Program:

  The Dungeon v12.0 r3.0; compiling instructions.

  You should have the following BASIC source code files for the dungeon:

     swapbas.asm
     keytrap.asm
     dungeon.bas
     ansi.bas
     edit.bas
     help.bas
     util.bas

  The  Turbo Assembler v4.0 was used to compile the two  assembly programs,
  swapbas.asm and keytrap.asm, the first swaps the current  executable file
  into  Xms, Ems, or to a disk file between program shells,  and the second
  traps the keyboard print-screen and control-break keystrokes. Usage:

     tasm -t swapbas;

  The dungeon will  work without the  supplementary programs.  The compiler
  used for the  dungeon programs is Visual BASIC v1.0 Professional with the
  following library files:

     vbdcl10e.lib

  The  Segmented-Executable Linker v5.31 was used to  link the object files
  into the dungeon executable programs.

  With the  required files  installed in one directory,  the  compile batch
  program, Compile.Bat, is used to create  the dungeon programs.  Enter one
  of the following commands to compile the programs:

     compile swapbas
     compile keytrap
     compile dungeon
     compile ansi
     compile edit
     compile help
     compile util

  After entering the batch command, you should have one of the programs:

     swapbas.obj
     keytrap.obj
     dungeon.exe
     ansi.exe
     edit.exe
     help.exe
     util.exe

  Nmake can also be used on makefile or makefile.nmk.

  The  dungeon  creates players.dat file  which  stores 1,000 players,  and
  dungeon screen  files for each player:  datafile.00x, where the extension
  is the zero-padded player's index from the players.dat file. This way the
  player's each has their own set of data stored after exiting the dungeon.
  Each datafile file can store maximum double precision dungeon levels. The
  data files can be deleted.  The player will only lose their dungeon level
  data. Deleting the players.dat file can also be done.


