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-
- Quick start
- -----------
-
- Copy the application to your favourite disk or directory.
- Double click on it (to open the Games directory).
- Drag some Infocom data files (typically STORY.DAT) into the directory.
- Set their filetype to &061 (InfoGame).
-
- You can now double click on these to load them into the interpreter.
-
- Once you have a game up and running you can save your position by dragging
- the save icon from the Save menu (either from the window or from the icon
- bar.)
-
- Once you have some save positions, you can restore them by dragging them to
- the window or icon of a running game, or (if you have RISCOS 3) you can load
- the appropriate game and restore the file simply by double-clicking on the
- save file.
-
- The program has been tested on ARM2 and ARM3 machines running RISCOS 3.10 and
- 3.11, but I believe it should run under RISCOS 2. Since even the largest
- infocom files result in a wimp slot of only 384K, the interpreter should be
- perfectly usable even on a 1M RISCOS2 machine. If you are running on a low
- resolution monitor, you may find the outline fonts unusable; to use the
- system font see below.
-
- Drag and drop features can be used, even if save/restore has just been typed.
-
-
- Techie stuff
- ------------
-
- The port uses file type &061 for Infocom game files, in the same way as
- Edouard Poor's port, and uses &062 for save files. Save files can be saved
- and restored using drag and drop; the patches into the code to support this
- can be fooled if you are ingenious enough, but it works under normal usage.
-
- The Messages file controls the fonts used within the window. As documented
- within that file, up to 6 fonts can be defined (with the first 3 being used
- most frequently.) Fallback font names are wired into the program and will be
- used if necessary, but if even those fonts cannot be found, the program will
- exit during initialisation. The file may also be used to override the window
- size; this allows fonts and window sizes to be changed in step simply by
- editing the Messages file (or switching them around under the control of Obey
- files.)
-
- The only command line flag available (in the !Run file) is -j which controls
- the default status of justification.
-
- To make it possible to double click on saved positions (and have the
- interpreter load first the game file, and then the position file) I have
- extended the save file format slightly. I store the leafname of the current
- game file in every save file generated by the Acorn interpreter. When one of
- these is double-clicked, the program tries first to load this game file using
- the Infocom$Path variable. By default this points to the Game directory
- inside the application, but it can be extended simply by extending the !Boot
- file to point to wherever you keep the games. Note that only position files
- saved under RISCOS will have this extra data and so only these can be
- double-click loaded, however the files can still be exchanged with the Psion
- version of the interpreter. To encourage you to store the game files in the
- Games directory, it will open this directory using Filer_OpenDir if the
- application is run on its own.
-
- This double-click restore feature is admittedly a hack, but all my
- beta-testers demanded it (in some cases loudly), and this is the easiest
- mechanism which avoids storing absolute pathnames in the position files.
-