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AT LEAST 200^GAIN A MAGIC RATING OFHAVE BEEN DISCOVERED^ @@@@@ 8RETURN TO "STATUS" SCREEN BYPRESSING SPACE BAR^SELECT MAP DISPLAY USING43FFFFFFFFFFFFFFFFEVERY MOVE AT THIS STAGEON THE GROUND FLOOR^AND USING ONE OF THE EXITSMAY BE EARNED BY FINDING500 GOLD PIECESDESTROYED\ A REWARD OFAFTER THE COUNT HAS BEEN25> OF ENERGY^RESULTS IN THE LOSS OFUSING A SECRET PASSAGE CHARGE^ USE OF THE LIFT IS FREE OFTO TRANSFER TO ANY FLOOR^!THIS MAY BE USED AT ANY TIMEENTRANCES TO THE LIFT^GOBLIN YOU MEET MAY BE!ACCRUED SUFFICIENT GOLD\ ANY"IF YOU HAVE NO KEY\ BUT HAVEANY DOOR AT A COST OFVALUE\ BUT WILL UNLOCKIT HAS NO ENERGY OR MAGIC THEY ARE USUALLY HONEST^^^OR MAGIC FOR GOLD!PREPARED TO TRADE ENERGY THESE ARE HARMLESS TRADERSDECIDE TO APPROACH YOU^CORRIDOR\ A GOBLIN MAYWHEN YOU FIRST ENTER ASOME ARE FRIENDLY^^^!GHOSTS\ IMPS AND SKELETONS!!THEY INCLUDE GOBLINS\ BLOBS\LIVE IN THE HOUSE^OF DIFFERENT CREATURES WHO!YOU MAY MEET ANY OF A NUMBER FROM GOBLINS^!SPELLS MAY ALSO BE PURCHASEDITEMS HAVE LOWER RATINGS^50 POINTS\ WHILST OTHERTHE CRUCIFIX IS RATED ATITEMS AS YOU EXPLORE^MUST FIND THE CRUCIFIX TO OVERCOME THE COUNT\ YOUCOUNT DRACULA!IS TO FIND AND DESTROYLEVEL REACHES 0>^"THE GAME ENDS IF YOUR ENERGYSAME ROOM LOSE 5 POINTS!SUBSEQUENT VISITS TO THEWILL EARN 10 POINTS @YOUR FIRST VISIT TO A ROOMENERGY RATING IS 100>^AS SUCH ON MAPS AFTER THEY!SECRET PANELS ARE ONLY SHOWN WITH A "*"^CURRENT LOCATION IS MARKEDWITH A LETTER "E"^EXPLORED ROOMS ARE MARKEDBE FOUND ON EACH LEVEL^NUMBER KEYS 1@4^!MAPS SHOW DETAIL OF EXPLOREDTHE "STATUS" SCREEN^MAPS ARE AVAILABLE FROMANY TIME DURING THE GAME^"OR THE JOYSTICK FIRE BUTTON^PRESSING ENTERDISPLAYED IS ACHIEVED BYROOM VIA THE EXITMAY BE MISLEADING^^^^THE LEGEND "A WALL"A LIFT STAIRS LEADING DOWN STAIRS LEADING UP A CORRIDOR A LOCKED DOOR A DOOR OR USING JOYSTICK CONTROL^PRESSING N\ S\ E OR W\DIFFERENT ELEVATION BYYOU MAY TURN TO FACE ATHAT ELEVATION^LOCATED\ AND ANY EXIT ONTHE ROOM IN WHICH YOU AREEAST OR WEST ELEVATION OFEITHER THE NORTH\ SOUTH\DISPLAY DURING THE GAME^ON THE PLAN ABOVE THE MAINYOUR LOCATION IS INDICATEDIN A 5 BY 5 ROOM MATRIX^FIVE ROOMS ON EACH FLOOR\ON FOUR FLOORS WITH TWENTY!THIS IS A 3 DIMENSIONAL MAZETHE SAME LAYOUT NUMBER!ANY EXISTING DATA FORWILL OVER@WRITEBE STORED AT ANY TIME^ANY PARTICULAR LAYOUT MAY!REFERENCE\ ONLY ONE GAME FORDISK USING THE LAYOUT ASAS DATA IS ACCESSED FROMA PREVIOUS GAME^MAY BE LOADED TO CONTINUE IF NOT\ DATA STORED ON DISK GAME IS NEW^LAYOUT PROCESS^ON THE SCREEN DURING THE PROGRESS\ ROOM BY ROOM ANDLAST FOR SEVERAL MINUTES^LENGTHY AND IS LIKELY TO FOR THE GAME^WHICH PROVIDES THE SETTINGTHE PROGRAM WILL MAP OUTLAYOUT No^ (1@999)FINISHED WITH EACH "PAGE"AND RUN THE GAME PROGRAM!THE INSTRUCTION PROCEDUREOF INSTRUCTIONS^ LL1h BREAK BREAKPASSING THROUGH CORRIDORS\sINITLOAD DSK1.GRAPH1 DSK1.GRAPH2 DSK1.GRAPH3 DSK1.GRAPH4 DSK1.GRAPH5 DSK1.GRAPH6 DSK1.GRAPH7 BREAK!ENTRY THROUGH A SECRET PANELTHIS IS ACCRUED BY FINDING BREAKENDIF YOU ARE CARRYING GOLDWHEN THE GAME BEGINS\ YOUR BREAK BREAK BREAK BREAK BREAK