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inform.1
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.TH INFORM "1" "2015-12-20" "Inform v6.33" "Inform v6.33 - interactive fiction story file compiler"
.SH NAME
inform \- compile Inform interactive fiction story files to Z-machine or Glulx bytecode
.SH SYNOPSIS
.BI "inform " "[options...] infile [outfile]"
.SH DESCRIPTION
\fBinform\fP compiles an Inform version 6 story file (usually with the
extension \fB.inf\fP) into Z-machine or Glulx bytecode which can then be
executed by a variety of Z-machine or Glulx emulators. If the output
filename is not explicitly given on the command line, it will be
constructed from the input filename.
.PP
\fBinform\fP's mode of operation can be controlled with switches (one- or
two-character expressions preceded by a dash), path modifiers (starting with a
plus sign) and memory strategy modifiers (starting with a dollar sign).
.SS SWITCHES
.TP
.B -a
trace assembly-language (without hex dumps; see \fB-t\fP)
.TP
.B -c
more concise error messages
.TP
.B -d
contract double spaces after full stops in text
.TP
.B -d2
contract double spaces after exclamation and question marks, too
.TP
.B -e
economy mode (slower): make use of declared abbreviations
.TP
.B -f
frequencies mode: show how useful abbreviations are
.TP
.B -g
traces calls to functions (except in the library)
.TP
.B -g2
traces calls to all functions
.TP
.B -h, -h1, -h2
print usage information
.TP
.B -i
ignore default switches set within the file
.TP
.B -j
list objects as constructed
.TP
.B -k
output Infix debugging information to "gameinfo.dbg" (and switch \fB-D\fP on)
.TP
.B -l
list every statement run through Inform
.TP
.B -m
say how much memory has been allocated
.TP
.B -n
print numbers of properties, attributes and actions
.TP
.B -o
print offset addresses
.TP
.B -p
give percentage breakdown of story file
.TP
.B -q
keep quiet about obsolete usages
.TP
.B -r
record all the text to "gametext.txt"
.TP
.B -s
give statistics
.TP
.B -t
trace assembly-language (with full hex dumps; see \fB-a\fP)
.TP
.B -u
work out most useful abbreviations (very very slowly)
.TP
.B -v\fIn\fP
compile to a specific Z-code version; the default is 5. Available versions are:
.RS
.TP
.B 3
version-3 ("Standard") story file
.TP
.B 4
version-4 ("Plus") story file
.TP
.B 5
version-5 ("Advanced") story file
.TP
.B 6
version-6 (graphical) story file
.TP
.B 8
version-8 (expanded "Advanced") story file
.RE
.TP
.B -w
disable warning messages
.TP
.B -x
print # for every 100 lines compiled
.TP
.B -y
trace linking system
.TP
.B -z
print memory map of the Z-machine
.TP
.B -B
use big memory model (for large version-6/version-7 files)
.TP
.B -C\fIn\fP
select text character set (defaults to 1):
.RS
.TP
.B 0
plain ASCII only
.TP
.B 1
ISO 8859-1 (Latin1)
.TP
.B 2
ISO 8859-2 (Latin2)
.TP
.B 3
ISO 8859-3 (Latin3)
.TP
.B 4
ISO 8859-4 (Latin4)
.TP
.B 5
ISO 8859-5 (Cyrillic)
.TP
.B 6
ISO 8859-6 (Arabic)
.TP
.B 7
ISO 8859-7 (Greek)
.TP
.B 8
ISO 8859-8 (Hebrew)
.TP
.B 9
ISO 8859-9 (Latin5)
.RE
.TP
.B -D
insert "Constant DEBUG;" automatically
.TP
.B -E\fIn\fP
select error message style (default is Archimedes):
.RS
.TP
.B 0
Archimedes-style error messages
.TP
.B 1
Microsoft-style error messages
.TP
.B 2
Macintosh MPW-style error messages
.RE
.TP
.B -F1
use temporary files to reduce memory consumption
.TP
.B -G
compile a Glulx game file
.TP
.B -H
use Huffman encoding to compress Glulx strings
.TP
.B -M
compile as a Module for future linking
.TP
.B -S
compile strict error-checking at run-time (on by default)
.TP
.B -U
insert "Constant USE_MODULES;" automatically
.TP
.B -W\fIn\fP
header extension table is at least n words (n = 3 to 99)
.TP
.B -X
compile with INFIX debugging facilities present
.SS PATH MODIFIERS
.TP
.BI + dir
set \fBInclude_Path\fP to this directory
.TP
.BI +PATH= dir
change \fBPATH\fP to this directory
.SS MEMORY STRATEGY MODIFIERS
Note: it may be necessary to quote these parameters to prevent your shell
from expanding them.
.TP
.B $small
adjust memory settings to a small game
.TP
.B $large
adjust memory settings to a large game
.TP
.B $huge
adjust memory settings to a huge game (default)
.TP
.B $list
list current memory allocation settings
.TP
.BI $? parameter
explain memory setting \fIparameter\fP (see \fB$list\fP for available
parameters)
.TP
.BI $ parameter = value
manually set \fIparameter\fP
.SH CAVEATS
\fBinform\fP is not capable of creating story files conforming to
versions 1 or 2 of the Z-Machine.
.br
Modules cannot be used with Glulx and are deprecated for Z-Machine.
.SH DOCUMENTATION
The canonical documentation for \fBInform6\fP is the
\fBInform_Designer's Manual\fP. This work can be browsed at
.br
.RI < http://inform-fiction.org/manual/html/contents.html >
downloaded from
.br
.RI < http://inform-fiction.org/manual/DM4.pdf >
and purchased in hardcopy at
.br
.RI < http://amazon.com/ >
Another noteworthy and somewhat more up-to-date resource is the
\fBInform Beginner's Guide\fP. This work can be downloaded at
.br
.RI < http://inform-fiction.org/manual/download_ibg.html >
.SH SEE ALSO
.IR zcode-interpreter (6)
and the manuals and language reference which can be found online at
.br
.RI < http://inform-fiction.org/manual/ >
.br
and
.br
.RI < http://inform-fiction.org/inform6.html >.
.SH AUTHOR
The various iterations of the \fBInform\fP language were created by
Graham Nelson in 1993.
This manpage was written by Jan Nordholz <[email protected]>
for the Debian Project and altered by David Griffith <[email protected]>.
.SH DISTRIBUTION
The compiler and standard library for \fBInform6\fP are licensed under
.IP 1)
The traditional Inform license as described by the DM4, or
.IP 2)
The Artistic License 2.0 .
.RE
Here is the relevant bit from the Inform Designer's Manual, 4th edition:
Copyright on Inform, the program and its source code, its example games
and documentation (including this book) is retained by Graham Nelson,
who asserts the moral right to be identified as the author under the
Copyrights, Designs and Patents Act 1988. Having said this, I am happy
for it to be freely distributed to anybody who wants a copy, provided
that: (a) distributed copies are not substantially different from those
archived by the author, (b) this and other copyright messages are always
retained in full, and (c) no profit is involved. (Exceptions to these
rules must be negotiated directly with the author.) However, a story
file produced with the Inform compiler (and libraries) then belongs to
its author, and may be sold for profit if desired, provided that its
game banner contains the information that it was compiled by Inform, and
the Inform version number.
The Artistic License 2.0 can be found at
.br
https://opensource.org/licenses/Artistic-2.0
.br
and the file \fBARTISTIC\fP in the \fBInform6\fP distribution archive.