Provided by: sdlfrotz_2.54+dfsg-3build2_amd64 bug

NAME

       sfrotz - interpreter for Infocom and other Z-Machine games (SDL interface)

SYNOPSIS

       sfrotz [options] file [blorb_file]

       At  least  one  file  must be specified on the command line.  This can be either a plain Z-code file or a
       Blorb file.  A Z-code file is a compiled executable for the Z-Machine.   A  Blorb  file  contains  audio,
       graphics, and other things in addition to the game wrapped up into a single file.  It can also optionally
       contain  the Z-Machine executable.  If a plain Z-code file is supplied, then Frotz will check for a Blorb
       file with the same base name but an extension of .blb, .blorb, or .zblorb and load it if found.

       If the file supplied on the command line is a Blorb file, then Frotz will check to see if a  Z-code  file
       is contained within.  If not found, then Frotz will complain and exit.

       An  alternatively-named  Blorb  file can be supplied as the optional second parameter to the command line
       invocatio

DESCRIPTION

       Frotz is a Z-Machine interpreter.  The Z-machine is a virtual machine designed by Infocom to run  all  of
       their  text  adventures.   It went through multiple revisions during the lifetime of the company, and two
       further revisions  (V7  and  V8)  were  created  by  Graham  Nelson  after  the  company's  demise.   The
       specification is now quite well documented; this version of Frotz supports version 1.0.

       This  version of Frotz fully supports all these versions of the Z-Machine including the graphical version
       6.  Graphics and sound are created through the use of the SDL libraries.  AIFF sound effects and music in
       MOD and OGG formats are supported when packaged in Blorb container files or  optionally  from  individual
       files.

STANDARD OPTIONS

       -a     Watch attribute setting.  Setting and clearing of attributes on objects will be noted in debugging
              messages.

       -A     Watch  attribute  testing.   Every  time  the Z-machine tests an attribute value, the test and the
              result will be reported.

       -b <colorname>
              Sets the default background color.  <colorname> corresponds to one of the Z-machine colors,  which
              are as follows:
              black red green yellow blue magenta cyan white
              If color support is disabled or not available on your terminal, this option does nothing.

       -c N   Sets  the number of context lines used.  By default, after a ``[MORE]'' prompt, and assuming there
              is enough output pending, Frotz will allow all the currently  visible  lines  to  scroll  off  the
              screen  before prompting again.  This switch specifies how many lines of text Frotz will hold over
              and display at the top of the next screen.

       -C <filename>
              Load this configuration file instead of $HOME/.sfrotzrc.

       -d     Disable color.

       -f <colorname>
              Sets the default foreground color.  <colorname> corresponds to one of the Z-machine colors,  which
              are as follows
              black red green yellow blue magenta cyan white
              If color support is disabled or is not available on your terminal, this option does nothing.

       -h N   Manually sets the text height.

       -i     Ignore fatal errors.  If a Z-Machine interpreter encounters a zcode error such as division-by-zero
              or  addressing an illegal object, the proper response is to abort execution.  This is done because
              the zcode program doesn't have a clear idea of what is going on.  There are some games  out  there
              that  cause  fatal  errors  because  the authors were careless and used an interpreter that didn't
              properly check for errors.  This option is intended to get around such bugs, but  be  warned  that
              Strange Things may happen if fatal errors are not caught.

       -I N   Set  the  interpreter  number.  Infocom designed the Z-machine such that a game could tell on what
              kind of machine the interpreter was running.  See INTERPRETER NUMBER below.

       -l N   Sets the left margin, for those who might have specific formatting needs.

       -L <filename>
              When the game starts, load this saved game file.

       -o     Watch object movement.  This option enables debugging messages from the interpreter which describe
              the moving of objects in the object tree.

       -O     Watch object location.  These debugging messages detail the locations of  objects  in  the  object
              tree.

       -P     Alter the piracy opcode.  The piracy opcode was never used by Infocom.  This switch is really only
              useful for those who like to toy around with Z-code.

       -r N   Sets the right margin.

       -s N   Set the random number seed value.  The given seed value is used as the initial seed value on every
              restart.  This  is  helpful  for  testing games like Curses which make random decisions before the
              first input (such that the hot key Alt-S does not really help).