BREAK 000020540800384408101000102052240810224502 :961FFFFFFFFFFFFFFFFFFFEFCF8F0E0C080FF7F3F1F0F0703010I92@000000000030102000FF00000000000000000000000030300020505020544834544,000010385410101010101010FE10101010101010101057001824241C04081056001824241824241855003C0408101010105400081020382424185200081828487C080800728C0810204CF20044A4140C0404780046AA2810282846006CAA284492926C00444444282810100044A4242424241E0004385010101010001824403804423C002C5212141814120010284444542814002C52121418101000102844444428100058A424242424220054AA2A2A2A2A2B0040A0202020302C0044A83020302824000438501010906000205010101010180042A4243C24244200102840404C28100008141078101020001C20407840201C0050A824242424380010284040402810002C52121C12121C00182424243CA4661140000283420202020111000010284444281053003C20300804083051003C08100804083050001028440810207C490010301010101038480010284444442810 BREAK BREAK BREAK BREAK"THE LAYOUT PROCEDURE IS VERY BREAK BREAK BREAK BREAK BREAK BREAKL15շP$2P$CLEARL1P$BREAKP$?ARF/LOAD &mP Ͷӻ 1   俄 ڿf пA ƿ '  ݬ v߂ l߶ b\ Xs N D :B 0g &  T , ڙ h ھ ' ~ {  x a | r h. ^r T J) @I 6IJ , "Ʃ U   ? 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ENERGY SAPPED @ LOSE 10>U10 X ‚222PURPLE SERPENT BITES YOU! ENERGY REDUCED @ LOSE 20>U20 P223BITTEN BY BLUE BLOOD@BAT! 20> STRENGTH LOSS!U20  ‚U25 ,FUϷSR2 ,U5 ,F J*DR0VLR1U10 ,F J#M10P$ A TALISMANX15*M15P$PEARLS OF WISDOM!X16+M10P$A BOTTLE OF SPIRIT!X8'M20P$A MAGIC WAND @X12)M10P$A MAGIC GOBLET @X11(M20P$A MAGIC POTION @X8(M25P$A MAGIC SWORD @X15&M15P$ SOME GARLIC @X12#Y \ʳ $ V NXϷշM$1YܷطM$X164M$طM$1X1طM$X1շM$X#YBVj~NXϷշF$1YܷطF$X164F$طF$1X1طF$X1շF$X-LKEZE2E24E PE14ALRE6ALRE12ALRE12EZE2E24 PEZ DELSPRITE#SOUND5015E0EZ ZE5E ALRZ9 DELSPRITE133EZLV131R3GRMR0SR100"1ZEE $LINKDOOR۷ϷE12CE$A LOCKED DOOR^^^ HCHAR14144÷E2106SRSR20W ‚226YOU MEET A GHOST @THROW 10 POINT SPELL AT HIM!MRMR10 RCHAR120@0E1F33331F3F7FF7F0F87F3F2A4A519270F8CCCCF8FCFEEF0F1FFEFC94525249]SPRITE1120157012121241586121312815102121RCHAR128@102070702020101008080404060C183004020707020204040808101030180C06RCHAR124@809E804040202F2F2FC707040408081081BD81828282FAFAF9F1F11010080804RCHAR120@0307070603030201001F204E405E809EE0F0F0B0E0E020C080FC82B981BD81BD[SPRITE11207831212124128412131288100121RCHAR128@071F3F67CFCFDFDFDF5F0F07060E0000E0F8FCE6F3F3FBFBFBFAF0E060700000RCHAR124@000000001F3F3F73797FFFFDFF7E3F0300000000F8FCFCCE9EFEFFBFFF7EFCC0PCHAR120>60601008080000000C06000000000000060608101000000030600000000000ASPRITE1120147612121241492121RCHAR128@102070702020101008080404060C183004020707020204040808101030180C06RCHAR124@7F3F3F1F1F0F0F0F070301010103070CFCFCF8F8F8F0F0F0F0F0E0E0E0C08000 1xF222SAVE GAME @ ARE YOU SURE?7PRESS "Y" OR "N"2223YOU ENTER THE CORRIDOR^^ "I114LINKINI 1LINKOPEN ‚228 YOU ENTER^^^AI1512SOUND5032I6401ILL1 ;I1152SOUND5032I6401ILL1J221 USE JOYSTICK FOR DIRECTIONFIRE TO MOVE @ S FOR STATUSK221 PRESS N\ S\ E OR W TO TURN0 FOR STATUS @ ENTER TO MOVE\SPRITE1120578121212410881213128598121,S0E14PE1PE2SS1)E$AN OUTSIDE WALLLINKWINDOWE$ A WALL?^^^*E14ALRE7AL1RE8DR5255ALR21RR2125ALR11RLJL14R1215ALR41RR15ALR31R'LINKOPEN2212FLOOR?