A2.CHET [Head sysop] — Thu Oct 12, 1989 at 18:26 EDT
This topic's for the never-ending quest for bug-free Eamon adventures!
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An archive of the 26 messages posted to the GEnie Apple II RoundTable Bulletin Board, category #16 ("Eamon"), topic #5 ("Eamon Bugs and Fixes"). |
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Content was retrieved from the text file |
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David Cheever ( |
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This topic's for the never-ending quest for bug-free Eamon adventures!
I just want to let everyone know that, as far as I am aware, the Eamon uploads here on GEnie are bug free.
Tonight I received a bug report for Eamon.194 and discovered that it had a corrupted data file. It distresses me to see that 25 people had downloaded this file and found that it was junk. This is arguably one of the 10 best Eamons ever done, and it is certainly the funniest!
Just so all of you know, whenever I get a bug report, it is looked at the SAME DAY and re-uploaded with a fix if I find that it is a real, fixable bug. Please, please don't hesitate to complain about any of the Eamons here on GEnie. We want them RIGHT. Send me E-mail if you prefer, but please get the word to me one way or another.
Thanks. TomZ, A2 Eamon guy
In "Attack of the Kretons" the program crashes after the Intro with the message "Division by zero error in 31120."
Is there a fix for this problem?
>J.Ruff
>DIVISION BY ZERO IN 31120 in "Attack of the Kretons"
"That's not a bug, that's a feature!" Your character doesn't have any armor. Try it again with at least a shield and it won't crash. (Yes, the program should handle this more elegantly than simply crashing, but it never occurred to us that anyone would do that. *8-)
TomZ
Tom, what changes have been made in the Graphics Main Hall that you uploaded??? The text blurb says the interface has been improved, but is it possible to get just the update without the 50k of other same ol stuff??? And just for the heck of it, I think I will upload what I have been messing around with sometime this weekend (If I dont have to work!!!) just to give an idea of what I have been doing with what little free time h I have been able to devote to this project. But please, post here what kind of mods, and if possible, upload the file that you changed...
Andy .s
Andy, the adventure launcher has been upgraded in both the text Eamon Master and the Graphics Main Hall. Another menu has been added that lists on-line volumes so that you can select the disk drive you want with the arrow keys now. The "folder" menu has been improved; you can now close folders, and there were a lot of little nickel and dime changes that simply cleaned up the screen and made it more consistent. A check is now made whether the adventure is in the same folder as the Master but not in its own subfolder.
There was one tiny bug fix to the Main Hall itself to avoid crashes if the player tries to exit the Main Hall with his first move.
The Eamon Master had a LOT of changes, including the new lower-case text with UC option for II+'s.
TomZ
This topic has been archived and all messages before Jan 1 have been deleted. The archive may be found in Library 36, file 16213.
TomZ
We now have a policy of uploading all Eamon adventures in a folder so that there will be no confusion when unpacking to large disks.
Eamon.091 'FutureQuest II' was just re-upped because I forgot to shrink the entire folder instead of the individual files.
You 5 people who downloaded the first upload: your download is OK.
TomZ
You know Tom, it strikes me that having them all in subdirectories might actually make finding the adventures easier anyway.
If you always have them in a folder named EAMON.XX, then the master can use a trap to only find those folders.
You could also have the master look and, if there's only ONE Eamon folder on the current volume, automatically find it and run it rather than asking for a separate prompt.
This should result in no extra keypresses for 5.25 users while keeping the benefits for large device users.
Just a thought. Do other Eamonauts out there have some suggestions on this?
Dean Esmay
I think I've found a bug in Eamon #204 'Sanctuary' (file 17992).
When I unpacked it, line 33030 in SAVE.RESUME.PGM read:
33030 PRINT D$"CHAIN MAIN.PGM.1,@2Q100"
After some poking around, I changed it to read:
33030 PRINT D$"CHAIN MAIN.PGM.1,@29100"
It seems to work now, although I've had occasional problems with the program thinking I'm under attack after a RESUME.
Chris --- (via GEM 4.20)
Thanks for the bug report, Chris. I'll check it right away. My copy doesn't have that error; it must have occurred sometime during the archiving process.
I'll fix it right away.
TomZ
Eamon.204 'Sanctuary' has been re-uploaded. For the 8 people who downloaded file 17992, you can either do the fix that Chris gave in message 10 or else you can download file 18009 E.204.FIX.BXY which contains a copy of the SAVE.RESUME.PGM to replace the one that you have.
TomZ
I'm back. :-) This time I found some bugs in Journey to Jotunheim (Eamon #148, file 17690).
First, if the file SAVED.GAME does not exist, then MAIN.PGM and INIT.PGM call each other in an infinite loop.
Also, the RESUME command doesn't work, because it tries to open some files which are already open.
Here's what I did to fix these bugs:
In INIT.PGM, I changed line 30890 to read:
30890 PRINT D$;"CHAIN MAIN.PGM,@30"
In MAIN.PGM, I changed lines 30 and 29060:
30 R1 = R1 + (R1 = 0) : R2 = R1 : L = 50 : GOSUB 58 : PRINT D$"OPEN EAMON.P.ROOMS,L64" : PRINT D$"OPEN EAMON.DESC,L256" : PRINT D$"OPEN TEXT.DESC,L40" : GOTO 3100
29060 PRINT D$"CLOSE" : PRINT D$"OPEN EAMON.P.ROOMS,L64" :
PRINT D$"OPEN EAMON.DESC,L256" : PRINT D$"OPEN TEXT.DESC,L40"
Chris --- (via GEM 4.20)
Thanks, Chris. More than 30 people downloaded that one, but you were the first to complain. I made a booboo when converting it to 80-col LC; it should not call INIT.PGM at all. I am making some more sweeping changes than you did and will upload a fix file as well as the new upload.
