The Quill

reminisce about bbc micro & electron games like chuckie egg, repton, elite & exile

Related forum: adventures


User avatar
Yrrah2
Posts: 343
Joined: Tue Feb 06, 2007 6:06 pm
Location: Netherlands
Contact:

The Quill

Postby Yrrah2 » Tue Feb 06, 2007 6:34 pm

Hi all,

For the electron and BBC I found The Quill.
The application to write text adventures.

I got the electron version working with ElectrEm, but I cannot save on tape images with ElectrEm (or am I doing something wrong?)
The disc image from the BBC page says it's a disk version, but I think it is a tape version aswell. (this BBC version works also in ElectrEM, even when I transfer the disc image to ADFS E00)
Reading the manual, it says that the disc version gives the possibility to do some *commands, and I cannot find this in the menu.
And I also recognized that tis version switches to tape when saving the adventure.

Is there someone who can help me out?
I would like to have a version on disc, so I can save my adventures directly to disc. Does anyone have a real disc version?
Or can somebody tweek the tape version, so the save command does not go to tape?

Hope to find some answers

Cheers

Koen

User avatar
CMcDougall
Posts: 5623
Joined: Wed Feb 02, 2005 3:13 pm
Location: Shadow in a Valley of Scotland

Re: The Quill

Postby CMcDougall » Wed Feb 07, 2007 9:09 am

Yrrah2 wrote:Or can somebody tweek the tape version, so the save command does not go to tape?


yo Koen

where can i get it, so can give a bash 4u :wink:

ow, found in the search 8)
ImageImageImage

User avatar
Yrrah2
Posts: 343
Joined: Tue Feb 06, 2007 6:06 pm
Location: Netherlands
Contact:

Postby Yrrah2 » Wed Feb 07, 2007 5:05 pm

You can find it at stairway to hell's site.
under BBC then disc images -> index filename -> thequill-e00.zip
The link of the zip is (i think) http://www.stairwaytohell.com/bbc/archive/diskimages/Gilsoft/TheQuill-E00.zip

great if you can do something.

Maybee stairway to hell would like to have a copy too. Then they have a disc image that works like a disc image and not switches back to tape.

cheers

Koen.

User avatar
CMcDougall
Posts: 5623
Joined: Wed Feb 02, 2005 3:13 pm
Location: Shadow in a Valley of Scotland

Postby CMcDougall » Wed Feb 07, 2007 5:09 pm

got em now, in the search (whats new, on right) :D

will have a look tonight, if got time, and up/l if i get it to work :wink:
ImageImageImage

User avatar
Yrrah2
Posts: 343
Joined: Tue Feb 06, 2007 6:06 pm
Location: Netherlands
Contact:

Postby Yrrah2 » Wed Feb 07, 2007 6:16 pm

Thats great!!!
Can't wait to check the forum again

cheers

koen

User avatar
CMcDougall
Posts: 5623
Joined: Wed Feb 02, 2005 3:13 pm
Location: Shadow in a Valley of Scotland

Postby CMcDougall » Thu Feb 08, 2007 10:29 am

nothing stood out :cry:

All i can suggest is to use BeebEm35 in Master mode (hardware-bbc model -master128 (to get E00 page)), and use save state. or can use the tape control part (comms-tapeControl)to make a .uef tape image of your saved adventure :wink:
ImageImageImage

User avatar
Yrrah2
Posts: 343
Joined: Tue Feb 06, 2007 6:06 pm
Location: Netherlands
Contact:

Postby Yrrah2 » Thu Feb 08, 2007 3:31 pm

Thanks for trying.
I thought it would be difficult.
It's a lot of assembly code. And I know things in Basic, but not in assembly.

If anyone else has a solution It would be great.

For now I'll use BeebEm to save to tape images.
Hope saving to tape images will work soon on ElectrEm as well.

Cheers

Koen

User avatar
Dreamland Fantasy
Posts: 550
Joined: Fri Dec 29, 2006 12:15 am
Location: Glasgow, UK
Contact:

Postby Dreamland Fantasy » Thu Feb 08, 2007 4:38 pm

I had a quick look too. I couldn't see any easy way of changing it to save to disc and I don't fancy sifting through 10k of machine code (maybe if I ever finish my 6502 (dis)assembler program)! :shock:

All I can suggest is to create a tape image of your saved game and then transfer it to disc. That may work, but it might switch back to tape again if you try and load or save a game during play.

