diff --git a/doom-shareware/rd_assets/README.TXT b/doom-shareware/rd_assets/README.TXT new file mode 100644 index 0000000..9908589 --- /dev/null +++ b/doom-shareware/rd_assets/README.TXT @@ -0,0 +1,494 @@ +Welcome to v1.9 of DOOM! + +id Software respectfully requests that you do not modify the +levels for the shareware version of DOOM. We feel that the +distribution of new levels that work with the shareware version +of DOOM will lessen a potential user's incentive to purchase the +registered version. + +If you would like to work with modified levels of DOOM, we +encourage you to purchase the registered version of the game. + +Make sure you read the DOOM FAQ v6.666 if you have any problems +or are anxious to find out about the World of DOOM! The 4 files +of the FAQ are DMFAQ66A.TXT, DMFAQ66B.TXT, etc. Enjoy! + +------------------------------------------------------------ +Additional support +------------------------------------------------------------ + +If you are looking for external PWADs for DOOM, DOOM2 or Heretic, +look no further than the DOOMania! BBS, owned and operated by +Paul Johnson. The BBS number is (317) 662-8842, the voice number +is (317) 662-1449. + +------------------------------------------------------------ +Auxiliary programs +------------------------------------------------------------ + +There are a number of auxiliary programs that come with DOOM. These +are DM.EXE, the DeathManager you use as a front-end for network and +modem play; DWANGO.EXE, the client software for the NEW multiplayer +gaming environment of the future; IPXSETUP.EXE, the IPX Network Device +Driver that enables you to play DOOM over an office network that uses +the IPX protocol and SERSETUP.EXE, the Serial Device Driver that enables +you to play DOOM over the modem or serial cable. + +The documentation for the DM.EXE program is named DM.TXT, the documentation +for the DWANGO.EXE program is named DWANGO.TXT. The documentation for the +IPXSETUP.EXE and SERSETUP.EXE programs follow. + +------------------------------------------------------------- +Get our latest releases from the following places: + +id Software's BBS home: +Software Creations BBS "Home of the Authors" +1200/2400 V.42/MNP: 508-365-2359 +2400-16.8k HST US Robotics: 508-368-4137 +2400-14.4k V.32/V.32bis Hayes: 508-368-7036 + +id Software's anonymous ftp home: +ftp.uwp.edu +/pub/games/id + +------------------------------------------------------------- + _______ + ____|__ | (R) + --| | |------------------- + | ____|__ | Association of + | | |_| Shareware + |__| o | Professionals + -----| | |--------------------- + |___|___| MEMBER + +OMBUDSMAN STATEMENT + +This program was written by a member of the Association of Shareware +Professionals (ASP). ASP wants to make sure that the shareware +principle works for you. If you are unable to resolve a +shareware-related problem with an ASP member by contacting the +member directly, ASP may be able to help. The ASP Ombudsman can +help you resolve a dispute or problem with an ASP member, but does +not provide technical support for members' products. Please write +to the ASP Ombudsman at 545 Grover Road, Muskegon, MI 49442 orsend +a CompuServe message via CompuServe Mail to ASP Ombudsman +70007,3536. + +------------------------------------------------------------ +------------------------------------------------------------ +DOOM ADDENDUM +------------------------------------------------------------ +Welcome to DOOM. Before playing, you'll need to read the +DOOM manual and this addendum which contains information for +playing in Multiplayer mode, as well as technical support +and troubleshooting instructions. To avoid compatibility +errors, please make sure that your machine and network conform +to the system requirements listed below. + +------------------------------------------------------------- +SYSTEM REQUIREMENTS +------------------------------------------------------------- +DOOM(TM) requires an IBM compatible 386 or better with 4 megs of +RAM, a VGA graphics card, and a hard disk drive. A 486 or +better, a Sound Blaster Pro(TM) or 100% compatible sound card +is recommended. A network that uses the IPX protocol is +required for network gameplay. + +------------------------------------------------------------- +MULTIPLAYER MODE +------------------------------------------------------------- +GETTING STARTED +------------------------------------------------------------- +1. Install DOOM as described in the manual. + +2. Launch DOOM from the SETUP program, by going to the +directory in which you installed DOOM, type SETUP, and press +the ENTER key. (If you are installing DOOM for the first +time the SETUP program will be automatically launched.) +Unlike playing DOOM in single player mode, DOOM in +multiplayer mode must be run either from the SETUP program +or by using the command line parameters mentioned later in +this addendum. + +3. The SETUP program not only allows you to configure DOOM +to your system but lets