-This is Info file nitfol.info, produced by Makeinfo version 1.68 from
-the input file nitfol.texi.
+This is nitfol.info, produced by makeinfo version 4.13 from nitfol.texi.
INFO-DIR-SECTION Games
START-INFO-DIR-ENTRY
Introduction
************
- Nitfol is a portable interpreter for Z-machine code, the game format
-used by Infocom and more recently,
-Inform (http://www.gnelson.demon.co.uk/inform.html). Nitfol handles
-versions one through eight of the format, and attempts to comply with
-version 1.0 of the Z-machine specification.
+Nitfol is a portable interpreter for Z-machine code, the game format
+used by Infocom and more recently, Inform
+(http://www.gnelson.demon.co.uk/inform.html). Nitfol handles versions
+one through eight of the format, and attempts to comply with version
+1.0 of the Z-machine specification.
You will need game files to use nitfol. The "if-archive" contains a
large collection of these, available at
\1f
File: nitfol.info, Node: Invoking nitfol, Next: Features, Prev: Top, Up: Top
-Invoking nitfol
-***************
+1 Invoking nitfol
+*****************
- Invoke nitfol with the game filename, and options. If you omit the
+Invoke nitfol with the game filename, and options. If you omit the
game filename, nitfol will prompt you for one. The following options
are recognized:
printed by banners and the `version' command. Version 6 games
interpret this as a number instead of a letter.
+
\1f
File: nitfol.info, Node: Features, Next: Debugger, Prev: Invoking nitfol, Up: Top
-Features
-********
+2 Features
+**********
* Menu:
\1f
File: nitfol.info, Node: Preferences, Next: Infinite undo/redo, Prev: Features, Up: Features
-Preferences
-===========
+2.1 Preferences
+===============
- If you don't like the default options and don't want to recompile,
-you can set your preferences by writing a `.nitfolrc' in your home
+If you don't like the default options and don't want to recompile, you
+can set your preferences by writing a `.nitfolrc' in your home
directory.
Each line should be of the form `OPTION=VALUE'. Blank lines and
alias=v verbose
alias=asierra tone cordial. ask sierra about
ignore=true
-
+
[strictnitfol]
ignore=false
spell=false
autoundo=false
unalias=v
unalias=asierra
-
+
[xnitfol]
tandy=true
pirate=true
\1f
File: nitfol.info, Node: Infinite undo/redo, Next: Aliases, Prev: Preferences, Up: Features
-Infinite undo/redo
-==================
+2.2 Infinite undo/redo
+======================
- Multiple `@restore_undo' opcodes with no intervening `@save_undo'
-will restore earlier and earlier saved states. However, Inform games
-will not do this, so if you want infinite undo, you must enter the
-commands `/undo' and `/redo'. The `/...' commands are part of the
-debugger, so you will need to compile in debugger support to use this
-feature.
+Multiple `@restore_undo' opcodes with no intervening `@save_undo' will
+restore earlier and earlier saved states. However, Inform games will
+not do this, so if you want infinite undo, you must enter the commands
+`/undo' and `/redo'. The `/...' commands are part of the debugger, so
+you will need to compile in debugger support to use this feature.
Z-machine games prior to version 5 do not provide undo (none of them
provide redo), and some version 5 games don't use it (like
\1f
File: nitfol.info, Node: Aliases, Next: Abbreviation Expansion, Prev: Infinite undo/redo, Up: Features
-Aliases
-=======
+2.3 Aliases
+===========
- If the game has long words which you wish to abbreviate, you can use
+If the game has long words which you wish to abbreviate, you can use
aliases. Use the command `/alias NAME VALUE'. All instances of NAME
in line input will be replaced with VALUE. NAME may not contain
whitespace.
\1f
File: nitfol.info, Node: Abbreviation Expansion, Next: Typo correction, Prev: Aliases, Up: Features
-Abbreviation Expansion
-======================
+2.4 Abbreviation Expansion
+==========================
- Early Infocom games don't provide abbreviations like `x' for
-`examine'. If you enable abbreviation expansion, nitfol will attempt
-to expand one letter words at the beginning of inputs which are not in
-the game's dictionary.
+Early Infocom games don't provide abbreviations like `x' for `examine'.
+If you enable abbreviation expansion, nitfol will attempt to expand one
+letter words at the beginning of inputs which are not in the game's
+dictionary.
