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Colossal Cave Adventure for CP/M

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vz24_...@yahoo.com

unread,
Nov 7, 2001, 10:32:22 PM11/7/01
to
Is there some place I can get a copy of Colossal Cave Adventure that I
can run on my Eagle II machine? I see it is written in Fortran, a
language that I don't know, don't care to learn, and don't have an
interpreter for anyhow...

Steve

Paul Schlyter

unread,
Nov 8, 2001, 2:36:14 AM11/8/01
to
In article <cb24ba4b.01110...@posting.google.com>,

<vz24_...@yahoo.com> wrote:

> Is there some place I can get a copy of Colossal Cave Adventure that I
> can run on my Eagle II machine? I see it is written in Fortran, a
> language that I don't know, don't care to learn,

Then you're probably not into number-crunching....

> and don't have an interpreter for anyhow...

I've seen many Fortran compilers, but I've never ever seen any
Fortran interpreter. A Fortran interpreter would invalidate the
major reason for using Fortran, namely to have your program run
as fast as possible while doing heavy number crunching.

There were versions of CC written in C too, as well as some other
programming languages. Check out:

http://people.delphi.com/rickadams/adventure/index.html

--
----------------------------------------------------------------
Paul Schlyter, Swedish Amateur Astronomer's Society (SAAF)
Grev Turegatan 40, S-114 38 Stockholm, SWEDEN
e-mail: pausch at saaf dot se or paul.schlyter at ausys dot se
WWW: http://hotel04.ausys.se/pausch http://welcome.to/pausch

vz24_...@yahoo.com

unread,
Nov 8, 2001, 6:11:49 PM11/8/01
to
pau...@saaf.se (Paul Schlyter) wrote in message news:<9sdcle$87c$1...@merope.saaf.se>...

> In article <cb24ba4b.01110...@posting.google.com>,
> <vz24_...@yahoo.com> wrote:
>
> > Is there some place I can get a copy of Colossal Cave Adventure that I
> > can run on my Eagle II machine? I see it is written in Fortran, a
> > language that I don't know, don't care to learn,
>
> Then you're probably not into number-crunching....
>

Nope. Hate it.

> > and don't have an interpreter for anyhow...
>
> I've seen many Fortran compilers, but I've never ever seen any
> Fortran interpreter. A Fortran interpreter would invalidate the
> major reason for using Fortran, namely to have your program run
> as fast as possible while doing heavy number crunching.

Sorry. My bad. I don't know jack about programing...

>
>
> There were versions of CC written in C too, as well as some other
> programming languages. Check out:
>
> http://people.delphi.com/rickadams/adventure/index.html

Thanks. Will have to check it out.

Steve

Jim Bianchi

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Nov 8, 2001, 7:20:24 PM11/8/01
to
On 7 Nov 2001 19:32:22 -0800, vz24_...@yahoo.com <vz24_...@yahoo.com>
>wrote: Is there some place I can get a copy of Colossal Cave Adventure that

>I can run on my Eagle II machine? I see it is written in Fortran, a
>language that I don't know, don't care to learn, and don't have an
>interpreter for anyhow...

I had one once. It was called ADVENT.COM and was one of the first of
the Infocom text based games ("you are in a maze of twisty passages, all
alike"). Aa I recall, there were two versions of this game: one had a total
of 350 points, the other had 550 points. The 550 point one had more secrets
and 'treasures' to find -- it was also the CP/M version (the 350 point one
was DOS based) -- and is to be preferred over the smaller one. The original
was written in FORTRAN, but this was later expanded and ported to use 8080
(and z80) instructions (among others).

Playing hint: make a map of your moves (graph paper works, though
often you'll want some with squares with more than four sides to record up,
down, forward, back, left, right). In the mazes, you can drop things (axe,
cage, rod, etc) so that when you come back to them, you'll know you've been
there. Make a batch file to call the game so that you can save the game at
nneed -- and save VERY often. Since this was a very early game, there was no
provision made for autosave -- you gotta do this yourself, using two dirs as
I recall.

