This A-code bundle contains A-code sources of adv550 and adv660, plus the tools for creating playable games out of these sources. The bundle is supplied as a single directory ACODE, which contains: README.txt this file adv550 directory containing A-code source of Dave Platt's adv550; (NB this is the original DP source, with text switches and pre-formatted texts, omitted in other ditributions). adv660 directory containing the A-code source of my superset of Luckett's and Pike's adv440 and Dave Platt's adv550 acdc directory containing the source of the acdc translator for converting A-code source into a database file and ANSI C code kernel directory containing A-code kernel, which needs to be compiled and linked with the C code create by acdc, into an executable game. To build the acdc translator, cd to the acdc directory, and compile and link all C sources found therein, to create the acdc executable. To derive a playable game from an A-code source, run the acdc translator, giving it as its command line argument the (path)name of the main file of the A-code source (by convention, this file has the name of the game, suffixed with .acd -- e.g. adv550.acd). This will create several C source files, all prefixed with 'auto', and one database file suffixed with .dat. (By default all these files will be created in the same directory as the A-code source.) Copy the kernel source files (advkern.c and advkern.h) to the same directory as the files created by the translator, and compile and link the lot into an executable. You now have a playeable game. If you have an implementation of the Glk library, you can create a Glk version of the game by supplying -DGLK on the compilation command line and linking in the Glk library. Glk startup function is included in the kernel for Unix/Linux and Windows. On other platforms, you will need to supply your own. Mike Arnautov mla@britishlibrary.net 04 Jan 2002