$CHAR11000002000000230C0$CHAR1100000200040448080$CHAR1080000040002220101$CHAR1080000040000200C03WE$A LIFTLINKLIFTL & 0 : DSPRITE13108549121T ‚224COUNT DRACULA APPEARS!SPRITE112026060&J112PATTERNJ36JI0I112J112PATTERNJ120JBI112COLORI2SOUND99110110I1I2SPRITEI36184562308I'E$STAIRS LEADING UPLINKUP+E$STAIRS LEADING DOWNLINKDOWNE$EXITLINKEXITnHCHARϷ30R526LR5ϷR5ϷϷR5ķR554353÷R2ϷR22THCHARϷ30R526LR5ϷR5ϷϷR5ķR5599CLEARLINKPLANLINKROOM ₇ ܂ %E$ A CORRIDOR^^^LINKCORR,223YOU GO UP THE STAIRS^^^ .223YOU GO DOWN THE STAIRS^^^ I ‚223THE COUNT IS BEATEN^^^ MAGIC BONUS @ 500 POINTS!BC$:00000000011E1801071820C7D818000000001C6090008000E0007CC038EPATTERN1120J410SOUND50330J5JILI13PATTERN136J410SOUND50330J5JECHAR12013D3F3122400000000000000000000000BCFC8C44020000000BCHAR3611038FD7F010200000000000000000000081CBFFE804000000VLR0.5 FC$>0000000000000000000002144002280000000000000000000000802A00A208GC$?0101010103070707070707070707070780808080C0E0E0E0E0E0E0E0E0E0E0EHC$@104410BA10441201000000000000000000000000000000008040201008040201GC$?000000070F0F0F0F0F07030101010307000000C0E0E0E0E0E0C08000000080CGC$?030101010103070F0F0F0F0F0F070303C080808080C0E0F0F0F0F0F0F0E0C0C9C$1000000000000000103070E1C3870E0C002074E3C3878E4C08HC$@0703010000000103070F1F3F3F3F3F1FF0E0C0D0F0C8E0F0F8FCFEFFFFFFFFFE9I1251V1IV2IV3IV4IIFCHAR120400000101030307070F0F00000000000040A08080C0C0E0E0F0F0RCHAR128@0F1F3F6FCFCFCFCF0F0F070706767E7EF0F8FCF6F3F3F3F6F0F0E0E0606E7E7EHCHAR12461F317B7E7B3C1F070101010000000000F88CDE7EDE3CF8E08080809I1251V1IV2IV3IV4II$I211PATTERNI120IQCHAR120?071F3F7F7FFFFFFFFF7F7F7F7F3F1F0FC0F0FCFEFEFFFFFFFFFFFEFEFEFCF884MOTION721821911[MOTION141241341431531621 I111 DELSPRITEIIE$ A DOOR^^^ HCHAR20132160 RR1 RR5 RR1 RR5E삄S2EEMOTION14124134143153162/ CARFAX ABBEY J This is a 3 dimensional maze game, set in Carfax Abbey. The Abbey hasK 4 floors or levels, each level having 25 rooms in a 5 x 5 room matrix.K The rooms are numbered from left to right, beginning in the South-WestJ corner, with room 25 being at the North-East corner. The game beginsK with the player entering at level 1 in room 3; that is the middle roomK on the South elevation. The only other exit from the Abbey, is in oneL of the rooms on the Northern elevation. It's exact location is unknown. J The object of the game is to locate and destroy Count Dracula. He isK somewhere in the Abbey. In order to destroy the vampire, you will needJ to find the Crucifix, and to acquire spells to a minimum value of 200J magic points. The location of the Crucifix is unknown. Magic points isJ or spells are either found whilst exploring, or may be purchased fromJ Goblin traders. Meeting the Count before you have found the CrucifixH will result in the loss of half your energy! Once the Crucifix hasts is- been located, the Count cannot harm you. L The screen display shows, at the top of the screen, small plans of eachI level, with your own location. The main display shows the view from Once the Crucifix hasts isK your current position. You may turn to face North, South, East or WestL by using keys N, S, E or W, or using joystick No. 1 if joystick controlK has been selected. Moving to the next room, via the exit displayed, isL achieved by pressing ENTER, or pressing FIRE if using joystick control. J NOTE: Where no other instruction is displayed, action is advanced byI pressing any key or the joystick fire button. If no key is pressed,= the game will advance automatically after a short delay.J Pressing "P" will during the delay will "freeze" the game, which will5 not then advance until any other key is pressed. 