/* Ensures the monitor and trace facilities are available even if
/* the game should happen to be encrypted... Use when testing only!!!
/*
DEBUG:
/* NAME: string
/*
/* The name of the adventure
/*
NAME: "Olaf Longhair Va a l'est"
/* VERSION: string
/*
/* The version number of the adventure
/*
VERSION: Demo 2.2
/* START_ROOM: roomnumber;entrance
/*
/* This is the room where the whole adventure starts
/*
START_ROOM: 18;1
/* MAX_CACHE: number of files
/*
/* This number is the maximum number of files to be
/* buffered in RAM: of machines with memory to spare.
/*
/* A good practice is to set to 0 during development
/* and to 100 when playing (or testing without altering
/* too much in the files).
/*
/* Normally, the true number of cached files are
/* calculated according to the available memory - if
/* you have put together a weird game where your
/* files average more then 50K, you may want to lower
/* the cache to just a few files - say 10 or 20. Normally,
/* 100 should be just fine, though.
/*
MAX_CACHE: 100
/* NTSC_TIMING: YES|NO
/*
/* Makes most pauses equally long when the game runs under NTSC as
/* opposed to PAL. All developers making games to run under both
/* systems should set this to YES. Also, tracker modules should be
/* timed with BPM timing. (Note: animations are NOT affected by this
/* statement: They will still run 20% faster under NTSC.
/*
NTSC_TIMING: YES
/* WALK_BUTTON: LEFT or RIGHT
/*
/* This is the button used for "walking about"
/*
WALK_BUTTON: LEFT
/* Disable save and quit keyboard keys - always go via room 40
/* DISABLE_SAVE:
/* DISABLE_QUIT:
/* SYSTEM_TEXT:
/*
/* Alters system text in requesters etc. The text in message 0 is displayed
/* when the player presses the [Help] key.
/*
SYSTEM_TEXT: 0;"Keypad [1]-[9] = commandes. \Keypad [0] = écran sauve/charge.\Bouton droit = commande par defaut de l'objet.\[M] son. [.] fin de pause.\[I]/[D] vitesse des phrases.\[Esc] passe la scène."
/* EXIT_COL: colour
/*
/* The colour of the text marking the exits
/*
EXIT_COL: 8
/* OBJ_COL: colour
/*
/* The colour of the text marking the objects
/*
OBJ_COL: 1
/* MAX_ROOM: rooms
/*
/* The highest room number used. Don't forget to alter this
/* when higher numbered rooms are added to the game!!
/*
MAX_ROOM: 50
/* MAX_SECTION: sections
/*
/* The highest section number used. Don't forget to alter this
/* as sections are added to the game!
/*
MAX_SECTION: 6
/* MAX_DACT: direct_actions
/*
/* The maximum number of DACT: statements used anywhere in a room or
/* section file. Keep an eye on this value as your adventure
/* gets more complex...
/*
MAX_DACT: 50
/* MAX_ACTION: actions
/*
/* The maximum number of ACTION: statements used anywhere in a
/* room or section file. Keep an eye on this value as your adventure
/* gets more complex...
/*
MAX_ACTION: 150
/* MAX_DLG: dialogue_number
/*
/* Highest dialogue number used in the game.
/*
MAX_DLG: 30
/* N_DIALOGUES: number;lines;actions
/*
/* Sets the limits for dialogues
/*
N_DIALOGUES: 6;30;90
/* GLOBALOBJS: number
/*
/* Specifies the number of global objects. These are the
/* objects which can be used throughout the whole adventure,
/* and also all objects with which you can talk using dialogues
/*
GLOBALOBJS: 50
/* SECTIONOBJS: number
/*
/* Specifies the number of objects that only exists when
/* visiting a certain section.
/*
/* Note that all object flags, new
/* names and states are lost when the section is exited,
/* so any states must be saved and restored using
/* room flags!!!
/*
SECTIONOBJS: 10
/* ROOMOBJS: number
/*
/* Specifies the number of objects that only exist within one room.
/* Note that no altered flags, states or names for these objects
/* remain between visits to the room: Any state changes must
/* be saved and stored using room flags!!!
/*
ROOMOBJS: 20
/* N_GLOBALBOBS: number
/*
/* Specifies the number of global BOBs that can be
/* used.
/*
N_GLOBALBOBS: 90
/* N_SECTIONBOBS: number
/*
/* Specifies the number of section BOB images. These are
/* replaced each time the game enters a new section.
/*
N_SECTIONBOBS: 30
/* N_ROOMBOBS: number
/*
/* Specifies the number of room BOB images. These are
/* always replaced when entering a new room.
/*
N_ROOMBOBS: 70
/* MSGFONT: fontname;fontsize
/*
/* This is the font used for text displayed in the scene area
/* by SAY, THINK, RESP and TEXT commands.
/*
/* The specified font and fontsize must be installed in the
/* FONT drawer of the currently used boot disk. Also, remember
/* to run FIXFONTS on the FONTS: drawer, or it won't work.
/*
MSGFONT: xen;8
/* COMFONT: fontname;fontsize
/*
/* This is the font used for the text displayed in the
/* command area.
/*
/* The specified font and fontsize must be installed in the
/* FONT drawer of the currently used boot disk. Also, remember
/* to run FIXFONTS on the FONTS: drawer, or it won't work.
/*
COMFONT: garnet;9
/* TITLEFONT1: fontname;fontsize
/*
/* This font can be used by TYPE and other commands.
/*
/* The specified font and fontsize must be installed in the
/* FONT drawer of the currently used boot disk. Also, remember
/* to run FIXFONTS on the FONTS: drawer, or it won't work.
/*
TITLEFONT1: olaf;27
/* TITLEFONT2: fontname;fontsize
/*
/* This font can be used by TYPE and other commands.
/*
/* The specified font and fontsize must be installed in the
/* FONT drawer of the currently used boot disk. Also, remember
/* to run FIXFONTS on the FONTS: drawer, or it won't work.
/*
TITLEFONT2: times;14
/* CLPART: filename
/*
/* This is the screen from which all subsequent BOB images
/* are grabbed. Once you've grabbed the graphics
/* BOBS, another CLPART and further BOBS may be specified...
/*
CLPART: Olaf_Original.iff
/* BOBS: no;startbob;x1;y1;w;h;x-offset;hotspot
/*
/* This statement grabs a single BOB image or a horizontally arranged