Kind regards,

Francis.
Dreamland Fantasy Studios
http://www.dfstudios.co.uk

g7jjf
Posts: 354
Joined: Sun Aug 07, 2005 7:29 pm
Location: Notts, England
Contact:

Postby g7jjf » Thu Feb 08, 2007 8:18 pm

To get the program to load/save to disc, do the following :

*LOAD QL-MC
?&2985=0
*SAVE QL-MC E00 +29AC

Please backup the disc first in case it goes wrong but it works for me !

Jon.

User avatar
Yrrah2
Posts: 343
Joined: Tue Feb 06, 2007 6:06 pm
Location: Netherlands
Contact:

Postby Yrrah2 » Fri Feb 09, 2007 6:06 pm

Grand Jon!
It works fine, even when I have created a finl adventure. So that you can save the game on disc during game play. Great!

Does this code line also work on other adventures/games etc?

Cheers

Koen

g7jjf
Posts: 354
Joined: Sun Aug 07, 2005 7:29 pm
Location: Notts, England
Contact:

Postby g7jjf » Fri Feb 09, 2007 6:35 pm

Yrrah2 wrote:Does this code line also work on other adventures/games etc?


No, it just patches the Quill program to disable the *TAPE command.

For the technically minded amongst you, it patches a *FX &8C to *FX 0 thereby disabling the request to select the tape filing system.

Jon.

User avatar
Dreamland Fantasy
Posts: 550
Joined: Fri Dec 29, 2006 12:15 am
Location: Glasgow, UK
Contact:

Postby Dreamland Fantasy » Fri Feb 09, 2007 9:32 pm

For the technically minded amongst you, it patches a *FX &8C to *FX 0 thereby disabling the request to select the tape filing system.

It's so simple when you know how. :roll:

Kind regards,

Francis.
Dreamland Fantasy Studios
http://www.dfstudios.co.uk

User avatar
lurkio
Posts: 1292
Joined: Tue Apr 09, 2013 11:30 pm
Location: Doomawangara
Contact:

Re: The Quill

Postby lurkio » Sun Dec 22, 2013 11:35 pm

Hello. Another long-time Beeb fan here -- though I don't have the same level of expertise and knowledge as people on this forum, whom I'm in complete awe of, frankly.

I just wanted to quickly de-lurk and mention some Quill-related shenanigans I've been getting up to. Apologies if this is old/dull news.

Using the diskified version of The Quill from StairwayToHell in Mac BeebEm (in Master 128 mode with &E00 DFS), together with the patch mentioned earlier in this thread that allows saving to disk, I've typed in the example game from the Beeb/Electron Quill manual. Disk image attached.

I discovered that there's a weird bug in the Quill engine: whenever an object is DESTROYed, the carried-objects counter is decremented, regardless of whether the player had been carrying the object or not -- with interesting results, the main one being that it lets the player get around the inventory limit set by the Objects Conveyable variable.

Anyway, I just thought this might be mildly curious/interesting to someone other than me. Apologies if it wasn't and/or if I shouldn't be bumping old forum threads.

-- lurkio, a.k.a. ahope1
Attachments
quilltutorialgame.zip
Disk image containing tutorial game from Quill manual, plus Quill database file, plus savegame.
(4.33 KiB) Downloaded 46 times

User avatar
lurkio
Posts: 1292
Joined: Tue Apr 09, 2013 11:30 pm
Location: Doomawangara
Contact:

Re: The Quill

Postby lurkio » Wed May 31, 2017 2:27 pm

The bug I referred to in the previous post seems to have been fixed in the long-lost Beeb disc Quill version A03, which has just been uploaded to 8-bit.info:


More details here:

:idea:

User avatar
AndyF
Posts: 967
Joined: Sat Feb 23, 2008 10:16 pm
Location: Derby
Contact:

Re: The Quill

Postby AndyF » Tue Oct 24, 2017 2:08 pm

A few pics from the A03 version. It includes a helpful util to 'convert' as well, just Chain "QCDT" to use that.

q1.png
q2.png


q3.png
q4.png


As a sidenote please be aware the flags between the BBC version and other variants *are* different in some cases, this is vital to take note of for conversions ( ! ) I do have a list of my findings, I did this by comparing versions before I was able to get a manual for each version so its not 100% ideal, I will improve on it and upload an 'easy to digest' guide to this at some point.

