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- ZMachine 1.0.1
-
- A ZIL Interpreter for the Commodore Amiga
-
- Kent Dalton
-
- Ported from the original UNIX version written by
- leo@marco.UUCP
-
- Amiga Port Copyright 1992 by Kent Dalton
-
- Read "Copying" section of this manual for redistribution information.
-
-
-
-
-
- 1. Introduction
-
- ZMachine is a program which can interpret "Zork Implementation
- Language" (ZIL) data files. ZIL is the language used by the
- interactive fiction series of games from Infocom, Inc. (a subsidiary
- of Activision/MediaGenic). Interactive Fiction and Interactive This
- program does not incorporate any code from Infocom software and is not
- associated with or a product of Infocom, Inc. All game names mentioned
- in this document are trademarks of Infocom. ZMachine can interpret
- normal interactive fiction data files. It is not compatible with
- interactive fiction plus (games with graphics, i.e. Beyond Zork, Zork
- Zero,etc).
-
- This version of ZMachine was ported from a UNIX version. It was ported
- using a PD termcap library and GCC 2.1 (Many thanks to Markus Wild for
- porting GCC to the Amiga!). It has some customizations for the Amiga
- environment which are detailed for this enviroment.
-
- This program comes with no warranty express or implied. Use at your
- own risk.
-
-
- 2. Copying
-
- The Amiga version of this program is Copyright \copyright 1992 by
- Kent Dalton. Non-commercial redistribution of the program is allowed
- provided all files are included in the distribution in unmodified
- form. Public Domain and Freely Distributable libraries may change
- handling, shipping, and copying fee charges to distribute the program
- provided the above condition is met. I will consider honoring E--Mail
- requests (see ``Bug Reports'' section for E--Mail address) for source
- code for this Amiga version. Requestors who add new functionality or
- do bug fixes to ZMachine are required to return those changes to me.
- I think it will be best for the user base, in general, to have a
- single most robust and featureful version available via one source.
- Contributors to ZMachine development will be fully credited.
-
- I will only distribute source to the the Amiga version, however. The
- original UNIX version is available via anonymous FTP (If you don't
- know how to find things available for ftp, please learn about the
- archie archive search server, I'm getting far too much ZMachine
- related mail as is, I do have a day job ya know! :^))
-
- 3. Features
-
- This program provides a number of features not available in the Infocom
- ZIL interpreter:
-
-
- o Support for workbench screens larger than the default NTSC
- (or PAL) hires (640x200) via the termcap enviroment variable.
-
- o Command history via the arrow keys.
-
- o Function Key support.
-
- o Emacs-like command line editing.
-
- o Support of the Amiga clip board for cutting and pasting text.
-
- o Support for automatic location of game files for hard disk users
-
- o Ability to use Interactive Fiction files from other computers.
- (i.e. IBM, Atari ST, etc).
-
-
- 4. System Requirements
-
- ZMachine was ported using an Amiga 3000 with 6Mb RAM and AmigaOS
- 2.04. I do not know if it works with AmigaOS 1.3. If it does not,
- no effort will be made to port it to 1.3 (see "Copying" section for
- info on how to obtain source code.). The ixemul.library definitely
- requires the 2.04 mathieeesingbas.library, ZMachine does not use
- floats though, so you might be able to get away with copying over
- another library in its place (or you could get the library from
- someone who has 2.04, although I'm not sure if this is legal or not.)
-
- NTSC and PAL displays and all Motorola 680x0 CPU's are supported.
-
- The amount of memory used is detrmined by the game being played. The
- average seems to be on the order of 256K.
-
-
- 5. Installation
-
- 1. Copy termcap file to S: directory.
-
-
- 2. Set TERM environment variable for proper screen type i.e.
- setenv TERM amigalace.
- You'll probably want to add this to your user-startup
- (or startup-sequence) file.
-
- 3. Copy ixemul.library from the libs directory to LIBS:
-
- 4. If you are using a 68000 or 68010 CPU you'll probably
- want to copy zmachine.68k over zmachine since `zmachine' is
- the 68020+ version.
-
- 5. If your termcap entry is smaller than 640x400 (amigalace) you'll
- also want to edit the dimensions of the WINDOW= tool type for the
- zmachine.info file
- (this controls the size of the window popped by zmachine (and the
- `iconified' window size also.))
-
- Hard Disk Users Note:
-
- If you are using a hard disk you may want to assign LTOI: to the
- directory where
-
- your infocom games are located.
-
- ZMachine assumes a directory structure of:
-
- LTOI: ->GameName1->Story.Data
- ->GameName2->Story.Data
- .
-
- .
-
- .
