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AGiliTY, notes for DOS ports
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----------------------------------------
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(For a general introduction to this program, see the file README.AGI)
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To run an AGT game file, run *agil* with the game file name as an
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argument; don't include any extensions. For example, to run MYGAME, enter
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Command line options can be seen by running agil without any
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arguments, but most of them were intended for debugging the
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interpreter and will not be of general interest. The one exception is
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the -d command, which outputs metacommand debugging information which
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will be of interest to authors developing AGT games.
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The DOS global configuration file is the file AGIL.CFG in the same
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directory as the executable; it can be used to set options you want to
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hold for all games run with AGiliTy.
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You can provide individual configuration of a particular game by
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creating or editing the game-specific configuration file, which should
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be in the same directory as the game data file(s) and should be named
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<game name>.CFG; e.g. MYGAME.CFG. Options specified in the
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game-specific file take precedence over ones in the global
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The DOS port supports several additional options:
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BIOS, which causes all output to go through the BIOS routines.
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COLORS, which allows the interface color scheme to be
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COLORS <normal> <highlight> <background> <reverse fore> <reverse back>
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e.g COLORS LIGHTGRAY YELLOW BLACK WHITE BLUE, which is the default.
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The colors are black, blue, green, cyan, red, magenta, brown,
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lightgray, darkgray, lightblue, lightgreen, lightcyan, lightred,
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lightmagenta, yellow, and white. Only the first eight can be used
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as the background colors; all sixteen can be used for the other three
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(The spellings COLOURS, lightgrey, and darkgrey are also recognized.)
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COMPASS, which causes the possible exits to be listed on the status
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NAVARROW-- Use the keys on the numeric keypad for entering
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movement commands instead of for editing.
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Define the text to be inserted on the line when a given function key is
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typed. <key> can be 'F1', 'F2', 'F3', ..., 'F12'. (If NAVARROW is set,
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then 'HOME', 'END', 'PGUP', 'PGDN', 'UP', 'DOWN', 'LEFT', 'RIGHT',
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'INS', 'DEL', 'PLUS', and 'MINUS' can also be redefined.) The
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default definitions are listed below. A '+' at the end of the last
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word of the text will be converted to a newline.
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HISTORY -- This specifies the size of the command history list.
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A value of 0 indicates no limit (the interpreter will remember
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every line you typed since the beginning of the game). For DOS, the
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PATH -- This should contain a space-separated list of directories
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which will be searched for AGT games.
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BLOCK_CURSOR -- Use a block cursor instead of the usual flashing underbar.
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50_LINE -- Display in 50-line mode.
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The following keys can be used when typing in commands:
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<Backspace>, <Delete> -- do what you would expect.
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<Left Arrow>, <Right Arrow> -- Move left/right.
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<Home> or <Ctrl-A> -- Move to beginning of the line.
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<End> or <Ctrl-E> -- Move to end of the line.
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<Up Arrow>, <Down Arrow> -- Scroll through past commands.
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<Ctrl-K> -- Kill to end of line.
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<Ctrl-Y> -- Yank back the last thing killed.
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<F1>-<F12> -- These can be configured with strings of your choice;
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see the KEY option above. By default, they are:
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If NAVARROW is set, then the keys on the numeric keypad will generate
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generate movement commands instead of being used for editing; these
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can also be redefined with KEY:
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The program *agtout* prints out the contents of AGT game files,
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in human readable format, writing the output to standard output.
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Under DOS, you will probably want to redirect the output to a file and
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then view it with an editor; e.g.
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AGTOUT MYGAME > MYGAME.LST
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which will cause the output to go to MYGAME.LST.
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Running it without arguments will give a list of command line options.
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As described in README.AGI, AGT game files can be converted to the AGX
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format by using AGT2AGX.EXE. Just type (for example):
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C:\AGT> AGT2AGX MYGAME
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This will create the file MYGAME.AGX from the other game files
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You can use the '-o' option to give the output file a different name.
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C:\AGT> AGT2AGX MYGAME -o THEGAME
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will cause MYGAME.DA1...MYGAME.DA6, MYGAME.TTL, etc. to be converted into
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NOTES ON THE DIFFERENT DOS RELEASES
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There are now two binary releases for DOS: a 32-bit version and a
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16-bit version. As of 1.0, only the 32-bit version is being actively
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The 16-bit compiler is packaged as "agil092olddos.zip"; its only
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benifit is that it will run on old (pre-386) computers that won't
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run the 32-bit version. If you actually are in this situation, you
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should drop me a note so that I know you exist.
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The 32-bit version is built with the DJGPP compiler and packaged
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with the supplementary program "cwsdpmi.exe", a freeware DPMI server
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which should be left in the same directory as "agil.exe". More
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information on DJGPP (including the source code to "cwsdpmi.exe") can
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http://www.delorie.com/djgpp/
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The copyright notice for CWSDPMI.EXE follows:
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==================================================================
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CWSDPMI is Copyright (C) 1995-1997 Charles W Sandmann (sandmann@clio.rice.edu)
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1206 Braelinn, Sugar Land, TX 77479
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This is release 4. The files in this binary distribution may be
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redistributed under the GPL (with source) or without the source code
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* CWSDPMI.EXE or CWSDPR0.EXE are not modified in any way except via
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* Notice to users that they have the right to receive the source code
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and/or binary updates for CWSDPMI. Distributors should indicate a
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site for the source in their documentation.
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==================================================================
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