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commit
ef1c7996ec
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@ -63,6 +63,7 @@ helpful code here: the fallbacks here are basic.
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=
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[ PLATFORM_SPECIFIC_STARTUP_R addr res;
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rfalse;
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];
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[ DebugAction a anames str;
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@ -958,7 +958,7 @@ Rooms are arranged in a map.<br>
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world that is not a room. People, pieces of scenery, furniture, doors and
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mislaid umbrellas might all be examples, and so might more surprising things
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like the sound of birdsong or a shaft of sunlight.<br>
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<i>Usually</i> unlit <i>not</i> lit, inedible <i>not</i> edible, portable <i>not</i> fixed in place, described <i>not</i> undescribed, unmarked for listing <i>not</i> marked for listing, mentioned <i>not</i> unmentioned.<br>
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<i>Usually</i> unlit <i>not</i> lit, inedible <i>not</i> edible, portable <i>not</i> fixed in place, described <i>not</i> undescribed, unmarked for listing <i>not</i> marked for listing, unmentioned <i>not</i> mentioned.<br>
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<i>Usually not</i> scenery, wearable, pushable between rooms, handled.<br>
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<i>Can have</i> description (<i>text</i>), initial appearance (<i>text</i>), matching key (<i>object</i>).<br>
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</p>
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@ -488,10 +488,7 @@ Z-machine interpreters such as InfoTaskForce and Zip it was a necessity because
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of the way they buffered output. On modern windowed ones it still helps to
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space the opening text better.
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(b) The "position player in model world rule" completes the initial
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construction of the spatial model world.
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(c) The "update chronological records rule" is described in further detail
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(b) The "update chronological records rule" is described in further detail
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below, since it appears both here and also in the turn sequence rulebook.
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Here it's providing us with a baseline of initial truths from which we can
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later assess conditions such as "the marble door has been open". A subtle
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@ -503,6 +500,9 @@ Dining Room for three turns". It's as if the player teleports into an
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already-existing world, like some Star Trek crewman, just in time for the
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first command.
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(c) The "position player in model world rule" completes the initial
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construction of the spatial model world.
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(d) The "start in the correct scenes rule" ensures that we start out
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in the correct scenes. (This can't wait, because it's just conceivable
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that somebody has written a rule with a preamble like "When play
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@ -511,16 +511,17 @@ Entire Game begins.) That completes the necessary preliminaries before
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ordinary I7 rules can be run.
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=
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The initial whitespace rule is listed first in the after starting the virtual machine rules.
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The initial whitespace rule is listed in the after starting the virtual machine rules.
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The initial whitespace rule translates into Inter as "INITIAL_WHITESPACE_R".
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The position player in model world rule is listed in the after starting the virtual machine rules.
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The position player in model world rule translates into Inter as "POSITION_PLAYER_IN_MODEL_R".
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The update chronological records rule is listed in the after starting the virtual machine rules.
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The update chronological records rule translates into Inter as "UPDATE_CHRONOLOGICAL_RECORDS_R".
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After starting the virtual machine (this is the start in the correct scenes rule):
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The position player in model world rule is listed in the after starting the virtual machine rules.
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The position player in model world rule translates into Inter as "POSITION_PLAYER_IN_MODEL_R".
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The start in the correct scenes rule is listed in the after starting the virtual machine rules.
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This is the start in the correct scenes rule:
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follow the scene changing rules.
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@ The remaining rules, though, are fair game for alteration, and as if to
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