The Museum of HP Calculators
This program is Copyright © November 25, 1985 by Philippe Legros & Philippe Maryssael and is used here by permission. This program was originally a part of their personal HP-41c library. This program was transcribed by Philippe Legros.
This program is supplied without representation or warranty of any kind. Philippe Legros, Philippe Maryssael and The Museum of HP Calculators therefore assume no responsibility and shall have no liability, consequential or otherwise, of any kind arising from the use of this program material or any part thereof.
The olden days are no longer and no longer shall they be. The waves of Time have all engulfed. Is there still anyone remembereth these bygone days when our land was all covered with vast and dark forests and only vague and hazy footpaths gave evidence of some furtive presence of man, who feared the inhospitable world into which he was once brought?... For to protect himself against that hostile environment whereby he was surrounded, he used to build up inaccessible and inpregnable castles behind the high and thick walls whereof he sought some safety and peace. Small communities had scattered about all over the Earth's surface up to the remotest, most hostile and most arid places. Yet they eventually managed to survive and knew work, pain, love, boredom, and even the most terrific evil of all: War. These wars were wars fought with swords and suits of armour, wars during which Heroism was characteristic of those brave men fighting hand to hand in restless fights until the enemy's bloody death...
In this twilight of History man was helpless and his Destiny was dedicated upon him by Forces beyond his control. Indeed, Mystery and Magic were those Forces actually making the rules for man who could do nothing but abide by them on pain of being sentenced to eternal sufferings no medecines, drugs or curing Philtres of any sort whatsoever could possibly heal. Many a King had to bow his head to these rules whereof Sorcerers, Witches, Wizards, and Magicians were the only interpreters effectively reigning with their left hands and ruling with their right. Over and above these tyranous rulers man's land was constantly being fought over by Elves, Dragons, Trolls and many more other types of infernal creatures.
As Time went on by, it little by little altered this scenery: walls proudly said to be impenetrable had began to crack hither and thither, inviolate forests had been cleared for cultivation and habitation, Humanism was eventually born and Mysticism had finally dired up and come to be forgotten by all. Nothing had remained of that Past save a few gloomy ruins only visited at night by winter winds and rains. Strange stories, mutilated by long centuries of Obscurantism, were now and then narrated by some old man puffing his pipe beside the fire at night's noontime, stories that would come up against our present materialistic approach of Reality and were about some legendary people of non-humans fleeing for some safe remote places as some imminent catastrophe had been fortold, and, so doing, leaving us on our own with our machines, our dreams and hopes, and our nostalgia of those long-gone days...
The computer program that followeth shall be nothing but a pale reflection of those long-forgotten Quests by the Knights-errant of old, splendidly and chivalrously riding up hill and down dale on horseback at the risk of their lives, with as sole weapons against the evils lying in wait, their unwavering Faith, their Bravery and Gallantry, their Devotion to the weak, the helpless and the needy, and their Hopes in a better World to come. Many were called but very few were chosen, and high was the tribute of the Quest for the Holy Grail - one of the milestones paving the way for the Philosopher's Stone... Whereas thou, armed with a keyboard and looking for nothing but entertainment, thou havest not much at stake but some points thou mightst eventually hap to lose! Thou shalt have a furtive glimpse of the first step towards Initiation: a nameless Castle drowned in Nothern haze. No-one ever liveth there, yet the place is swarming with hordes of mysterious 'life-forms'. Many an intrepid Knight used to venture into the Castle but very few were those who came out of it alive. Yet all these Blest Survivors actually managed to gain control over the base impulses and motives of their animal natures and to come out transformed, dignified. The Castle, consisting in an infinite and lethal Maze, concealeth the Holy Golden Grail. So, Humility, Perserance, Patience and rigorous Logic shall be the four Essences constituting the Sacred Ring of thine ultimate Victory. Each time thou wilt start combating, each time thou wilt give up the ghost, each time thou wilt discover a treasure, please bear in mind that several centuries back young Valiant Knights used to experience it far more invensely...
Your initiation starts when you wake up inside the Castle in a cold, damp and bare cell, cell 0. Then you can choose amongst three directions: three dark and narrow passages. At the very end of each of these three tunnels you know there are three new cells. About their contents you only hear vague rumours. And you can from time to time manage to find out what their actual contents are. Sometimes some pieces of information are to be found in the very cell you are in: an old, long-forgotten signpost torn apart and away and trampled underfoot reporting some lethal hazard (ACID BATH) or the nearness of a welcome help (WIZARD). Unfortunately, these signposts never show the accurate direction and rumours are echoed so many times by these dark places that it just is not possible to have a true idea of their actual meaning. Moreover some indications can be put aside by you and in this case the danger lurking you is greater...
Whatever the case may be, you came to move if only at least to find the exit. Waiting for death to come and take you away is no solution. So for your moves there are each time six possibilities: either take one of the three corridors leading to a new cell, by choosing amongst them the one presenting the smallest danger of course; or use the Magic Stone which you received when entering the Castle and by so doing move in a second's time upwards or downwards within a space of torus-shaped spirals making up one storey of one hunderd interconnected cells. Cell 0 is the lower point (DOWN is inefficient in this case) and cell 99 is the upper one (UP is not efficient in this case) - this might appear to be strange as cells 0 and 99 are connected to one another; yet it all is normal as the Castle does not belong to the three dimensional world in which man lives although its external appearance is that of a standard castle as there were many in the Middle Ages; and this combination of Earthly and Suprahuman features gives evidence of the Sapience of old. This Stone may appear to be very practical but unfortunately has its whims and vagaries: it will always rematerialize you randomly in one of the upper of lower cells (according to your choice - UP or DOWN). And you will have to bear all the consequences of your upwards or downwards random transportation: you may find yourself face to face with a dragon, a clique of rabid rats, or - which is more agreeable indeed - a sexy little witch coming to you to give you a helping hand. A sixth and last moving method is offered to you: go back to the last cell you were in (BACK - not available when you wake up in the Castle and have not made one move at least). This BACK option may reveal itself very useful especially after using the Magic Stone for moving up or down. Indeed, it is the only means at your disposal to move back to a safe 'home base'.
When you move to a new cell several possibilities are presented to you. You can end up in an empty cell with nothing at all threatening you and you can then proceed in any of the six possible directions. Note in connection with this that there are only five possible directions in the case of a FORK, in which the cell you are in has only two corridors leading to two cells randomly chosen and changing at each visit of the FORK cell. In the case of a FORK the BACK option is still available. Besides the two corridors, leading sometimes very remote cells in the Castle, are so dark and tortuous that no single indication about the cells they are leading to is available. So you move to them at your own risk.
