
and RIVET, TROUT and TROUSERS, and other like these are
differentiated.




                APPENDIX A
                ==========
   Defintions and Conditions for "ADVINMAN"


                APPENDIX B
                ==========
            Tables and Charts