2 Views shown on the main display will include: A DOOR A LOCKED DOOR STAIRS LEADING UP STAIRS LEADING DOWN A CORRIDOR A LIFT (ELEVATOR) A WALLG The last of these MAY be misleading, as there are secret panels... ude:K Secret panels will often allow entry into an adjacent room to which noI easy access is obvious. However, it is easy to lose your way in the dark passages...D Using a secret passage depletes your energy total by 25 points. J You begin the game with an energy rating of 100%. The first visit toK any room increases your energy by 10 points. Subsequent visits to theK same room result in an energy LOSS of 5 points. The game ends if yourby 25 points.  energy rating reaches 0%. L Whilst exploring, you may find a Skeleton Key. This may be used at anyL time to unlock a locked door. Each use of the key depletes your energyOSS of 5 points. The game ends if yourby 25 points. K by 25 points. Once unlocked, the door remains unlocked until the gameK ends. If you have enough gold, you may be able to purchase a key from a Goblin. K Corridors, like doors, lead to adjacent rooms. However, the corridorsL are frequented by various creatures including Ghosts, Goblins, Spiders,/ Blobs and Skeletons! Some are friendly... G On your first passage through any Corridor, you may meet a Goblin.ad to adjacent rooms. However, the corridorsH These are harmless creatures who are prepared to exchange spells or4 energy for gold. Goblins are usually honest... G If you find the Lift (Elevator), you may use it to transfer to any/ floor. Use of the lift is free of charge. L As you explore the abbey, in order to assist you, maps are drawn of allH known areas. The maps are freely available from the STATUS screen,J which is accessible from the main display. Whilst exploring, you mayift is free of charge. I find a complete map of the floor on which you are located. ExploredK areas are marked with an E, and your current position marked with "*".J Secret panels are only shown as such AFTER they have been discovered. t is free of charge. L If you locate and destroy Count Dracula, a Magic Bonus of 500 points isK awarded. To gain a further bonus of 500 gold pieces, you must move toL one of the 2 exits and leave the abbey BEFORE your energy is exhausted.s free of charge. H Once the Count has been destroyed, no further energy gains are madeE for exploring rooms. EVERY move, at this stage, uses 10 points.G You may exit from the STATUS screen, but no bonus will be awarded. s exhausted.s free of charge. @ To load and run the program, you MUST use the LOAD program. K Character definitions and colours are set up and machine code graphicsH routines are loaded by the LOAD program. The main program will nots exhausted.s free of charge. 