BUILDING ZIP/EZIP/XZIP UNDER MPW -------------------------------- Compiling, assembling and linking an interpreter and its resources is now automated by the Workshop's MAKE function. There are several things that still must be done manually to make a shippable disk. 1. Installation of a Font (XZIP only) (a) A font resource id is related to its family id by a formula which can be found buried in the chapter on fonts in IM: resid = (128 * famid) + size For example, in BZ I picked 8 as the family id of the custom font and defined its size as 9-point, so the resource id will be 1033. (b) After a custom font is produced with a font editor (in the case of BZ, by munging a copy of the Monaco font), it should be given a distinctive id and name (the public domain editor used for BZ, FontEdit, doesn't provide for this). I used Apple's ResEdit: [] at FOND, do "get info", change id 4 -> 8 [] open FOND, change "family id" 4 -> 8 and "res id" 521 -> 1033 [] at FONT, do "get info", change "res id" as before, and change "name" to "BZ Font" or whatever. (c) Finally, use ResEdit to copy, then paste the font into the game resource file. (The MPW DeRez utility can be run to put the font data into an archivable source format.) 2. Signaturization Hancock currently expects to find /3/ instances of the creator string ("INFO") in the game resource fork, but the count under MPW seems to have increased to /5/. To prevent Hancock from aborting and failing (pending a new search strategy), I just patch the first 2 instances by hand using FEdit (before running Hancock). 3. Finder bits The "bundle bit" must be SET in order for desktop restores to work correctly (i.e. clicking on a save file to load it). Under the old Lisa workshop it was set by MacCom when the interpreter was moved to a Mac disk. Currently I set it with FEdit. Probably there's a better way to accomplish this under MPW.