You can also fall into a lethal trap (ACID BATH, GHOSTS, GUILLOTINE or PORTCULLIS). Unless you have the MAGIC ELIXIR in your equipment, you will die in an atrocious way and put a sad end to your Quest and end up in the Graveyard of the One Thousand Vanquished, save if you have been dissolved in the ACID BATH, in which case a grave is no longer necessary. Note that the MAGIC ELIXIR will bring you back to life only once, and you will consequently have to find another flask of this priecious liquid to render yourself immune to any of these lethal hazards.
There exists another kind of trap you can also fall into: a kind of trap in which the ground is giving way beneath you. In this case you move to another storey of one hunderd cells (TRAP, HIDDEN HOLE). In order to move to another storey, you can be asked to enter the three-digit key given by the first WIZARD come across. Other traps may require that you use some pieces of your equipment (if you still have them at your disposal of course!): e.g. a LOCKED DOOR for which the KEYS are necessary. Hither and thither monsters may run at you, in which case you would need a weapon to drive 'em back. It is generally at that very moment that BATS turn out to snatch some piece of your equipment.
Remember that when in the situation in which a riposte from you with one of the pieces of equipment still at your disposal, you have only two attempts to react successfully. If you fail you just cannot take to your heels and have to bear all the - possibly lethal - consequences arising out of the situation. In the case of success your way is clear and you can proceed your Quest. In the case of aborted ripostes you will fall into another storey, be killed by your aggressor (if you have the MAGIC ELIXIR you will survive once), or be forced back whence you came (GO BACK).
In the course of your tumultuous peregrinations thru the Castle you will come across wizards and witches, whose services can be most helpful to you. Do not avoid visiting them! A wizard will give you indications on the contents of three cells of your choice, and a witch will reveal you the content of one cell. Yet their powers are limited and they can't see everything that's in a cell. Moreover, the first wizard you will come across will give you a vital information for he rest of your Quest: a key (three-digit secret number) allowing you to take the STAIRS and move to a new storey without any harm, and to take possession of the Holy GOLDEN GRAIL, the ultimate goal of your Quest. But do be on the qui vive when visiting a wizard or a witch because many a horrid creature is creeping in these cells to jump at you unawares. So watch out!
Apart from that you won't only make disagreeable and hostile encounters in the Castle. In certain cells you will come across pleasant little things, sometimes funny but never of great help to you (BARKING TREE, WOOING EYES, PEEPING GIRL, ...). You will also find useful things such as valuables and some piece of equipment. Take great care of their guardians who are often very near: traps, ferocious animals... The pieces of equipment you will find along your way will be added to your actual equipment for later use. They will also be at the mercy of the bats. At this stage a remark should be made about your equipment: when entering the Castle you have only four pieces of equipment (SWORD, TORCH, KEYS, and SPIRIT) which can only be used to riposte to some traps or attack by fierce animals; but four additional pieces of equipment (MAGIC ELIXIR - to bring you back to life once if you happen to die from a lethal hazard -, MAGIC ARMOR - also for ripostes -, MAGIC WAND - to return you the SWORD, TORCH and KEYS on request if they have been snatched by the bats -, and last but not least MAGIC EXIT - the only means to leave the Castle at any moment except during a riposte!) are scattered around for you to pick them during your Quest. Bear in mind that any of these eight pieces of equipment can be snatched by the bats, and that your final score is going to be calculated on the basis of the valuables and GOLDEN GRAIL picked up and of the time you wandered around in the Castle (if your calculator have the Time functions). So, before leaving the Castle, pick up a maximum of valuables and try and find the GOLDEN GRAIL!
A few words about these valuables you can pick up along your way: they are directly pickable after a possible riposte against their guardians. These valuables, ranging from sceptres to rings, originate from various human dynasties dating back to more or less remote areas and are hence a certain amount of points worth, this amount of points depending upon their age. Here follow these dynasties: Kish (3500 BC - 3000 BC, Sumerians), Our (2200 BC - 2000 BC, Sumerians), Mari (2000 BC - 1600 BC, Amorrites), Hia (2000 BC - 1500 BC, Chinese), Song (960 BC - 390 AD, Chinese) and Ming (1368 AD - 1432 AD, Chinese). Last but not least comes the most important valuable to pick up: the GOLDEN GRAIL for which the key given by the first wizard come across is necessary. So don't forget this key. Moreover, the GOLDEN GRAIL is ALWAYS accompanied by a guardian sometimes benevolent, sometimes malevolent, and lots of bats...
Now we've come to the end of this short description of what awaits you in the Castle, we shall conclude it with the way the score is calculated. First of all, you can, at any moment during your Quest, call your running score, except during a riposte. In this running score the points of all the valuables picked up along your way thru the Castle are added up (MING RING is 100 points worth while KISH SCEPTRE is 1800 points worth). As far as the GOLDEN GRAIL is concerned, it is 5000 points worth. The goal of the game, apart for staying alive and getting out safe, is to total up to 15,000 points. When you eventually leave the Castle with the MAGIC EXIT, this score will be used to compute your final score in percentage points (100 points being almost impossible to reach). This final score will reflect your dergree of aptitude and ability during your Quest. There are two different ways of computing your final score:
- Either the time elapsed is not taken into consideration: in this case your final score is calculated solely with your running score reduced to a portion of a total of 100 points.
- Or this time is taken into consideration: in this case your running score counts for 70% of your total of 100 points. The remaining 30% are allocated to your response time. If this time lies between 0 and 3 minutes, 30 points are added to your total; afterwards these 30% decreases on a linear basis to reach 0 point at time 4 min 48 sec. Over this time you will lose points from the 70% part. So you'd better not hang around idly.
We wish you "Good Luck, Chaps!!!"
