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

NAME

       frotz - interpreter for Infocom and other Z-Machine games

SYNOPSIS

       frotz [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.

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.

       -d     Disable color.

       -e     Enable sound.  If you've disabled sound in a config file and want to hear sound effects, use this.

       -E <mode>
              Emphasis mode.  <mode> corresponds to one of  three  possible  ways  to  render  emphasized  text.
              Possible choices are as follows:
              italic underline none
              Infocom  created  an  EMPHASIS_STYLE  for  the  Z-machine,  which was supposed to make the text be
              underlined  or  be  italicized.  Exactly  what  to  do  is  left  up  to  the  interpreter.   Some
              platforms/terminals  could support either, both of these, or neither.  Underlining was more common
              than italic. This option allows you to choose how EMPHASIS_STYLE is displayed.

       -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.

       -F     Force  color mode.  If you've disabled color in a config file and want to Frotz to display colors,
              use this.

       -h N   Manually sets the text height.  Though most curses libraries are intelligent enough  to  determine
              the  current width from the terminal, it may sometimes be necessary to use this option to override
              the default.

       -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.

       -m     Enable mouse support.  Naturally, this is quite limited, but it's available for anyone  who  wants
              to experiment with it. When active, the mouse cannot be used to copy text from the 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.  Turns off sound effects.  Useful when running Frotz on a remote machine and you don't want
              to bother whoever's near the console with weird noises.

       -r N   Sets the right margin.

       -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.

       -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).

HOT KEYS

       These  hot keys are enabled only when the Z-machine is waiting for line input (for Z-machine experts: the
       @read 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).

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 FILES

       On startup, frotz will  first  check  the  system's  frotz.conf  then  $HOME/.frotzrc  for  configuration
       information.  The configuration file uses a simple syntax of
       <variable> <whitespace> <value>

       Color names may be any of the following:
       black | red | green | blue | magenta | cyan | white

       ascii   on | off
       Use plain ASCII only.  Default is "off".

       background   <colorname>
       Set background color.  Default is terminal's default background color.

       color   yes | no
       Use color text.  Default is "yes" if supported.

       errormode   never | once | always | fatal
       Set error reporting mode.
       never Don't report any errors except for fatal ones.
       once Report only the first instance of an error.
       always Report every instance of an error.
       fatal Abort on any error, even non-fatal ones.
       Default is "once".

       expand_abb   on | off
       Expand abbreviations.  Default is off.  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 the "g", "x", or "z" for
       different purposes.

       foreground   <colorname>
       Set foreground color.  Default is terminal's default foreground color.

       ignore_fatal   on | off
       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.
       Default is "off"

       piracy   on | off
       Alter  the  piracy  opcode.  Default is off.  The piracy opcode was never used by Infocom. This option is
       only useful for those who like to toy around with Z-code.

       randseed   <integer>
       Set random number seed.  Default comes from the Unix epoch.

       sound   on | off
       Turn sound effects on or off.  Default is "on".

       tandy   on | off
       Set the machine's Tandy bit.  This may affect the behavior of certain Infocom games.  For example, Zork I
       pretends not to have sequels, and Witness has its language toned down.  Default is "off".

       undo_slots   <integer>
       Set number of undo slots.  Default is 500.

       zcode_path   /path/to/zcode/files:/another/path
       Set  path to search for zcode game files.  This is just like the $PATH environmental variable except that
       you  can't  put  environmental  variables  in  the  path  or   use   other   shortcuts.    For   example,
       "$HOME/games/zcode" is illegal because the shell can't interpret that $HOME variable.

       The  following  options are really only useful for weird terminals, weird curses libraries or if you want
       to force a certain look (like play in 40-column mode).

       context_lines   <integer>
       Set 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.  Default is "0".

       left_margin   <integer>
       Set the left margin.  This is for those who might have special formatting needs.

       right_margin   <integer>
       Set the right margin.  This is for those who might have special formatting needs.

       text_height   <integer>
       Manually set text height.  Most curses libraries are intelligent enough to determine the current width of
       the terminal.  You may need to use this option to override the default.

       text_width   <integer>
       Manually set text width.  Again, this should not be necessary except in special circumstances.

       script_width   <integer>
       Set the transcript width.  Default is 80 columns per line, regardless of the current  text  width.   This
       switch allows you to change this setting.  You may set this to "0" to deactivate automatic line-splitting
       in transcript files.

       The following options are mainly useful for debugging or cheating.

       attrib_set   on | off
       Watch attribute setting.  Setting and clearing of attributes  on  objects  will  be  noted  in  debugging
       messages.  Default is "off"

       attrib_test   on | off
       Watch attribute testing.  Every time the Z-machine tests an attribute value, the test and the result will
       be reported.  Default is "off".

       obj_loc   on | off
       Watch object location.  These debugging messages detail the locations of  objects  in  the  object  tree.
       Default is "off".

       obj_move   on | off
       Watch  object  movement.   This option enables debugging messages from the interpreter which describe the
       movement of objects in the object tree.  Default is "off".

COLOR

       Whether or not Frotz will display color depends upon the curses library and the terminal.  In general, an
       xterm or other X11-based terminal emulator will support color.  Sometimes the value of $TERM will need to
       be set to something like "xterm-color" or "rxvt-256color".  For a Linux console, $TERM is  almost  always
       set  to  "linux".   This  will  support  color.   For a NetBSD or OpenBSD console on an x86 or amd64, the
       default value of $TERM is "vt100".  To get color supported there, you need to  set  $TERM  to  "pc3".   A
       FreeBSD console's $TERM is "xterm" and will support color.  Color on text consoles on machines other than
       x86 or amd64 is untested.

       On some operating systems, Xterm will not change the cursor color to match that  of  the  text.   To  fix
       this, add the following line to your .Xresources file and type xrdb -merge $HOME/.Xresources

       xterm*cursorColor:      *XtDefaultForeground

       This  can  also  be  added  to  a systemwide file such as /etc/X11/Xresources/x11-common or /etc/X11/app-
       defaults/XTerm.  The names and locations of the system-wide files can vary from OS to OS.

UNICODE

       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.

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

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

       For the Alt key to be read correctly in an Xterm, the following lines should be in your .Xresources file:

       XTerm*metaSendsEscape: true
       XTerm*eightBitInput: false

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  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.

       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.

       You  can  use  a path like "/usr/local/games/zcode:$HOME/zcode" with $ZCODE_PATH or $INFOCOM_PATH because
       the shell will digest that $HOME variable for you before setting $ZCODE_PATH. While processing frotz.conf
       and  $HOME/.frotzrc,  a  shell  is  not  used.  Therefore  you  cannot use environmental variables in the
       "zcodepath" option within the config files.

       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>.

CONTRIBUTORS

       In 2019, a Kickstarter campaign was run to raise  funds  to  pay  Mark  McCurry  to  overhaul  the  audio
       subsystem for the curses port of Frotz.  The following people contributed $100 towards that effort:
       Simon Martin
       Dan Sanderson
       Justin de Vesine
       Daniel Sharpe

SEE ALSO

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