From db3154e89d7f299cb58265d5359a811394dc03fc Mon Sep 17 00:00:00 2001 From: Philip Chimento Date: Wed, 25 Nov 2009 00:06:25 +0000 Subject: [PATCH] Remove nitfol.info from SCM, it's a generated file git-svn-id: http://lassie.dyndns-server.com/svn/gargoyle-gtk@184 ddfedd41-794f-dd11-ae45-00112f111e67 --- interpreters/nitfol/nitfol.info | 1076 ------------------------------- 1 file changed, 1076 deletions(-) delete mode 100644 interpreters/nitfol/nitfol.info diff --git a/interpreters/nitfol/nitfol.info b/interpreters/nitfol/nitfol.info deleted file mode 100644 index fba02cc..0000000 --- a/interpreters/nitfol/nitfol.info +++ /dev/null @@ -1,1076 +0,0 @@ -This is ../../../interpreters/nitfol/nitfol.info, produced by makeinfo -version 4.13 from ../../../interpreters/nitfol/nitfol.texi. - -INFO-DIR-SECTION Games -START-INFO-DIR-ENTRY -* nitfol: (nitfol). Z-code interpreter and debugger. -END-INFO-DIR-ENTRY - - -File: nitfol.info, Node: Top, Next: Invoking nitfol, Prev: (dir), Up: (dir) - -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. - - You will need game files to use nitfol. The "if-archive" contains a -large collection of these, available at -`ftp://ftp.gmd.de/if-archive/games/zcode/' or at the USA mirror -`http://ifarchive.org/indexes/if-archiveXgamesXzcode.html'. - - This manual describes how to use nitfol and how it differs from -other Z-machine interpreters. This manual was written with UNIX-like -systems in mind; ignore that which does not apply to your platform. -Comments on and corrections for this manual and nitfol are appreciated -and should be sent to . - -* Menu: - -* Invoking nitfol:: How to start nitfol under UNIX -* Features:: Useful extras -* Debugger:: Built in source-level debugger - -* Bugs:: What I know is wrong -* Thanks:: List of people who've helped -* Games Cited:: The games used as examples in this manual - - -File: nitfol.info, Node: Invoking nitfol, Next: Features, Prev: Top, Up: Top - -1 Invoking nitfol -***************** - -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: - -`-ignore' -`-no-ignore' -`-i' - Ignore Z-machine strictness errors. Normally nitfol checks for - illegal and undefined Z-machine behaviour and alerts the user. If - you're playing someone else's buggy game, this can be annoying and - you should use this option. - -`-fullname' -`-no-fullname' -`-f' - For running under Emacs or DDD. Tells nitfol to give - machine-recognizeable markers when stack frames are displayed - instead of displaying the line. Only useful if you are using - nitfol as an inferior debugger. - -`-command FILE' -`-x FILE' - Read commands from this file. Load a script from a file for - playback in the game. - -`-pirate' -`-no-pirate' -`-P' - Aye, matey. Make the piracy opcode not branch, letting the game - know the game disc is not "genuine." Infocom never used this - opcode and neither should you, but if obscurity amuses you... - -`-quiet' -`-no-quiet' -`-q' - Do not print introductory messages. For GDB compatibility. - -`-spell' -`-no-spell' - Perform spelling correction. Normally Z-machine games are - unforgiving of typos (though they do have an `oops' command). If - you type in a word which isn't in the game's dictionary and have - typo correction enabled, nitfol will search for a word which is - off by one letter by a substitution, deletion, insertion or - transposition. - -`-expand' -`-no-expand' - Expand one letter abbreviations. Early Z-machine games don't - include `x' as a synonym for `examine' and such. If the first - word in a sentence is one letter long and not recognized by the - game, this will attempt to expand it to a full word. - -`-symbols FILE' -`-s FILE' - Specify symbol file for game. If you want to perform source-level - debugging, you will need to specify a symbol file, which contains - the names of variables and tells nitfol how source code - corresponds to object code. - -`-tandy' -`-no-tandy' -`-t' - Censors some Infocom games. Some version 3 games perform minor - wording changes when this bit is set to appease the sensitivity of - Tandy Corporation. - -`-transcript WFILE' -`-T WFILE' - Write transcript to this file. This transcript begins as soon as - the game starts. - -`-debug' -`-no-debug' -`-d' - Enter debugger immediatly. Imitate GDB by not automatically - starting the story. - -`-prompt STRING' - Specify debugging prompt. This is the prompt nitfol prints when - it is waiting for a debugging command (as opposed to