Short: 68000 Compiler for ZMachine/Infocom games Author: Graham Nelson (graham@gnelson.demon.co.uk) Uploader: Richard H Poser II (whomiga missingpiece com) Type: game/text Version: 6.21 Replaces: game/text/inform615.lha Requires: game/text/inform_lib610.lha Architecture: m68k-amigaos Ported to the Amiga by the Uploader (Richard H. Poser II) The latest version can always be found at NOTE: This version includes a Beta Version of an MUI based Graphical Interface, to use start from Icon under Workbench. Program should function same as previous version when run in a shell window. NOTE 2: There is also a 68060 Version that is available by request. (No real noticeable speed improvement) NOTE 3: If you're using Amiga Inform, could you please send me an E-Mail. I'd just like to know who is using it. [readme stolen from the AmigaInform5_5 readme] Inform is a compiler for text-only adventure games, writtem by Graham Nelson . It produces `story files' in "Z-code" format, which was designed by Infocom and used for all their adventure games from "Zork I" to "Shogun". This format is computer independent and represents the most portable form in which games can ever be written, as no alteration whatever is required to move a game from one model of computer to another -- these games can be played using Infocom's interpreters or one of the freely available interpreters. Inform is not just a compiler but an `operating system' too: its library allows designers to begin coding at once. An Inform source file is very similar to a C source file, but need not contain any of the parser code, or the running of the `game universe' -- only descriptions and exceptions to the usual rules. The library understands rooms, objects, duplicates, containers, doors, things on top of other things, light, scoring, switching things on and off, opening, closing and locking things, entering things, travelling about in them and so forth. The parser it uses (which can be entirely invisible to the designer, but is programmable and very flexible) is sophisticated enough to handle ambiguities, clarify its input by asking questions and to cope properly with plurals, vagueness, conversation, pronouns and the player becoming someone else in mid-game.