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