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Index: P T

⟦3cf3a14ea⟧ TextFile

    Length: 3168 (0xc60)
    Types: TextFile
    Names: »PORTING«

Derivation

└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987
    └─⟦this⟧ »EUUGD18/General/Adl/PORTING« 

TextFile

Porting ADL to a new system shouldn't be much trouble, as long
as the operating system is 'UN*X-like' enough.  MS-DOS is UN*X-like
enough, as is AmigaDos.

After you have unpacked all of the shar files, look in the file
include/adltypes.h.  There you will find #defines of the following:

	HPUX		1 if on an HP-UX, SysIII, or SysV computer, 0 otherwise
	BSD		1 if on a 4.x BSD computer, 0 otherwise
	MSDOS		1 if on an MS-DOS computer, 0 otherwise
	AMIGA		1 if on an Amiga, 0 otherwise

	LATTICE		1 if Lattice 'C' was used to compile this, 0 otherwise
	PCC		1 if a true K&R compiler was used, 0 otherwise

	DEBUG		1 if detailed error checking desired in adlrun,
			0 otherwise

	HPTERM		1 if screen I/O is going to an HP terminal, 0 otherwise
	ANSI		1 if screen I/O is going to an ANSI term, 0 otherwise
	TERMCAP		1 if screen I/O will use termcap, 0 otherwise

Change these to reflect your system.  If your system is not one
of those listed, examine the constants, etc. defined in the same file.
Create a new name (MYSYS, or whatever) for the system, then create
new constants and macros.

The files adlcomp/codegen.c, adlrun/adlmach.c, util/virtmem.c, and
misc/adldebug.c include some code to compose integers from bytes -
this may have to be changed on a machine which has other than 8
bits per byte.

Once all changes to the .c files have been made, it will be
necessary to modify the Makefile in each directory to reflect

	1.  Where the programs are to be installed
	2.  Whether to use termcap, termlib, or nothing in adlrun

After all of this has been done, just type "make install" at this level, and
then make all.  Everything should be made.  If you don't have the make
utility available, follow these steps in compiling:

	1.  Compile the files in the util directory, like this:
		cc -c *.c -O -I../include
	2.  Compile the files in the adlcomp directory, like this:
		cc -c *.c -O -I../include
		cc -o adlcomp *.o ../util/*.o
		mv adlcomp {wherever you want it}
	3.  Compile the files in the adlrun directory, like this:
		cc -c *.c -O -I../include
		cc -o adlrun *.o ../util/*.o	{add -ltermcap or -ltermlib,
						if appropriate}
		mv adlrun {wherever you want it}
	4.  Compile the files in the misc directory, like this:
		cc -c *.c -O -I../include
		cc -o adldebug adldebug.o global.o ../util/v*.o
		cc -o adltouch adltouch.o
		mv adldebug adltouch {wherever you want them}
	5.  You should now have adlcomp, adlrun, adldebug, and adltouch.
	    Go to the samples/demos directory.  For a test, do:
		adlcomp tiny.adl -o tiny
	    This should create a file named "tiny" in this directory.  Type
		adlrun tiny
	    You should now be running the sample dungeon.  If not, check
	    all of the above steps, and start over :-(.
	6.  Finish compiling the dungeons:
		adlcomp actdemo.adl -o actdemo
		adlcomp chrdemo.adl -o chrdemo
		adlcomp alldemo.adl -o alldemo
		adlcomp newtiny.adl -o newtiny -i..
		adlcomp baby.adl -o baby -i..
		cd ../aard
		adlcomp aard.adl -o aard -i..
		cd ../mpu
		adlcomp mpu -o mpu -i..
	7.  Play the games :-).

Please send all changes to:

			Ross Cunniff
			UUCP:	...{ucbvax,hplabs}!hpda!cunniff
			ARPA:	cunniff%hpda@hplabs.ARPA