the > the - game story prints when waiting for a game command). DDD requires - this to be `(gdb) '. - -`-path STRING' - Look for games in this directory. If nitfol cannot find the - requested game in the current directory, it looks through the - directories listed in the given colon separated string. The - directories specified here are also used to search for gamefiles - from saved games. If this option is not used, nitfol looks at - the `INFOCOM_PATH' environment variable. - -`-autoundo' -`-no-autoundo' - Ensure `@save_undo' is called every turn. If a turn passes with - no `@save_undo' between, this option performs the `@save_undo' - automagically. Could cause problems with some games which have a - different concept of a turn. - -`-stacklimit NUMBER' -`-S NUMBER' - Exit when the stack is this deep. If a game is infinitely - recursing, nitfol will allocate large amounts of memory and take a - long time before the problem is reported. This option makes it - fatal to recurse more than the given number of stack frames. - Setting this to 0 makes nitfol allow as many as fit contiguously - in memory. The Z-machine Standards Document recommends games use - no more than 1024 words of total stack (frames and pushed data) in - ZIP, which roughly works out to 90 routine calls deep. - -`-alias STRING' -`-a STRING' - Specify an alias. Adds an alias which will be expanded in read - lines before tokenisation. The alias is of the form NAME VALUE; - you will need to use quotes around it on the commandline. - -`-ralias STRING' - Specify an recursive alias. Adds an alias whose result is checked - for further alias expansion. Identical syntax to adding a normal - alias. - -`-unalias STRING' - Remove an alias. Removes an alias previously added by -alias. - Useful for removing aliases in preference files. - -`-random NUMBER' -`-r NUMBER' - Set random seed. Normally the random number generator is - initialized with the time of day. If this option is used with a - non-zero argument, the given number will be used to initialize the - generator and for `@random 0'. - -`-mapsym STRING' - Specify mapping glyphs. Nitfol draws maps using ASCII characters; - you can choose which characters it uses to draw rooms. Defaults - to `*udb@UDB+', which is, in order: empty room, room with down - exit, room with up exit, room with up and down exits, room with - player, room with player and up exit, room with player and down - exit, room with player and up and down exits, bend symbol. - -`-mapsize NUMBER' - Specify map size. Determines the number of lines to be used for - the map. - -`-maploc STRING' - Specify map location. Nitfol creates a Glk window for the map it - generates. The map can be placed `above', `below', to the - `right', or the `left', of the main game window. Follow this - option with one those locations. - -`-terpnum NUMBER' - Specify interpreter number. Each port of Infocom's Z-machine - interpreter was given a number. `1' for their own DECSystem-20, - `2' for Apple IIe, `3' for Macintosh, `4' for Amiga, `5' for Atari - ST, `6' for IBM PC, `7' for Commodore 128, `8' for Commodore 64, - `9' for Apple IIc, `10' for Apple IIgs, `11' for Tandy Color. - Giving this option makes nitfol claim to be running on the - specified system. A few games change their behaviour slightly - depending on which machine type they run. By default nitfol - claims to be on an Apple IIe, as this makes Beyond Zork not do - character graphics. - -`-terpver STRING' - Specify interpreter version. Infocom's interpreters were given - versions, typically a capital letter. Nitfol defaults to `N', - Frotz uses `F', and ZIP uses `B'. Any single character version is - allowed. Multicharacter options are read as a number instead of - an ASCII character. Only known effect upon games is the letter - printed by banners and the `version' command. Version 6 games - interpret this as a number instead of a letter. - - - -File: nitfol.info, Node: Features, Next: Debugger, Prev: Invoking nitfol, Up: Top - -2 Features -********** - -* Menu: - -* Preferences:: Store options in `~/.nitfolrc' -* Infinite undo/redo:: Erase your mistakes and bad luck -* Aliases:: Abbreviate long/common words -* Abbreviation Expansion:: Expand one letter commands -* Typo correction:: Nitfol uses a smart tokeniser -* Automapping:: Automatically generate an on-screen map -* Quetzal:: Save files are in Quetzal format -* Blorb:: Nitfol supports Blorb resources - - -File: nitfol.info, Node: Preferences, Next: Infinite undo/redo, Prev: Features, Up: Features - -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 -directory. - - Each line should be of the form `OPTION=VALUE'. Blank lines and -lines starting with a `#' are ignored. If you want to specify -different options for different copies of nitfol, you can put those -options in a block which will only be read by copies of nitfol with a -specific name. - - Here's an example `.nitfolrc': - path=/usr/local/games/infocom - alias=v verbose - alias=asierra tone cordial. ask sierra about - ignore=true - - [strictnitfol] - ignore=false - spell=false - expand=false - autoundo=false - unalias=v - unalias=asierra - - [xnitfol] - tandy=true - pirate=true - - Nitfol will look in `/usr/local/games/infocom' for game files. -Copies of nitfol named `strictnitfol' will report Z-machine strictness -errors, perform strict tokenisation, and not automatically -`@save_undo'. All others will ignore strictness errors and have two -aliases. `xnitfol' will set the Tandy bit and branch on the piracy -opcode. - - Options specified in the preference file may be overruled by -environment variables and command line options. - - -File: nitfol.info, Node: Infinite undo/redo, Next: Aliases, Prev: Preferences, Up: Features - -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. - - 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 -`Wishbringer'). If the game performs two `@read' opcodes with no -intervening `@save_undo' or `@restore_undo', nitfol will perform a -`@save_undo'. - - -File: nitfol.info, Node: Aliases, Next: Abbreviation Expansion, Prev: Infinite undo/redo, Up: Features - -2.3 Aliases -=========== - -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. - - Unlike abbreviation expansion and typo correction, alias expansion -modifies the text buffer, inserting the requested text. This is -necessary to allow multiple commands to be given in an alias through -the use of periods. - - Aliases are not expanded recursively, so you could do something -clever like this: - >/alias e w - /alias w e - /alias nw ne - /alias ne nw - /alias sw se - /alias se sw - - And your east-west movement will be swapped (`e' will do a `w', -though `east' will still do `east'). Aliases expand on all input the -game receives using `@read', including transcripts and directions from -the automapper. - - If you want the expansion of the alias to be checked for further -aliases, you must use the `/ralias' command. This expansion is stopped -when an alias would expand itself. - >/ralias e w - /ralias w e - - Would do nothing, as `e' is expanded to `w', which is expanded to -`e', and then it stops because the rule for expanding `e' has already -taken place. - - >/ralias hanoi2 move src to extra. move src to dest. move extra to dest - /alias src left - /alias dest center - /alias extra right - hanoi2 - You move the small disc from the left peg to the right peg. - You move the medium disc from the left peg to the middle peg. - You move the small disc from the right peg to the middle peg. - >move left to right - You move the large disc from the left peg to the right peg. - >/alias src center - /alias dest right - /alias extra left - hanoi2 - You move the small disc from the middle peg to the left peg. - You move the medium disc from the middle peg to the right peg. - You move the small disc from the left peg to the right peg. - - Ideally you should be able to define an alias which recursively -solves any depth by relying on lower levels being solvable, but this -isn't yet possible. You must keep the expansion of aliases to a -reasonable size, since Inform has a fairly small buffer size. - - You can remove aliases using the `/unalias' command. - >/unalias hanoi2 - - Aliases do not effect `/...' commands; if they did, it wouldn't be -possible to `/unalias'. - - -File: nitfol.info, Node: Abbreviation Expansion, Next: Typo correction, Prev: Aliases, Up: Features - -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. - - 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 - - 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. - - -File: nitfol.info, Node: Typo correction, Next: Automapping, Prev: Abbreviation Expansion, Up: Features - -2.5 Typo correction -=================== - -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. - - From `Curses': - >ask jemmia about gloves - [jemmia -> jemima] - "Those are my gloves." - - Nitfol