-
- ->GameNameN->Story.Data
-
- when using this directory structure, ZMachine will be able to
- automatically locate the main data file for the game you wish to play
- and automatically place and retrieve game save files from the directory
- of that specific game as well.
-
- You'll probably want to rename the Zork 1-3 data files to
- Story.Data as well. They work properly with ZMachine, Infocom just
- named them differently.
-
- I recommend copying zmachine and zmachine.info to LTOI: as well.
-
-
- 6. Running ZMachine
-
-
- 6.1. From Workbench
-
- An icon will be opened and zmachine will prompt you for a game name.
- If you have not assigned LTOI: to adirectory, you must type in the full
- name of the file you wish to run. If you are you using zmachine with
- the LTOI: assign and directory structure mentioned in the Hard Disk
- Installation notes above, you can just type the name of the games
- directory that you wish to play. For example: if you type `moonmist',
- ZMachine will attempt to open: LTOI:moonmist/Story.Data as the game
- file. From then on, the default SAVE/RESTORE path will
- be LTOI:moonmist, this way, you don't get a whole bunch of files mixed
- up in your LTOI: directory.
-
-
-
- 6.2. From CLI
-
- This startup works just like the UNIX version. Here is the usage
- information from that version straight from the doc file:
-
-
- Usage: zmachine [-p protocolfile] [-w protocol linewith]
- [-s storyfile] [-r restorefile] [<storyfile>.dat]
- [<restorefile>.sav] [-cli] [-nowrap]
-
- -p protocolfile : send output after script command to protocolfile
- -w protocol linewith: set protocol linewith to linewith
- -s storyfile : use storyfile (only necessary if storyfile ends
- not with .dat)
- -r restorefile : restore savefile restorefile before starting game
- (only necessary if restorefile ends not with .sav)
- <storyfile>.dat : use storyfile.dat
- <restorefile>.sav : restore restorefile.dat
- -cli : ZMachine will not prompt user to hit return on exit.
- -nowrap : Do not handle long lines the "amiga" way. May be
- necessary for running on some non-amiga terminals
- over serial connection.
-
- If you call zmachine without arguments, it trys to open the file
- Story.Data on the current working directory.
-
- Notice the default file extensions. Zmachine checks and enforces
- these (case-sensitively) when started from CLI. If lots of people are
- bothered by this, I can change it.
-
-
- 7. Command Editing
-
-
- Editing Keys:
-
- Cursor left : ^B (also Left-Arrow on Amiga)
- Cursor right : ^F (also Right-Arrow on Amiga)
- Up in history : ^P (also Up-Arrow on Amiga)
- Down in history : ^N (also Down-Arrow on Amiga)
- Delete left : 0x7f, 0x08
- Delete right : ^D (also BackSpace and Del on Amiga)
- Start of line : ^A
- End of line : ^E
- Kill to end of line : ^K
- Kill to start of line : ^X
- Program function key : ^I (TAB)
- Undo : ^Y
- Function key 0-9 : F1-F10
-
-
- Using the Clipboard:
-
-
- 1. Select text with mouse
-
- 2. Hit Amiga-C to Cut text
-
- 3. Hit Amiga-V to paste text at cursor position
-
-
-
-
- 8. Caveats and Known Bugs
-
- Lurking Horror will hang when it tries to do the Amiga sound stuff. Do
- not use this program with the Amiga version of Lurking Horror (you can
- use it with versions of Lurking Horror from other computers' versions
- which do not do sound, I've used it with the Atari ST version for
- example.)
-
- ZMachine save game files are incompatible with game save files created
- by the Infocom ZIL interpreter and vice versa.
-
-
- 9. Reporting Bugs, Comments, and Questions
-
- I have tested this program with most of the non-plus interactive
- fiction games from Lost Treasures and several others from other
- computers and they have all worked great so far. Let me know if you
- find any that do not.
-
- Feel free to send Bug reports, comments, or questions to me via
- E-Mail:
-
-
- Kent.Dalton@FtCollinsCO.NCR.com
-
-
- I will try to respond as time allows.
-
- I hope you enjoy this program! I use it for all of my interactive
- fiction now!
-
-
- 10. Revision History
-
- Version 1.0.0
-
- o Original release
-
- Version 1.0.1
-
- o ZMachine now resets terminal characteristics on exit.
-
- o Fixed "character wrap" bug on Amiga terminals.
-
- o Added cli switch for no prompt on exit.
-
- o Added nowrap switch that handles line wrap old way. (May be
- necessary for some non-Amiga terminals or running over serial
- line, experiment both ways to see which works best.)
-
- o Tested Function Key support (works).
-