A-code documentation
Though A-code is not by any stretch of imagination (and despite its virtues)
a popular IF language, you never know – the built-in browser mode,
plus the ability to create pure HTML/Javascript versions might attract a
brave soul or two. Hence this page.
Contents
A-code sources
Building games from source
Build types explained
Using bash advbld script
Running A-code games
Translating A-code into ANSI C
Creating game executables from derived C sources
Debugging A-code games
A-code language
A-code 12 reference
A-code parser
A-code texts
A-code vocabulary handling
Diving deeper
UNDO and REDO
Library mode interface
The context mechanism
Upward compatibility of games
Writing games in other languages
A-code debugging
Finally, some history
Differences between A-code styles
Language history, as I recall it.
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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
- And if you wish to try your hand in creating new games:
a dash of creative imagination.
A-code sources
Complete A-code system sources and documentation are supplied as a single
tarball (mipmip.org/acode/acode-12.85.tgz). Please see the tarball description document for
information on its contents.
Building games from source
Firstly, let's deal with building runnable games from A-code source files
and the ways of running such games, once built.
A-code build types explained
Acode games can be built in five distinct ways: console, combined
browser/console, single-turn (for running in a cloud in a CGI, PHP or
similar wrapper), HTML/JavaScript and library test. This document explains
what all these build types are are and what they are for.
Using the advbld script to build A-code
games Since this file is a part of my A-code framework bundle,
you clearly have the advbld script installed. This document explains
how to use the script to build A-code games in various modes, so you don't
have to bother with the "how" of it.
Running A-code games
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 does not
understand the name of a game save-file to restore being supplied on the
command line, and may land the player in limbo, with no source of light.
If you cannot or do not wish to use the advbld script for building
games, here are a couple of document explaining how to do it in a more
"manual" manner.
Translating A-code source into
compilable C code To build an A-code game from its A-code sources
(files suffixed with .acd), you first have to use the acdc
translator to create derived C sources. This document explains how.
Creating an executable from
derived C sources Once you have created (or downloaded) derived C
sources of an A-code game, you are ready to create various modes of
executables. This document explains how. (See a
separate document for an explanation of build modes.)
Debugging A-code games
Since A-code sources get converted into C for building an executable, there
are two distinct levels on which games can be debugged: C or A-code.
C level debugging is generally only required for kernel development and
standard C debugging tools can be used for the purpose. On hopefully very
rare occasions it may be desirable to trace C-level execution of a
misbehaving game. To assist with this, A-code source lines can be added as
comments to translated C sources.
A-code level debugging is dione by adding wizard mode tools by means of the
optional include directive. Such tools may generally depend on the specifics
of a given game, but a good selection can be found in debug.acd supplied
with sources of Adv770. The above linked document provides a more detailed
explanation.
The A-code language
A-code 12 guide
Explains the concepts of the language and provides a reference guide to its
components.
A-code parser
This document describes A-code parser, which has some unusual features.
A-code texts
This document explains the details of A-code texts in all their unique
glory. A minimal understanding of the A-code language is helpful but not
essential.
A-code vocabulary This
document explains the unique aspects of A-code vocabulary handling.
Diving deeper...
The next group of documents discusses some aspects of the language in a
greater depth.
The UNDO and REDO directives
The A-code UNDO and REDO directives explained.
The library mode interface
In the ADVLIB mode, the A-code kernel presents itself as a
function called advturn. This document describes its
functionality and calling sequence.
The CONTEXT mechanism If an
A-code game is to run in a cloud, which is very useful for
beta-testing, it must not use the the QUERY directive. This
document explains how the CONTEXT variable can be used to avoid
use of QUERY. (The no-QUERY restriction may be removed in a future
version of A-code, in which case this page will become obsolete.)
Upward compatibility of saved
games A-code is unusual in that with a little care a
game author can ensure that saved games are upward compatible and
can be loaded by later game versions. This document explains how.
Writing games in other languages
A-code permits game to be written in languages other than English, provided
(a) ASCII conventions are used in separating words (blanks, octal 32) and
lines (line-feeds, octal 12, optionally prefixed by carriage-return, octal
15).
(b) text is parsed left to right.
A-code debugging
Sorry, this document is yet to be written.
A-code history
Finally, some history...
Differences between A-code styles
A-code has mutated over time and this documentation reflects its current
state. Anybody looking at older games written in the language (particularly
Platt's Adv550 (style 1) and the Goetz variant Adv580 (style 2)) will see
some notable differences. This documents attempts to summaruse differences
between different styles.
A-code history
This document describes post-Platt/Goetz development of the language as I
recall it.
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