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Re: Quill from Gilsoft

Posted: Tue Jul 15, 2025 4:12 pm
by dilwyn
Sebright wrote: Tue Jul 15, 2025 3:42 pm
dilwyn wrote: Tue Jul 15, 2025 3:37 pm
Sebright wrote: Tue Jul 15, 2025 12:22 pm Just in case anyone is interested, I've attached an updated version of the "advutils" folder that Rich Mellor compiled and is currrently on Dilwyn's website, containing the amended Quill_to_BASIC conversion program (plus the other ACT utilities, untouched). The BASIC source is included.

Cheers,
Alan
advutils2025.zip
May I add this to my website, Alan?
Yes please, Dilywn :D
Done, thanks Alan.
On Adventure Games page https://dilwyn.theqlforum.com/games/adv ... index.html, just under the original Adventure Utilities which I kept for posterity.

Re: Quill from Gilsoft

Posted: Tue Jul 15, 2025 5:19 pm
by Sebright
dilwyn wrote: Tue Jul 15, 2025 4:12 pm
Sebright wrote: Tue Jul 15, 2025 3:42 pm
dilwyn wrote: Tue Jul 15, 2025 3:37 pm
May I add this to my website, Alan?
Yes please, Dilywn :D
Done, thanks Alan.
On Adventure Games page https://dilwyn.theqlforum.com/games/adv ... index.html, just under the original Adventure Utilities which I kept for posterity.
Thanks so much, Dilwyn :D

Re: Quill from Gilsoft

Posted: Tue Jul 15, 2025 9:29 pm
by Morgul
Sebright wrote: Mon Jul 14, 2025 8:05 pm Hi Morgul,

Thanks for your detailed reply. So as I understand it, the NAPS system allows you to create adventures as databases that work on other platforms, as well as exporting to the QL as a Quill-compatible database. That sounds great, and hopefully will allow more adventures to appear on the QL.
Yes, that's correct.

NAPS is still an ongoing project, so it has some missing functionality, such as changing the maximum number of objects that can be carried at once. But it's already very convenient to use for developing (or porting) adventures, and for testing them, it's a big time saver.

And it can do some things that the original editors couldn't do, such as adding truly functional new line characters on platforms where the editor wouldn't allow them, like AdventureWriter versions of Quill. So we will no longer need to add spaces on the adventure texts to move to the next line, and we won't waste many bytes on the database for those white spaces, as one single byte will be used for each new line.

NAPS can also compact Quill databases into smaller size than any other tool can do, with its "optimized" export options. But take into account that the optimized databases shouldn't be edited on the editor, as they skip markers that the interpreter doesn't use but the editor does, and the things you modify on tables can potentially affect other parts of the database and leave it corrupt, or with seemingly random code added. And editing any text that had new lines on it, will trim it to the first new line on editors that didn't allow them to be entered. Safe things to change on the editor are the ones out of the tables, such as the initial colors, and the maximum number of objects that can be carried by the playing character.

But no worries because you still will be able to safely load these optimized databases on the original editor, and don't be scared if you get an Input/output error when loading them... as long as they import and display perfectly on NAPS, they will be ready for release on the target platform, and testing them from the editor will confirm that. So you can pack them without a problem with the original editor to produce the adventure file. NAPS cannot create adventure files (databases packed with the interpreter ready to be run), or at least not yet.

My apologies if I seem too verbose on giving information. These are details I didn't share anywhere else online, so at least now it's already documented in here, so other people hopefully can find it with web search engines. I'll eventually write a NAPS manual with all of these details, but as you can imagine for a multi-system multi-platform interpreter and development environment, the list of potential things to do is pretty big.
Sebright wrote: Mon Jul 14, 2025 8:05 pm QL Quill doesn't support graphics, which is why I wrote a utility (see: https://dilwyn.theqlforum.com/games/adv ... vutils.zip) to convert QL Quill databases to SuperBASIC, after which you can add graphics as you please by altering the SuperBASIC code to suit. I prefer to write adventures that include graphics.
That's very nice. So you can get graphics on QL and as an extra feature add code to do things that Quill wasn't able to do, very nice.
Sebright wrote: Mon Jul 14, 2025 8:05 pm As for exporting from Adventuron in PAWS format, the current version of the website only seems to allow DAAD ready download. Maybe this is just me, or just a temporary problem.

In the meantime, I'll persevere with trying to interpret the DAAD Ready output. It's keeping me amused / out of trouble, so it's no bother. Trying to recreate the DAAD "processes" as SuperBASIC procedures will be the real tricky part. If I don't crack it within a month, I'll probably lose interest and give up, but if I succeed, I'll let you know!
Enjoy it then, Alan, hehe, I certainly know the feeling.