       -S N   Set the transcript width.  By default your transcript files are formatted to a width of 80 columns
              per line, regardless of the current text width.  This switch allows you to change this setting. In
              particular, use -S 0 to deactivate automatic line splitting in transcript files.

       -t     Sets the Z-machine's Tandy bit, which may affect the  behavior  of  certain  Infocom  games.   For
              example, Zork I pretends not to have sequels, and Witness has its language toned down.

       -u N   Sets the number of slots available for Frotz's multiple undo hotkey (see below).  This defaults to
              twenty,  which  should  be  sufficient  for  most purposes.  Setting too high a number here may be
              dangerous on machines with limited memory.

       -w N   Manually sets the text width.

       -x     Expand the abbreviations "g", "x", and "z" to "again", "examine", and "wait".  This switch is  for
              use  with  old  Infocom  games that lack these common abbreviations which were introduced in later
              games.  Use it with caution: A few games might use "g", "x" or "z" for different purposes.

       -Z N   Error checking mode.
              0 = don't report errors.
              1 = report first instance of an error.
              2 = report all errors.
              3 = exit after any error.
              Default is 1 (report first instance of an error).

EXTENDED OPTIONS

       -@ <listfile>
              Use resource files listed in <listfile> (see NON BLORB RESOURCES).

       -%     Use local resource files.

       -F     Run in fullscreen mode (see NOTES).

       -m <msecs>
              Set the timer interrupt cycle to <msecs> milliseconds, instead of the default 100 (1/10 sec).

       -N <mode>
              Set the mode (date or name) for creating default file names for  save/script  etc.   For  date,  a
              timestamp  is  prepended  to the filename extension.  For name, a four-digit number beginning with
              0000 is prepended to the filename extension.

       -T     Use traditional in-game requests for file names, instead of on-screen dialogs.

       -v     Show version information and exit.  This will display the version of Frotz, some information about
              what's enabled and what's not, the commit date of the source code,  and  a  git(1)  hash  of  that
              commit.

       -V     Force the use of default monospaced VGA font.

HOT KEYS

       Sfrotz  supports  the same hot keys as standard Frotz, plus the Ctl-Alt-X combination for immediate exit,
       which may be used in case of emergency. Note that these hot keys are enabled only when the  Z-machine  is
       waiting  for line input (for Z-machine experts: @read opcode), with the exception of Ctl-Alt-X which also
       works in single character input mode (@read_char opcode).

       Alt-D  Set debugging options.

       Alt-H  Help (print the list of hot keys).

       Alt-N  New game (restart).

       Alt-P  Playback on.

       Alt-R  Recording on/off.

       Alt-S  Set random number seed.

       Alt-U  Undo one turn.

       Alt-X  Exit game (after confirmation).

       Ctl-Alt-X
              Exit game immediately (no confirmation).

WINDOW

       Sfrotz has a hardwired default screen size of 640x400. The screen size can be changed by  the  values  in
       this section, by the values found in the Reso chunk of a Blorb file, and finally by the -w and -h command
       line  options  (in that order). Note however that Sfrotz shall refuse to set a screen width less than 640
       and/or a height less than 400. NOTE: for normal (windowed) usage, the screen  size  should  obviously  be
       less  than  the  PC  screen  resolution  (taking into account also window decorations, taskbars etc.) For
       fullscreen usage, the size should preferably be one of those supported by the PC video driver; otherwise,
       SDL shall try to use the next higher available  resolution,  with  black  borders  around  the  Z-machine
       screen.  In  fullscreen  mode,  however,  it may happen that for some strange resolutions SDL accepts the
       request, but the screen goes blank... In such a case, you may shut down the program by pressing Ctrl-Alt-
       X.

INTERPRETER NUMBER

       The interpreter number is a setting in the Z-machine header which is used to tell the game on  what  sort
       of  machine the interpreter is running.  Sfrotz will automatically choose the most appropriate number for
       a given Infocom-produced game.  Should you want to override the number, the -I option is available.

       An interpreter should choose the interpreter number most suitable for the machine it  will  run  on.   In
       Versions  up  to  5,  the  main  consideration  is  that  the  behaviour  of 'Beyond Zork' depends on the
       interpreter number (in terms of its usage of the character graphics font). In Version 6, the decision  is
       more  serious,  as existing Infocom story files depend on interpreter number in many ways: moreover, some
       story files expect to be run only on the interpreters for a particular machine.  There are, for instance,
       specifically Amiga versions.  The DECSystem-20 was Infocom's own in-house mainframe.