KEYSTROKES OUTPUTS COMMENTS [XEQ] "SIZE" 020 [XEQ] "CASTLE" Seed? .1962 [CF] 25 [R/S] THE CASTLE Avoid using stopwatch by clearing flag 25 SAFE NO WARNING 0* 99 1 9 1 MOVING TO 1 SAFE ADDER 1* 0 2 92 2 MOVING TO 2 ADDER Hazard 2* ? [F] SWORD USED Riposte SAFE NO WARNING 2* 1 3 11 3 MOVING TO 3 MAGIC EXIT Piece of equipment MARSHY CELL Hazard BATS SNATCH Bats action TORCH 3* ? Riposte [J] SPIRIT USED SAFE ADDER 3* 2 4 94 4 MOVING TO 4 OUR HEMLET Valuable SCORE : 800 SAFE WIZARD 4* 3 5 13 5 MOVING TO 5 MAGIC ARMOR SAFE PORTCULLIS WIZARD 5* 4 6 96 [D] WIZARD Back KEY: 535 Key for Golden Grail, Stairs CELL ? Questions 14 CELL 14 : GHOSTS CELL ? 15 CELL 15 : GOLDEN GRAIL CELL ? 16 CELL 16 : EMPTY PRISON CELL Hazard BATS SNATCH Bats again NOTHING 4* ? Riposte [H] KEYS USED SAFE WIZARD 4* 3 5 13 5 MOVING TO 5 PEEPING EYES SAFE PORTCULLIS 5* 4 6 96 [D] RUNNING GIRL Back SAFE WIZARD 4* 3 5 13 13 MOVING TO 13 MING SCEPTRE New valuable SCORE : 1200 WEB Hazard 13* ? Riposte [I] ARMOR USED SAFE GHOSTS 13* 12 14 4 12 MOVING TO 12 MING VASE New valuable SCORE : 1300 SAFE NO WARNING 12* 11 13 21 21 MOVING TO 21 FORK 21* 98 -- 3 Fork: only 2 directions 3 MOVING TO 3 WIZARD 2nd wizard CELL ? Questions 13 CELL 13 : EMPTY CELL ? 12 CELL 12 : PORTCULLIS CELL ? 11 CELL 11 : EMPTY SAFE ADDER 3* 2 4 94 [D] FORK Back to Fork 21* 55 -- 66 55 MOVING TO 55 HIA JEWELS New valable SCORE : 2200 SAFE NO WARNING 55* 54 56 46 54 MOVING TO 54 LOCKED DOOR Hazard 54* ? Risposte [F] SWORD USED SAFE PORTCULLIS 54* 53 55 63 [C] PEEPING EYES Down SAFE PORTCULLIS 5* 4 6 96 4 MOVING TO 4 RUNNING GIRL SAFE NO WARNING 4* 3 5 13 13 MOVING TO 13 SAFE GHOSTS PORTCULLIS 13* 12 14 4 [B] MING KNIFE Up SCORE : 2400 SAFE GHOSTS 63* 62 64 54 54 MOVING TO 54 SAFE PORTCULLIS 54* 53 55 63 63 MOVING TO 63 SAFE GHOSTS 63* 62 64 54 [C] COBRA Down BATS SNATCH MAGIC EXIT 39* ? [F] SWORD USED SAFE COBRA 39* 38 40 30 38 MOVING TO 38 SAFE COBRA 38* 37 39 47 37 MOVING TO 37 SAFE NO WARNING 37* 36 38 28 36 MOVING TO 36 MING JEWELS SCORE : 2700 COBRA 36* ? [F] SWORD USED SAFE DARK PIT 36* 35 37 45 35 MOVING TO 35 MARI SCEPTRE SCORE : 4100 SAFE NO WARNING 35* 35 36 26 36 MOVING TO 36 SAFE DARK PIT 36* 35 37 45 35 MOVING TO 35 TORCH SAFE NO WARNING 35* 34 36 26 34 MOVING TO 34 KISH SCEPTRE SCORE : 5900 GOLDEN GRAIL At last ! KEY? 535 SCORE : 10900 DARK PIT 34* ? [G] TORCH USED SAFE WITCH 34* 33 35 43 33 MOVING TO 33 MAGIC EXIT SAFE NO WARNING 33* 32 34 24 [d] MAGIC EXIT -THRU ALIVE- POINTS : 73+
1: Load the program and set the adequate SIZE format to run the
program.
FUNCTION KEYS: [XEQ] "SIZE" 020
2a: Initialize the program.
FUNCTION KEYS: [XEQ] "CASTLE"
OUTPUT: Seed?
2b: Key in a numeric seed s between 0 and 1 exclusive (keying in a seed is
optional. If no seed is input, the actual value of the seed register is used
as a default seed).
INPUT: s
2c: OPTIONAL: If you do not want the time factor to be taken into account
in the final score even if the Time functions are available.
FUNCTION KEYS: [CF] 25
2d: OPTIONAL: To turn off the buzzer (no TONEs).
FUNCTION KEYS: [CF] 26
2e: To start the Quest. You will enter CELL 0 of one storey.
FUNCTION KEYS: [R/S]
OUTPUT: THE CASTLE
3: When safe and sound in cell p (p standing for position).
OUTPUT: SAFE ... warnings (ø)... p* d1 d2 d3
(ø) The warnings are all the hazards (some hazards, which are never
lethal, are not reported, nor are the valuables, the pieces of equipment
to be collected and the distractors) to be found in cells d1, d2 or d3.
Then go to point: 4, 5, 6, 7, 8, 9, 10, 11 or 12a.
4: To visualize the warnings when not in case of a FORK.
FUNCTION KEYS: [a]
OUTPUT: warnings ... pø d1 d2 d3
Then go to point 4, 5, 6, 7, 8, 9, 10, 11 or 12a.
5: To know the running score.
FUNCTION KEYS: [A]
OUTPUT: SCORE : xxx ... p* d1 d2 d3
Then go to point 4, 5, 6, 7, 8, 9, 10, 11 or 12a.
6: To randomly move to a new cell the p' code of which is superior to the
p code (p<p'<=99).
FUNCTION KEYS: [B]
Then go to point 12b.
7: To randomly move to a new cell the p' code of which is inferior to the
p code (0<=p'<p).
FUNCTION KEYS: [C]
Then go to point 12b.
8: To move back to the cell whence you came.
FUNCTION KEYS: [D]
Then go to point 12b.
9: If you want to put an end to your Quest, and if you have the MAGIC EXIT,
leave the Castle.
FUNCTION KEYS: [d]
Your performance in the Castle during your Quest is globally estimated between
0 and 100 points. If you picked up the GOLDEN GRAIL the + sign is appended
to your points.
OUTPUT: -THRU ALIVE- ... POINTS: xx
To start a new Quest:
FUNCTION KEYS: [R/S]
OUTPUT: Seed?
Then go to point 2b.
10: To visualize the available pieces of equipment.
FUNCTION KEYS: [E]
OUTPUT: EQUIPMENT : ... p* d1 d2 d3
Then go to point 4, 5, 6, 7, 8, 9, 10, 11 or 12a.
11: If you lost your SWORD, LAMP and/or KEYS, and if you have the MAGIC WAND,
use the WAND key to get them back.
FUNCTION KEYS: [e]
OUTPUT: MAGIC WAND ... EQUIPMENT: ... p* d1 d2 d3
Then go to point 4, 5, 6, 7, 8, 9, 10, 11 or 12a.
12a: To go from cell p to any of the three adjacent cells d1, d2 or
d3.
FUNCTION KEYS: d1 or d2 or d3
OUTPUT: MOVING TO ...
12b: When moving to a new cell you are confronted with various possibilities.
12b.1: The new cell is empty: nothing to report. Go to point 3.
12b.2: The new cell contains a hazard.
OUTPUT: hazard
12b.2.1: This hazard is lethal and no riposte is possible.
