https://github.com/mgproduction/storytllrc64
a C64 interactive fiction engine, with player also for Windows+Linux+Web
https://github.com/mgproduction/storytllrc64
c64 interactive-fiction-engine
Last synced: about 2 months ago
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a C64 interactive fiction engine, with player also for Windows+Linux+Web
- Host: GitHub
- URL: https://github.com/mgproduction/storytllrc64
- Owner: MGProduction
- License: mit
- Created: 2024-02-07T08:48:17.000Z (over 2 years ago)
- Default Branch: main
- Last Pushed: 2024-02-20T19:15:30.000Z (over 2 years ago)
- Last Synced: 2025-01-08T01:47:57.303Z (over 1 year ago)
- Topics: c64, interactive-fiction-engine
- Language: C
- Homepage:
- Size: 139 MB
- Stars: 3
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# StoryTllr
A small C interactive fiction engine for **C64** with players also for **Windows**+**Linux**+**Web (wasm)** [it's currently a work-in-progress]

# Release notes
**v. 1.0.1**
- switched to Oscar64 compiler (for C64 builds)
- improved compression (for texts and graphics)
- dropped room overlay images support (for now)
# Usage
This engine works on the compiled data generate from scripts in a specific proprietary language (see **doc/**)
Compiled data can be used as binary file or a .h file - storytllr64_data.h.
If you compile the scripts in binary format then you just need to create a .d64 disk image with the engine, the game data (advcartridge) and the other image files.
If you choose to compile the scripts as .h (data for the C project) you need to rebuild the project itsself, and the create the disk with the resulting .prg and the other image files.
# binary builds (easier way)
if you set **config** | **binary:yes** in main game script, script_compiler will build a cartdrige binary file and a (windows) batch file to create a d64 file containing 1) the native player 2) all the game images and 3) that cartdrige file.
That means that you will get a runnable .d64 file from your game script without any need to rebuild the cc65 native player.
This build is a bit slower than the other one because it will load each graphic image from disk when it's needed - but it's the normal way to build a game with more than few graphic locations
sample command (to run inside samples\accuse folder): **..\bin\script_compiler accuse.hjt ..\..\native_player\storytllr64_data.h advcartdrige**
then (in the same folder): **make.bat**
after these commands you'll find your **d64** game inside bin subfolder
# native builds (more complex, but better for small games)
if you set **config** | **binary:no** in main game script, script_compiler will build a set of headers file that must be put inside the native_player folder, in order to build a self-contained prg file.
It's a nice way to proceed if your game is small.
sample command (to run inside samples\accuse folder): **..\bin\script_compiler accuse.hjt ..\..\native_player\storytllr64_data.h advcartdrige**
then (moving into native_compiler folder): **make** (after changing **BINARY = bin/[gamename].prg** part inside Makefile
after these commands you'll get your **prg** game inside bin subfolder