takes the following steps to correct typos: - - 1. If the entered word is in the dictionary, behave as normal. - - 2. If the length of the word is less than 3 letters long, give up. - We don't want to make assumptions about what so short words might - be. - - 3. If the word is the same as a dictionary word with one - transposition, assume it is that word. `exmaine' becomes - `examine'. - - 4. If it is a dictionary word with one deleted letter, assume it is - that word. `botle' becomes `bottle'. - - 5. If it is a dictionary word with one inserted letter, assume it is - that word. `tastey' becomes `tasty'. - - 6. If it is a dictionary word with one substitution, assume it is - that word. `opin' becomes `open'. - - This behavior can be annoying when nitfol "corrects" intentionally -entered words which are similar to dictionary words. Usually this has -no effect upon the game, perhaps slightly changing the game's error -message, but may have negative effects when it causes an undesired -action. Games like `Beyond Zork' expect you to type words not in their -dictionary to name things. Nitfol might "correct" your entered word to -a dictionary word, which the game might complain about. - - If typo correction is getting in your way, run nitfol with -`-no-smart', compile it without applying `-DSMART_TOKENISER', or edit -`nitfol.opt' to change the compile-time default. - - -File: nitfol.info, Node: Automapping, Next: Quetzal, Prev: Typo correction, Up: Features - -2.6 Automapping -=============== - -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'. - *-* * - | | - u-*-*-*-*-------*---* - | | - * * * | *---* | - |/ \ / | /|\ / \ | - * * * / | X * \ * - / \ | / |/ v| \ | - / * *-*-*-*-*---*---u---*-*-*-@ - / | / | |\ |\ ^| / | - *-* * * | | \ | X * / *-* - \ |/ | | \|/ \ / | - * * * * *---* * - \ / | | | - * u-d-*-----------*-u - | - * - \ - * - - The `*'s designate rooms; the `@' the current room. Rooms -containing staircases are shown with a `u' or `d', or `b' if the -staircase is bi-directional. If the current room contains a staircase, -nitfol draws it with a `U', `D', or `B'. Passageways are shown with -lines; the `X's are crossed lines. One-way passages are shown as lines -with arrows. Nitfol uses `v', `^', `<', and `>' for arrow heads. - - In Glks which provide mouse events, you can click on rooms and it -will display the room name (and number) in the upper left hand corner -of the map. Note that XGlk is slightly broken, so you need to click on -the left-hand side of the room. Clicking on an empty map space clears -the name. - - In order to use automapping, you must tell nitfol how to calculate -the current location. You do this by specifying an Inform expression, -so you must have debugging enabled. - - Typically the current location is available in a global. In Z-code -versions 3 and prior, the current location is always stored in global -zero, so typing `/automap (global) 0' should work. In later versions, -you must figure out an expression which evaluates to the current -location. - - First, find out where the player object is. Typically, the player -object is named `self', `cretin', `self-object', or the name of the PC. -You can use the `find' command to search object names. If this all -fails, try `object-tree' to find the location number. - - Once you have found the number of the location, you need to figure -out which global keeps track of the location. You can use the -`globals' command to search the globals. - - From `Spider And Web': - >/find self - 20 "(self object)" - 25 "yourself" in 91 "End of Alley" - 26 "yourself" in 48 "chair" - /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" - 26 "yourself" in 48 "chair" - /globals 94 - G15 G36 G39 - /automap (global) 15 - - Obviously we have 3 globals tracking the player location. Typically -there are only two, but some games have more. In this, we just picked -the first one, which is probably the Inform `location' variable; -another is probably the `real_location' variable. Depending on how you -want automapping to behave in the dark, or when dealing with -game-specific stuff, you may want to pick a different one. - - To figure out what is in which direction, nitfol checks the current -location, tells the game to go north, checks the new location, undoes -the north movement, tries to go northeast, and so on. During all of -this, output is disabled. - - Drawing the map is more complicated. First nitfol looks for