OUTPUT: - DEAD -
12b.2.1.1: If you haven't got the MAGIC ELIXIR, you are definitely dead and
your calculator shuts off. For a new Quest, turn it on again.
OUTPUT: Seed?
Then go to point 2b.
12b.2.1.2: If you have the MAGIC ELIXIR, you come back to life but loose
the MAGIC ELIXIR.
OUTPUT: MAGIC ELIXIR
Then go to point 3.
12b.2.2: The hazard requires your riposting. In this case BATS may come and
snatch some piece of your equipment.
OUTPUT: BATS SNATCH ...
Then a riposte is being waited for.
OUTPUT: p* ?
12b.2.2.1: Select the most adequate riposte.
FUNCTION KEYS: [Key]
Key is F for SWORD, G for TORCH, H for keys, I for ARMOR and J for SPIRIT.
Then go to point 12b.2.2.2.
12b.2.2.2: Reaction.
12b.2.2.2a: If you haven't got the piece of equipment used to riposte and
if it is your first riposte.
OUTPUT: NO ... p* ?
Then go to point 12b.2.2.
12b.2.2.2b: If you haven't got the piece of equipment used to riposte and
it is your second and last riposte.
OUTPUT: NO ... MISSED
Then go to point 12b.2.3.
12b.2.2.2c: If you have the piece of equipment used to riposte and if your
riposte is efficient.
OUTPUT: ... USED
Then go to point 3.
12b.2.2.2d: If you have the piece of equipment used to riposte, if your riposte
is not efficient and if it is your first riposte.
OUTPUT: ... USED ... MISSED ... p* ?
Then go to point 12b.2.2.
12b.2.2.2e: If you have the piece of equipment used to riposte, if your riposte
is not efficient and if it is your second and last riposte.
OUTPUT: ... USED ... MISSED
Then go to point 12b.2.2.3.
12b.2.2.3: Neither of your ripostes has been efficient.
12b.2.2.3a: The hazard was lethal.
OUTPUT: - DEAD -
Then go to point 12b.2.1.1. or 12b.2.1.2.
12b.2.2.3b: The hazard was not lethal. So you have to go back whence you
came.
OUTPUT: GO BACK
Then go to point 12b.
12b.2.2.3c: The hazard makes you move to the same cell in another storey
of cells.
OUTPUT: YEEIII...
Then go to point 12b.
12b.2.3: The hazard does not require your riposting but makes you move to another storey.
12b.2.3a: In the case of a HIDDEN HOLE you sometimes end up in cell 0 of
the new storey.
OUTPUT: HIDDEN HOLE
Then go to point 3.
12b.2.3b: You can also end up in cell p of the new storey.
OUTPUT: YEEIII...
Then go to point 12b.
12b.2.4: You are in the case of a FORK and two directions are possible (d1
and d2) but you cannot know what their contents are.
OUTPUT: FORK ... p* d1 -- d2
Then go to point 5, 6, 7, 8, 9, 10, 11 or 12a.
12b.2.5: It's a hit, you've found the GOLDEN GRAIL.
OUTPUT: GOLDEN GRAIL ... KEY?
Now you have to key in the three-digit key given by the first WIZARD you
came across.
INPUT: 3-digit key
12b.2.5a: The key is correct and the GOLDEN GRAIL is yours.
OUTPUT: SCORE : xxx
You win 5,000 points and a new hazard is presented to you. Then go to point
12b.2.
12b.2.5b: The key is wrong and you can't have the GOLDEN GRAIL. Go to point 3.
12b.2.6: You come across a WIZARD. If it is the first WIZARD you come across,
he gives you a three-digit key. You can then ask him to show you the contents
of three cells (but mind WIZARDs can't see everything that's in a cell!).
Enter three value for xx (between 0 and 99 inclusive) in a row each time
the question "CELL ?" is asked.
OUTPUT: WIZARD ... (KEY: xxx ...) CELL ? (thrice)
INPUT: xx
OUTPUT: CELL xx : ... (thrice)
Then go to point 12b.
12b.2.7: You come across a WITCH. You can ask her to show you the contents
of one cell (xx) but she can't see everything that's in a cell
either.
OUTPUT: WITCH ... CELL ?
INPUT: xx(once)
OUTPUT: CELL xx : ... (once)
Then go to point 12b.
12b.2.8: You are in front of a flight of STAIRS. To be allowed to use it,
you have to key in the three-digit key given by the first WIZARD came
across.
OUTPUT: STAIRS ... KEY?
INPUT: 3-digit key
12b.2.8a: The key is correct. You move to cell 0 in a new storey.
OUTPUT: ...
Then go to point 3.
12b.2.8b: The key is wrong. In this case go to point 12b.1. or 12b.2. for a non-lethal hazard.
12b.3: The new cell contains a valuable.
OUTPUT: Valuable ... SCORE : xxx
If there is a new non-lethal hazard, go to point 12b.2. If there is no new
hazard, go to point 3.
12b.4: The new cell contains one piece of equipment. It is added to your
equipment for later use.
OUTPUT: Equipment
Then go to point 3 if no new hazard or to point 12b.2. if new, non-lethal
hazard.
12b.5: The new cell contains a funny little distractor.
OUTPUT: Distractor
Then go to point 3.