5 run correctly if not loaded by the LOAD program! 9 The LOAD program will give instructions, if desired. L When the main program is run, you are prompted to select a game number. main program will nots exhausted.s free of charge. K This can be any number from 1 to 999, each number creating a differentK layout for the Abbey. The layout procedure lasts for several minutes.) Progress may be monitored on screen. in program will nots exhausted.s free of charge. E After the layout has been completed, you must select keyboard orJ joystick control. You are also asked whether or not the game is new,6 or if a previously saved game is to be re-loaded. gram will nots exhausted.s free of charge. L NOTE: Games are saved using the layout number for reference. Only oneI game for any particular layout may be stored on the same disk at anyF time. Saving a game will overwrite any disk information for that particular layout number.  H Both CARF/LOAD and CARF (main program) have been extensively testedH and are believed to be Bug-Free. However, there are no guarantees!5 If you do have any problems, please let me know. ormation for that particular layout number. K The current version of the main program is just over 18k, leaving veryJ little room for additions. In spite of that, any ideas, suggestions,K comments, checks, Yankee dollars, moans, groans, magic spells, gold orparticular layout number. I spare energy will be gratefully received! I hope you enjoy the game!   David Vincent Wycroft Foxhole Lane Four Throws Hawkhurst Kent TN18 5DTlars, moans, groans, magic spells, gold orparticular layout number. J England. January 1988 цՀ Wycroft Foxhole Lane Four Throws Hawkhurst Kent TN18 5DTlars, moans, groans, magic spells, gold orparticular layout number. 3 CARFAX ABBEY HELPLINE J If you are determined to beat the Count without any assistance at allH then stop reading NOW. The following notes are offered to make theH game a little easier to complete, although they will probably still! leave you with quite a task! G Certain aspects of the game follow a particular pattern, and being: aware of those patterns may give you a slight "edge".  F The Abbey itself has a total of 100 rooms for you to explore. InD spite of appearances to the contrary, EVERY room has at least 2I entrances. If a particular room appears to have only 1 way in, thengive you a slight "edge".  > at least one of the other walls MUST have a secret panel! H The three main items for you to find are the Crucifix, the SkeletonG Key and the Count himself. They will be found only on levels 2, 3hengive you a slight "edge".  