Nitfol supports the following expansions (note that some are
non-standard):
-c close d down e east g again
-i inventory k attack l look n north
-o oops p open q quit r drop
-s south t take u up w west
-x examine y yes z wait
+c close d down e east g again
+i inventory k attack l look n north
+o oops p open q quit r drop
+s south t take u up w west
+x examine y yes z wait
From `Zork I':
*West of House*
You are standing in an open field west of a white house, with a
boarded front door.
There is a small mailbox here.
-
+
>x mailbox
[x -> examine]
The small mailbox is closed.
-
+
>p it
[p -> open]
Opening the small mailbox reveals a leaflet.
-
+
>t leaflet
[t -> take]
Taken.
\1f
File: nitfol.info, Node: Typo correction, Next: Automapping, Prev: Abbreviation Expansion, Up: Features
-Typo correction
-===============
+2.5 Typo correction
+===================
- In the Z-machine, the `@read' opcode provides the interpreter with a
+In the Z-machine, the `@read' opcode provides the interpreter with a
dictionary to search in order to do tokenisation and word matching. If
you enable typo correction and enter a word not in the provided
dictionary, nitfol will search for near misses.
\1f
File: nitfol.info, Node: Automapping, Next: Quetzal, Prev: Typo correction, Up: Features
-Automapping
-===========
+2.6 Automapping
+===============
- Nitfol has the ability to display an on-screen map showing visited
+Nitfol has the ability to display an on-screen map showing visited
rooms and their connections on the current floor. Below is a map
generated from `Enchanter'.
*-* *
/globals 91
G15 G36 G39
s
-
+
*Mouth of Alley*
You're in the entrance of a narrow brick alley, which runs further
in to the north. To the south a broad street courses by, congested
with traffic and bicycles, although none of them seem to notice you.
-
+
>/find self
20 "(self object)"
25 "yourself" in 94 "Mouth of Alley"
\1f
File: nitfol.info, Node: Quetzal, Next: Blorb, Prev: Automapping, Up: Features
-Quetzal
-=======
+2.7 Quetzal
+===========
- Nitfol uses Quetzal version 1.4 for its save format, so you can use
+Nitfol uses Quetzal version 1.4 for its save format, so you can use
your saves between different computers and interpreters. More
information about Quetzal is available at
`http://www.geocities.com/SiliconValley/Vista/6631/'.
\1f
File: nitfol.info, Node: Blorb, Prev: Quetzal, Up: Features
-Blorb
-=====
+2.8 Blorb
+=========
- If you wish to hear sounds or see graphics in your games, they must
-be packaged in Blorb files. The Z-machine game may included in the
-Blorb file or may be specified separately. Nitfol does not support the
+If you wish to hear sounds or see graphics in your games, they must be
+packaged in Blorb files. The Z-machine game may included in the Blorb
+file or may be specified separately. Nitfol does not support the
traditional Infocom `.mg1' and `.snd' files.
Note that graphics are displayed incorrectly, and sound has not yet
\1f
File: nitfol.info, Node: Debugger, Next: Bugs, Prev: Features, Up: Top
-Debugger
-********
+3 Debugger
+**********
- Nitfol debugging mode tries to imitate the GDB interface. If you're
+Nitfol debugging mode tries to imitate the GDB interface. If you're
familiar with that, you should have no problem using nitfol (other than
dealing with the current incompleteness).
(gdb)Top::, for more information. Some of these were taken/adapted
from GDB's help.
-`info breakpoints'
-`info breakpoints NUM'
- List breakpoints. An argument specifies a specific breakpoint to
- list.
-
-`quit'
- Exit nitfol.
-
-`show language'
- Show the current source language.
+`up-silently'
+`up-silently NUM'
+ Select the parent of the selected frame silently. An argument
+ specifies how many frames up to go.
-`condition NUM EXP'
- Set a condition for an existing breakpoint.
+`set EXP'
+ Evaluate an expression without printing its value.
-`restore'
- Restore a saved game.
+`backtrace'
+`backtrace NUM'
+`backtrace - NUM'
+ Display the parent functions of the current frame. An argument
+ specifies how many frames back to show. If the argument is
+ negative, start from the first frame instead of the current.
`break LINESPEC'
`break LINESPEC if EXP'
Set a breakpoint. An `if' clause specifies a condition.
-`stepi'
-`stepi NUM'
- Step exactly one instruction. An argument specifies a repeat
- count.
-
-`restart'
- Restart the game.
-
-`object-tree'
-`object-tree EXP'
- Display the object tree. An argument says which object to use as
- the root of the tree.
-
-`disable display NUM'
- Temporarily disable an automatic display.
-
-`select-frame NUM'
- Select a specific stack frame.