LINE KEYS COMMENTS 01LBL"CASTLE" Title label 02LBL 46 Loop 03 .029 04LBL 57 Reset flags routine 05 CF IND X 06 ISG X 07 GTO 57 (step 04) 08 SF 10 No 3-digit key 09 SF 13 Sword 10 SF 14 Torch 11 SF 15 Keys 12 SF 17 Spirit 13 SF 25 Error flag (for time functions) 14 SF 26 Tones on 15 SF 27 A-J, a-e local labels enabled 16 SF 28 Decimal point 17 FIX 0 Display setting 18 CLST Clear stack 19 STO 19 Initialize score 20 RCL 05 Previous seed 21 "Seed?" 22 PROMPT Ask for seed 23 STO 05 Store new seed 24 " THE CASTLE" Program title 25 FS? 25 Timer used? 26 STOPSW Stop stopwatch 27 CLX 28 FS? 25 29 SETSW Reset stopwatch to zero 30LBL 47 New storey 31 FS? 07 Same cell? 32 "YEEIII..." 33 AVIEW Display message 34 18.008 35LBL 51 Generate cells 36 23 Upper limit for random generator 37 E^X 38 XEQ 33 (steps 798-807) 39 STO IND Y Store cells 40 X<>Y 41 DSE X Decrement index 42 GTO 51 (step 35) 43 RCL 05 Recall seed 44 STO 06 Storey factor 45 1 E3 46 * 1000 * storey factor 47 INT Integer part 48 FS? 10 Key not yet known 49 STO 07 Store key 50 RCL 01 Player's position 51 FC?C 07 Return to cell 0? 52 CLX Yes 53 TONE 8 New storey OK 54 GTO 50 (step 295) 55LBL 40 Player's reaction 56 FC? 08 No reaction? 57 GTO 39 (step 337) 58 STO 08 Reaction code 59 SF 05 1st reaction 60 XEQ 37 (steps 837-843) 61LBL 52 2nd and last reaction 62 PI Frequency of bats 63 FS?C 11 Special cells? 64 SQRT Increase frequency 65 XEQ 33 (steps 798-807) 66 X!=0? No bats? 67 GTO 48 (step 88) 68 TONE 9 Bats' tones 69 TONE 9 70 "BATS SNATCH" 71 AVIEW Display message 72 8 Possible snatchings 73 XEQ 33 (steps 798-807) 74 12 Select adequate flag 75 + 76 FC?C IND X Snatch equipment or nothing if already absent 77 20 Code for NOTHING 78 XEQ 38 (steps 844-...) 79 PSE Delay 80 AVIEW Display snatching 81 19.011 82 SF 20 Set NOTHING flag 83LBL 53 84 FS? IND X Test if equipment still available for snatching 85 CF 20 Yes, clear NOTHING flag 86 DSE X Decrement index 87 GTO 53 (step 83) 88LBL 48 Reaction loop 89 CLST Clear stack 90 CLA Clear Alpha 91 ARCL 01 Append position 92 "* ?" Ask for reaction 93 FS? 25 Timer used? 94 RUNSW Run stopwatch 95 PROMPT Display message and wait for reaction 96 GTO 48 (step 88) 97LBL F Sword 98 CLX Code for sword 99 GTO 00 (step 111) 100LBL G Torch 101 1 Code for torch 102 GTO 00 (step 111) 103LBL H Keys 104 2 Code for keys 105 GTO 00 (step 111) 106LBL I Armor 107 3 Code for armor 108 GTO 00 (step 111) 109LBL J Spirit 110 4 Code for spirit 111LBL 00 Branch 112 FC? 08 Illegal key pressed? 113 GTO 49 (step 161) 114 FS? 25 Timer used? 115 STOPSW Stop stopwatch 116 13 Select adequate flag 117 + 118 SF 11 Drop "MAGIC" 119 XEQ 38 (step 844-...) 120 FS? IND X Test if equipment is present 121 GTO 00 (step 129) 122 ASTO L Store Alpha 123 "NO " Equipment used is not present 124 ARCL L 125 XEQ 37 (steps 837-843) 126 FS?C 05 1st reaction? 127 GTO 52 (step 61) 128 GTO 01 (step 148) 129LBL 00 Branch 130 " USED" Equipment present 131 AVIEW Display message 132 RCL 08 Reaction code 133 6 Extract efficiency factor of equipment used 134 LASTX 135 12 136 - 137 Y^X 138 / 139 FRC 140 6 141 * 142 INT 143 X=0? Efficiency factor=0? 144 GTO 01 (step 148) 145 XEQ 33 (steps 798-807) 146 X=0? Reaction OK? 147 GTO 39 (step 337) 148LBL 01 Branch 149 "MISSED" Wrong reaction 150 XEQ 37 (steps 837-843) 151 FS?C 05 1st reaction? 152 GTO 52 (step 61) 153 FS?C 06 Lethal hazard? 154 GTO 41 (step 603) 155 FS? 07 New storey? 156 GTO 47 (step 30) 157 "GO BACK" 158 AVIEW Display message 159 RCL 00 Recall position 160 GTO 50 (step 295) 161LBL 49 Branch 162 CLA Clear Alpha 163 ARCL 01 Append position 164 "* " 165 ARCL 02 Append left cell 166 " " 167 FS? 06 Fork? 168 "--" 169 FC? 06 No fork? 170 ARCL 03 Append right cell 171 " " 172 ARCL 04 Append up/down cell 173 CF 22 Clear numeric entry flag 174 AVIEW Display message 175 FS? 25 Timer used? 176 RUNSW Run stopwatch 177LBL 54 Entry loop 178 PSE Entry pause 179 FC?C 22 No entry? 180 GTO 54 (step 177) 181 FS? 25 Timer used? 182 STOPSW Stop stopwatch 183 RCL 02 Left cell 184 X=Y? Left cell chosen? 185 GTO 00 (step 197) 186 X<>Y Recall choice 187 RCL 03 Right cell 188 X=Y? Right cell chosen? 189 GTO 00 (step 197) 190 X<>Y Recall choice 191 RCL 04 Up/down cell 192 X=Y? Up/down cell chosen? 193 GTO 00 (step 197) 194 "ILLEGAL CELL" Illegal cell chosen 195 XEQ 37 (steps 837-843) 196 GTO 49 (step 161) 197LBL 00 Branch 198 "MOVING TO " Moving to... 199 ARCL X ... chosen cell 200 AVIEW Display message 201 GTO 50 (step 295) 202LBL A Score 203 XEQ 44 (steps 792-797) 204 XEQ 35 (steps 827-836) 205 GTO 49 (step 161) 206LBL B Up 207 XEQ 44 (steps 792-797) 208 1 E2 Generate up-cell 209 RCL 01 210 - 211 XEQ 33 (steps 798-807) 212 RCL 01 213 + 214 GTO 50 (step 295) 215LBL C Down 216 XEQ 44 (steps 792-797) 217 RCL 01 Generate Down-cell 218 XEQ 33 (steps 798-807) 219 GTO 50 (step 295) 220LBL d Exit 221 XEQ 44 (steps 792-797) 222 FC? 19 No Magic Exit? 223 GTO 49 (step 161) 224 19 Code for Magic Exit 225 XEQ 38 (steps 844-876) 226 AVIEW Display message 227 BEEP Beep tones 228 PSE Delay 229 "-THRU ALIVE-" Exit the Castle 230 AVIEW Display message 231 BEEP Beep tones 232 PSE Delay 233 8 Compute points taking into consideration the 234 FS? 25 use of the stopwatch or not 235 RCLSW 236 HR 237 1 E2 238 * 239 - 240 3 241 / 242 1 243 X>Y? 244 X<>Y 245 30 246 * 247 RCL 19 248 FS? 25 249 214 250 FC? 25 251 150 252 / 253 FS? 25 254 + 255 X<0? Standardize points between 0 and 100 256 CLX 257 1 E2 258 X>Y? 259 X<>Y 260 "POINTS : " Set display 261 ARCL X Append points 262 FS? 09 Golden Grail? 