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Updated manual and techreport.
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documentation/manual/manual.md

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@@ -10,10 +10,10 @@ Ozmoo was originally only developed for the Commodore 64, but it is structured s
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Ozmoo for the Commodore 64 supports:
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- Z-code version 3, 4, 5 and 8. Essentially this covers all games except for the very first (hard to find) versions of Zork I and II and the Infocom games with graphics.
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- Z-code version 1, 2, 3, 4, 5, 7 and 8. Essentially this covers all games except for the Infocom games with graphics.
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- Fitting a lot more text on screen than Infocom's interpreters - This is done by using all 40 columns, smart wordwrap and a MORE prompt which uses a single character.
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- Embedding a custom font. Currently two fonts are included in the distribution, plus some versions for Swedish, Danish, German, Italian, Spanish and French. And you can supply your own font.
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- Custom alphabets in Z-machine version 5 and 8.
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- Custom alphabets in Z-machine version 5, 7 and 8.
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- Custom character mappings, allowing for games using accented characters. Comes with predefined mappings for Swedish, Danish, German, Italian, Spanish and French.
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- Custom colour schemes.
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- A fully configurable secondary colour scheme (darkmode) which the player can toggle by pressing the F1 key.
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## MEGA65
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The MEGA65 version is very similar to the C64 version of Ozmoo. It runs in C64 mode on the MEGA65, but uses the 80 column screen mode and the higher clockspeed of the MEGA65. The maximum amount of dynamic memory is about 35 KB. The only supported build mode is -81. A loader image is currently not supported.
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The MEGA65 version is very similar to the C64 version of Ozmoo. It runs in C64 mode on the MEGA65, but uses the 80 column screen mode, the higher clockspeed and extra RAM of the MEGA65. The maximum amount of dynamic memory is about 35 KB. The only supported build mode is -81. A loader image is currently not supported.
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## Other targets
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Default colours: This picks the Z-code colours to use as default background and foreground colours.
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-sc:(Statusline colour)
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Statusline colour: This picks the Z-code colour to use as statusline colour. This is only possible with version 3 story files (z3).
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Statusline colour: This picks the Z-code colour to use as statusline colour. This is only possible with version 1, 2 and 3 story files (z1/z2/z3).
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-ic:(Statusline colour)
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Input colour: This picks the Z-code colour to use for player input text. This is only possible with version 3 and 4 story files (z3 and z4).
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-ic:(Input colour)
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Input colour: This picks the Z-code colour to use for player input text. This is only possible with version 1, 2, 3 and 4 story files (z1/z2/z3/z4).
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-bc:(Border colour)
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Border colour. This picks the Z-code colour to use as border colour.
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## Examples
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Use cyan text on black background with a yellow statusbar (Please note that specifying the colour of the statusbar only works for z3!):
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Use cyan text on black background with a yellow statusbar (Please note that specifying the colour of the statusbar only works for z2/z2/z3 games!):
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```
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make.rb -dc:2:8 -sc:5 game.z3

documentation/manual/techreport.md

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@@ -420,7 +420,7 @@ Set the number of memory pages to use for stack.
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STATCOL=n
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Set the statusline colour. (only for z3).
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Set the statusline colour. (only for z1-z3).
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TARGET_C128
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TARGET_C64
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Utilize virtual memory. Without this, the complete game must fit in C64 RAM available above the interpreter, all in all about 50 KB. Also check section "Virtual memory flags" below.
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Z1
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Z2
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Z3
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Z4
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Z5
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Z7
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Z8
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Build the interpreter to run Z-machine version 3, 4, 5 or 8.
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Build the interpreter to run Z-machine version 1, 2, 3, 4, 5, 7 or 8.
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DANISH_CHARS
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FRENCH_CHARS
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An interpreter needs to reserve this space for disk information:
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z3: 1 + 1 + 1 + 1 + 2 * (1 + 1 + 2 + 1 + 0 + 3) + (1 + 1 + 2 + 1 + 40 + 6) = 4 + 2 * 8 + 51 = 71 bytes
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z1/z2/z3: 1 + 1 + 1 + 1 + 2 * (1 + 1 + 2 + 1 + 0 + 3) + (1 + 1 + 2 + 1 + 40 + 6) = 4 + 2 * 8 + 51 = 71 bytes
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z4/z5/z8: 1 + 1 + 1 + 1 + 2 * (1 + 1 + 2 + 1 + 0 + 3) + 2 * (1 + 1 + 2 + 1 + 40 + 5) = 4 + 2 * 8 + 2 * 50 = 120 bytes
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1571 drive support:
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- z3 games: No change
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- z1/z2/z3 games: No change
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- z4/z5 games: A single disk using only track 1-53 can hold all story data. Disk information will then fit in less than the number of bytes stated above.
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- z8 games: Disk information for a single drive game will fit in the number of bytes stated above.
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