InformCE
(c) 1993-1999 Graham Nelson
Inform compiler for Windows CE
Porting by JSJ
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Inform is a programming language, designed to write interactive-fiction games.

InformCE is a compiler for the Inform language. This port is based on the biplatform version of the compiler that generates code for the z-machine and Glulx.

You can visit this web sites:
http://www.gnelson.demon.co.uk/inform.html for Inform and related information
http://eblong.com/zarf/glulx/ for Glulx and related information
http://www.geocities.com/TimesSquare/Fortress/9939/ for information about Spanish IF development with Inform

Using the compiler

Due to the absence of a command line interpreter on the PocketPC platform, InformCE provides a user interface.

Through this interface you can establish compiler options and build the program.

The first thing to do is to load the main source file (in Inform the program can be divided in more than one file).

To load the main source file use the menu File->Open.

Then you can compile it with the option Compile->Build. An "hourglass" appears showing the compiler is running. Once the proccess ends, a window shows the messages from the compiler. Here you can check for possible errors in the compilation proccess.

Setting compiler options

There are two sets of options. Compiler options and project options.

Compiler options are general options that applies to all projects; while project options applies only to the current project.

Compiler options

•	Library: the path where the Inform library is installed.
•	Temp: the path where temporary files are stored (default is: /Temp).
•	Modules: if you use modules (a kind of precompiled code), this is the path where are stored.

Project options

The project options are stored in a file with opt extension in the folder of the opened file. When loading a file, the progran checks if exists an options file with the same name and opt extension and loads it.

•	Includes: a set of paths, separated by commas, where include files are located.
•	Compile to version: which version of z-code the compiler generates. Also you can specify Glulx instead of z-code.
•	Text character set: character set used to encode the texts of your game. Usually this will be Latin-1.
•	Switches: there is a set of compiler switches you can set. Consult the help file for more information.

Notes

- Due to limitations of the platform some features and compiler switches have been left out. Especially those ones which generates large amount of output.

- The compiler is able to generate Glulx code but, at the time I'm writting this, there is no Glulx interpreter for the PocketPC platform.