Quick start ----------- Copy the application to your favourite disk or directory. Double click on it (to open the Games directory). Drag some Infocom data files (typically STORY.DAT) into the directory. Set their filetype to &061 (InfoGame). You can now double click on these to load them into the interpreter. Once you have a game up and running you can save your position by dragging the save icon from the Save menu (either from the window or from the icon bar.) Once you have some save positions, you can restore them by dragging them to the window or icon of a running game, or (if you have RISCOS 3) you can load the appropriate game and restore the file simply by double-clicking on the save file. The program has been tested on ARM2 and ARM3 machines running RISCOS 3.10 and 3.11, but I believe it should run under RISCOS 2. Since even the largest infocom files result in a wimp slot of only 384K, the interpreter should be perfectly usable even on a 1M RISCOS2 machine. If you are running on a low resolution monitor, you may find the outline fonts unusable; to use the system font see below. Drag and drop features can be used, even if save/restore has just been typed. Techie stuff ------------ The port uses file type &061 for Infocom game files, in the same way as Edouard Poor's port, and uses &062 for save files. Save files can be saved and restored using drag and drop; the patches into the code to support this can be fooled if you are ingenious enough, but it works under normal usage. The Messages file controls the fonts used within the window. As documented within that file, up to 6 fonts can be defined (with the first 3 being used most frequently.) Fallback font names are wired into the program and will be used if necessary, but if even those fonts cannot be found, the program will exit during initialisation. The file may also be used to override the window size; this allows fonts and window sizes to be changed in step simply by editing the Messages file (or switching them around under the control of Obey files.) The only command line flag available (in the !Run file) is -j which controls the default status of justification. To make it possible to double click on saved positions (and have the interpreter load first the game file, and then the position file) I have extended the save file format slightly. I store the leafname of the current game file in every save file generated by the Acorn interpreter. When one of these is double-clicked, the program tries first to load this game file using the Infocom$Path variable. By default this points to the Game directory inside the application, but it can be extended simply by extending the !Boot file to point to wherever you keep the games. Note that only position files saved under RISCOS will have this extra data and so only these can be double-click loaded, however the files can still be exchanged with the Psion version of the interpreter. To encourage you to store the game files in the Games directory, it will open this directory using Filer_OpenDir if the application is run on its own. This double-click restore feature is admittedly a hack, but all my beta-testers demanded it (in some cases loudly), and this is the easiest mechanism which avoids storing absolute pathnames in the position files.