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
brave soul or two. Hence this page.
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.
Complete A-code sources are supplied as a single tarball
(mipmip.org/acode/acode-12.76.tgz). Please see
the tarball description document for
information on its contents.
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 modes explained
Acode games can be built in five distinct modes: console, browser, single-turn
(for running in a cloud in a CGI, PHP or similar wrapper),
these modes are and what they are for.
Using the advmake script to build A-code
Since this file is a part of my A-code framework bundle, you clearly have the
advmake 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 advmake 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
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
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.)
Now for the A-code language itself.
A-code 12 guide
Explains the concepts of the language and provides a reference guide
to its components.
This document describes A-code parser, which has some numunusual features.
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
document explains the unique aspects of A-code vocabulary handling.
The next group of documents discusses some aspects of the language in a
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
The CONTEXT mechanism
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
Upward compatibility of saved
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.
Finally, some history... A-code