you tell DOOM information that is +necessary for the multiplayer game, (i.e. number of players, +skill level, mode, etc.) The SETUP program is simple to +use--providing context sensitive help at the bottom of the +screen. + +NUMBER OF PLAYERS: A maximum of four people can play +multiplayer DOOM on a network. + +COMPATIBLE NETWORKS: To play multiplayer, you must have a +network that uses the IPX protocol. Check your network +manuals for information regarding your protocol. Novell +networks use the IPX protocol. + +MULTIPLE GAMES ON THE NET: To play a multiplayer game while +another group is also playing the multiplayer game, you'll +need to change your network port address from the SETUP +application. The port address tells your server where to +send information that is sent over the network. Network +addresses range from 1-64000. You should refer to the person +in charge of your network for possible port addresses. + +------------------------------------------------------------- +MULTIPLAYER INSTRUCTIONS +------------------------------------------------------------- +Many of the rules for playing DOOM change for the +multiplayer game. Read the following information carefully +before you begin to play DOOM in multiplayer mode. + +MENUS: When you activate the Options menu or submenus, the +game KEEPS RUNNING so that other players can continue with +the action. So it is best to find a safe place before +adjusting screen sizes or sounds. + +UNPAUSE: A player may Pause the game by pressing the PAUSE +key, but any other player can Unpause the game by pressing +the PAUSE key again. Make sure it's OK with your buddies +before taking a breather. + +SAVE: When you do a savegame during a network game, it saves +on every player's system in the savegame slot you select, +writing over whatever was there. Before saving the game, +players should agree on a safe slot to save in. + +LOAD: You cannot load a saved game while playing a +multiplayer game. To load a game everyone must quit from the +current game and restart the game from the saved game. To +start a game from a saved game, you can either select it +from the SETUP program or identify it as a command line +parameter. + +WEAPONS: When a player runs over a weapon, he picks it up, +but the weapon remains in the game for other players to +take. Note: Shotguns dropped by former human sergeants are +removed from the game after being picked up or smashed. + +DEATH: If you die and restart in the level, previously taken +items and destroyed monsters DON'T reappear. Even though +you've died, other players have survived. We didn't want to +undo all of their fine destruction by reviving every monster +in the area. However, this also means the level will +eventually run dry of monsters and ammunition. You'll have +to decide when the level is played out. + +UNIFORM COLORS: In net games, each player's uniform is a +different color. The color of your character is the color +behind your face on the status bar. The colors are BROWN, +INDIGO (black), GREEN, and RED. + +CHAT MODE: In a multiplayer game you can communicate with +other players in the Chat mode. To enter into Chant mode and +broadcast a message to all the players, press the letter t. +A cursor will appear where your messaging is normally +placed. To broadcast to a specific player, instead of +pressing t you'll need to press the first letter of the +player's color. (B)rown, (I)ndigo, (G)reen, and (R)ed. For +example, to send a message to the brown character, you would +press the letter b. + +CHAT MACROS: In a multiplayer game, you can send your own +pre-defined macros (defined in the SETUP program) by initiating +Chat mode (as stated above), then holding ALT and pressing the +number key that corresponds to the macro you wish to send. For +example, if macro #2 is "Eat it and die!", initiate Chat mode +by pressing 'T', then hold down ALT and press 2. + +EXITING A LEVEL: When one player exits a level, all players +instantly exit with him, regardless of their position or +their status. + +------------------------------------------------------------- +COOPERATIVE OR DEATHMATCH MODE +------------------------------------------------------------- +There are two ways to play multiplayer--DeathMatch and +Cooperative. In Cooperative mode the players work together. +In DeathMatch mode your mission is to kill everything that +moves, including your buddies. You can choose which mode you +wish to play from the SETUP application. The differences +between Cooperative and DeathMatch mode are as follows: + +WHERE YOU START: In Cooperative mode each player begins in +the same area. In DeathMatch mode the players begin in +completely different areas--if you want to see your buddy +you'll need to hunt him down. Plus, each time you die, +you'll restart in one of several random locations. + +KEYS: Unlike in single-player or Cooperative mode gameplay, +in DeathMatch mode the players start each location with the +keys necessary for opening any