+`recording off'
+ Stop recording a script.
-`alias NAME VALUE'
- Add an alias
+`recording on'
+ Start recording a script.
`down-silently'
`down-silently NUM'
Silently select the child of the selected frame. An argument
specifies how many frames down to go.
-`frame'
-`frame NUM'
- Show the selected stack frame. An argument specifies a stack
- frame to show.
+`show copying'
+ Show licensing information.
-`give EXP NUM'
-`give EXP ~ NUM'
- Give an object an attribute. With a tilde clears the attribute
- instead of setting it.
+`condition NUM EXP'
+ Set a condition for an existing breakpoint.
-`set EXP'
- Evaluate an expression without printing its value.
+`step'
+`step NUM'
+ Step through program to a different source line. An argument
+ specifies a repeat count.
-`print EXP'
- Evaluates an expression and prints the result. This can include
- function calls.
+`remove EXP'
+ Remove an object from the object tree.
-`up'
-`up NUM'
- Select the parent of the selected frame. An argument specifies
- how many frames up to go.
+`replay'
+ Replay a recorded script.
-`# comment'
- Enter a comment
+`down'
+`down NUM'
+ Select the child of the selected frame. An argument specifies how
+ many frames down to go.
-`continue'
-`continue NUM'
- Continue execution. An argument sets the ignore count of the
- current breakpoint.
+`globals'
+`globals EXP'
+ List all global variables and their values. With an argument,
+ list all only those with a specific value.
-`dumpmem FILE'
- Dump memory to a file
+`enable display NUM'
+ Re-enable an automatic display.
-`undo'
- Undo last move (not last debugger command).
+`nexti'
+`nexti NUM'
+ Step one instruction, stepping over subroutine calls. Step a
+ specified number of instructions, stepping over subroutine calls.
-`display EXP'
- Print value of an expression each time the program stops.
+`until'
+ Resume execution until the program reaches a line number greater
+ than the current line.
-`move EXP to EXP'
- Move an object around the object tree.
+`object-tree'
+`object-tree EXP'
+ Display the object tree. An argument says which object to use as
+ the root of the tree.
-`up-silently'
-`up-silently NUM'
- Select the parent of the selected frame silently. An argument
- specifies how many frames up to go.
+`stepi'
+`stepi NUM'
+ Step exactly one instruction. An argument specifies a repeat
+ count.
-`show copying'
- Show licensing information.
+`show warranty'
+ Show warranty information.
-`recording off'
- Stop recording a script.
+`restart'
+ Restart the game.
-`jump LINESPEC'
- Continue execution at a new location.
+`undo'
+ Undo last move (not last debugger command).
-`recording on'
- Start recording a script.
+`frame'
+`frame NUM'
+ Show the selected stack frame. An argument specifies a stack
+ frame to show.
-`ralias NAME VALUE'
- Add a recursive alias
+`select-frame NUM'
+ Select a specific stack frame.
-`globals'
-`globals EXP'
- List all global variables and their values. With an argument,
- list all only those with a specific value.
+`continue'
+`continue NUM'
+ Continue execution. An argument sets the ignore count of the
+ current breakpoint.
-`backtrace'
-`backtrace NUM'
-`backtrace - NUM'
- Display the parent functions of the current frame. An argument
- specifies how many frames back to show. If the argument is
- negative, start from the first frame instead of the current.
+`finish'
+ An argument specifies a repeat count.
+
+`give EXP NUM'
+`give EXP ~ NUM'
+ Give an object an attribute. With a tilde clears the attribute
+ instead of setting it.
`find'
Find objects whose shortnames contain a string.
-`finish'
- An argument specifies a repeat count.
+`jump LINESPEC'
+ Continue execution at a new location.
-`down'
-`down NUM'
- Select the child of the selected frame. An argument specifies how
- many frames down to go.
+`show language'
+ Show the current source language.
-`ignore NUM NUM'
- Set the ignore count for a breakpoint.
+`dumpmem FILE'
+ Dump memory to a file
-`replay off'
- Halt replay.
+`undisplay NUM'
+ Stop automatically displaying an expression.
-`nexti'
-`nexti NUM'
- Step one instruction, stepping over subroutine calls. Step a
- specified number of instructions, stepping over subroutine calls.
+`disable NUM'
+ Temporarily disable a breakpoint.
-`help'
- Print list of commands.
+`restore'
+ Restore a saved game.
`redo'
Redo undid move. Only works immediately after an `undo'.
-`enable NUM'
- Re-enabled a breakpoint.
+`info sources'
+ List source files.