       For Infocom's four V6 games, the interpreter number will be automatically chosen based on the  title  and
       release number.  Of course, this can be overridden at the command line.

       Infocom used the following interpreter numbers:

       1   DECSystem 20

       2   Apple IIe

       3   Macintosh

       4   Amiga

       5   Atari ST

       6   IBM PC

       7   Commodore128

       8   Commodore64

       9   Apple IIc

       10   Apple IIgs

       11   Tandy Color

NON BLORB RESOURCES

       Besides  Blorb-packaged  resources,  Sfrotz  can  also  render  graphics and sound from individual files,
       provided the latter are either suitably named (e.g a common root with  a  numeric  field  specifying  the
       resource number), or listed in a suitably formatted text file.

       Note  that  this feature is not automatic, but must be enabled by the -% or -@ command line options. When
       the feature is enabled, resources found this way override those in the Blorb file, if present.

       This feature can be useful to game designers, as it eases changing and adding resources without having to
       re-compile the Blorb file each time.  The format of the list file used with the -@  option  (see  EXAMPLE
       BLC FILE) is identical to that of the BLC control file used by L. Ross Raszewski's iblorb package, so one
       can use the same list for compiling the final Blorb file for distribution.

TRUETYPE FONTS

       Sfrotz can display text with Truetype or Type1 fonts, using the FreeType2 rendering library. The location
       of  the necessary font files must be specified in the setup file. Also, antialiased rendering of Truetype
       fonts can be specified. Please note that this feature in sfrotz is still experimental,  so  don't  expect
       too much (e.g., kerning is not supported).

DEFAULT FONTS

       Sfrotz  does  not need Truetype fonts to work; in fact it has a default monospaced font, based on an 8x16
       VGA font, which can be used for both the TEXT_FONT and the FIXED_FONT of  the  z-machine,  with  suitable
       (though  not very nice) modifications for the various styles. Even if Truetype fonts are specified in the
       setup file, Sfrotz can be forced to use the VGA font by the -V command line switch.

UNICODE

       Sfrotz supports Unicode glyphs by way of UTF-8 as long as the fonts loaded contain the glyphs  you  need.
       The  default  font  provided  by SDL does not contain much beyond the Latin alphabet and some diacritical
       marks.  Inverted punctuation marks as used in Spanish are missing.  Two monospaced fonts  known  to  work
       well  with  most  commonly-encountered alphabetic languages are Leggie and FreeMono. They can be found at
       https://memleek.org/leggie/ (X11 BDF fonts) and https://www.gnu.org/software/freefont/ (Truetype  fonts).
       Logographic glyphs (Kanji and Chinese are not currently supported.

ENVIRONMENT

       If  the  ZCODE_PATH  environmental  variable is defined, Sfrotz will search that path for game files.  If
       that doesn't exist, INFOCOM_PATH will be searched.

SETUP FILE

       On startup, sfrotz will check $HOME/.sfrotzrc for setup information.  The setup file has  four  sections:
       Interpreter, Display, Fonts, and Resources.

       The Interpreter section deals with options having to do with how the Frotz core works.

       The Window section deals with screen display.  Sfrotz has a hardwired default screen size of 640x400. The
       screen  size  can  be  changed  by the values in this section, by the values found in the Reso chunk of a
       Blorb file, and finally by the -w and -h command line options (in that order).  Note however that  sfrotz
       shall refuse to set a screen width less than 640 and/or a height less than 400.

       NOTE: for normal (windowed) usage, the screen size should obviously be less than the PC screen resolution
       (taking  into  account  also  window  decorations,  taskbars  etc.) For fullscreen usage, the size should
       preferably be one of those supported by the PC video driver; otherwise, SDL shall try  to  use  the  next
       higher available resolution, with black borders around the z-machine screen. In fullscreen mode, however,
       it  may happen that for some strange resolutions SDL accepts the request, but the screen goes blank... In
       such a case, you may shut down the program by pressing Ctrl-Alt-X.

       The Display section is reserved for future developments.

