AGiliTy, notes for the Linux version ---------------------------------------- (General information can be found in readme.agility) COMMAND LINE To run an AGT game file, run *agil* with the game file name as an argument; don't include any extensions. For example, to run 'mygame', enter >agil mygame The interpreter expects the filename extensions to be lower-case ('.da1', '.da2', and '.agx' rather than '.DA1', '.DA2', and '.AGX'). If you are unpacking AGT files from ZIP archives, remember to use the '-L' option to ensure this. Command line options can be seen by running agil without any arguments, but most of them were intended for debugging the interpreter and will probably not be of general interest. The one possible exception is the -d command which outputs metacommand debugging information; this might be of interest to authors developing AGT games. Under Linux this is sent to stderr; if stderr and stdin point to the same device, it will send output through the interpreter's display routines. ----------- COMPILING ----------- To compile this, just unpack the source files somewhere and type "make". This should automatically generate the three files agil, agtout, and agt2agx. (If you are running on a non-32-bit platform, you will first need to delete the line containing "#define FAST_FIXSIGN" in the Linux configuration in config.h.) --------------- CONFIGURATION --------------- The Linux global configuration file is ~/.agilrc; the interpreter will also look for game-specific configuration files, named .cfg-- for example, 'mygame.cfg'-- in the same directory as the other game files. The Linux version of AGiliTy supports several additional options: COLORTERM -- this can be used to specify terminal types that support ANSI color; e.g. colorterm console colorterm xterm This only works with the termcap version of AGiliTy, not with the curses version. COMPASS -- Turn on listing of exits just below the status line. FONT -- Enable fonts. This is off by default since font changes affect *all* virtual consoles. HISTORY -- This specifies the size of the command history list. A value of 0 indicates no limit (the interpreter will remember every line you typed since the beginning of the game); this is the default. E.g. history 0 history 20 IBM_CHAR -- If you're using the regular Linux console, specifying this will cause the interpreter to use the IBM character set for display; this improves the appearance of a lot of AGT games. NAVARROW-- Use the keys on the numeric keypad for entering movement commands instead editing. KEY -- KEY -- Define the text to be inserted on the line when a given function key is typed. can be 'F1', 'F2', 'F3', ..., 'F12'. (If NAVARROW is set, then 'HOME', 'END', 'PGUP', 'PGDN', 'UP', 'DOWN', 'LEFT', 'RIGHT', 'INS', 'DEL', 'PLUS', and 'MINUS' can also be redefined.) A '+' at the end of the last word of the text will be converted to a newline. Otherwise, a space will be added on to the end. Extra whitespace will be ignored. LOWER_FILE -- Force font, picture, and sound file names to be all lower case, regardless of what case the game file has. (This is useful since most AGT games were created under DOS, which is not case-sensitive.) PATH -- This should contain a whitespace-separated list of directories which will be searched for AGT games. If the environmental variable AGT_PATH is set, its value will override this option. AGT_PATH entries may be separated by colons as well as whitespace. VIEWER -- Give the name of the program to be used for viewing graphics files. (Most AGT illustrations are in the PCX file format with nonstandard filename extensions, although AGT theoretically also supports the FLI animation format.) I've include a sample shell script, linux_pict, which chooses between file viewers depending on the file-name extension. Extensions currently recognized by AGiliTy: gif, png, bmp, jpg, fli, flc, pcx as well as all of the nonstandard PCX extensions (p13, p14, p19, etc.) Note: if the program sends any output to stderr, it may confuse AGiliTy's screen routines (which don't expect anyone else to be writing to the screen). Ctrl-L should fix any problems. -------------- LINE EDITING -------------- The following keys can be used when typing in commands: , -- do what you would expect. or -- Move left. or -- Move right. or -- Move to beginning of the line. or -- Move to end of the line. or -- Scroll back through past commands or -- Scroll forward through past commands. -- Kill to end of line. -- Yank back the last thing killed. -- Redraw screen. - -- These can be configured with strings of your choice; see the KEY option above. By default, they are: F1: get F2: drop F3: examine F4: read F5: open F6: close F7: inventory+ F8: look+ F9: score+ F10: help+ F11: save+ F12: restore+ If NAVARROW is set, then the keys on the numeric keypad will generate generate movement commands instead of being used for editing; these can also be redefined with KEY: UP: n+ DOWN: s+ LEFT: w+ RIGHT: e+ HOME: nw+ END: sw+ PGUP: ne+ PGDN: se+ INS: enter+ DEL: exit+ PLUS: up+ MINUS: down+ --------------- MISCELLANEOUS --------------- The program *agtout* prints out the "disassembled" contents of AGT game files, in human readable format, writing to standard output. Running it without arguments will give a list of command line options. AGT files can be converted into the new AGT format by running agt2agx. By default, the new file will be named .agx; this can be changed by using the -o option; e.g. > agt2agx mygame -o thegame will create a file called 'thegame.agx'. Script and log files can be piped to another program by putting a '|' character before/after the program's command line (before for files being written, after for files being read). E.g. '|lpr' to send output to the print spooler.