Someone should contact Chris Ainsley about the missing PAWS export option on Adventuron, by the way. I wonder if he removed it because of the smaller limits the platform would require.

Re: Quill from Gilsoft

Posted: Tue Jul 15, 2025 9:54 pm
by Morgul
vanpeebles wrote: Mon Jul 14, 2025 8:41 pm
Morgul wrote: Sun Jul 13, 2025 5:45 pm
Hello, everyone. Thanks to @aalea who shared it with me and helped me with it, I was able to try Quill A07 for Sinclair QL, and adapt my toolset to this platform, so now it can run QL databases, as well as produce databases that work on QL Quill. For those who don't know it yet, I refer to NAPS (https://github.com/daad-adventure-writer/NAPS), which is an interpreter and development environment with GUI; mainly for Quill, PAWS, SWAN and DAAD with support for many platforms.
Is there an english page for NAPS? Sounds very interesting :)
Not yet, but as @Jbizzel confirmed, its main program, the IDE is in English, and I tried to make it intuitive to use... You have a status bar with short explanations of what things do, it has menus above, context menus on right mouse click, double click on cells edits them, typing onto the process dialog edits the code, Insert key switches from insert to overwrite mode, holding Control and moving the mouse wheel (or pressing + or -) changes the font size, clicking on the left-side gray bar adds or removes break points, etc.

Beware that it doesn't allow you to modify the code when you're running the database (for testing or debugging), and a current limitation NAPS IDE has is that it doesn't run the database in memory... it runs the database that's stored on the disk, in particular the one with the file name you imported (the one that displays on the window's title). Therefore any changes you made in memory to the database won't reflect when running it from the IDE, so it might really confuse you. What you need to do is export the database to the same file you imported; or if you want to a new one, and then import that one; and in those two ways, both the running and displayed database on the IDE will be in-sync.

It's on my plans to translate into English the README that's displayed on the repository page, having the current one in Spanish available with a link, and leaving the main page in English. And also I have it pending to write some manual on how to do several tasks with it, or at the very least, to make sure to document of all these caveats, everything that might not be intuitive.

Re: Quill from Gilsoft

Posted: Wed Jul 16, 2025 7:25 pm
by Sebright
Morgul wrote: Tue Jul 15, 2025 9:29 pm
Sebright wrote: Mon Jul 14, 2025 8:05 pm QL Quill doesn't support graphics, which is why I wrote a utility (see: https://dilwyn.theqlforum.com/games/adv ... vutils.zip) to convert QL Quill databases to SuperBASIC, after which you can add graphics as you please by altering the SuperBASIC code to suit. I prefer to write adventures that include graphics.
That's very nice. So you can get graphics on QL and as an extra feature add code to do things that Quill wasn't able to do, very nice.
Yes, it has worked on all the databases I (and presumably Rich too) have tried. There was one that gave a problem recently, but it was fairly easily solved.

What I'd really like to do is try one of your NAPS -> QL Quill databases to make sure that works too. Please PM me if you have one you can send (or via the forum if you don't mind doing that).

I did try getting NAPS up and running on my Win 11 PC but the Pascal installation failed due to a missing file. I've never ventured into the world of Pascal before, so I just gave up at that point I'm afraid. I might still give the Linux version a try at some point, but I'm pretty sketchy on Linux too.

Cheers,
Alan

Re: Quill from Gilsoft

Posted: Thu Jul 17, 2025 3:37 pm
by Morgul
Sebright wrote: Wed Jul 16, 2025 7:25 pm
Morgul wrote: Tue Jul 15, 2025 9:29 pm
Sebright wrote: Mon Jul 14, 2025 8:05 pm QL Quill doesn't support graphics, which is why I wrote a utility (see: https://dilwyn.theqlforum.com/games/adv ... vutils.zip) to convert QL Quill databases to SuperBASIC, after which you can add graphics as you please by altering the SuperBASIC code to suit. I prefer to write adventures that include graphics.
That's very nice. So you can get graphics on QL and as an extra feature add code to do things that Quill wasn't able to do, very nice.
Yes, it has worked on all the databases I (and presumably Rich too) have tried. There was one that gave a problem recently, but it was fairly easily solved.