--
ji...@sonic.net
Eclectic Garbanzo BBS, (707) 539-1279

"My parents just came back from a planet where the dominant lifeform
had no bilateral symmetry, and all I got was this stupid F-Shirt."

merops

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Nov 8, 2001, 8:46:30 PM11/8/01
to

You are in a maze of twisty little passages, all alike. A hollow
voice says ji...@newbolt.sonic.net (Jim Bianchi)

> On 7 Nov 2001 19:32:22 -0800, vz24_...@yahoo.com <vz24_...@yahoo.com>
> >wrote: Is there some place I can get a copy of Colossal Cave Adventure that
> >I can run on my Eagle II machine? I see it is written in Fortran, a
> >language that I don't know, don't care to learn, and don't have an
> >interpreter for anyhow...
>
> I had one once. It was called ADVENT.COM and was one of the first of
> the Infocom text based games ("you are in a maze of twisty passages, all
> alike"). Aa I recall, there were two versions of this game: one had a total
> of 350 points, the other had 550 points. The 550 point one had more secrets
> and 'treasures' to find -- it was also the CP/M version (the 350 point one
> was DOS based) -- and is to be preferred over the smaller one. The original
> was written in FORTRAN, but this was later expanded and ported to use 8080
> (and z80) instructions (among others).
>

IIRC, It wasn't an Infocom game at all. Infocom produced the
wonderful Zork series based on Colossal Cave, but Colossal Cave
itself predated Infocom, DOS and CP/M by years.

--
Please remove knickers to reply.

Jim Bianchi

unread,
Nov 9, 2001, 1:36:48 PM11/9/01
to
On Fri, 09 Nov 2001 01:46:30 GMT, merops <mer...@knickersmail.com> dropped
the rod, took the bird, and wrote:
>
>You are in a maze of twisty little passages, all alike. A hollow
>voice says ji...@newbolt.sonic.net (Jim Bianchi)
>
>> On 7 Nov 2001 19:32:22 -0800, vz24_...@yahoo.com <vz24_...@yahoo.com>
>> >wrote: Is there some place I can get a copy of Colossal Cave Adventure
>> >that I can run on my Eagle II machine? I see it is written in Fortran, a
>> >language that I don't know, don't care to learn, and don't have an
>> >interpreter for anyhow...
>>
>> I had one once. It was called ADVENT.COM and was one of the first of
>> the Infocom text based games ("you are in a maze of twisty passages, all
>> alike"). Aa I recall, there were two versions of this game: one had a
>> total of 350 points, the other had 550 points. The 550 point one had more
>> secrets and 'treasures' to find -- it was also the CP/M version (the 350
>> point one was DOS based) -- and is to be preferred over the smaller one.
>> The original was written in FORTRAN, but this was later expanded and
>> ported to use 8080 (and z80) instructions (among others).
>>
>IIRC, It wasn't an Infocom game at all.

Not the way I heard it.

>Infocom produced the wonderful Zork series based on Colossal Cave,

Zork I, II, and III were not based on Colosal Cave. They *were*
known as 'adventure games' (see below), which may be the confusing point.

>but Colossal Cave itself predated Infocom, DOS and CP/M by years.

According to what I read, the actual Colossal Cave is in Kentucky,
and was visited by two people (part time spelunkers) on vacation. They had
'mapped' the cave -- writing in FORTRAN -- on a handy mini-computer at their
'real job.' Many of the features found in the game (P-2, bedspring room, and
so on) actually do exist in the real cave. Someone (not sure who) thought it
would make a neat (text based) game if some secrets, traps, and treasures
were introduced. Thus the original adventure game was born, and enjoyed some
popularity among very limited audience. Some time later, when CP/M began to
be widely used, Infocom purchased the rights to it, and produced ADVENT.COM
(which was the original FORTRAN version ported to 8080 instructions). An
8086 version was also released, but as I say above, it had significantly
fewer treasures, secrets, and traps.

The genre came to be known as 'adventure games' -- which implies the
game is text based (only), is based on some sort of quest, involves solving
problems encountered, and finding treaures. Thus the Zork series and ADVENT
are adventure games (as are others -- the term didn't appar to be limited to
just Infocom games).

--
ji...@sonic.net
Eclectic Garbanzo BBS, (707) 539-1279

"There is a pile of silver coins here."

Paul Schlyter

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Nov 9, 2001, 2:08:49 PM11/9/01
to
In article <WzGG7.1426$RL6....@news.cpqcorp.net>,

merops <mer...@knickersmail.com> wrote:

> IIRC, It wasn't an Infocom game at all. Infocom produced the
> wonderful Zork series based on Colossal Cave, but Colossal Cave
> itself predated Infocom, DOS and CP/M by years.

Even Zork predated Infocom by years!

The original Zork was written in Fortran at MIT. It consisted of
most of the Infocom Zork I and II in one and the same game.