H and 4, and will ALWAYS be on different floors. No two will ever be found on the same floor. D If you have a Skeleton Key, there is a good chance that it willH "escape" if you use a secret panel. If your key "escapes", it willE always return to the room where it was originally found. If youC purchased your key from a Goblin, it will still return to it'sI allocated room and level. If you have no key, but have at least 100l. If your key "escapes", it willI Gold Pieces, there is a very good chance that a Goblin will offer toG sell you a key if you meet. Goblins can only appear on your first- passage through any particular corridor. have at least 100l. If your key "escapes", it willL Apart from the Goblin there are 8 different corridor creatures to meet.L Three are friendly, five are not! The game is designed to ensure that,K for every 16 "encounters", you will see each creature twice. Once thescapes", it willI Count has been defeated, EVERY time you pass through a corridor, youJ will experience a "Close Encounter"! This may be helpful if you wish, to meet or avoid a particular creature.  each creature twice. Once thescapes", it willK I hope the information above helps you to enjoy and complete the game.  # David Vincent December 1987 цՀou wish, to meet or avoid a particular creature.  each creature twice. Once thescapes", it will00J7^2T7J6@461,6"7~7$77Q7452&2l2375331,05x1n3Jd4%t141T SUBSTITUTE "CHEAT/NOTE" FOR"CARFAXDOCS", IF YOU WANT ANADVANTAGE OVER COUNT DRACULAN$ CARFAXDOCSU6[ ENTER: FILENAME DSKD$.N$81310N$X88DSKD$.811012345[D$D$D$1xD$0^&X$YX$yTX$NX$n^#INITLOAD31804036E]DSKD$.F$L11[FILE = INTERNAL VARIABLELI]DSKD$.F$L11[ FILE = INTERNAL FIXEDLJ]DSKD$.F$L11[ FILE = DISPLAY VARIABLELH]DSKD$.F$L11[ FILE = DISPLAY FIXEDLD$1[8 FILELISTER 2 ]8BY: RAY KAZMERFOR D/V, D/F, I/F, I/V FILESENTER: DRIVE # (1-5; 0=QUIT)XF$N$@2X[127[F$TSLF$N$շF$0@J$ FILE NOT FOUND CLEAR@0[1]2_3\4SCREEN15CHAR128F16COLOR137[Q$ַ12830HCHAR[[12832X1927NYny[P$P$YP$yP[_PIO80CLEARP@CLEARJ$PRINTER OFF-LINEJ14[SPACE = START/STOP SCROLLING "ENTER" ABORTS LISTING ALSO PRINT TO PIO? 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0005A006AB06A0C0088B0201BCB00B06A0C0088B0201BCC00B06A0C0088B02017F2CFF 00067LOSE 5A0080BCD00B06A0C0088B1013B0420B2020B0580B8080B11FBB0220B00067F2FBF 0007A0096B0222B000AB0420B2020B0580B8080B11FBB0220B0012B0222B00167F327F 0008A00ACB045BBC2CAB045B7FB2FF 000906I$VCHAR50030WINDOW7FCF9F 0010: 99/4 AS 0011: 99/4 AS 00186LR5ϷRNbe accessed by using the CALL SAY and CALL SPGET statements. If you use TE II,Myou can have the Speech Synthesizer pronounce every word you want it to. EvenOforeign languages, be it with the restriction that you will always have to deals.  )with the American accent built in to it. OHowever, if you have Extended Basic, 32k and a disk drive you don't need the TEJII module to be able to have the TI say anything you like it to. There arection that you will always have to deals.  Oprograms available on disk which accomplish the same task as the TEII module.  