A-code documetation and tools

I don't seriously expect anybody to be greatly interested in using A-code to develop adventures. Still, you never know. The built-in Glk support and the adventure writing template might attract a brave soul or two. Hence this page.

Not included are a few things, which as a putative user you are expected to provide on your own:

  • A text editor of your choice
  • An ANSI C compiler
  • Most important of all: a dash of creative imagination.

(NB: Depending on your browser's setup, you may need to hold down the shift key when clicking on any item you wish to pick up.)

  • Converting A-code source into ANSI C source
    The main job is done by the acdc utility, which translates A-code source into ANSI C. But you also need to combine the derived C source files with the A-code kernel ones. This document tells all, as well as providing links for acdc and the kernel source files.
  • Building an executable from derived ANSI C source
    Having converted the A-code source to ANSI C, you'll now want to build an executable. This document explains how.
  • Command line options for A-code game executives
    The A-code kernel understands a number of command line options, though some of these need active support from the A-code source. E.g. adv550 won't understand the name of a save file to restore being supplied on the command line, and will land the player in limbo, with no source of light.
  • The A-code guide
    Explains the concepts of the language and provides a reference guide to its commands. The best way to learn A-code beyond that is to look at the provided A-code sources. This document is really describing version 10 of A-code, though mixing in some of the version 11 enhancements. It needs to be brought up-to-date with the current A-code version (11.90 at the time of writing).
  • acode.tgz: ANSI C sources of the A-code engine ( 93K)
    This tarball contains sources of the A-code to C translator acdc version 11.67 (15 Oct 2006), A-code kernel version 11.90 (08 Apr 2007), and a some handy but not essential scripts: advbuild.sh (Bourne shell script, only useful on Unix/Linux) and sortref.pl (Perl script for sorting A-code cross-reference files).
  • skeleton.tgz: an A-code adventure skeleton template ( 35K)
    This template already codes for adventure basics. New adventure can be built from it by adding your own code and customizing the template one. NB: This is just an A-code version 10 toolkit. It'll work with version 11 acdc and kernel, but I really must re-write it, so that it takes advantage of the A-code features new in version 11.
  • scloak.tgz: a demo adventure inplemented using the template ( 20K)
    This is a different A-code implementation of the "Cloak of Darkness" demo adventure, from the one to be found on the sources downloads page. This one uses the skeleton template, thereby immediately providing a much richer functionality than the ab initio implementation, while also reducing to the minimum the amount of additional code.

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Back to main page Mike Arnautov, Tuesday, 01-Jan-2008 05:17:33 MST