What Infocom did was to scale down Zork so it could run in as little
RAM as 32K, which was the norm back then for micros. They did so,
partly by splitting up Zork into two parts (later a third part, Zork
III, was added), and partly by rewriting Zork in the ZIL (Zork
Interpretative Language) -- a programming language specifically
designed for text mode adventure games. The ZIP interpreter was
approx. 8K large on these micros, which left 16K for the game,
however the ZIL interpreter also had a virtual memory system,
swapping areas of RAM in from disk as needed - since the code and
most of the data was read-only, RAM didn't need to be swapped out to
disk. Data areas which were read-write were kept in RAM at all
times; however that read-write area was fairly small, and defined the
state of the game. When saving the game, these read-write data areas
were written to a disk file (on e.g. CP/M and MS-DOS), or to a
reserved area on the game disk (on e.g. the Apple II and
Commodore-64).

Paul Schlyter

unread,
Nov 9, 2001, 2:08:20 PM11/9/01
to
In article <slrn9uo8i1...@newbolt.sonic.net>,

Jim Bianchi <ji...@sonic.net> wrote:
>
>>Infocom produced the wonderful Zork series based on Colossal Cave,
>
> Zork I, II, and III were not based on Colosal Cave. They *were*
>known as 'adventure games' (see below), which may be the confusing point.

Zork I, II and III were based on the original Zork, written in Fortran
at MIT. The original Zork was _one_ game, which contained most of
what later appeared in Infocom's Zork I and II. And the original Zork
_was_ inspired by Colossal Cave! For instance, try the magic words
"xyzzy" and "plugh" in Zork.... the writers of Zork assumed the player
would be familiar with Colossal Cave.

CBFalconer

unread,
Nov 9, 2001, 4:36:52 PM11/9/01
to

I think it was Dr. Dobbs Journal of Computer Calisthenics and
Orthodontia that published a generic interpreter for adventure
games. The game proper was a simple file, listing exits, things,
secrets, etc. in text.

--
Chuck F (cbfal...@yahoo.com) (cbfal...@XXXXworldnet.att.net)
Available for consulting/temporary embedded and systems.
(Remove "XXXX" from reply address. yahoo works unmodified)
mailto:u...@ftc.gov (for spambots to harvest)


Lee Hart

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Nov 9, 2001, 10:01:45 PM11/9/01
to
I have "Adventure" from the CP/M User's Group Library, disk #53, dated
9/3/81. I remember wasting many enjoyable hours playing it. According to
the documentation:

Description: BDS-C Users group original Adventure disk.
This is the original Crowther/Woods adventure, converted into BDS-C by
Jay R. Jaeger, and updated for v1.43 by L.C. Calhoun.

The disk contains both the C source code, and the compiled version
ADVENT.COM. It is very generic CP/M and should run on almost any CP/M
system.
--
Lee A. Hart Ring the bells that still can ring
814 8th Ave. N. Forget your perfect offering
Sartell, MN 56377 USA There is a crack in everything
leeahart_at_earthlink.net That's how the light gets in - Leonard Cohen

Charles Richmond

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Nov 9, 2001, 10:15:19 PM11/9/01
to
Paul Schlyter wrote:
>
> In article <WzGG7.1426$RL6....@news.cpqcorp.net>,
> merops <mer...@knickersmail.com> wrote:
>
> > IIRC, It wasn't an Infocom game at all. Infocom produced the
> > wonderful Zork series based on Colossal Cave, but Colossal Cave
> > itself predated Infocom, DOS and CP/M by years.
>
> Even Zork predated Infocom by years!
>
> The original Zork was written in Fortran at MIT. It consisted of
> most of the Infocom Zork I and II in one and the same game.
>
The original Zork was written in a Lisp dialect called MDL, and
pronounced "muddle". A "somewhat paranoid engineer" (Bob Supnik)
at Digital Equipment Corporation re-wrote Zork in FORTRAN for
public distribution. The FORTRAN source, and a C port of it, are
available from the archives of <comp.sources.games>... The people
who founded Infocom were the original developers of the MDL Zork.

>
> What Infocom did was to scale down Zork so it could run in as little
> RAM as 32K, which was the norm back then for micros. They did so,
> partly by splitting up Zork into two parts (later a third part, Zork
> III, was added), and partly by rewriting Zork in the ZIL (Zork
> Interpretative Language) -- a programming language specifically
> designed for text mode adventure games. The ZIP interpreter was
> approx. 8K large on these micros, which left 16K for the game,
> however the ZIL interpreter also had a virtual memory system,
> swapping areas of RAM in from disk as needed - since the code and
> most of the data was read-only, RAM didn't need to be swapped out to
> disk. Data areas which were read-write were kept in RAM at all
> times; however that read-write area was fairly small, and defined the
> state of the game. When saving the game, these read-write data areas
> were written to a disk file (on e.g. CP/M and MS-DOS), or to a
> reserved area on the game disk (on e.g. the Apple II and
> Commodore-64).
>
All of this is essentially correct...for the more complete story see
The History of Zork at:

<http://www.csd.uwo.ca/Infocom/Articles/NZT/zorkhist.html>


--
+-------------------------------------------------------------+
| Charles and Francis Richmond <rich...@plano.net> |
+-------------------------------------------------------------+

Charles Richmond

unread,
Nov 9, 2001, 10:26:56 PM11/9/01
to
Jim Bianchi wrote:
>
> On Fri, 09 Nov 2001 01:46:30 GMT, merops <mer...@knickersmail.com> dropped
> the rod, took the bird, and wrote:
> >
> > [snip...] [snip...] [snip...]

> >
> >Infocom produced the wonderful Zork series based on Colossal Cave,
>
> Zork I, II, and III were not based on Colosal Cave. They *were*
> known as 'adventure games' (see below), which may be the confusing point.
>
While Zork was *not* exactly based on the original Colossal Cave Adventure,
there were references in Zork to things in the original adventure. Try
"xyzzy" or "plugh" when playing Zork...

>
> >but Colossal Cave itself predated Infocom, DOS and CP/M by years.
>
> According to what I read, the actual Colossal Cave is in Kentucky,
> and was visited by two people (part time spelunkers) on vacation. They had
> 'mapped' the cave -- writing in FORTRAN -- on a handy mini-computer at their
> 'real job.' Many of the features found in the game (P-2, bedspring room, and
> so on) actually do exist in the real cave. Someone (not sure who) thought it
> would make a neat (text based) game if some secrets, traps, and treasures
> were introduced. Thus the original adventure game was born, and enjoyed some
> popularity among very limited audience. Some time later, when CP/M began to
> be widely used, Infocom purchased the rights to it, and produced ADVENT.COM
> (which was the original FORTRAN version ported to 8080 instructions). An
> 8086 version was also released, but as I say above, it had significantly
> fewer treasures, secrets, and traps.
>
Bzzzt...thanks for playing...

The original author was Willie Crowther. He wrote a game with just a
couple of
treasures...and based the game on his spelunking experiences in
Kentucky.
(Crowther also figures in the creation of the IMP's at BBN for the Arpanet.)
Don Woods at Stanford found the game on a computer network, and modified the
source to what we know today as the 350 point Adventure. Many ports were done,
with enhancements, including *some* commercial ports (even Mi$uck did
one, by
Gordon Letwin). But *no* one bought the rights to this Adventure.

For much more about the Colossal Cave Adventure than you likely want to know,
go to:

<http://www.rickadams.org/adventure/>


>
> The genre came to be known as 'adventure games' -- which implies the
> game is text based (only), is based on some sort of quest, involves solving
> problems encountered, and finding treaures. Thus the Zork series and ADVENT
> are adventure games (as are others -- the term didn't appar to be limited to
> just Infocom games).
>

Certainly "adventure" games, often called "interactive fiction", were produced
by many people. There is an archive of these games at:

<http://www.ifarchive.org/>

John Elliott

unread,
Nov 10, 2001, 6:14:19 PM11/10/01
to

All the versions that I could find for CP/M are at
<http://www.ifarchive.org/if-archive/games/cpm/cpm-advent.zip>

--
------------- http://www.seasip.demon.co.uk/index.html --------------------
John Elliott |BLOODNOK: "But why have you got such a long face?"
|SEAGOON: "Heavy dentures, Sir!" - The Goon Show
:-------------------------------------------------------------------------)

bud

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Nov 11, 2001, 3:06:26 AM11/11/01
to

Hi Paul:

Group: comp.os.cpm Date: Thu, Nov 8, 2001, 8:36am (CST+7) From:
pau...@saaf.se (Paul Schlyter)

script:

>I've seen many Fortran compilers, but
>I've never ever seen any Fortran
>interpreter. A Fortran interpreter would
> invalidate the major reason for using
>Fortran, namely to have your program
> run as fast as possible while doing
>heavy number crunching.

I have Nevada Fortran for CPM-80v.2.2 for the C=64. Haven't used it to
date, but seem to remember from the docs that it includes some function
(like an interpreter) that allows it to "run" programs that are not yet
compiled.

It also compiles to assembly, then assembles. Neato! With the assembly
listing, you can clean up the code, and reassemble.

salaam,
dowcom

--
http://community.webtv.net/dowcom/DOWCOMSAMSTRADGUIDE

Oh wow! Virtual Memory! Now to make a REALLY big RAM disk!