263 "+" Append Golden Grail 264 PROMPT Display message 265 GTO 46 (step 02) 266LBL e Wand 267 XEQ 44 (steps 792-797) 268 FC? 18 No Magic Wand? 269 GTO 49 (step 161) 270 18 Code of Magic Wand 271 XEQ 38 (steps 844-873) 272 XEQ 36 (steps 830-836) 273 SF 13 Sword 274 SF 14 Torch 275 SF 15 Keys 276LBL E Equipment 277 XEQ 44 (steps 792-797) 278 "EQUIPMENT :" 279 AVIEW Display message 280 PSE Delay 281 12.02 282LBL 55 Loop 283 FC? IND X No equipment 284 GTO 00 (step 288) 285 XEQ 38 (steps 844-...) 286 AVIEW Display message 287 PSE Delay 288LBL 00 Branch 289 ISG X Increment index 290 GTO 55 (step 282) 291 GTO 49 (step 161) 292LBL D Back 293 XEQ 44 (step 792-797) 294 RCL 00 Previous position 295LBL 50 Superbranch 296 CF 22 Clear numeric entry flag 297 X<> 01 Store new position 298 STO 00 And previous one 299 RCL 01 Recall position 300 1 301 - 302 1 E2 303 MOD 304 STO 02 Store left cell 305 2 306 + 307 1 E2 308 MOD 309 STO 03 Store right cell 310 2 311 MOD 312 X!=0? 313 SF 11 314 RCL 01 315 9 316 FC?C 11 317 CHS 318 + 319 1 E2 320 MOD 321 STO 04 Store up/down cell 322 RCL 01 Recall position 323 SF 08 Set reaction flag 324LBL 45 Branch 325 STO 08 Save cell code 326 X!=0? Not cell 0? 327 XEQ 34 (steps 808-826) 328 RCL X 329 5 330 MOD 331 X!=0? Hazard present? 332 GTO 00 (step 364) 333 FC? 27 Wizard? 334 GTO 39 (step 337) 335 FC? 08 No reaction? 336 RTN Return to call routine 337LBL 39 Branch 338 FS? 08 Reaction? 339 "SAFE" 340 AVIEW Display Alpha 341 FC? 27 Wizard? 342 PSE Delay 343 CF 05 Reset reaction-related flags 344 CF 06 345 CF 07 346 CF 11 347 FC?C 08 No reaction? 348 RTN Return to call routine 349LBL a Warnings 350 XEQ 44 (steps 792-797) 351 FS? 06 Fork? 352 GTO 49 (step 161) 353 RCL 03 Right cell 354 XEQ 45 (steps 324-...) 355 RCL 04 Up/down cell 356 XEQ 45 (steps 324-...) 357 RCL 02 Left cell 358 XEQ 45 (steps 324-...) 359 "NO WARNING" 360 FC?C 22 No warning? 361 AVIEW Display message 362 PSE Delay 363 GTO 49 (step 161) 364LBL 00 Branch 365 RCL 08 Recall cell code 366 PI Compute cell content 367 / 368 RCL 06 369 + 370 X^2 371 FRC 372 STO 08 Partial cell code 373 R^ Compute hazard, valuable, equipment, distractors 374 6 375 MOD 376 X=0? 377 SIGN 378 FC? 27 Wizard? 379 GTO IND X (step ...) 380 FS? 08 Reaction? 381 GTO IND X (step ...) 382 1 383 X!=Y? No hazard? 384 RTN Return to call routine 385 5 End of cell content computation 386 RCL 08 387 29 388 * 389 X<Y? No display? 390 RTN Return to call routine 391 SF 22 Warning flag set 392 GTO 00 (step 426) 393LBL 04 Distractors 394 GTO 32 (step 716) 395LBL 03 Valuables 396 GTO 31 (step 637) 397LBL 02 Equipment 398 GTO 30 (step 621) 399LBL 01 Hazards 400 RCL 08 End of cell content calculation 401 29 402 * 403 GTO 00 (step 426) 404LBL 29 New cell content 405 RCL 01 Recall position 406 XEQ 34 (steps 808-826) 407 CHS 408 10 409 XEQ 33 (steps 798-807) 410 + 411 RCL 01 Recall position 412 SF 11 413 XEQ 34 (steps 808-819) 414 R^ Store new cell content 415 * 416 ST+ IND Y 417 PI Compute hazard propensity 418 FS?C 05 419 SIGN 420 XEQ 33 (steps 798-807) 421 X!=0? No new hazard? 422 GTO 39 (step 337) 423 LASTX Select new hazard 424 24 425 * 426LBL 00 Branch 427 GTO IND X (step ...) 428LBL 00 Web 429 "WEB" 430 4765 Reaction code 431 GTO 40 (step 55) 432LBL 01 Locked door 433 "LOCKED DOOR" 434 4808 Reaction code 435 GTO 40 (step 55) 436LBL 02 Rabid rats 437 "RABID RATS" 438 5416 Reaction code 439 GTO 40 (step 55) 440LBL 03 Fork 441 FC?C 08 Wizard? 442 GTO 39 (step 337) 443 "FORK" 444 XEQ 37 (steps 837-843) 445 1 E2 446 XEQ 33 (steps 798-807) 447 STO 02 Store "left" cell 448 STO 03 Duplicate 449 1 E2 450 XEQ 33 (steps 798-807) 451 STO 04 Store "right" cell 452 SF 06 Fork flag set 453 GTO 49 (step 161) 454LBL 04 Hidden hole 455 FC?C 08 Wizard? 456 GTO 39 (step 337) 457 "HIDDEN HOLE" 458 2 459 XEQ 33 (steps 798-807) 460 X!=0? New storey, cell xx? 461 XEQ 37 (steps 837-843) 462 X!=0? New storey, cell xx? 463 SF 07 Same cell flag set 464 GTO 47 (step 30) 465LBL 05 Golden Grail 466 FS? 09 Golden Grail already kept? 467 GTO 08 (step 498) 468 "GOLDEN GRAIL" 469 FC? 08 No reaction? 470 GTO 39 (step 337) 471 XEQ 43 (steps 776-791) 472 SF 27 A-J,a-e enabled 473 X!=Y? Wrong key? 474 TONE 3 Wrong tone 475 X!