You know, I spent more than 6 hours testing this Eamon after the conversion, but it never once occurred to me to delete the SAVED.GAME file and try it that way. It seems like the ones that slip past are the most important ones, even though I test them much harder. Maybe I try too hard or something. *%-(
Anyway, the fix will be up soon. Thanks again.
TomZ
Eamon #132 "Rhadshur Warrior" has this bug:
"Enemies in Room" messages after Mardak is banished.
The fix: in Line 16090, change NBTL = 0 to GOSUB 3600
This was fixed on 10/3/92, and is fixed in the freshly-uploaded 80-col. version.
TomZ
Tom-
Some of the fixes listed in the SEP 1989 newsletter are not present in the copy of main.pgm present on the DDD disk in the library. The first set are, but the next 3 sets or fixes all are not there and need to be corrected by the downloader......
Best wishes
Dave Cheever
>>>D.CHEEVER
Whoops. I guess I forgot to upload the revision. Thanks, Dave!
TomZ
Tom-
A couple more questions on the MAIN.PGM
Thanks again
Dave
Gee, Dave, I wish that you had gotten interested in the DDD years ago! There wouldn't be so many bugs to fix now. <grin>
I'll have to fix this stuff before I do that DDD re-up. Thanks.
TomZ
Tom- I have another MAIN.PGM problem.
You can recreate the problem by putting three or four seperate monsters in a single room. Make them all neutral (2) and have very low courages. Go into the room and attack the top monster (i.e. the first in the ....is here list). If while being attacked the monster flees (hence the low courages) the program crashes at 495 as the MC loop is not active.
I found this in debugging a program where POWER brings all the monsters to the active room. Needless to say this increases the chance of fleeing monsters and the above happening by accident. Obviously if you know they are neutral you probably won't attack them, but it does happen.
Also while I have you --- back to the problem of making monsters move through the dungeon. Earlier you answered this and gave some code, but it is in the 500 and up every turn section which is not accessed on a movement command. I want the monsters to 'patrol' the dungeon and therefore they need to move as the player moves through the adventure. Suggestions?
Sorry (although not to the point of shutting up) about being a pest.......
Dave Cheever
The thing that I've tried to come close to patrolling monsters is to have them appear at random. (The advnenture isn't finished yet, so don't even bother looking in the file libraries yet!) I've been having trouble getting it to work right. Anyway, they don't wander, but it is close. Say, in older versions of Eamon, didn't monsters go to an adjacent room when they fled?
Phil, yep, fleeing monsters in older Eamons simply fled to the adjacent rooms, where they somehow regained their courage and stayed to fight you all over again. I changed v.7 so you never saw fleeing monsters again for a couple of reasons: first, it always struck me as unrealistic for a scared, wounded monster to decide to fight to the death in the next room. Second, I wanted multiple- monsters to be able to flee a few at a time. It's impossible to split a multi-monster between two rooms, so they at least had to disappear. I made single-monsters disappear also for consistency.
I've only seen one or two Eamons that had roving monsters that really seemed to work right, and I was never able to decipher the tangled code that made it work. Roving monsters seem to be pretty hard to do in a solid, reliable way that doesn't cause a significant hit in memory and execution time.
TomZ
As far as the POWER spell returning monsters to the current room- That is also from older Eamon versions. I remember getting REAL mad when using the POWER spell in desparation and finding all monsters that I had alreadk killed re-appear, very much alive, right in front of me! I also thing roving monsters is a great idea, but believe me, Tom Z. is right when he says it isn't worth the memory and slow-running program to have them in an adventure. If anybody ever comes up with a good way to do it, I think a lot of people would be interested.
Eamon Dungeon Design Disk 7.1
ProDOS: DUNGEON.LIST
EAMON.LIST.V7.1
DOS 3.3: DUNGEON LIST
DUNGEON LIST V7.1
Problem: printout not right on Imagewriters
I've had sporadic reports of problems using the DDD 7.1's various dungeon listing programs with Imagewriters. These reports complain that these programs print the descriptions all on one line.
I had thought that all printers automatically do a line-feed when they reach the end of the line. Every printer I've ever used has that capability, but apparently Imagewriters can't do that.
I can't do a general bug fix for this; the fix that is known to work for an Imagewriter messes up the output on my Panasonic. I don't know where the problem lies or how to make a fix work for all printers on all Apple II models.
If you have the problem with these programs printing descriptions all on one line, try replacing Line 8000 in the offending program with this one:
8000 FOR AZ = 1 TO LEN (A$) STEP 80: PRINT MID$
(A$,AZ,80): LP = LP + 1: NEXT: LP = LP +
1: RETURN
With a IIgs, the control panel can be set to append LFs. The DIP switches on the Imagewriters can also be set that way. I know I have my IWLQ and IWII's set to properly work when I print from my applications, and from Applesoft. I never realized that tehre was any other way to do things.
Joat
Eamon Dungeon Design Disk 7.1
Program: ProDOS:
DUNGEON.EDIT EAMON.EDIT.V7.1
Problem: When in 80-col. mode or pseudo-40-col. (ESC-4) mode, the Escape key intermittently doesn't work right when editing after having used main menu option 3 to list something.
This problem does not appear when running under DOS 3.3 or in true 40-col. mode under ProDOS. It must have something to do with the way that the 80-col. firmware handles the escape key.
I do not know of any way to fix this. If anyone else does, please let me know!