MSome two weeks ago, I started with the disk mentioned above. I knew that withNthe TE II module, you can change the difference in pitch between the beginning  Oof the sentence and the end. I also knew you can make the voice sound higher orNlower. So I started wondering if it would also be possible to do the same withMthis Extended basic program. The best way to find out offcourse is to look atg  Mthe basic listing. Most of the program is written in assembler, so that is ofMno help to us. But there is one very interesting line. In my version, this isLline 150. You might have a different version, but it should be more or less atg  Lthe same. This line reads CALL LINK("SPEAK",B$,43,128) This line hands overKcontrol to the assembler program called "SPEAK", and feeds it the string B$N(the sentence you want it to say), and the values 43 and 128. These two values atg  Oare particularly interesting. The first value (43) regulates how high the voiceOsounds. The second determines the difference in pitch between the beginning andJthe end of the sentence. When you start changing these values, interestingtg  Othings happen. If you increase the first value, the voice will become lower. IfKyou decrease it, it will become higher. Setting it to zero will not, as youLmight expect, lock-up the computer. Try it. Ever heard a whispering computergtg  Lbefore? As far as the second value is concerned, decreasing it will make theMspeech sound more and more like one would expect from a computer. If one setsLit higher than 128, the pitch difference will start to become unnatural. Bygtg  Lthe way, you can run and break the computer without any problem. However itLwould be a good idea to skip the first line. This should read something likeMCALL LOAD(DSK1.xxx) The files loaded by this statement only need to be loadedgtg  Honce every time you use the program. Loading them every time you run theprogram is a waste of time.  MEven in Extended Basic it is possible to have the computer say more than justs loaded by this statement only need to be loadedgtg  Lthe built-in words. Take the program Burt+Ernie. Whoever made that must haveLspent alot of time on the matter. It isn't completely clear to me how it wasOdone, but this much I do know. When listing the program, after a while you cometg  Kacross some kind of coding. Only, this is not coding. Type in the followingKline into Extended Basic: CALL SPGET("#TEXAS INSTRUMENTS#",A$) :: PRINT A$ OLooks familiar? Also notice the length of the string. To check that, type PRINTetg  KLEN(A$) (After having entered the CALL SPGET). The coding is in fact a longJstring of ascii chars which enable the Speech Synthesizer to pronounce the7[7z77J S0KEY0KS J1@$@$ J118245 PRESS ANY KEYend a word.bytes from the beginning ofFRONTTRUNC lets you removeand run the program.As for SHIT, read the file explained in the file SPEECHto do. This is more or lessother things you might wantmerge files are used forSUFFIXES is ready to run,the back of the manual.SUFFIXES which is also inThey go with the programBasic manual about speech.in the back of the Extendedare the merge files listedThe files starting with DEF?PEECH/DOC  ,*7'-'~,'t,'j-#'`-'V-'L-'B. '8.'..#'$-C'.&'-o.0.3.Q.X.