cycles -in the graph and makes the cycles connect properly. Then it draws the -map. If parts of the map overlapp, it finds a path connecting the -overlapping bits and tries increasing the length of each passage in -this path by one, and recalculates cycle connections. If this solves -the problem, it's done; otherwise, it tries increasing the length of -two passages, or of one of the passages by two. If this fails, it -gives up. - - This technique isn't perfect. The implementation of this technique -isn't perfect either. So expect nitfol to misbehave a lot on complex -maps, and a little on simple maps. If you clever ideas on how to -improve it, let me know. - - Nitfol makes an effort to simplify the map. If multiple exits go -from the barn to cornfield and you've been to both places, nitfol will -draw a single two-way passage if possible. If both up and west go up -the stairs and nitfol knows east returns from the top of the stairs, -nitfol will draw it as a simple west-east passage ignoring the up/down. -If east doesn't return from the top of the staircase, nitfol will draw -it as up/down, leaving out the west passage. - - If you've been north of a gate, and come up to the gate from the -south, and unlock the gate, nitfol will draw it as a one-way passage -since last time it was north of the gate, it couldn't go south. - - Some games feature reincarnation, perhaps moving you to a new -location. If movement leads to your death, this makes nitfol think the -reincarnation location is in that direction. Nitfol watches for three -asterisks in a row and will assume they mean death instead of a normal -passage. - - Some of these problems could be avoided by having nitfol explore -each neighboring room, but this would make automapping even slower. - - -File: nitfol.info, Node: Quetzal, Next: Blorb, Prev: Automapping, Up: Features - -2.7 Quetzal -=========== - -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/'. - - If you specify a save-file on the command-line on UNIX, nitfol uses -a `UNIX' `IntD' chunk to locate the game file associated with the save -name. This chunk is included in save games when nitfol can figure out -the current filename. If you compile nitfol with -D__USE_GNU, --D__USE_BSD, or -D__USE_XOPEN_EXTENDED, nitfol will canonicalize the -file name, so you don't have to worry about relative file name -specifications no longer working if you invoke nitfol from a different -directory. - - On MacOS, nitfol uses alias records from a `MACS' `IntD' chunk to -locate the game file. This won't work for games built-in to the -interpreter. - - If no `IntD' chunk is included, nitfol searches the environment -variable `INFOCOM_PATH' for a game with matching release number, serial -number, and checksum. - - Looking for games without an `IntD' chunk isn't foolproof, but it -should work most of the time. Serial numbers are basically the date -and it's extremely unlikely more than ten games will be compiled on the -same day (the only time lots of games are compiled on same day is right -before competition time). Assuming they all have the same release -number, there's still only a .0686% chance that at least two of these -ten will share the same checksum. If someone reports this as a -problem, I'll make nitfol ensure the game contains a `save' opcode -right before the restored PC. - - -File: nitfol.info, Node: Blorb, Prev: Quetzal, Up: Features - -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 -traditional Infocom `.mg1' and `.snd' files. - - Note that graphics are displayed incorrectly, and sound has not yet -been tested. - - -File: nitfol.info, Node: Debugger, Next: Bugs, Prev: Features, Up: Top - -3 Debugger -********** - -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). - - You need inform 6.21 or later, as earlier versions don't produce -correct infix files without a patch. You then need to compile infix -information for your game. I recommend doing: - - `inform -k -~S -~X -~D MYGAME.inf' - - Then your debug information will be in `gameinfo.dbg'. If you have -a command-line on your platform, run nitfol like `nitfol MYGAME.z5 --symbols gameinfo.dbg'. Otherwise, start up your game and type -`/symbol-file gameinfo.dbg' the first time you get a prompt. - - When the game stops to read a line of text, you can begin that line -with `/' to give a debug command. If you want to pass a line beginning -with a `/' to the game, double the `/' and the game will be passed