-`until'
- Resume execution until the program reaches a line number greater
- than the current line.
+`symbol-file FILE'
+ Load debugging info from a file (usually `gameinfo.dbg').
-`replay'
- Replay a recorded script.
+`display EXP'
+ Print value of an expression each time the program stops.
+
+`next'
+`next NUM'
+ Step through program, stepping over subroutine calls. An argument
+ specifies a repeat count.
+
+`info breakpoints'
+`info breakpoints NUM'
+ List breakpoints. An argument specifies a specific breakpoint to
+ list.
`unalias NAME'
Remove an alias
-`remove EXP'
- Remove an object from the object tree.
+`help'
+ Print list of commands.
-`info sources'
- List source files.
+`move EXP to EXP'
+ Move an object around the object tree.
`delete NUM'
Delete a breakpoint.
-`symbol-file FILE'
- Load debugging info from a file (usually `gameinfo.dbg').
+`quit'
+ Exit nitfol.
+
+`up'
+`up NUM'
+ Select the parent of the selected frame. An argument specifies
+ how many frames up to go.
+
+`alias NAME VALUE'
+ Add an alias
+
+`enable NUM'
+ Re-enabled a breakpoint.
`automap EXP'
Start automapping
-`show warranty'
- Show warranty information.
+`info source'
+ Get information on the current source file.
-`disable NUM'
- Temporarily disable a breakpoint.
+`replay off'
+ Halt replay.
-`undisplay NUM'
- Stop automatically displaying an expression.
+`# comment'
+ Enter a comment
-`enable display NUM'
- Re-enable an automatic display.
+`ralias NAME VALUE'
+ Add a recursive alias
-`step'
-`step NUM'
- Step through program to a different source line. An argument
- specifies a repeat count.
+`ignore NUM NUM'
+ Set the ignore count for a breakpoint.
-`info source'
- Get information on the current source file.
+`print EXP'
+ Evaluates an expression and prints the result. This can include
+ function calls.
+
+`disable display NUM'
+ Temporarily disable an automatic display.
-`next'
-`next NUM'
- Step through program, stepping over subroutine calls. An argument
- specifies a repeat count.
If you're on a UNIX and you don't like the GDB interface, you can
compile cheapnitfol and run it as the inferior debugger under Emacs or
\1f
File: nitfol.info, Node: Bugs, Next: Thanks, Prev: Debugger, Up: Top
-Bugs
-****
+4 Bugs
+******
- A nitfol bug is any behaviour which makes nitfol reliably misbehave,
+A nitfol bug is any behaviour which makes nitfol reliably misbehave,
with the exceptions of bugs in Glk libraries. These include: anything
which makes nitfol crash (other than when nitfol reports `FATAL'
errors), anything which causes nitfol to contradict the Z-machine
\1f
File: nitfol.info, Node: Thanks, Next: Games Cited, Prev: Bugs, Up: Top
-Thanks
-******
+5 Thanks
+********
- The following people have given comments, suggestions, bug reports,
+The following people have given comments, suggestions, bug reports,
answered questions, or helped port nitfol (in alphabetical order):
- John Cater
\1f
File: nitfol.info, Node: Games Cited, Prev: Thanks, Up: Top
-Games Cited
-***********
+6 Games Cited
+*************
`Wishbringer' Copyright (C) 1985, 1988 Infocom Inc.
\1f
Tag Table:
-Node: Top\7f230
-Node: Invoking nitfol\7f1572
-Node: Features\7f8446
-Node: Preferences\7f9091
-Node: Infinite undo/redo\7f10452
-Node: Aliases\7f11221
-Node: Abbreviation Expansion\7f13740
-Node: Typo correction\7f14870
-Node: Automapping\7f16779
-Node: Quetzal\7f22563
-Node: Blorb\7f24279
-Node: Debugger\7f24700
-Node: Bugs\7f31673
-Node: Thanks\7f34727
-Node: Games Cited\7f35142
+Node: Top\7f205
+Node: Invoking nitfol\7f1544
+Node: Features\7f8420
+Node: Preferences\7f9069
+Node: Infinite undo/redo\7f10425
+Node: Aliases\7f11199
+Node: Abbreviation Expansion\7f13723
+Node: Typo correction\7f14840
+Node: Automapping\7f16754
+Node: Quetzal\7f22533
+Node: Blorb\7f24254
+Node: Debugger\7f24680
+Node: Bugs\7f31655
+Node: Thanks\7f34710
+Node: Games Cited\7f35126
\1f
End Tag Table