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erkyrath.infocom-zcode-terps/mac/build.info
Andrew Plotkin b642da811e Initial commit.
2023-11-16 18:19:54 -05:00

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BUILDING ZIP/EZIP/XZIP UNDER MPW
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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.