What I'd really like to do is try one of your NAPS -> QL Quill databases to make sure that works too. Please PM me if you have one you can send (or via the forum if you don't mind doing that).
Okay, I'll prepare some simple QL database that has multiple objects, locations, connections between them, and with some code. I replicate the database format that Quill for QL uses (at least version A07), so it should be the same as if it was generated by Quill itself. For this kind of use case, optimized databases shouldn't be used, as they're optimized for size based on what the interpreter can handle, not for other tools to work on the database. So I'll share a non-optimized one, the one that I mean replicates the format Quill uses.
Sebright wrote: Wed Jul 16, 2025 7:25 pm I did try getting NAPS up and running on my Win 11 PC but the Pascal installation failed due to a missing file. I've never ventured into the world of Pascal before, so I just gave up at that point I'm afraid. I might still give the Linux version a try at some point, but I'm pretty sketchy on Linux too.

Cheers,
Alan
I guess you mean Python... but as you have Windows, you don't need to install Python in order to use NAPS. Simply download the latest portable release of NAPS, portable versions are for Windows, and as its name implies, it comes with everything you need for NAPS to run. You simply unpack it in a folder of your choice, and it's ready to use. But update it as I said on another post, by also downloading the latest repository zip file (from the green button on the main page) and then extract everything from within this zip file's NAPS-main folder, to the naps folder within NAPS portable.

Re: Quill from Gilsoft

Posted: Thu Jul 17, 2025 8:42 pm
by aalea
Sebright wrote: Tue Jul 15, 2025 2:00 pm I theoretically have A06 on a floppy disk, but I just scrapped another disk drive trying to recover it :evil:

As for QuillA07, I'd be interested to know what number of system messages it goes up to. On my copy, they are empty apart from 30 and 31 (Y/N, respectively). But it needs to go up to 35 for "I/O Error". I know you can edit / add your own, but I'm fairly sure they were populated with the correct messages when I used it. Maybe that was my old A06 version?

Cheers,
Alan
In my copy of Quill A07 there is a database called "start", if you load it, it populate the system messages up to 35.
It also populate typical words, and some generic events

Re: Quill from Gilsoft

Posted: Thu Jul 17, 2025 9:39 pm
by Sebright
aalea wrote: Thu Jul 17, 2025 8:42 pm
Sebright wrote: Tue Jul 15, 2025 2:00 pm I theoretically have A06 on a floppy disk, but I just scrapped another disk drive trying to recover it :evil:

As for QuillA07, I'd be interested to know what number of system messages it goes up to. On my copy, they are empty apart from 30 and 31 (Y/N, respectively). But it needs to go up to 35 for "I/O Error". I know you can edit / add your own, but I'm fairly sure they were populated with the correct messages when I used it. Maybe that was my old A06 version?

Cheers,
Alan
In my copy of Quill A07 there is a database called "start", if you load it, it populate the system messages up to 35.
It also populate typical words, and some generic events
Ah, that makes sense, thanks for finding that out. In the directory listing for my old QuillA07 disk, I see there is a file called "start" but I didn't recover it, and I'm not about to risk having to buy yet another floppy drive to get it!

Re: Quill from Gilsoft

Posted: Thu Jul 17, 2025 9:42 pm
by Sebright
Morgul wrote: Thu Jul 17, 2025 3:37 pm
Okay, I'll prepare some simple QL database that has multiple objects, locations, connections between them, and with some code. I replicate the database format that Quill for QL uses (at least version A07), so it should be the same as if it was generated by Quill itself. For this kind of use case, optimized databases shouldn't be used, as they're optimized for size based on what the interpreter can handle, not for other tools to work on the database. So I'll share a non-optimized one, the one that I mean replicates the format Quill uses.
That's great, thanks! Looking forward to giving it a go...
Sebright wrote: Wed Jul 16, 2025 7:25 pm I did try getting NAPS up and running on my Win 11 PC but the Pascal installation failed due to a missing file. I've never ventured into the world of Pascal before, so I just gave up at that point I'm afraid. I might still give the Linux version a try at some point, but I'm pretty sketchy on Linux too.

Cheers,
Alan
Morgul wrote: Thu Jul 17, 2025 3:37 pm I guess you mean Python... but as you have Windows, you don't need to install Python in order to use NAPS. Simply download the latest portable release of NAPS, portable versions are for Windows, and as its name implies, it comes with everything you need for NAPS to run. You simply unpack it in a folder of your choice, and it's ready to use. But update it as I said on another post, by also downloading the latest repository zip file (from the green button on the main page) and then extract everything from within this zip file's NAPS-main folder, to the naps folder within NAPS portable.
I'm easily confused :D I'll try and give it a proper go tomorrow.