=Y? Wrong key? 476 GTO 39 (step 337) 477 5 E3 Add points for Golden Grail 478 ST+ 19 479 XEQ 35 (steps 827-836) 480 SF 05 New hazard OK 481 SF 09 Golden Grail kept 482 GTO 29 (step 404) 483LBL 06 Wizard 484LBL 07 (bis) 485 "WIZARD" 486 FC?C 08 No reaction? 487 GTO 39 (step 337) 488 XEQ 36 (steps 830-836) 489 FC?C 10 3-digit key given? 490 GTO 00 (step 494) 491 KEY: " Display 3-digit key for Golden Grail, Stairs 492 ARCL 07 493 XEQ 36 (steps 830-836) 494LBL 00 Branch 495 XEQ 42 (steps 762-348) 496 XEQ 42 (steps 762-348) 497 GTO 00 (step 503) 498LBL 08 Witch 499 "WITCH" 500 FC?C 08 No reaction? 501 GTO 39 (step 337) 502 XEQ 36 (steps 830-836) 503LBL 00 Branch 504 XEQ 42 (steps 762-348) 505 SF 08 Reset reaction flag 506 SF 27 A-J,a-e enabled 507 GTO 29 (step 404) 508LBL 09 Stairs 509 "STAIRS" 510 FC? 08 No reaction? 511 GTO 39 (step 337) 512 XEQ 43 (steps 776-791) 513 SF 27 A-J,a-e enabled 514 CLA Clear ALPHA 515 X=Y? Key OK? 516 GTO 47 (step 30) 517 TONE 3 Wrong tone 518 GTO 29 (step 404) 519LBL 10 Adder 520 "ADDER" 521 4339 Reaction code 522 GTO 40 (step 55) 523LBL 11 Fire 524 "FIRE" 525 1763 Reaction code 526 GTO 40 (step 55) 527LBL 12 Water 528 "WATER" 529 2843 Reaction code 530 GTO 40 (step 55) 531LBL 13 Spiders 532 "SPIDERS" 533 6819 Reaction code 534 GTO 40 (step 55) 535LBL 14 Prison cell 536 "PRISON" 537 59 E2 Reaction code 538 GTO 00 (step 550) 539LBL 15 Fridge cell 540 "FRIDGE" 541 5948 Reaction code 542 GTO 00 (step 550) 543LBL 16 Dark cell 544 "DARK" 545 3428 Reaction code 546 GTO 00 (step 550) 547LBL 17 Marshy cell 548 "MARSHY" 549 1924 Reaction code 550LBL 00 Branch 551 " CELL" Append Alpha 552 SF 11 Special cells flag set 553 GTO 40 (step 55) 554LBL 18 Vampire 555 "VAMPIRE" 556 4507 Reaction code 557 GTO 00 (step 573) 558LBL 19 Big Worms 559 "BIG WORMS" 560 4441 Reaction code 561 GTO 00 (step 573) 562LBL 20 Cobra 563 "COBRA" 564 7081 Reaction code 565 GTO 00 (step 573) 566LBL 21 Dragon 567 "DRAGON" 568 4267 Reaction code 569 GTO 00 (setp 573) 570LBL 22 Dogs 571 "DOGS" 572 7101 Reaction code 573LBL 00 Branch 574 SF 06 Lethal flag set 575 GTO 40 (step 55) 576LBL 23 Dark pit 577 "DARK PIT" 578 4760 Reaction code 579 SF 07 New storey flag set 580 GTO 40 (step 55) 581LBL 24 Trap 582 "TRAP" 583 FC?C 08 No reaction? 584 GTO 39 (step 337) 585 XEQ 37 (steps 837-843) 586 SF 07 New storey flag set 587 GTO 47 (step 30) 588LBL 25 Acid bath 589 "ACID BATH" 590 GTO 00 (step 599) 591LBL 26 Ghosts 592 "GHOSTS" 593 GTO 00 (step 599) 594LBL 27 Guillotine 595 "GUILLOTINE" 596 GTO 00 (step 599) 597LBL 28 Portcullis 598 "PORTCULLIS" 599LBL 00 Branch 600 FC? 08 No reaction? 601 GTO 39 (step 337) 602 XEQ 37 (steps 837-843) 603LBL 41 Branch 604 " - DEAD -" 605 AVIEW Display message 606 TONE 2 Lethal tones 607 TONE 2 608 TONE 0 609 PSE Delay 610 FS?C 12 Magic elixir? 611 GTO 00 (step 616) 612 SF 11 Auto start flag set 613 CLST Clear stack 614 OFF Shut off 615 GTO 46 (step 02) 616LBL 00 Branch 617 12 Magic elixir code 618 XEQ 38 (steps 844-873) 619 XEQ 36 (steps 830-836) 620 GTO 39 (step 337) 621LBL 30 Equipment 622 RCL 08 End of cell content computation 623 8 624 * 625 12 626 + Select equipment flag 627 FS? IND X Equipment already present? 628 19 Yes: magic exit instead 629 FC? IND X Equipment not present? 630 XEQ 38 (steps 844-...) 631 FC? 08 No reaction? 632 GTO 39 (step 337) 633 FC? IND X Equipment absent? 634 XEQ 36 (steps 830-836) 635 SF IND X Equipment flag set 636 GTO 29 (setp 404) 637LBL 31 Valuables 638 RCL 08 End of cell content computation: prefix 639 6 640 * 641 XEQ IND X (steps ... - ...) 642 X<>Y 643 FRC End of cell content computation: postfix 644 8 645 * 646 6 647 + 648 X<>Y Value of prefix 649 " " 650 XEQ IND Y (steps ... - ...) 651 FC? 08 No reaction? 652 GTO 39 (step 337) 653 XEQ 36 (steps 830-836) 654 * Value of prefix * Value of postfix * 10 655 10 656 * 657 ST+ 19 Added to the running score 658 XEQ 35 (steps 827-836) 659 GTO 29 (step 404) 660LBL 00 Kish (prefix) 661 "KISH" 662 45 Prefix value 663 RTN 664LBL 01 Our (prefix) 665 "OUR" 666 40 Prefix value 667 RTN 668LBL 02 Mari (prefix) 669 "MARI" 670 35 Prefix value 671 RTN 672LBL 03 Hia (prefix) 673 "HIA" 674 30 Prefix value 675 RTN 676LBL 04 Song (prefix) 677 "SONG" 678 20 Prefix value 679 RTN 680LBL 05 Ming (prefix) 681 "MING" 682 10 Prefix value 683 RTN 684LBL 06 Sceptre (postfix) 685 "SCEPTRE" 686 4 Postfix value 687 RTN 688LBL 07 Chalice (postfix) 689 "CHALICE" 690 4 Postfix value 691 RTN 692LBL 08 Jewels (postfix) 693 "JEWELS" 694 3 Postfix value 695 RTN 696LBL 09 Statue (postfix) 697 "STATUE" 698 3 Postfix value 699 RTN 700LBL 10 Knife (postfix) 701 "KNIFE" 702 2 Postfix value 703 RTN 704LBL 11 Hemlet (postfix) 705 "HEMLET" 706 2 Postfix value 707 RTN 708LBL 12 Vase (postfix) 709 "VASE" 710 1 Postfix value 711 RTN 712LBL 13 Ring (postfix) 713 "RING" 714 1 Postfix value 715 RTN 716LBL 32 Distractors 717 FC? 08 No reaction? 718 GTO 39 (step 337) 719 RCL 08 End of cell content computation: prefix 720 5 721 * 722 XEQ IND X (steps ... - ...) 