Home » Archimedes archive » Acorn User » AU 1998-08.adf » Freeware » PD/IntFiction/DavidRPG2/!DavidRPG2/Docs/Tech/CompDef

PD/IntFiction/DavidRPG2/!DavidRPG2/Docs/Tech/CompDef

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Acorn User » AU 1998-08.adf » Freeware
Filename: PD/IntFiction/DavidRPG2/!DavidRPG2/Docs/Tech/CompDef
Read OK:
File size: 1C93 bytes
Load address: 0000
Exec address: 0000
File contents
Compiled file structure
=======================
This is a quick note on the compiled files.  They are sperate files stored in 
<DavidRPG2$Dir>.Compile.

See also language file.

A word means 32bit number
All files use PRINT#<>,<int> except string and temp.

File: temp
----------
Contains the origional file without blank lines and comments.

File: Setup
-----------
Contains the lines:
name=
adventure=
author=
version=

File: strings
-------------
The file contains all the strings for the file. It starts on the first line with the string0 and
each new line sees a new string. Strings in the input file can be over more than one line in the text: labels this is kept sepatate in the files.

File: Vars
----------
This file contains the number then start value for each the userdefined variables

File: Code
----------
This file contains all the function type instructions contained in the file, even if they
are only on instruction long.
The file starts with code block 0 and goes straght in with the first word which is an instruction
followed by any parameters then the next word and so on until it ends with the
termination word (&00), then the next word is the start of the next code block.

Intstruction meanings:
&00      Termination       no prams
&01      print()           1 pram word
&02      goto()            1 pram word
&03      give()            2 pram words
&04      move()            2 pram words
&05      end()             no prams
&06      ----------------------------
&07      set()             2 pram words second is a 32-bit int
&08      change()          2 pram words second is a 32-bit int
&09      if() <commands>   3 pram words then a code block terminated by an endif
&10      endif             no prams

All instructions are one word and prameters are 2 words (see labels).

File: Player
------------
This file contains the player data.

Words      Description                           If none is...        in Y_data%()
2          pointer to name string               always presant             0 
4          pointer to text string end and start always presant            1,2
1          energy (int)                         -1                         3
2          code pointer to dead: code           0,0                        4
2+         list of objects 0,0 terminated       0,0                   Y_objects%()
4+         canbe list string then code block    0,0,0,0                Y_canbe%()
                          0,0,0,0 terminated
4+         cando list string then code block    0,0,0,0                Y_cando%()
                          0,0,0,0 terminated

File: People
------------
This file contains the data on people in the game. They follow on from each other.
The first word is the number of people (this includes the player (0), even though it is a blank entry in the file BUT IS PRESANT.)

Words      Description                          If none is...          in P_data%()
1          Label number of person               always presant           this_P%
2          pointer to name string               always presant             0
4          pointer to text string start and end always presant            1,2
1          Null must be zero                    always presant             3
1          moves   yes=-1 no=0                  always presant             4
1          energy (int)                         -1                         5
2          code pointer to dead: code           0,0                        6
2          code pointer to see: code            0,0                        7
2          code pointer to unsee: code          0,0                        8
2+         list of objects 0,0 terminated       0,0                     P_objects%()
4+         canbe list string then code block    0,0,0,0                 P_canbe%()
                          0,0,0,0 terminated
4+         talk list string then code block     0,0,0,0                 P_talk%()
                          0,0,0,0 terminated

File: Object
------------
This file contains the data on objects in the game. They follow on from each other.
The first word is the number of object.  There is first a blank entry, which is never called.

Words      Description                          If none is...         In O_data%()
1          Label number of object               always presant        this_O%
2          pointer to name string               always presant        0
4          pointer to text string start and end always presant        1,2
1          Null must be zero                    always presant        3
1          moves   yes=-1 no=0                  always presant        4
1          energy (int)                         -1                    5
2          code pointer to dead: code           0,0                   6
4+         canbe list string then code block    0,0,0,0               O_canbe%()
                          0,0,0,0 terminated
4+         cando list string then code block    0,0,0,0               O_cando%()
                          0,0,0,0 terminated

File: Rooms
-----------
The first word is the number of rooms.
Before the rooms is the number of the room which is the start room.
There is no room 0 as this is the room null.
There is no room 1 as this signifies the current room.
This file contains the data on rooms in the game. They follow on from each other.