locked door in that area. + +STATUS BAR: In DeathMatch mode the ARMS section on the +status bar is replaced with "FRAG." The FRAG section +displays the number of times you've killed your opponents. + +AUTOMAP: In Cooperative mode the Automap works the same way +it does in single-player mode. Each player is represented by +a different color arrow. In DeathMatch mode you won't +receive the pleasure of seeing your opponents on the map. +Just like the monsters, your friends could be just around +the corner, and you won't know until you face them. + +SPY MODE: If you're playing in Cooperative mode, press F12 +to toggle through the other players' viewpoint(s). Press any +other key to return to your view. You still retain your own +status bar at the bottom, and if your view reddens from pain +it is YOU, not your partner, who has been hit. + +INTERMISSION SCREENS: In both Cooperative and DeathMatch +mode the intermission screen tallies your achievement. In +Cooperative mode the intermission screen lists the +achievements for all players in the game. In DeathMatch mode +the intermission provides a death count on everyone, letting +you know who killed whom. + +------------------------------------------------------------- +DEATHMATCH MODE GAMEPLAY NOTES +------------------------------------------------------------- +The rules for completing or winning a DeathMatch game have +intentionally been left general. Any player can exit an area +and force all of the players to move to the next area. Also, +there is no limit on how many kills are required to declare +a player the winner. We decided to leave this up to you. You +know what you like best! + +Note: Before you play DOOM in DeathMatch mode you should be +familiar with the layout of every area in DOOM. As you know, +in DeathMatch mode your startup location is random and often +in an area that is very hostile. + +------------------------------------------------------------- +MULTIPLAYER DEMO RECORDING +------------------------------------------------------------- +You can record your tournaments for posterity! To record multi- +player demos, add the line "-record demoz" to the command-line. +Make sure the other player is recording also, or it won't work. +If you need more time, add the "-maxdemo " option to increase +demo buffer space. Make sure both of you specify the same amount. +DOOM defaults to 128K of demo buffer space, to specify 1meg you +would type "-maxdemo 1024" on the command-line. + +IF DOOM BOMBS TO DOS WITH A "Z_MALLOC" ERROR, YOU DON'T HAVE +ENOUGH MEMORY FOR THE MAXDEMO AMOUNT SPECIFIED! + +When you wish to stop recording, press the Q or F10 keys and both +players will exit to DOS. To play the demo back, merely type, +"DOOM -playdemo demoz" and the demo will play back. To see the +other player, press the F12 key. Press F12 to toggle between all +players in the demo. The TAB key will display the automap. + +You can set the name of the demo file to anything you want. "demoz" +was just an example name. + +------------------------------------------------------------- +RUNNING DOOM FROM THE COMMAND LINE +------------------------------------------------------------- +Much of the information you give to DOOM through the SETUP +program can be provided by passing program parameters to +the appropriate device driver on the command line. + +NETWORK PLAY +------------ +When you want to run a network game, you use IPXSETUP.EXE which +is the device driver for DOOM's network mode. The parameters +are as follows: + +-NODES starts DOOM as a network game and sets the number of +players who are going to play. If you don't specify the number +of nodes, the default is 2. +-nodes <# of players> + +-PORT sets the port from which to play DOOM multiplayer on +the network. By setting a different port, more than one +group of players can play DOOM on a single network. +-port <# of the port> + +MODEM PLAY +---------- +When you want to play a modem or null-modem game, you need to +run SERSETUP.EXE which is the device driver for DOOM's serial +communications mode. The parameters are as follows: + +-DIAL tells the program which number to dial, if you're going +to do the calling. +-dial + +-ANSWER puts your modem into Answer mode so someone can call +you and play DOOM. +-answer + +-COM1, -COM2, -COM3, -COM4 specifies which COM port your modem +or serial cable is connected to. Very important! +-com1 + +-8250 tells SERSETUP to set the UART to 8250. Just in case your +16550 UART is acting up at the higher speed. +-8250 + +-IRQ sets the IRQ for the COM port. +-irq + +-PORT sets the COM I/O port that SERSETUP uses to communicate +with your modem. To use hexadecimal, such as the number 0x3f8, you +would type "-port 0x3f8". +-port + +-<#> sets the baud rate of your COM port, overriding the value in +the MODEM.CFG if you're running a modem game. Legal values are +9600, 14400, 38400, 57600. +Example: -14400 + +Note that to run a null-modem game, you must have a null-modem +cable plugged into a serial