README.TXT ========== BIPPIS CAVE VERSION 0.9.9 THIS BIPPV099.ZIP PACKAGE CONTAINS: README.TXT THIS FILE BIPPIS.DSK THE GAME DISK BIPPMSTR.DSK THE GAME MAP MASTER DISK BIPPV099.PDF INSTRUCTIONS REP135.BAS THE DISK REPAIR PROGRAM (BELOW) ========== TO BEGIN, COPY THE GAME DISK AND THE GAME MAP MASTER DISK. PUT THE ORIGINALS IN A SAFE PLACE AND ONLY WORK WITH THE COPIES. TO PLAY THE GAME, PUT THE GAME DISK IN DRIVE 0 AND RUN "BIPPIS.BAS" AFTER COMPLETION OF THE GAME, TO RESTORE THE GAME MAP FOR THE NEXT PLAY: 1. PUT THE GAME DISK (BIPPIS.DSK) IN DRIVE 0. 2. PUT THE GAME MAP MASTER DISK (BIPPMSTR.DSK) IN DRIVE 1. 3. COPY AND LOAD THE REP135.BAS PROGRAM (DO NOT "SAVE") AND RUN. ========== THE REP135.BAS REPAIR PROGRAM CODE: 1000 '***** 1010 '* 1020 '* REP135.BAS 1030 '* MDJ 2025/03/24 1040 '* 1050 '* REPAIR A DAMAGED 1060 '* RSRV0135.IMG FILE 1070 '* (I.E. ON A BIPPIS DSK) 1080 '* 1090 '***** 1500 CLEAR 1024 2000 CLS 2010 PRINT "REP135.BAS DISK REPAIR" 2020 PRINT 2030 PRINT "DAMAGED DISK IN DRIVE 0" 2040 PRINT " GOOD DISK IN DRIVE 1" 2050 PRINT 2060 PRINT "PRESS ANY KEY WHEN READY" 2070 PRINT 3000 R$ = INKEY$ 3010 IF R$ = "" GOTO 3000 4000 'LS = LINEAR SECTOR NUMBER (0-134) 4010 'SN = SECTOR NUMBER (1-18) 4020 'TN = TRACK NUMBER (0-34) 5000 SN = 0 5010 TN = 0 5015 PRINT "WORKING "; 5020 FOR LS = 0 TO 134 5025 PRINT "*"; 5030 SN = SN + 1 5040 IF SN < 19 GOTO 5070 5050 TN = TN + 1 5060 SN = 1 5070 DSKI$ 1, TN, SN, A$, B$ 5080 DSKO$ 0, TN, SN, A$, B$ 5090 NEXT LS 5095 PRINT:PRINT 6000 PRINT "REPAIR COMPLETE" 32767 END ========== EOF