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PONSCR(6)		      Ponscripter manual		     PONSCR(6)

NAME
       ponscr -	the Ponscripter	novel-game interpreter

SYNOPSIS
       ponscr [options]	[script-path] [script-file]

DESCRIPTION
       This manpage documents the ponscr command itself. See ponscripter(7)
       for an overview of other	documentation.

       ponscr should be	invoked	in one of two ways: either from	within a game
       directory, or from an arbitrary location	with a game directory
       specified as an option.

       On Unix-like operating systems other than Mac OS	X, it is recommended
       that you	use the	second option. Game packagers will ideally provide
       wrapper scripts that launch ponscr indirectly, so users will not	have
       to know anything	about the underlying interpreter.

       On Mac OS X, the	recommended approach is	to create an application
       bundle containing a Ponscripter binary and the game data	in the
       bundle's	Resources directory; things will then "just work".

       On Microsoft Windows, the simplest approach is to store a Ponscripter
       binary in the game directory.

OPTIONS
       Up to two positional options may	be provided, to	give the root path and
       script filename,	like -r	and -s.	If a parameter names a directory, it
       is given	an implicit -r;	otherwise it is	given an implicit -s. If a
       filename	is encountered that includes a path, and no root path has been
       provided	at this	point, then ponscr assumes that	the path part of the
       filename	should be the root path.

       If that doesn't do what you expected, use explicit options.

       The following named options are recognised by ponscr, in	addition to
       the standard --help and --version flags (which should need no
       explanation):

       -r path,	--root path
	   Execute the game located at path.

	   If this option is not specified, any	positional parameter will be
	   used; otherwise the default behaviour on most platforms is to look
	   for a game in the current working directory.	The exception is OS X,
	   where the Resources directory of the	current	application bundle is
	   checked first if appropriate.

       -s file,	--script file
	   Use the script named	file. If a path	is given, it is	interpreted
	   relative to the current working directory; if no path is given, the
	   file	is sought in the root path (determined as described above).

	   If this option is not provided at all, a script file	is sought
	   automatically in the	root path. The filenames searched for, and
	   their corresponding formats,	are described in ponscripter(7). The
	   same	naming conventions are observed	if this	option is used,	except
	   that	multipart scripts cannot currently be loaded this way, and
	   unobfuscated	scripts	may have non-numeric names.

       --save path
	   Set the path	to use for saved data.

	   This	option should not normally be used; a sensible default will be
	   generated.

	   On most Unix-like platforms,	saved games will be stored in ~/.GAME
	   (where GAME is the name of the game being played, or	a semi-unique
	   default if no name was provided. See	"directives" in
	   ponscripter(7).)

	   On Mac OS X,	~/Library/Preferences/GAME is used instead.

	   Under Microsoft Windows, data is stored in %COMMON_APPDATA%\GAME.

       -d, --debug
	   Enable debugging output. Repeating this option may increase the
	   verbosity even further.

       --cdaudio
	   Use CD audio, if available.

       --cdnumber number
	   Choose the CD-ROM drive number.

       --registry file
	   Ponscripter simulates NScripter's Windows registry access commands
	   by reading from a fixed text	file. This option is used to specify
	   that	file.

	   (This applies even on Microsoft Windows; real registry access is
	   not supported, period.)

       --dll file
	   Ponscripter simulates access	to arbitrary NScripter DLL extensions
	   by reading predefined function results from a fixed text file. This
	   is enough to	make games work, though	often not enough to make them
	   work	properly.

	   Proper support for some extensions may be built into	Ponscripter
	   itself.

	   (This applies even on Microsoft Windows; real DLL extensions	are
	   not supported, period.)

       --fullscreen
	   Force Ponscripter to	start in fullscreen mode.

       --window
	   Force Ponscripter to	start in windowed mode.

       --force-png-alpha
	   Always use alpha channels for PNG transparency, even	if an image
	   looks as though it might contain an NScripter-style mask. See
	   "notes" below.

       --force-png-nscmask
	   Always use NScripter-style masks for	PNG transparency, even if an
	   image contains an alpha channel. See	"notes"	below.

       --force-button-shortcut
	   Disables four NScripter commands: spclclk, getenter,	getcursor, and
	   useescspc.

	   (This option	was inherited from ONScripter; the reason for it is
	   lost	in the mists of	time.)

       --enable-wheeldown-advance
	   Allow mouse-wheel-down events to advance text.

       --key-file file
	   Specify key file to use to read obfuscated nscript.___ files	and
	   their accompanying archives.	This option is provided	only for use
	   with	legacy games; native Ponscripter games cannot be obfuscated
	   with	this method. (What would the point be? Anyone could adapt
	   Ponscripter to extract the files.)

       --disable-rescale
	   This	is an ONScripter option	that I've never	used.

       --edit
	   This	is an ONScripter option	that I've never	used.

BUGS
       o   On Microsoft	Windows, all output to stdout and stderr is stored in
	   files in the	%COMMON_APPDATA%\Ponscripter directory.	These are
	   clobbered each time the program is launched and deleted upon
	   termination if empty. Output	is never printed to the	console, even
	   if the interpreter was launched from	the command line, and the
	   behaviour if	multiple instances are launched	at the same time is
	   undefined.

       o   Most	fatal error messages are printed to stderr, which for 99% of
	   users means the interpreter dies silently with no hint as to	the
	   cause. They should be displayed with	some kind of popup dialog;
	   preferably a	platform-native	one, where feasible.

       o   The entire design of	this interpreter is arguably a bug.

NOTES
   PNG transparency
       The behaviour of	PNG images is not well-defined,	since NScripter	does
       not support them	directly. Historically,	some interpreters/plugins have
       expected	them to	use alpha channels for transparency, while others have
       expected	them to	use NScripter-style masks like BMP files do (i.e. the
       bitmap is double	width, with the	left-hand side being the full-colour
       image, and the right-hand side being a greyscale	mask).

       By default, Ponscripter uses a heuristic	approach: if a PNG has an
       alpha channel that is not completely opaque, that is used, otherwise an
       NScripter-style mask is used if present.	If this	fails to work for some
       images, and you cannot fix the images in	question directly, then	you
       can use the --force-png-alpha or	--force-png-nscmask options to
       overrule	the automatic detection.

SEE ALSO
       ponscripter(7)

Ponscripter 20111009		  2014-03-28			     PONSCR(6)

NAME | SYNOPSIS | DESCRIPTION | OPTIONS | BUGS | NOTES | SEE ALSO

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