the -second one. When at a `(nitfol) ' prompt, starting commands with `/' -is neither necessary nor recommended. - - All expressions are like the ones used in Inform. - - You can perform casts to get the result in the form you want: - -`(number) EXPRESSION' - Use EXPRESSION as if it were a number. Useful when you want to - know the number of something, not the object, routine, or string - information nitfol normally gives. - -`(object) EXPRESSION' - Use EXPRESSION as if it were an object. Most useful when printing - the result, as it will show the object's attributes and properties. - -`(routine) EXPRESSION' - Use EXPRESSION as if it were the packed address of a routine. - Useful if you have the packed address of a routine which you want - to set a breakpoint at. - -`(string) EXPRESSION' - Use EXPRESSION as if it were the packed address of a string. - Useful for printing it. - -`(global) EXPRESSION' - Evaluates to the value of a numbered global. `(global) 0' is the - player location for version 3 Infocom games. - -`(local) EXPRESSION' - Evaluates to the value of a numbered local. Not terribly useful - unless you're debugging something without source. - - Here are short descriptions of the debugger commands. *note -(gdb)Top::, for more information. Some of these were taken/adapted -from GDB's help. - -`up-silently' -`up-silently NUM' - Select the parent of the selected frame silently. An argument - specifies how many frames up to go. - -`set EXP' - Evaluate an expression without printing its value. - -`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. - -`recording off' - Stop recording a script. - -`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. - -`show copying' - Show licensing information. - -`condition NUM EXP' - Set a condition for an existing breakpoint. - -`step' -`step NUM' - Step through program to a different source line. An argument - specifies a repeat count. - -`remove EXP' - Remove an object from the object tree. - -`replay' - Replay a recorded script. - -`down' -`down NUM' - Select the child of the selected frame. An argument specifies how - many frames down to go. - -`globals' -`globals EXP' - List all global variables and their values. With an argument, - list all only those with a specific value. - -`enable display NUM' - Re-enable an automatic display. - -`nexti' -`nexti NUM' - Step one instruction, stepping over subroutine calls. Step a - specified number of instructions, stepping over subroutine calls. - -`until' - Resume execution until the program reaches a line number greater - than the current line. - -`object-tree' -`object-tree EXP' - Display the object tree. An argument says which object to use as - the root of the tree. - -`stepi' -`stepi NUM' - Step exactly one instruction. An argument specifies a repeat - count. - -`show warranty' - Show warranty information. - -`restart' - Restart the game. - -`undo' - Undo last move (not last debugger command). - -`frame' -`frame NUM' - Show the selected stack frame. An argument specifies a stack - frame to show. - -`select-frame NUM' - Select a specific stack frame. - -`continue' -`continue NUM' - Continue execution. An argument sets the ignore count of the - current breakpoint. - -`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. - -`jump LINESPEC' - Continue execution at a new location. - -`show language' - Show the current source language. - -`dumpmem FILE' - Dump memory to a file - -`undisplay NUM' - Stop automatically displaying an expression. - -`disable NUM' - Temporarily disable a breakpoint. - -`restore' - Restore a saved game. - -`redo' - Redo undid move. Only works immediately after an `undo'. - -`info sources' - List source files. - -`symbol-file FILE' - Load debugging info from a file (usually `gameinfo.dbg'). - -`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 - -`help' - Print list of commands. - -`move EXP to EXP' - Move an object around the object tree. - -`delete NUM' - Delete a breakpoint. - -`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 - -`info source' - Get information on the current source file. - -`replay off' - Halt replay. - -`# comment' - Enter a comment - -`ralias NAME VALUE' - Add a recursive alias - -`ignore NUM NUM' - Set the ignore count for a breakpoint. - -`print EXP' - Evaluates an expression and prints the result. This can include - function calls. - -`disable display NUM' - Temporarily disable an automatic display. - - - 