Creating ANSI C sources from the A-code source(A-code acdc version 12.23)
Logically, an A-code source is a single file, usually with the .acd suffix. The suffix is optional; if present, it can be omitted when nominating to acdc the A-code file to be processed.
In practice, A-code source can be split into a number of files, which are incorporated in the "main" one by means of the A-code include major directive. Again, such include files are conventionally suffixed with .acd, which suffix may be omitted in include statements.
Obtaining and building the acdc translator
Obtaining is easy: here's the [an error occurred while processing this directive] gzipped tarball acode-12.53.tgz, which contains the ANSI C source code of acdc version 12.23, as well as of the A-code kernel 12.53 (their common major version number signifies their mutual compatibility despite difference in minor version numbers). Building is also easy... In the standard GNU manner: run the configure script and then run make.
The acdc translator takes the following command line arguments (in any order):
Derived ANSI C sources are created in the directory from which acdc is run, except that if a sub-directory called C is found in in the directory in which the A-code source is located, the derived sources are placed there.
Adding kernel source files
The A-code kernel consists of source files adv00.c, adv01.h and adv0.h. All three can be found in the above linked A-code tarball. Copy them alongside the C sources created by acdc, and you will have the complete C source required to build an executable.
NB: The kernel sources as supplied are equivalent to, but not compatible with the "uglified" sources which I distribute as A-code game C sources. Do not mix them!
Building an executable
Building a simple adventure executable from the derived C sources is simplicity itself: just compile and link the lot together with any ANSI C compiler. The resulting executable will default to using a local browser for its display (except for DOS builds). But it will lack command history and editing in the console mode. If that's good enough for you, fine. but if you hit problems, or want a more sophisticated version, read the guide to building A-code games from intermediate C sources.