Provided by: frotz_2.54+dfsg-4_amd64 bug

NAME

       dfrotz - interpreter for Infocom and other Z-Machine games (dumb interface)

SYNOPSIS

       dfrotz [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
       invocation.

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 except for version 6.  Version 6
       is  semi-supported  by displaying the outlines of V6 graphics with the picture number in the bottom-right
       corner.

       This manpage is for Frotz with the dumb interface.  Dumb Frotz does not support sound-effects,  graphics,
       or colors.

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.

       -f [irc | ansi | normal]
              Select  type  of format codes.  Dumb Frotz can optionally mark up its output with codes for color,
              bold, underline, and so on.  Currently, formatting codes for irc clients and  ansi  terminals  are
              supported.   Specifying  normal  or  not using this flag at all will result in Dumb Frotz's normal
              behavior of not using any sort of markup.

       -h N   Text height.  Every N lines, a MORE prompt will be printed.  Use of the  -m  option  renders  this
              option moot.

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

       -m     Turn off MORE prompts.  This can be desirable when using a printing terminal.

       -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     Plain  ASCII  output only.  This inhibits the output of accented letters and other characters from
              the Latin-1 character set, replacing them with reasonable alternatives.  This may be necessary  on
              devices  lacking  these  characters.  The OE/oe dipthongs are missing from the Latin-1 set.  These
              are handled as well.

       -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.

       -q     Quiet mode.  Suppress startup messages such as "Loading zork1.z3".

       -r xxx Set  runtime  options.  This option may be used repeatedly.  See CONFIGURATION below.  There is no
              need to prepend a backslash.

       -R <path>
              Restricted read/write.  Reading and writing files will be restricted only to  the  provided  path.
              Ordinarily  Frotz  will write or read its saves, transcripts, and move recordings in whatever path
              or directory the user provides when the SAVE, SCRIPT, or RECORDING commands are given.   This  can
              be undesirable if Frotz is run in a restricted environment, by a front end, or by a chatbot.  This
              option will cause Frotz to write or read only to the provided path and  nowhere  else.   Then  the
              controlling  process  can  then  watch that directory for changes and need not worry about someone
              scribbling or snooping who-knows-where.

       -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.  This should not be necessary except in special circumstances.

       -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.

       -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.

       -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).

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. Frotz 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

CONFIGURATION

       Unlike  it's  curses-using  or  SDL-using  siblings,  dfrotz  does  not  use  configuration  files.   All
       configuration is done on the command line or while dfrotz is running.

   General Commands
       \help  Show help message.

       \set   Show the current values of runtime settings.

       \s     Show the current contents of the whole screen.

       \d     Discard the part of the input before the cursor.

       \wN    Advance clock N/10 seconds, possibly causing the current and subsequent inputs to timeout.

       \w     Advance clock by the amount of real time  since  this  input  started  (times  the  current  speed
              factor).

       \t     Advance clock just enough to timeout the current input

   Reverse-Video Display Method Settings
       \rn    none

       \rc    CAPS

       \rd    doublestrike

       \ru    underline

   Output Compression Settings
       \cn    none: show whole screen before every input.

       \cm    max: show only lines that have new nonblank characters.

       \cs    spans: like max, but emit a blank line between each span of screen lines shown.

       \chN   Hide top N lines (orthogonal to above modes).

   Misc Settings
       \sfX   Set speed factor to X.  (0 = never timeout automatically).

       \mp    Toggle use of MORE prompts

       \ln    Toggle display of line numbers.

       \lt    Toggle display of the line type identification chars.

       \vb    Toggle visual bell.

       \pb    Toggle display of picture outline boxes.

       (Toggle commands can be followed by a 1 or 0 to set value ON or OFF.)

   Character Escapes
       \\     backslash

       \#     backspace

       \[     escape

       \_     return

       \<     cursor-left

       \>     cursor-right

       \^     cursor-up

       \.     cursor-down

       \1..\0 f1..f10

       \D..\X Standard Frotz hotkeys.

       use \H (help) to see the list of hotkeys.

   Line Type Identification Characters
   Input lines (untimed)
       >      A regular line-oriented input

       )      A single-character input

       }      A line input with some input before the cursor.  Use \d to discard it.

   Input lines (timed)
       T      A regular line-oriented input

       t      A single-character input

       D      A line input with some input before the cursor.  Use \d to discard it.

   Output lines
       ]      Output line that contains the cursor.

       .      A blank line emitted as part of span compression.

              (blank) Any other output line.

UNICODE

       Dumb  Frotz  supports  Unicode glyphs by way of UTF-8 if the terminal used supports UTF-8.  If you prefer
       using xterm, start it as uxterm.  This is a wrapper script that sets up xterm with UTF-8 locale.  You can
       also manually tell an xterm to switch into UTF-8 mode by holding CTRL and the right mouse button to bring
       up the VT FONTS menu.  Depending on how xterm was installed, you may see  an  option  for  "UTF-8  Fonts"
       which will allow Unicode to be properly displayed.

       Getting  normal  xterm  to  behave like this all the time can vary from system to system.  Other terminal
       emulators have their own ways of being set to use UTF-8 character encoding.

       If you are using some sort of wrapper around dfrotz,  and  want  to  make  use  of  Unicode,  it  is  the
       responsibility of the wrapper to make sense of characters passed back and forth.

NON ASCII CHARACTERS

       Non-ASCII  glyphs  can  be  displayed  without  the  use of UTF-8 by way of the ISO-8859-1 or ISO-8859-15
       (Latin-1 or Latin-9) character sets.  ISO-8859-15 is more or less identical to ISO-8859-1 except that the
       OE/oe  dipthongs  are  supported,  replacing  the  seldom-used  1/2  and  1/4  glyphs.   See also luit(1)
       charsets(7) iso_8859-1(7) and iso_8859-15(7) for more information.

   LOCALE
       An important means of ensuring the system knows  to  use  UTF-8  is  to  make  sure  the  locale  is  set
       appropriately.  This is valid only when Dumb Frotz runs under Unix-ish systems.

       Using the command locale will tell you what is currently in use.  Using locale -a

       will  show  you  what's  available.  Then set your LANG evironmental variable to something appropriate by
       using one of these commands:

           export LANG=C.UTF-8
           export LANG=en_US.utf8

       This can be put in your shell configuration file, be it  .profile,  .bash_profile,  .login,  .bashrc,  or
       whatever.

       It can also be set system-wide in the equivalent files in /etc.

   SEE ALSO
       ash(1) bash(1) csh(1) ksh(1) sh(1) zsh(1)

ENVIRONMENT

       Unlike it's curses-using or SDL-using siblings, dfrotz does not search any path for game files.

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.

       Source tarballs are available at the IF Archive or any of its many mirrors:
       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  text
       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.

       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 Unix port was done by Galen Hazelwood.
       The Unix port is currently maintained by David Griffith <dave@661.org>.

SEE ALSO

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