       The Fonts section is for defining the font directory, font files, and if antialiasing is  enabled  (which
       is currently not supported).

       The  following  eight statements: textroman, textbold, textitalic, textbolditalic, fixedroman, fixedbold,
       fixeditalic, and fixedbolditalic; specify the eight font faces used by the z-machine  (not  counting  the
       so-called  graphics  font  used  in  Beyond  Zork, which is hardwired in the program), that is the normal
       TEXT_FONT and the monospaced FIXED_FONT, each in four styles (roman, bold,  italic  and  bold+italic).  A
       single  face  is  specified  by  the file name (with its suffix!), optionally followed by an @ sign and a
       number, indicating the font size in pixels (default  is  14).  Multiple  face  files  can  be  specified,
       separated  by  pipe  (|)  characters; Sfrotz shall use the first one it finds (see the example in EXAMPLE
       SETUP FILE). This feature allows e.g. to use the same setup file on different systems.

       The Resources section is for configuring graphics  and  sound  resources.   Each  template  must  contain
       exactly one C-style decimal format specifier (e.g. Pict%d) to be substituted by the resource number.

SETUP FILE GRAMMAR

       [Interpreter]

       Number = number
         Set the interpreter number (default is 4, i.e. Amiga Interpreter)

       Error Reporting = level
         Set the error reporting level (same as the -Z option)

       Ignore Errors = 0/1
         Ignore (1) or not (0) non-fatal runtime errors.

       Expand Abbreviations = 0/1
         Set/reset  expansion  of  g/x/z  abbreviations.  Expansion  is  useful  for  old  v1 games which do not
         understand such abbreviations. Default: 0 (the -xoption can set this switch.)

       Tandy Bit = 0/1
         Set/reset the Tandy bit. Default: 0 (the -t option can set this switch.)

       Wrap Script Lines = nc
         Set the width (number of columns) of the transcript to nc. Same as -S option.

       SaveNames = date/name
         Set the mode (date or name) for creating default file names for save/script etc.  For date, a timestamp
         is prepended to the filename extension.  For name, a four-digit number beginning with 0000 is prepended
         to the filename extension.

       [Window]

       AcWidth = width
         Set the screen width in pixels (default: 640)

       AcHeight = height
         Set the screen height in pixels (default: 400)

       [Display]

       (This section reserved for future developments)

       [Fonts]

       antialias = 0/1
         Set antialiased rendering of Truetype fonts off (0) or on (nonzero).  Note that this option  cannot  be
         overridden by a command line switch.

       fontdir = folder
         Specify  the  directory  containing  the Truetype fonts.  If this does not begin with a slash, then the
         directory is assumed to be relative to the user's home directory.

       textroman = fontspec
         Set the font file for TEXT_FONT, roman style.

       textbold = fontspec
         Set the font file for TEXT_FONT, bold style.

       textitalic = fontspec
         Set the font file for TEXT_FONT, italic style.

       textbolditalic = fontspec

       fixedroman = fontspec
         Set the font file for FIXED_FONT, roman style.

       fixedbold = fontspec
         Set the font file for FIXED_FONT, bold style.

       fixeditalic = fontspec
         Set the font file for FIXED_FONT, italic style.

       fixedbolditalic = fontspec
         Set the font file for FIXED_FONT, bold and italic style

       [Resources]

       Dir = folder
         Specify the folder for individual graphics/sound resource files.

       Pict = template
         Template for picture resource files.

       Snd = template
         Template for sound resource files.

EXAMPLE SETUP FILE

       # The # denotes the start of a comment
       # Everything after the # is ignored, up to the end of the line

       [Interpreter]
       SaveNames=date

       [Window]
       # The following entries are commented out
       # but they are the same as the hardwired defaults, anyway
       #AcWidth = 640
       #AcHeight = 400

       [Display]

       [Fonts]
       antialias=1
       fontdir=/usr/share/fonts/truetype/freefont
       textroman=arial.ttf@16|FreeSans.ttf@16
       textbold=arialbd.ttf@16|FreeSansBold.ttf@16
       textitalic=ariali.ttf@16|FreeSansOblique.ttf@16
       textbolditalic=arialbi.ttf@16|FreeSansBoldOblique.ttf@16
       fixedroman=cour.ttf@16|FreeMono.ttf@16
       fixedbold=courbd.ttf@16|FreeMonoBold.ttf@16
       fixeditalic=couri.ttf@16|FreeMonoOblique.ttf@16
       fixedbolditalic=courbi.ttf@16|FreeMonoBoldOblique.ttf@16

       [Resources]
       Dir=./        # the current dir
       Pict=PIC%d    # i.e. PIC1, PIC2, ...
       Snd=SND%d     # i.e. SND3, SND4, ...

