AGiliTY, notes for DOS ports
----------------------------------------

(For a general introduction to this program, see the file README.AGI)


COMMAND LINE 

  To run an AGT game file, run *agil* with the game file name as an
argument; don't include any extensions. For example, to run MYGAME, enter

C:\AGT> AGIL MYGAME
  
  Command line options can be seen by running agil without any
arguments, but most of them were intended for debugging the
interpreter and will not be of general interest. The one exception is
the -d command, which outputs metacommand debugging information which
will be of interest to authors developing AGT games.
  


CONFIGURATION

  The DOS global configuration file is the file AGIL.CFG in the same
directory as the executable; it can be used to set options you want to
hold for all games run with AGiliTy. 

  You can provide individual configuration of a particular game by
creating or editing the game-specific configuration file, which should
be in the same directory as the game data file(s) and should be named
<game name>.CFG; e.g. MYGAME.CFG. Options specified in the
game-specific file take precedence over ones in the global
configuration file.


The DOS port supports several additional options: 

BIOS, which causes all output to go through the BIOS routines.

COLORS, which allows the interface color scheme to be
   set. The syntax is
     COLORS <normal> <highlight> <background> <reverse fore> <reverse back>
   e.g COLORS LIGHTGRAY YELLOW BLACK WHITE BLUE,  which is the default.
       The colors are black, blue, green, cyan, red, magenta, brown, 
   lightgray, darkgray, lightblue, lightgreen, lightcyan, lightred,
   lightmagenta, yellow, and white. Only the first eight can be used
   as the background colors; all sixteen can be used for the other three
   settings.  
     (The spellings COLOURS, lightgrey, and darkgrey are also recognized.)

COMPASS, which causes the possible exits to be listed on the status
   line.

NAVARROW-- Use the keys on the numeric keypad for entering
   movement commands instead of for editing. 

KEY <key> <text> --
  Define the text to be inserted on the line when a given function key is 
  typed.   <key> can be 'F1', 'F2', 'F3', ..., 'F12'.  (If NAVARROW is set,
  then 'HOME', 'END', 'PGUP', 'PGDN', 'UP', 'DOWN', 'LEFT', 'RIGHT',
  'INS', 'DEL', 'PLUS', and 'MINUS' can also be redefined.) The
  default definitions are listed below. A '+' at the end of the last
  word of the text will be converted to a newline. 

HISTORY -- This specifies the size of the command history list.
  A value of 0 indicates no limit (the interpreter will remember
  every line you typed since the beginning of the game). For DOS, the
  default is 10. E.g.
      history 0
      history 20

PATH -- This should contain a space-separated list of directories 
  which will be searched for AGT games.  

BLOCK_CURSOR -- Use a block cursor instead of the usual flashing underbar.

50_LINE -- Display in 50-line mode.




LINE EDITING
  The following keys can be used when typing in commands:
<Backspace>, <Delete> -- do what you would expect.
<Left Arrow>, <Right Arrow> -- Move left/right.
<Home> or <Ctrl-A> -- Move to beginning of the line.
<End> or <Ctrl-E> -- Move to end of the line.
<Up Arrow>, <Down Arrow> -- Scroll through past commands.
<Ctrl-K> -- Kill to end of line.
<Ctrl-Y> -- Yank back the last thing killed.

<F1>-<F12> -- These can be configured with strings of your choice;
  see the KEY option above.  By default, they are:
   F1: get     
   F2: drop
   F3: examine
   F4: read 
   F5: open
   F6: close
   F7: inventory+
   F8: look+
   F9: score+ 
   F10: help+
   F11: save+
   F12: restore+

If NAVARROW is set, then the keys on the numeric keypad will generate 
generate movement commands instead of being used for editing; these
can also be redefined with KEY:
  UP: n+
  DOWN: s+
  LEFT: w+
  RIGHT: e+
  HOME: nw+
  END: sw+
  PGUP: ne+
  PGDN: se+
  INS: enter+
  DEL: exit+
  PLUS: up+
  MINUS: down+


MISCELLANEOUS
  The program *agtout* prints out the contents of AGT game files,
in human readable format, writing the output to standard output.
Under DOS, you will probably want to redirect the output to a file and
then view it with an editor; e.g.
   AGTOUT MYGAME > MYGAME.LST
which will cause the output to go to MYGAME.LST.
  Running it without arguments will give a list of command line options.


  As described in README.AGI, AGT game files can be converted to the AGX
format by using AGT2AGX.EXE. Just type (for example):

C:\AGT> AGT2AGX MYGAME 

This will create the file MYGAME.AGX from the other game files
You can use the '-o' option to give the output file a different name.
For example:

C:\AGT> AGT2AGX MYGAME -o THEGAME

will cause MYGAME.DA1...MYGAME.DA6, MYGAME.TTL, etc. to be converted into
the file THEGAME.AGX


NOTES ON THE DIFFERENT DOS RELEASES

  There are now two binary releases for DOS: a 32-bit version and a
16-bit version.  As of 1.0, only the 32-bit version is being actively
updated.

  The 16-bit compiler is packaged as "agil092olddos.zip"; its only
benifit is that it will run on old (pre-386) computers that won't
run the 32-bit version. If you actually are in this situation, you
should drop me a note so that I know you exist.

  The 32-bit version is built with the DJGPP compiler and packaged
with the supplementary program "cwsdpmi.exe", a freeware DPMI server
which should be left in the same directory as "agil.exe".  More
information on DJGPP (including the source code to "cwsdpmi.exe") can
be found at
    http://www.delorie.com/djgpp/

The copyright notice for CWSDPMI.EXE follows:

==================================================================
CWSDPMI is Copyright (C) 1995-1997  Charles W Sandmann (sandmann@clio.rice.edu)
                               1206 Braelinn, Sugar Land, TX 77479

This is release 4.  The files in this binary distribution may be
redistributed under the GPL (with source) or without the source code
provided:

* CWSDPMI.EXE or CWSDPR0.EXE are not modified in any way except via
CWSPARAM

* Notice to users that they have the right to receive the source code
and/or binary updates for CWSDPMI.  Distributors should indicate a
site for the source in their documentation.
==================================================================
