The Adventure Writing System (AWS) is a tool put together by Aristide Torrelli to easily write interactive fiction games.
Aristide describes his tool here: http://www.aristidetorrelli.it/aws3/Avventure.html
I thought it would have been fun to put together a converter that creates a standard C source from the files produced by the AWS tool.
A detailed english description of the AWS format is available in the AWS_description.md file.
To compile the tool, you will need gcc
and the make
utility installed in
your system. If you use a Unix operating system, most probably it is the case.
If you use Windows, you may find Cygwin helpful.
Just download the source archive and type make
. That will create the aws2c
executable.
Once you have the executable aws2c
in your path, you use it as in the
following example:
aws2c adventure.aws adventure.c
where adventure.aws
contains the game in the AWS format and the adventure.c
is the generated file. To compile it, you will need the aws.h
, inout.c
,
inout.h
and systemd.h
files, provided with the tool, as well as
loadsave.c
and loadsave.h
if you need to provide the save/load facility:
gcc adventure.c inout.c loadsave.c -o adventure
to obtain an executable called adventure
. AWS2C also creates a file called
config.h
that contains some configuration settings for the project.
An example of a file that can be renamed as systemd.h
and used for compiling
games to modern Unix terminals is modern.h
.
For the moment AWS2C does not cover all the full range of actions, decisions
and functions offered by Aristide's AWS 3.2 system. If the tool encounters
something it does not recognise, it will give an error and the resulting C file
may not be compilable. Other actions are just ignored but a warning message
is generated while running aws2c
.
Since one of the design goals of the utility was to obtain files that can be compiled for old Commodore machines (C64, C128, Plus4, etc...), options for translating UTF-8 characters are available. The program help should explain them:
$ ./aws2c -h
Adventure Writing System to C compiler, version 1.9.1, September 2018 -
September 2020
Davide Bucci
Usage: ./aws2c [options] inputfile.aws outputfile
then compile (along with file inout.c) using your favourite C compiler.
Available options:
-h this help
-u convert UTF-8 characters into standard ASCII chars.
è -> e é -> e
-r same as -u, but keep accents as separate chars.
è -> e' è -> e`
-s same as -u, but only employs the single accent '.
é -> e' è -> e'
-c compress text with Huffman algorithm.
-d employ 6 directions instead of 10.
-m employ hardcoded messages instead of an array.
-n do not clear screen every time a new room is shown.
-v or --version print version and exit
-w don't check for size and weight of objects (counter 119, 120
and 124 are not used).
-k don't output header
-5 use 5-bit compression for the dictionary
-l don't take into account light/dark situations
--verbose write plenty of things.
If you have a machine that only has the accent ' available such as a Commodore 64, it makes sense to use the -s
option to create the file to be compiled.
The -m
option deserves some discussion. The default way of storing messages in the generated C code is an array of structures. This allows a certain flexibility for example to show a message with a code calculated on the fly during the game. With the -m
option this is not possible as there will be a bunch of variables called message1
, message2
etc. This saves space at the expense of a (rarely used) flexibility. If a calculated message code is exploited in the AWS file you are trying to convert with the -m
option, you will get errors during the compilation of the generated file.
Option -w
allows to save some bytes if the size and weight of objects do not play an important role in the game.
Option -5
employs a 5-bit coding ('A' -> 1, 'B' -> 2, etc. up to 'Z') for the dictionary. This can be used for games with moderately large dictionaries (at least 150 words) to save space, as there is a certain overhead due to the packing code that needs to be included. The option has the side effect that the dictionary can not be immediately seen with an ASCII editor from the compiled file. That can be interesting for some applications, or when using game passwords.
By default, the code takes into account the presence of absence of light (markers 121 and 122). This can be disabled by using the -l
option.
This tool comes with some examples. In each sub-folder, you find a readme file with all the instructions.
This game is an English translation of "Pattuglia all'alba", adapted by A. Torrelli from a type-in BASIC program.
This game was published as a type-in BASIC program for the TI99/4A by Aristide Torrelli (MCmicrocomputer 33, sett. 1984) and then ported to the ZX Spectrum by Manlio Severi (MCmicrocomputer 35, nov. 1984). It was one of the very fist Italian adventure games and it had a certain success at the time.
It was originally written in Basic, but Aristide decided in 2014 to write a version in AWS that I am using here as an example.
By the way, basing myself from the original published BASIC version of the game,
I converted it in Java in 2011 and in C in 2018. I also translated the game in
English. I did this before developing aws2c
and you can find the result of my
efforts here:
http://davbucci.chez-alice.fr/index.php?argument=varie/innuh/innuh.inc&language=English
This is a much longer and deep adventure game that A. Torrelli did in 2014 for the thirtieth anniversary of his first game. I translated it in English and it is another example of how you can convert an adventure into an executable.