Words      Description                          If none is...        array element in R_data()
1          Label number of room                 always presant       this_R
2          pointer to name string               always presant       0
4          pointer to text string start and end always presant       1-2
2          east: code pointer                   0,0                  3
2          west: code pointer                   0,0                  4
2          south: code pointer                  0,0                  5
2          north: code pointer                  0,0                  6
2          up: code pointer                     0,0                  7
2          down: code pointer                   0,0                  8
2          southeast: code pointer              0,0                  9
2          southwest: code pointer              0,0                  10
2          northeast: code pointer              0,0                  11
2          northwest: code pointer              0,0                  12
2          code pointer to enter: code          0,0                  13
2          code pointer to leave: code          0,0                  14
2+         list of objects 0,0 terminated       0,0                  -
2+         list of people 0,0 terminated        0,0                  -
4+         actions list string then code block  0,0,0,0              -
                          0,0,0,0 terminated

Table: Labels
-------------
This table contains a lookup of the types of labels and the name in the files a label is
converted to a two word value of the following format:

Word1: type
-----------
&01    Room
&02    Object
&03    Person
&04    Integer (actual number)
&05    Varable - see File: Vars
&06    Code    - see File: Code
&07    String  - see File: Strings

Word2: Number
-------------
A unique number for that label (0 for player in a person)