723 FRC End of cell content computation: postfix 724 5 725 * 726 LASTX 727 + 728 "ING " Append verb ending 729 XEQ IND X (steps ... - ...) 730 XEQ 36 (steps 830-836) 731 GTO 39 (step 337) 732LBL 00 Bark (prefix) 733 "BARK" 734 RTN 735LBL 01 Runn (prefix) 736 "RUNN" 737 RTN 738LBL 02 Peep (prefix) 739 "PEEP" 740 RTN 741LBL 03 Cry (prefix) 742 "CRY" 743 RTN 744LBL 04 Woo (prefix) 745 "WOO" 746 RTN 747LBL 05 Tree (postfix) 748 "TREE" 749 RTN 750LBL 06 Girl (postfix) 751 "GIRL" 752 RTN 753LBL 07 Ice (postfix) 754 "ICE" 755 RTN 756LBL 08 Eyes (postfix) 757 "EYES" 758 RTN 759LBL 09 Pit (postfix) 760 "PIT" 761 RTN 762LBL 42 Cell subroutine 763 "CELL " Alpha message 764 ASTO X Store it 765 XEQ 00 (steps 780-791) 766 99 Upper limit test 767 X>Y? 768 X<>Y 769 CLA Clear Alpha 770 ARCL Z Build message 771 ARCL X 772 " :" 773 AVIEW Display message 774 "EMPTY" Default cell content 775 GTO 45 (step 324) 776LBL 43 Key subroutine 777 XEQ 36 (steps 830-836) 778 "KEY" Alpha message 779 RCL 07 Recall key 780LBL 00 Subroutine 781 "?" 782 CF 22 Clear entry flag 783 CF 27 A-J,a-e disabled 784 AVIEW Display message 785LBL 56 Loop 786 PSE Entry pause 787 FC?C 22 No entry? 788 GTO 56 (step 785) 789 ABS Standardize entry 790 INT 791 RTN End of routine 792LBL 44 Illegal key routine 793 FS? 08 Reaction? 794 GTO 48 (step 88) 795 FS? 25 Timer used? 796 STOPSW Stop stopwatch 797 RTN End of routine 798LBL 33 Random number generator routine 799 RCL 05 Current seed 800 PI 801 + 802 X^2 803 FRC 804 STO 05 New seed 805 * 806 INT Compute requested integer value 807 RTN End of routine 808LBL 34 Extract content of cell routine 809 RCL X 810 10 811 / 812 9 813 + 814 X<>Y 815 10 816 MOD 817 10^X 818 FS?C 11 Short return? 819 RTN End of routine 820 RCL IND Y 821 X<>Y 822 / 823 INT 824 10 825 MOD 826 RTN End of normal routine 827LBL 35 Score display routine 828 "SCORE : " Alpha message 829 ARCL 19 Append running score 830LBL 36 Good tones routine 831 AVIEW Display message 832 TONE 7 Good tones sequence 833 TONE 8 834 TONE 9 835 PSE Delay 836 RTN End of routine 837LBL 37 Bad tones routine 838 AVIEW Display message 839 TONE 2 Bad tones sequence 840 TONE 1 841 TONE 0 842 PSE Delay 843 RTN End of routine 844LBL 38 Equipment routine 845 6 Extract code of equipment 846 X<>Y 847 - 848 LASTX Reset code 849 "MAGIC " 850 FS?C 11 Delete "magic" message? 851 ASHF 852 GTO IND Y (step ...) 853LBL 06 Elixir 854 "ELIXIR" 855 RTN 856LBL 07 Sword 857 "SWORD" 858 RTN 859LBL 08 Torch 860 "TORCH" 861 RTN 862LBL 09 Keys 863 "KEYS" 864 RTN 865LBL 10 Armor 866 "ARMOR" 867 RTN 868LBL 11 Spirit 869 "SPIRIT" 870 RTN 871LBL 12 Wand 872 "WAND" 873 RTN 874LBL 13 Exit 875 "EXIT" 876 RTN 877LBL 14 Nothing message 878 "NOTHING" 879 END
HP-41C + Quadram + (Time Module - optional) or HP-41CV + (Time Module - optional) or HP-41CX
SIZE 020 Trig mode: DEG User mode: ON (under program control) Number of program steps: 879 Number of program bytes: 2068 Total number of registers (program+data): 316 Number of mag sides (card reader): 19
WARNINGS [a] EXIT [d] WAND [e] SCORE [A] UP [B] DOWN [C] BACK [D] EQUIPMENT [E] SWORD [F] TORCH [G] KEYS [H] ARMOR [I] SPIRIT [J]
R00 = Previous cell R01 = Position R02 = Adjacent call (left) R03 = Adjacent call (right) R04 = Adjacent call (up/down) R05 = Seed (bats, 2nd hazard, etc) R06 = Storey factor (storey & key) R07 = Key R08 = Reaction code (riposte) R09 = Cells 00 through 09 R10 = Cells 10 through 19 R11 = Cells 20 through 29 R12 = Cells 30 through 39 R13 = Cells 40 through 49 R14 = Cells 50 through 59 R15 = Cells 60 through 69 R16 = Cells 70 through 79 R17 = Cells 80 through 89 R18 = Cells 90 through 99 R19 = Score
F00 = C = not used F01 = C = Not used F02 = C = Not used F03 = C = Not used F04 = C = Not used F05 = C = 2nd riposte; 2nd hazard after Golden Grail F06 = C = Lethal hazard; Fork F07 = C = New storey, same cell after hazard F08 = C = Hazard, 'F' to 'J' available when S F09 = C = GOLDEN GRAIL already in pack if S F10 = S = KEY for GOLDEN GRAIL already given if C F11 = C = propensity of bats (50%); delete 'MAGIC' on display for 'ARMOR', 'EXIT' and 'WAND'; 3rd adjacent cell; RCL/(STO) subroutine (LBL 34) control; auto-start if calculator turned off to on after death occurence F12 = C = MAGIC ELIXIR if S F13 = S = SWORD if S F14 = S = TORCH if S F15 = S = KEYS if S F16 = C = MAGIC ARMOR if S F17 = S = SPIRIT if S F18 = C = MAGIC WAND if S F19 = C = MAGIC EXIT if S F20 = C = NOTHING if S F21 = C = No printing F22 = C = Numeric entry (cell and key) if S NO WARNING if S F23 = C = Not used F24 = C = Not used F25 = S = Time taken into accound if S F26 = S = Tones beeping if S F27 = S = User mode for overlay ('A'-'E', 'a'-'e', 'F'-'J') if S; WIZARD if C F28 = S = Decimal point used F29 = C = No separator
Go back to the HP-41 software library
Go back to the general software library
Go
back to the main exhibit hall