port on both computers and each +computer runs SERSETUP.EXE with a -COM# parameter as well as +any General Parameters. Do not use the -ANSWER or -DIAL +parameters, or SERSETUP will think you're using a modem. To get +a null-modem cable, go to CompUSA or Radio Shack and say,"I need +a null-modem cable to run a DOOM multiplayer game." + +VERY IMPORTANT! +You will need to run the SETUP program and select Choose Modem +from the Network/Modem/Serial menu so you can set your modem +init string correctly. Merely select the modem and press Enter +and SETUP will create a new MODEM.CFG file that corresponds to +your modem (the MODEM.CFG file is used by SERSETUP for initing +the modem.) + +If your modem is not in the list, you will most likely need to +edit the MODEM.CFG file in the DOOM directory. The first line +of the file is an initialization string that: + * Turns off error-correction + * Turns off data-compression +The MODEM.CFG file has a Hayes-standard init string like this: +AT Z S=46 &Q0 &D0 +You just add your own commands after the "AT Z " if your modem +doesn't work with these settings -- dig up your modem manual for +the correct settings. + +The second line is a hangup string used when you quit DOOM. + +The third line is the baud rate at which you want your COM port set. +The legal settings are: 9600, 14400, 38400, 57600. + +If the modem connection isn't working when you call your friend, +have him call you instead. Try setting the modem to GENERIC (in the +SETUP.EXE program) if your modems don't connect. + +If you STILL can't get the modems to connect, both of you should +run your favorite COMM programs and connect with 9600, no error +correction and no data compression. Then quit the COMM program +and keep the connection going. Then just run SERSETUP with a -COM# +parameter (as if you were running a null-modem game) since you're +already connected. + +If you had trouble connecting, but figured out some settings that +work, please fax them to us at (214) 686-9288 so we can expand our +modem init string database and perhaps have the SETUP program ask +you for your modem type in a future version of DOOM. + +GENERAL PARAMETERS +------------------ +These parameters can be passed straight to DOOM, or passed +to IPXSETUP or SERSETUP, which then pass them to DOOM. + +-LOADGAME allows you to start DOOM from a specified save +game. Instead of using the saved game name, simply enter the +number that corresponds to the slot you saved the game to on +the SAVE GAME screen (0-5). +-loadgame <# of the game> + +-DEATHMATCH starts DOOM as a DeathMatch game. If you don't +enter DEATHMATCH as a command line parameter, DOOM will +default to the Cooperative mode. +-deathmatch + +-ALTDEATH specifies respawning items during DEATHMATCH. +NOTE: Invulnerability and Invisibility do not respawn. +-deathmatch -altdeath + +-SKILL sets the skill level (1-5) you wish to play. Only useful +with -warp -- see below. +-skill <# of skill level> + +-EPISODE sets the episode (1-3) you wish to play. The default +episode is Episode One, Knee-Deep in the Dead. +-episode <# of the episode> + +-CONFIG allows you to use your configuration file from any +directory you choose. This is primarily for diskless workstations +that don't have a C: drive to save config information to. You +need to rename the default.cfg file created by the SETUP program +to a directory and name of your choosing to avoid conflicts. +-config ex. -config f:\doom\data\myconfig.cfg + +-NOMONSTERS allows you to start playing with NO MONSTERS running +around! This is great for DeathMatch where, really, the monsters +just get in the way. Only useful with -warp -- see below. +-nomonsters + +-RECORD tells DOOM to record the game you are starting. +Demo files will be saved as .lmp. +-record + +-MAXDEMO xxx If you want to record a demo bigger than 128k, use +this option. xxx will be the size (in kilobytes) of the demo. +example -MAXDEMO 1024 will record a 1 megabyte demo. +-record -maxdemo xxx + +-RESPAWN tells DOOM that, yes, you are a badass, and yes, you +want all the monsters to respawn around 8 seconds after you kill +them. The NIGHTMARE skill level already does this. Note that +using -respawn and -nomonsters at the same time is a dumb thing +to do. Only useful with -warp -- see below. +-respawn + +-TURBO xxx gives you a speed boost. This is great in DeathMatch! +The value xxx can be from 0 to 250. The other player(s) will be +notified of your speed increase! THIS IS CONSIDERED CHEATING +IN SINGLE PLAYER MODE! +-turbo xxx + +@ will allow you to specify a Response file that DOOM +will read additional command-line parameters from. For example, +typing 'DOOM @MYPARMS' will tell DOOM to look in the MYPARMS file +for additional command-line parameters. The file format is simply +one parameter per line with a carriage return to terminate the line. +Each parameter is typed exactly as you would type it on the DOS +command-line. + +-FAST will make the monsters move and shoot up to 3 times