Pre-Defined Variables
---------------------
00     c_room
01     ob_got
02     energy
03     pl_eng
00000000  43 6f 6d 70 69 6c 65 64  20 66 69 6c 65 20 73 74  |Compiled file st|
00000010  72 75 63 74 75 72 65 0a  3d 3d 3d 3d 3d 3d 3d 3d  |ructure.========|
00000020  3d 3d 3d 3d 3d 3d 3d 3d  3d 3d 3d 3d 3d 3d 3d 0a  |===============.|
00000030  54 68 69 73 20 69 73 20  61 20 71 75 69 63 6b 20  |This is a quick |
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00000170  6f 6e 74 61 69 6e 73 20  74 68 65 20 6c 69 6e 65  |ontains the line|
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00000280  74 68 65 20 74 65 78 74  3a 20 6c 61 62 65 6c 73  |the text: labels|
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00000500  20 20 20 20 20 31 20 70  72 61 6d 20 77 6f 72 64  |     1 pram word|
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00000590  20 65 6e 64 28 29 20 20  20 20 20 20 20 20 20 20  | end()          |
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000005b0  20 20 20 20 20 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |     -----------|
000005c0  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |----------------|
000005d0  2d 0a 26 30 37 20 20 20  20 20 20 73 65 74 28 29  |-.&07      set()|
000005e0  20 20 20 20 20 20 20 20  20 20 20 20 20 32 20 70  |             2 p|
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00000860  20 20 20 20 20 20 20 20  20 20 20 2d 31 20 20 20  |           -1   |
00000870  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
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000008c0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
000008d0  20 20 20 34 0a 32 2b 20  20 20 20 20 20 20 20 20  |   4.2+         |
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000008f0  30 2c 30 20 74 65 72 6d  69 6e 61 74 65 64 20 20  |0,0 terminated  |
00000900  20 20 20 20 20 30 2c 30  20 20 20 20 20 20 20 20  |     0,0        |
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00000950  6c 6f 63 6b 20 20 20 20  30 2c 30 2c 30 2c 30 20  |lock    0,0,0,0 |
00000960  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 59  |               Y|
00000970  5f 63 61 6e 62 65 25 28  29 0a 20 20 20 20 20 20  |_canbe%().      |
00000980  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
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000009d0  6f 63 6b 20 20 20 20 30  2c 30 2c 30 2c 30 20 20  |ock    0,0,0,0  |
000009e0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 59 5f  |              Y_|
000009f0  63 61 6e 64 6f 25 28 29  0a 20 20 20 20 20 20 20  |cando%().       |
00000a00  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000a10  20 20 20 30 2c 30 2c 30  2c 30 20 74 65 72 6d 69  |   0,0,0,0 termi|
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00000a30  70 6c 65 0a 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |ple.------------|
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00000a50  69 6e 73 20 74 68 65 20  64 61 74 61 20 6f 6e 20  |ins the data on |
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00000a70  6d 65 2e 20 54 68 65 79  20 66 6f 6c 6c 6f 77 20  |me. They follow |
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00000a90  65 72 2e 0a 54 68 65 20  66 69 72 73 74 20 77 6f  |er..The first wo|
00000aa0  72 64 20 69 73 20 74 68  65 20 6e 75 6d 62 65 72  |rd is the number|
00000ab0  20 6f 66 20 70 65 6f 70  6c 65 20 28 74 68 69 73  | of people (this|
00000ac0  20 69 6e 63 6c 75 64 65  73 20 74 68 65 20 70 6c  | includes the pl|
00000ad0  61 79 65 72 20 28 30 29  2c 20 65 76 65 6e 20 74  |ayer (0), even t|
00000ae0  68 6f 75 67 68 20 69 74  20 69 73 20 61 20 62 6c  |hough it is a bl|
00000af0  61 6e 6b 20 65 6e 74 72  79 20 69 6e 20 74 68 65  |ank entry in the|
00000b00  20 66 69 6c 65 20 42 55  54 20 49 53 20 50 52 45  | file BUT IS PRE|
00000b10  53 41 4e 54 2e 29 0a 0a  57 6f 72 64 73 20 20 20  |SANT.)..Words   |
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00001ab0  66 20 6c 61 62 65 6c 73  20 61 6e 64 20 74 68 65  |f labels and the|
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00001ad0  65 73 20 61 20 6c 61 62  65 6c 20 69 73 0a 63 6f  |es a label is.co|
00001ae0  6e 76 65 72 74 65 64 20  74 6f 20 61 20 74 77 6f  |nverted to a two|
00001af0  20 77 6f 72 64 20 76 61  6c 75 65 20 6f 66 20 74  | word value of t|
00001b00  68 65 20 66 6f 6c 6c 6f  77 69 6e 67 20 66 6f 72  |he following for|
00001b10  6d 61 74 3a 0a 0a 57 6f  72 64 31 3a 20 74 79 70  |mat:..Word1: typ|
00001b20  65 0a 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 0a 26 30  |e.-----------.&0|
00001b30  31 20 20 20 20 52 6f 6f  6d 0a 26 30 32 20 20 20  |1    Room.&02   |
00001b40  20 4f 62 6a 65 63 74 0a  26 30 33 20 20 20 20 50  | Object.&03    P|
00001b50  65 72 73 6f 6e 0a 26 30  34 20 20 20 20 49 6e 74  |erson.&04    Int|
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00001b70  62 65 72 29 0a 26 30 35  20 20 20 20 56 61 72 61  |ber).&05    Vara|
00001b80  62 6c 65 20 2d 20 73 65  65 20 46 69 6c 65 3a 20  |ble - see File: |
00001b90  56 61 72 73 0a 26 30 36  20 20 20 20 43 6f 64 65  |Vars.&06    Code|
00001ba0  20 20 20 20 2d 20 73 65  65 20 46 69 6c 65 3a 20  |    - see File: |
00001bb0  43 6f 64 65 0a 26 30 37  20 20 20 20 53 74 72 69  |Code.&07    Stri|
00001bc0  6e 67 20 20 2d 20 73 65  65 20 46 69 6c 65 3a 20  |ng  - see File: |
00001bd0  53 74 72 69 6e 67 73 0a  0a 57 6f 72 64 32 3a 20  |Strings..Word2: |
00001be0  4e 75 6d 62 65 72 0a 2d  2d 2d 2d 2d 2d 2d 2d 2d  |Number.---------|
00001bf0  2d 2d 2d 2d 0a 41 20 75  6e 69 71 75 65 20 6e 75  |----.A unique nu|
00001c00  6d 62 65 72 20 66 6f 72  20 74 68 61 74 20 6c 61  |mber for that la|
00001c10  62 65 6c 20 28 30 20 66  6f 72 20 70 6c 61 79 65  |bel (0 for playe|
00001c20  72 20 69 6e 20 61 20 70  65 72 73 6f 6e 29 0a 0a  |r in a person)..|
00001c30  50 72 65 2d 44 65 66 69  6e 65 64 20 56 61 72 69  |Pre-Defined Vari|
00001c40  61 62 6c 65 73 0a 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |ables.----------|
00001c50  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 0a 30 30 20 20  |-----------.00  |
00001c60  20 20 20 63 5f 72 6f 6f  6d 0a 30 31 20 20 20 20  |   c_room.01    |
00001c70  20 6f 62 5f 67 6f 74 0a  30 32 20 20 20 20 20 65  | ob_got.02     e|
00001c80  6e 65 72 67 79 0a 30 33  20 20 20 20 20 70 6c 5f  |nergy.03     pl_|
00001c90  65 6e 67                                          |eng|
00001c93