All I have is a few scraps from printouts. In addition the rights are I assume still with whoever ended up owning the remains of Adventuresoft/Horrorsoft/whoever after they went bust.
Only other detail that might be of interest - the game compiler ran on an Amiga.
Search found 5 matches
- Thu May 02, 2024 7:32 pm
- Forum: General Discussion
- Topic: Personal Nightmare AGOS code
- Replies: 4
- Views: 1922
- Fri Apr 26, 2024 10:11 pm
- Forum: General Discussion
- Topic: Personal Nightmare AGOS code
- Replies: 4
- Views: 1922
Re: Personal Nightmare AGOS code
There was a wizard mode which was a sort of a spoof of the AberMUD one. It was really a debugging mode of course and it was I think mostly in game bytecode. The ability to turn it on is disabled entirely in the released game itself (Mike was quite insistent about that, I don't think he trusted us no...
- Thu Apr 25, 2024 11:26 am
- Forum: General Discussion
- Topic: Personal Nightmare AGOS code
- Replies: 4
- Views: 1922
Personal Nightmare AGOS code
I found this whilst sorting piles of old paperwork and junk. It's some bits of the original AGOS game system code and gives a feel for what it looked like before being fed through the bytecode compiler to the game. The £ is # but confused by the printer. The game engine was quite flexible but it's a...
- Wed Mar 23, 2016 2:00 am
- Forum: General Discussion
- Topic: Alan Cox... HorrorSoft, AGOS and AberMUD V
- Replies: 2
- Views: 4960
So in a bid to break the record for the most ancient thread resurrection from things found via Google. AberMUD went through several iterations AberMUD in B on a Honeywell L66 mainframe (believed lost) - deeply 'strange' a mix of everything from fantasy to sci-fi and student humour. It actually start...
- Fri Mar 02, 2007 8:17 pm
- Forum: General Discussion
- Topic: Elvira series support in-progress for AGOS (Simon) engine?
- Replies: 26
- Views: 26997
Elvira is a different system to Personal Nightmare. Elvira uses the AberMUD5 engine or a variant of it. Personal Nightmare was done using a procedural programming language. The bright side of that is that the out-of-game code is quite minimal and most logic is in game code and most operators are thi...