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3f8e322e WJ |
1 | From: tektronix!zeus.TEK.COM!tims@ucbvax.Berkeley.EDU |
2 | Date: 30 Nov 87 15:08:15 PST (Mon) | |
3 | To: okeeffe.Berkeley.EDU!mckusick@ucbvax.Berkeley.EDU (Kirk McKusick) | |
4 | Subject: Re: Public domain rogue | |
5 | Return-Path: tektronix!zeus.TEK.COM!tims@ucbvax.Berkeley.EDU | |
6 | ||
7 | Here is a list of discrepencies from the documentation you sent me: | |
8 | ||
9 | The -d option not implemented. | |
10 | The -r option not implemented, use "rogue save_file" instead. | |
11 | Strength is between 1 and 99, not 3 and 32. | |
12 | The D command is not implemented. | |
13 | Only scrolls,potions,wands,and rings may be "call"ed something. | |
14 | The ^P command may be used to go 4 messages back, instead of just 1. | |
15 | The @ comand is not implemented. | |
16 | There are no dark rooms. | |
17 | ROGUEOPTS of flush,terse,seefloor,askme,inventory are ignored. | |
18 | 'askquit' is added to prevent ^\ from terminating the game accidentally. | |
19 | If 'noaskquit' is | |
20 | found in the ROGUEOPTS string, the the ^\ kills the game, otherwise, | |
21 | the player is asked if he really wants to quit. In either case, no | |
22 | score file processing is attempted. | |
23 | The score is keyed to winning scores, and no player may appear twice. | |
24 | ||
25 | ||
26 | ||
27 | ||
28 | ||
29 | ||
30 | Other differences from "standard" rogue 5.3. This list covers externally | |
31 | visible differences only. | |
32 | ||
33 | There should be NO bugs with any severe consequences. Absolutely NO | |
34 | game-stopping, or game-winning bugs should be present. | |
35 | Traps fail occasionally, that is, they sometimes are sprung but miss. | |
36 | The ^A command prints out some stuff you're probably not interested in. | |
37 | The '&' command silently saves your screen into the file 'rogue.screen' | |
38 | Any inventory selection command that takes '*' as a request to list all | |
39 | appropriate items, can take one of "=?:)]!/" to list only rings, | |
40 | scrolls, or whatever. | |
41 | Scrolls and potions, once used, become identified. All other objects become | |
42 | identified only by scroll of identification. | |
43 | There is only one scroll of identification, and it works on any item. | |
44 | ROGUEOPTS | |
45 | Only the following are implemented: | |
46 | file,jump,name,askquit,tombstone,passgo | |
47 | "askquit" is used to prevent accidental termination of the game via ^\ | |
48 | You may drop objects in doorways. | |
49 | Prints a picture of a skull, not a tombstone, upon death. | |
50 | The save/restore game function is faster and machine-independent, but sometimes | |
51 | requires modification when new variables are added to the source. | |
52 | The potion of detect monster lasts for the whole level. | |
53 | Their is no wand of light. |