User avatar
lurkio
Posts: 1292
Joined: Tue Apr 09, 2013 11:30 pm
Location: Doomawangara
Contact:

Re: The Quill

Postby lurkio » Tue Oct 24, 2017 2:38 pm

AndyF wrote:As a sidenote please be aware the flags between the BBC version and other variants *are* different in some cases, this is vital to take note of for conversions ( ! ) I do have a list of my findings, I did this by comparing versions before I was able to get a manual for each version so its not 100% ideal, I will improve on it and upload an 'easy to digest' guide to this at some point.

That would be some very interesting and useful information to have!

[-o<

User avatar
AndyF
Posts: 967
Joined: Sat Feb 23, 2008 10:16 pm
Location: Derby
Contact:

Re: The Quill

Postby AndyF » Tue Oct 24, 2017 3:02 pm

lurkio wrote:That would be some very interesting and useful information to have!

[-o<


I can post the rough copy for now, bear in mind this is from about 2013 though and I've not updated it since despite having a few other versions 'to hand' its more a question of time to compile it properly and include the CBM and Oric machine versions as well. I have put a bit of a descriptor for some of them to assist. Also note this was based on the tape version of Quill although I'd be surprised if the flags changed, as I say its a rough draft from a while back.

In particular if converting a title from another platform to the BBC watch closely for changes to flags 0 and 2 as you can see 2 especially can cause teleportation mayhem "why did I pick up xyz and got moved somewhere?" effects... ;)


Flag 0 = Dark / Light. Spectrum and CPC versions: 0 = light, any other value is dark.
Flag 0 = Light / Dark. BBC version: 255 = Light, any other value is dark.


Flag 1 = Object counter (all versions). Total number of objects the player is carrying.


Flag 2 = Spectrum and CPC versions: This is decreased (if greater than zero) every time a location is described / redescribed.
Flag 2 = BBC Version. This contains the current room number.


Flag 3 = Spectrum and CPC versions: This is decreased (if greater than zero) every time a location is described / redescribed but only if it is dark, ie flag 0
Flag 3 = BBC Version. Standard single byte flag for user purposes.


Flag 4 = Spectrum and CPC versions: This is decreased (if greater than zero) every time a location is described / redescribed and object 0 is not present. Object zero is a special object regarded as being a source of light, ie a torch.
Flag 4 = BBC Version. Standard single byte flag for user purposes.


Flags 5 to 8 = Spectrum and CPC versions: If they are greater than zero they are decreased with each turn. This is usually useful for timed operations, ie running out of air or a countdown.
Flags 5 to 8 = BBC Version. Standard single byte flags for user purposes.


Flag 9 = Spectrum and CPC versions. If above zero, this is decreased each turn when it is dark, ie flag 0
Flag 9 = BBC Version. Standard single byte flag for user purposes.


Flag 10 = Spectrum and CPC versions. If above zero, this is decreased each turn when it is dark, ie flag 0 and object 0 is not present. Object zero is a special object regarded as being a source of light, ie a torch.
Flag 10 = BBC Version. Standard single byte flag for user purposes.


Flags 11 to 29 = Standard single byte flags for user purposes.


Flag 30 = Spectrum and CPC Versions. Holds the "score" if used.
Flag 30 = BBC Version. Standard single byte flag for user purposes.


Flag 31 and 32. Spectrum and CPC Versions. Holds the turns counter. 31 is the LSB and 32 is the MSB
Flag 31 and 32. BBC Version. Standard single byte flags for user purposes.


Flags 33 to 46. Spectrum and CPC Versions. These do not exist.
Flags 33 to 46. BBC Version. Standard single byte flags for user purposes.


Flags 47 to 63. Spectrum and CPC Versions. These do not exist.
Flags 47 to 63. BBC Version. Double byte flags. The status / event commands ADD / PLUS / MINUS / SUB etc act as 16 bit calucations, they act on the chosen flag and the next higher one as well.


Return to “software: classic games”

Who is online

Users browsing this forum: No registered users and 4 guests