EXAMPLE BLC FILE

       Exec 0 ZCOD ani.z6

       Snd 13 FORM busyalone.au.aiff
       Snd 12 FORM s0020.au.aiff
       Snd 11 FORM s0154.au.aiff
       Snd 10 FORM s1484.au.aiff

       Pict 10 PNG edleft.png0.png
       Pict 11 PNG edleft.png1.png
       Pict 12 PNG edleft.png2.png
       Pict 13 PNG edleft.png3.png
       Pict 14 PNG edleft.png4.png
       Pict 15 PNG edleft.png5.png

       Pict 16 PNG lauhoh.png0.png
       Pict 17 PNG lauhoh.png1.png
       Pict 18 PNG lauhoh.png2.png

       Pict 19 PNG edfront.png0.png
       Pict 20 PNG edfront.png1.png
       Pict 21 PNG edfront.png2.png
       Pict 22 PNG edfront.png3.png
       Pict 23 PNG edfront.png4.png
       Pict 24 PNG edfront.png5.png

       Pict 25 PNG hoagie.png0.png
       Pict 26 PNG hoagie.png1.png

       Pict 30 PNG dott0.png

FURTHER INFORMATION

       The Frotz homepage is at https://661.org/proj/if/frotz/.

       A git(1) repository of all versions of Unix Frotz back to 2.32 is available for public perusal here:
       https://gitlab.com/DavidGriffith/frotz/.

       The bleeding edge of Frotz development may be followed there.

       The Interactive Fiction Archive is a good place to find games to play  with  Frotz.   Various  ports  and
       builds for Frotz may also be found here.  Here is its URL:
       http://www.ifarchive.org/

       Most distributions of Linux and BSD include Frotz in their package repositories.

       It is distributed under the GNU General Public License version 2 or (at your option) any later version.
       https://www.gnu.org/licenses/gpl-2.0.en.html

       This  software  is offered as-is with no warranty or liability.  If you find a bug or would like Frotz to
       do something it doesn't currently do, please visit the above Gitlab website and report your concerns.

CAVEATS

       The Z Machine itself has trouble with the concept of resizing a  terminal.   It  assumes  that  once  the
       screen  height  and width are set, they will never change; even across saves.  This made sense when 24x80
       terminals were the norm and graphical user interfaces were mostly unknown.  I'm fairly sure there's a way
       around this problem, but for now, don't resize an xterm in which frotz is running.  Also, you should  try
       to  make  sure the terminal on which you restore a saved game has the same dimensions as the one on which
       you saved the game.

       Audio latency might be unreasonably long depending on the  settings  of  your  operating  system.   Linux
       generally  has  things  right.   The BSDs may need some sysctl(8) settings adjusted.  See the sound(4) or
       audio(4) manpages for more information.

       This manpage is not intended to  tell  users  HOW  to  play  interactive  fiction.   Refer  to  the  file
       HOW_TO_PLAY included in the Unix Frotz documentation or visit one of the following sites:
       http://www.microheaven.com/ifguide/
       http://www.brasslantern.org/beginners/
       http://www.musicwords.net/if/how_to_play.htm
       http://ifarchive.org/

BUGS

       This program has no bugs.  no bugs.  no bugs.  no *WHAP* thank you.  If you find one, please report it to
       the Gitlab site referenced above in FURTHER INFORMATION.

AUTHORS

       frotz was written by Stefan Jokisch for MSDOS in 1995-7.
       The  SDL  port  was  done  in  2009  by  Aldo  Cumani  and  is  currently  maintained  by  David Griffith
       <dave@661.org>.

SEE ALSO

       frotz(6) dfrotz(6) nitfol(6) rezrov(6) jzip(6) xzip(6) inform(1)

SDL Frotz v2.54                                    2021-06-21                                          SFROTZ(6)