faster, +just as if you were playing in Nightmare mode, but without the +respawning. Only useful with -warp -- see below. +-fast + +-TIMER <# of minutes> will make DOOM exit the current level after +a specified amount of minutes, going to the intermission screen. +This option is only useful in DeathMatch mode. +-timer xxx + +An example line for entering the above information would be: +doom -loadgame 3 -deathmatch -skill 4 -timer 10 + +IMPORTANT: Only the following command-line parameters are available +while using the -WARP parameter: +-fast, -nomonsters, -skill, -respawn. + +------------------------------------------------------------- +ADDING MORE PHONE NUMBERS TO YOUR LIST +------------------------------------------------------------- +You must use a text editor (such as EDIT that comes with DOS) +to edit the MODEM.NUM file. The format is simple. The first line +is the Person's name (which will appear in the list), the second +line is the phone number. The third line should be blank. + +------------------------------------------------------------- +DOOM, the DOOM logo and DOOM likenesses are trademarks of id +Software, inc.,(C)1993. IBM is a registered trademark of +International Business Machines, inc. Sound Blaster is a +registered trademark of Creative Labs, inc. All other +trademarks are the property of their respective companies. + +Special thanks to ZOOM in their help for 28.8 modem support. diff --git a/doom-shareware/assets/doom-shareware.zip b/doom-shareware/rd_assets/doom-shareware.zip similarity index 100% rename from doom-shareware/assets/doom-shareware.zip rename to doom-shareware/rd_assets/doom-shareware.zip diff --git a/retroverse_licences.txt b/retroverse_licences.txt index c319d36..6fe8eae 100644 --- a/retroverse_licences.txt +++ b/retroverse_licences.txt @@ -36,4 +36,37 @@ =============================================================================== DOOM Shareware -=============================================================================== \ No newline at end of file +=============================================================================== + + + + +=============================================================================== + Zork Trilogy +=============================================================================== + +https://github.com/historicalsource/zork1/blob/master/LICENSE +https://github.com/historicalsource/zork2/blob/master/LICENSE +https://github.com/historicalsource/zork3/blob/master/LICENSE + +MIT License + +Copyright (c) 2025 Microsoft + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/zork-trilogy/artwork/thumb.png b/zork-trilogy/artwork/thumb.png new file mode 100644 index 0000000..1e9ef99 Binary files /dev/null and b/zork-trilogy/artwork/thumb.png differ diff --git a/zork-trilogy/component_recipe.json b/zork-trilogy/component_recipe.json new file mode 100644 index 0000000..8d46fa6 --- /dev/null +++ b/zork-trilogy/component_recipe.json @@ -0,0 +1,32 @@ +{ + "zork-trilogy": [ + { + "source_url": "$REPO_ROOT/$COMPONENT_NAME/rd_assets/zork-trilogy.zip", + "source_type": "local", + "extraction_type": "archive", + "version": "$ZORK-TRILOGY_DESIRED_VERSION", + "assets": [ + { + "type": "file", + "source": "zork-trilogy/zork1.z3", + "dest": "$COMPONENT_ARTIFACT_ROOT" + }, + { + "type": "file", + "source": "zork-trilogy/zork2.z3", + "dest": "$COMPONENT_ARTIFACT_ROOT" + }, + { + "type": "file", + "source": "zork-trilogy/zork3.z3", + "dest": "$COMPONENT_ARTIFACT_ROOT" + }, + { + "type": "dir", + "source": "docs", + "dest": "docs" + } + ] + } + ] +} \ No newline at end of file diff --git a/zork-trilogy/rd_assets/LICENSE b/zork-trilogy/rd_assets/LICENSE new file mode 100644 index 0000000..3468cad --- /dev/null +++ b/zork-trilogy/rd_assets/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2025 Microsoft + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/zork-trilogy/rd_assets/zork-trilogy.zip b/zork-trilogy/rd_assets/zork-trilogy.zip new file mode 100644 index 0000000..a5a7d42 Binary files /dev/null and b/zork-trilogy/rd_assets/zork-trilogy.zip differ diff --git a/zork-trilogy/retroverse_manifest.json b/zork-trilogy/retroverse_manifest.json new file mode 100644 index 0000000..fd79f8e --- /dev/null +++ b/zork-trilogy/retroverse_manifest.json @@ -0,0 +1,35 @@ +{ + "schema_version": 1, + "id": "zork-trilogy", + "class": "data", + "name": "Zork Trilogy", + "description": "The full Zork Trilogy for the Z-machine.", + "version": "1.0.0", + "tags": [ + "rom", + "freeware" + ], + "min_client_schema": 1, + "requires": [ + "component:retroarch", + "component:gargoyle" + ], + "artwork": "artwork/thumb.png", + "files": [ + { + "source": "zork1.z3", + "destination": "$roms_folder/zmachine/zork1.z3", + "policy": "replace" + }, + { + "source": "zork2.z3", + "destination": "$roms_folder/zmachine/zork2.z3", + "policy": "replace" + }, + { + "source": "zork3.z3", + "destination": "$roms_folder/zmachine/zork3.z3", + "policy": "replace" + } + ] +} \ No newline at end of file