^.l....v/l/b/7X/G/]/`/~//////0 z0(p080N0Q0o0v0|000000111181Y1s1111 1 1 2 2 2 22 2O 2l 2 242*2 22 2333<3[3w3j3`3V3L3B383.4$454W4z444505&55)5L5[5o5{55555556666"|65r6;h6N^6TT-J6c@-66,-"777*7F7_7v777CHOICE1CHOICECOUNT't#I11422CHOICEI11YOUR CHOICE: 1+COUNT22TOO MANY ITEMSCHOICE0MENUCOUNTCHOICE$CHOICE^r³CHOICE0CHOICE8MENU8CHOICEII1ITEMP$TEMP$طTEMP$125TEMP$ I1COUNT CLEARI139AA$A$ַAIA$b 17812775849714520469148162382352220192250241091701746821172163214593524220516618317323333841296036DEFED3A$HEATEDI129AA$A$ַAIA$z157584971452046814816216623422201220250241091701746821172163214593596026DEFED2A$CAUSEDI113AA$A$ַAIA$2043724000002241283796010DEFED1A$PASSEDI137AA$A$ַAIA$1381297103461212445 163862759112413423812310293222681971882422051665517317323333841296034DEFS3A$WISHESI120AA$A$ַAIA$ 951396222315375128016821319886016125315821796017DEFS2A$CADSI129AA$A$ַAIA$ RESTORE 2010 351121261612112895444240853252106106223177262241031456130204096026 DEFS1A$I155AA$A$ַAIA$)1191842272222492381#1699716111721825#1059144157118180!22554751672977"133173209253985#1531201175740248!17995771320250#2118690247122214960521743065DEFINGA$SAYC$D$"C$طB$12ַLطB$4LLշB$L3SPGETWORD$B$ L0,TRUNCATE HOW MANY BYTES? L CLEAR TRY VALUESDEFED3D$HEATEDDEFED2D$CAUSEDDEFED1D$PASSEDDEFS3D$WISHESDEFS2D$CADSDEFS1D$CATSDEFINGD$WHAT IS THE WORD? WORD$'ING''S' AS IN CATS'S' AS IN CADS'S' AS IN WISHES'ED' AS IN PASSED'ED' AS IN CAUSED'ED' AS IN HEATEDENDDELAY1200DELAY WISH TO ADDCHOOSE WHICH SUFFIX YOUDELAY1300DELAYTO SPEECH WORDS.VALUE FOR ADDING SUFFIXESFIND THE PROPER TRUNCATIONTHIS PROGRAM IS USED TO CLEAR?UFFIXES 3.2785/4.5$5535845S5i5{5544U5J5@5665,6;"6?46E6Q6h6y666667*7B77G7T7xx7n7f3e3d3WZ30&CLEARSEE REM STATEMENTSL TWO SPEECH UTILITIES BY DON SAWDAI - PUBLISHED IN MICROPENDIUM FEB '89B RUNS FROM MINIMEMORY BASIC OR FROM XBASIC WITH MEMORY EXPANSION REQUIRES SPEECH SYNTHESIZERN BY DEFINING SPEAK$ TO ANY OF THESE ADDRESSES, ANY RESIDENT WORD CAN BE SAIDn THE ADDRESSES OF ALL RESIDENT SPEECH WORDS ARE GIVEN ON PAGES 422-427 OF THE EDITOR ASSEMBLER OWNERS MANUAL!SDܷSP$487÷ܷSP$60D1100DSPEAK$LOAD2764880LOAD2764864SPLOAD27648SD64SP$طSPEAK$SP1SP411( SPEAK WORD AT ADDRESS GIVEN IN SPEAK$145C69B6203469B66BA03A32208B SPEECH ADDRESSESD@THE SPEECH SYNTHESIZER IS NOT HOOKED UP TO THE COMPUTER.JZ Z17 SPEECH IS CONNECTEDSPEECH@G USE "IF SPEECH THEN ..." TO DO SOMETHING ONLY IF SPEECH IS CONNECTED END OF ROUTINE SPEECH1SP170 SPEECH0PEEK28672SPLOAD2764864LOAD2764816SP SP15# DETERMINE IF SPEECH IS HOOKED UP CALL INIT% NOTE: XB REQUIRES MEMORY EXPANSION- TAKE THE "REM" OUT OF LINE 130 IF USING XB?ALL/SPCH PQH @@ҎAАP C8(4Fi@R*IA(!&Dq;2"ac̃㦢0 V:ш [< a%/? :!J!@P> lD 怃UkmC Q Cp 7T1t 9rX>'@@fW\ckC C*" T2 ',>,HIBL y$64Cpյ#7qI횗'@ >1BA0yސi {C~G`0>;p )ʳ+Zڷ+!FHDQD!)kh xB#@:;bжs)Р18B$-k1c?njF$7 SIZ%9%t"ffn&32ˉ.h)bt# ֚W(ǂx#Zz#|_;B~ꫫ S5]ZC4's\ SQSRq>`\<R`9`7a4b2r/b-c4*e  0754<5?@72AbtD1==xԶ.6+|l*0ov# <_]/Y| 0!t"DALK | -g8@n#`5@UqL8#Au (0^` "ncU=(Z KxB ఄfĸ4F@ '7A2uP, 0À5E-x?| T@/eFgN].@<' 0Mh6u]Y q=ڻrN- [K0(#@[1r AK_Ah gy10Gp +7=ɣԹ*# ^x@Vw+Z%폤>$tGA,`Dov`!,_}S!ȍ }+`CG r{@.N*Av@R}F pNv` x|(H'Ptgqg|O1>Hp7 P,R `P.(4p|h) `D#w '|x*sM@;&9 N P@?Hb GsP6 `(Hm QPKtw"hxL 0Q< )SEP"tTUC^p6 %A8mqBv~oxs=9VP wD<} ?5x'@!`$bDؽ#҂3,ʛp  T07KpI7(ČIˬ p@T0`T6nPg`5 P65d`6O66pcst`76 S|dPjp97AЪ@Vj5po p:`4s@:4 HC{oE'q=P9 {t_{nMEPTmb,Td#Z@vG,B0uT5NQG@!}n;C;Dx<=鏺>==#<p=%<}I#S1ޜoU< HdMi?#-s`?l=B< p