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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
       ·   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.

       ·   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.

       ·   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)
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