Paul Schlyter

unread,
Nov 11, 2001, 8:53:06 AM11/11/01
to
In article <29327-3BE...@storefull-167.iap.bryant.webtv.net>,

bud <dow...@webtv.net> wrote:

> Hi Paul:
>
> Group: comp.os.cpm Date: Thu, Nov 8, 2001, 8:36am (CST+7) From:
> pau...@saaf.se (Paul=A0Schlyter)
>
> script:
>
>> I've seen many Fortran compilers, but
>> I've never ever seen any Fortran
>> interpreter. A Fortran interpreter would
>> invalidate the major reason for using
>> Fortran, namely to have your program
>> run as fast as possible while doing
>> heavy number crunching.
>
> I have Nevada Fortran for CPM-80v.2.2 for the C=3D64. Haven't used it to

> date, but seem to remember from the docs that it includes some function
> (like an interpreter) that allows it to "run" programs that are not yet
> compiled.
>
> It also compiles to assembly, then assembles. Neato! With the assembly
> listing, you can clean up the code, and reassemble.

You're right! Now I remember Nevada Fortran, which did compile to some
intermediate code which then needed to be interpreted at runtime. Not
particularly efficient! It used some BCD format for floating-point
numbers to, which also was quite inefficient.

Ellis Computing sold Nevada Fortran, Nevada Cobol, Nevada Basic and
later on Nevada Pascal (which I think was a modified JRT Pascal).
Nevada Basic had one advantage: it had built-in matrix functions
which was absent from most other Basics of the day. Some years
later, Ellis Computing offered MS-DOS versions of these compilers;
these were called Utah Fortran, Utah Cobol, etc.

And then we had UCSD Pascal which had a Fortran compiler: to
start Fortran, you needed to reboot the system with Fortran
system disks. Like UCSD Pascal, UCSD Fortran also compiled
to "P-code", which was interpreted at runtime. UCSD Fortran
also implemented only the Fortran-77 subset, i.e. stuff like
double precision and complex numbers were absent.

merops

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Nov 11, 2001, 7:39:44 PM11/11/01
to

You are in a maze of twisty little passages, all alike. A hollow
voice says ji...@newbolt.sonic.net (Jim Bianchi)

> On Fri, 09 Nov 2001 01:46:30 GMT, merops <mer...@knickersmail.com> dropped
> the rod, took the bird, and wrote:
> >
>
> >Infocom produced the wonderful Zork series based on Colossal Cave,
>
> Zork I, II, and III were not based on Colosal Cave. They *were*
> known as 'adventure games' (see below), which may be the confusing point.
>

Maybe I wasn't clear enough:

s/based/inspired/

Others have already addressed the rest of the points of contention I had
with your post.

Clive Small

unread,
Nov 25, 2001, 7:44:21 AM11/25/01
to
vz24_...@yahoo.com wrote:

I have a game called adv.com with a bunch of .dat files that run under
vanilla CP/M
I do not know if it was written with fortran as it is a compiled com
file. But who cares!

What is an Eagle II?
I'm not sure how I could get the files to you but I can arrange for you
to telnet to
my CP/M box to see/play the game from where you are.
You will need to email me from an email other than yahoo, excite or
hotmail as these
are blocked by anti spam rules in my local firewall if you want to try

Jon Saxton

unread,
Jan 22, 2002, 9:33:52 PM1/22/02
to
On Thu, 8 Nov 2001 07:36:14, pau...@saaf.se (Paul Schlyter) wrote:

>
> There were versions of CC written in C too, as well as some other
> programming languages. Check out:
>
> http://people.delphi.com/rickadams/adventure/index.html

Paul:

This reference doesn't seem to work. It redirects me to
www.delphiForums.com

--
Reply to: field is bogus. Respond to
Jon Saxton <triton /at/ triton /dot/ vg> OS/2 software developer
U.S. Agent for Triton Technologies International Ltd.
http://www.triton.vg

Charles Richmond

unread,
Jan 23, 2002, 11:29:10 AM1/23/02
to
Jon Saxton wrote:
>
> On Thu, 8 Nov 2001 07:36:14, pau...@saaf.se (Paul Schlyter) wrote:
>
> >
> > There were versions of CC written in C too, as well as some other
> > programming languages. Check out:
> >
> > http://people.delphi.com/rickadams/adventure/index.html
>
> Paul:
>
> This reference doesn't seem to work. It redirects me to
> www.delphiForums.com
>
Try: <http://www.rickadams.org/adventure/>
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