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PostPosted: Sun Sep 09, 2018 12:19 pm 
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Joined: Sun Aug 30, 2009 5:27 am
Posts: 58
Hi,

Looks like an interesting story, but I‘ve to admit I never heard of it ...

http://8-bit.info/infinite-imaginations-aventuras-ad/

Jens


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PostPosted: Mon Sep 10, 2018 2:49 am 
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Joined: Tue Nov 29, 2016 8:56 am
Posts: 93
Jens Leugengroot wrote:
Hi,

Looks like an interesting story, but I‘ve to admit I never heard of it ...

http://8-bit.info/infinite-imaginations-aventuras-ad/

Jens


DAAD was very popular in the 80-90 in Spain. It is a derivate of PAWS specially tailored for the company Aventuras AD. So it hadlittle tweaks to support Spanish, images and to be able to export games to the common platforms.
Spanish community is quite active and it has been releasing some games under this system, even expanding it.
The resulting DAAD is here by a common effort to recover this software. A big hoorray to them


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PostPosted: Fri Sep 28, 2018 10:01 pm 
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Joined: Sun Jan 01, 2017 1:32 am
Posts: 91
Very interesting. The fact that you can easily publish the same game for multiple platforms is a good perk of using this system. I was under the impression that DAAD and SWAN were the same thing. Guess not.


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PostPosted: Wed Oct 10, 2018 2:29 pm 
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Joined: Wed May 09, 2018 12:06 am
Posts: 6
Hi, Stefan here... I'm the one who recovered the system together with Tim Gilberts, the original author and founder of Gilsoft / Infinite Imaginations. DAAD is basically a collection of DOS based tools and compilers that work with source files. The compiler transforms the sources to platform specific databases that can then be executed from the interpreters. Target platforms are: C64, ZX Spectrum, Amstrad CPC, MSX, PCW, Atari ST, Amiga and MS-DOS. DAAD is also the most advanced tool to emerge from the heritage of Gilsoft. It is far superior to PAWs. I wouldn't go as far and state that it is a PAWs derivate as DAAD is basically tailored for professional developers and does many things differently but there are some similarites, especially the scripting language. It offers so much more possibilities and a sophisticated parser in both Spanish and English that may be easily classified on-par with Infocom games. I recently released an addon to allow games to be written in the German language also. Since we made many additions to the 2018 release, you may choose to work with a modern environment. We crafted a syntax highlighter for Visual Studio Code that allows you to create your DAAD adventures. My adventure Hibernated (which was recently featured in the Zzap!64 annual) was written with DAAD https://8bitgames.itch.io/hibernated1

SWAN was very different as it offered a polished icon-driven interface. The SWAN system was Atari ST based as Fergus McNeill worked exclusively on that platform. The system was pretty much tailored to his needs. Fergus already gave his blessing, so WE ARE in fact going to release SWAN at some point down the road.

Feel free to post any questions that may arise when working with the system.


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PostPosted: Tue Dec 11, 2018 4:04 pm 
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Joined: Mon Dec 30, 2013 4:55 am
Posts: 122
8bit_era wrote:
Feel free to post any questions that may arise when working with the system.
hi,
Are there examples to use adject1 ; I can not find the solution :
Code:
/VOC
APPLE   101     noun
EAT     32      verb
RED     10      adjective

/MTX
/0
Very good!

/OTX
/1
A red apple

/OBJ
;obj  starts  weight    c w  5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0    noun   adjective
/1      1       1       _ _  _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _    APPLE  RED

/PRO 5
EAT     APPLE   ADJECT1 RED
                MES 0
                DONE
Quote:
What now?
>eat apple
I can't do that.

What next?
>eat red apple
I can't do that.

What sould I do next?
>eat apple red
Very goood!
I can eat apple red but i can't eat red apple!


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PostPosted: Wed Dec 12, 2018 1:55 pm 
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Joined: Thu Oct 28, 2010 12:29 pm
Posts: 136
Location: Utah
Makes sense, since in Spanish adjectives usually follow the noun.

_________________
Nathan Simpson - The other Infocom bugs list


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PostPosted: Thu Dec 13, 2018 10:59 pm 
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Joined: Mon Dec 30, 2013 4:55 am
Posts: 122
I was wrong about that; I was using the wrong interpreter.
I got an answer from the 8-bit era:
Quote:
The correct syntax to compile an ENGLISH adventure for DOS is this one:

dc MYGAME.SCE PART1 -c -l0 -m0

The correct syntax to compile a SPANISH adventure for DOS is this one:

dc MYGAME.SCE PART1 -c -l1 -m0

The flags are: c (text compression), l (language), m (machine).

Please make sure that if you compile an ENGLISH adventure you need to create a game based on the English template, which is this file: BLANK.SCE. Or use TXTBLANK.SCE if you want to create a game without graphics. TXTBLANK is preconfigured for text only games.

Please make sure that if you compile a SPANISH adventure you need to create a game based on the Spanish template, which is this file: SPANISH.SCE.

The interpreter you said you are using is INTSD.EXE. This is a Spanish-only interpreter. It cannot work with an English file. Please only use the following interpreters:

INTEM1.EXE for an English PART1 game

INTSM1.EXE for a Spanish PART1 game.


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