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 -DDD. You can also try compiling `xnitfol' with `-DSTDOUT_DEBUG' and -trying that, but I haven't tested that much. - -`ddd MYGAME.z5 --debugger cheapnitfol -s gameinfo.dbg -prompt "(gdb) "' - - -File: nitfol.info, Node: Bugs, Next: Thanks, Prev: Debugger, Up: Top - -4 Bugs -****** - -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 -standards documents (except for optional enhancements like spelling -correction and debug mode), any buffer overflows, and anything which -makes nitfol infinite loop other than infinite loops in the game itself. - - Before reporting a bug, make sure the bug is not listed below and -your copy of nitfol is not compiled with `-DFAST'. Please report the -version of nitfol, your system type and a series of commands which -reliably cause the bug. - - Nitfol is lacking: - - Graphical font (`Beyond Zork') (should use images for this) - - - Terminating character support (mostly `Beyond Zork') - - - Reverse video, full color (should querry Glk more aggressively) - - - Unicode support - - - keypad character codes - - - its own random number generator (relies on system one) - - Nitfol does incorrectly: - - Play is not paused to wait for sounds to complete in `The Lurking - Horror'. - - - Pictures and text are not placed correctly for v6 games. - - - block quotes are placed in the upper window, so `cheapnitfol' - can't see them. - - - Corrupted save files may make nitfol do bad things. - - - Should figure out a way to handle buggy games like `AMFV' and - `Varicella' which assume the upper window is 80 columns wide. - - - Doesn't catch header writing other than `@storeb' and `@storew'. - - Debugger problems: - - Sometimes says there's no code at a location where it could be - clever and find some. - - - `ofclass', superclass not implemented. - - - Should perform more sanity checks everywhere. - - - Lots of useful commands not yet implemented. - - - OBJECT.FUNCTION is handled incorrectly, both for assignments and - calls. - - - Assumes you know what you're doing, so `quit', `run', etc., don't - prompt you for confirmation. - - Automapping problems: - - Doesn't work well for random destinations (the forest in `Advent') - - - `@get_cursor' doesn't return the correct value during automapping - since output is disabled. - - - Requires too much work for the end-user; should put in stuff to - make it figure out the location global in 95% of games. - - - Doesn't really work if multiple locations are coded as being in - the same room (long road in `Enchanter'). - - - Doesn't show exits which go nowhere, but change the game. - - - Perhaps should use graphics windows when available. - - - Movement causing teleportation confuses it. - - - Reincarnation handling isn't optimal. - - - Still very buggy. - - - It's too slow. - - - Should realize it can add extra bends (especially in one-way - passages). - - - Should be able to output nice-looking Postscript. - - - Should store map in saved games (wait until automapping code - stabilizes). - - -File: nitfol.info, Node: Thanks, Next: Games Cited, Prev: Bugs, Up: Top - -5 Thanks -******** - -The following people have given comments, suggestions, bug reports, -answered questions, or helped port nitfol (in alphabetical order): - - John Cater - - - Paul David Doherty - - - Martin Frost - - - Doug Jones - - - David Picton - - - Andrew Plotkin - - - Andrew Pontious - - - L. Ross Raszewski - - - Dan Shiovitz - - -File: nitfol.info, Node: Games Cited, Prev: Thanks, Up: Top - -6 Games Cited -************* - -`Wishbringer' Copyright (C) 1985, 1988 Infocom Inc. - -`Zork I' Copyright (C) 1981-1986 Infocom Inc. - -`Curses' Copyright (C) 1993-1994 Graham Nelson. - - `http://ifarchive.org/if-archive/games/zcode/curses.z5' - -`Beyond Zork' Copyright (C) 1987 Infocom Inc. - -`Enchanter' Copyright (C) 1983, 1984, 1986 Infocom Inc. - -`Varicella' by Adam Cadre 1999. - - `http://adamcadre.ac/content/vgame.z8' - -`Spider And Web' Copyright (C) 1997-1998 Andrew Plotkin. - - `http://ifarchive.org/if-archive/games/zcode/Tangle.z5' - - - -Tag Table: -Node: Top263 -Node: Invoking nitfol1602 -Node: Features8478 -Node: Preferences9127 -Node: Infinite undo/redo10483 -Node: Aliases11257 -Node: Abbreviation Expansion13781 -Node: Typo correction14898 -Node: Automapping16812 -Node: Quetzal22591 -Node: Blorb24312 -Node: Debugger24738 -Node: Bugs31713 -Node: Thanks34768 -Node: Games Cited35184 - -End Tag Table -- 2.30.2