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Contents Index

Headings and   extensions;   named values, Tables and so on; the   Library Card; the   story file.
How do headings work?  ; What's the Library Card?  

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Contents Page

Section - Against Reverse Engineers 

Section - Hidden Nazi Mode 

Chapter - Main Menu 

Chapter - Ask for name and sex 

Chapter - General stuff 

Part - The normal game 

Chapter - Player character, carrots, rabbits 

carrot, rabbit

Chapter - Next to the busy street 

Next to the busy street, bus stop, street

Chapter - The Square 

Muranowska Square, fake-square, house, grocery shop, little alley, fake-busstop

Chapter - Grocery 

In the Grocery, counter, food, large sack of onions

Chapter - Dead end 

Dead end

Chapter - Hall 

Hall, grandfather clock, staircase

Chapter - Bedroom 

Bedroom, large bed, Backstage

Chapter - Piano Room 

Piano Room, piano, sheet music

Chapter - Study 

Study, books, book case, Fake-secretpassage

Chapter - Hidden Room 

Hidden Room

Part - Standard actions 

Part - Hidden Nazi Mode 

Gewehr 41, small Jewish boy, Jewish girl, old Jewish man, communist, old gypsy woman, homosexual


List of extensions included (About these  )

Standard Rules  version 2/090402 (documentation)
Menus by Emily Short  version 3 (documentation)
Basic Screen Effects by Emily Short  version 7 (documentation)


List of named values (About these )

Situation
player ... person
location  ... object
score  ... number
last notified score ... number
maximum score ... number
turn count ... number
time of day  ... time
darkness witnessed ... truth state

Current action
noun  ... object
second noun ... object
person asked  ... object
reason the action failed  ... rule
item described ... object

Used when ruling on accessibility
person reaching  ... object
container in question ... object
supporter in question ... object
particular possession  ... thing

Used when understanding typed commands
player's command  ... snippet
matched text ... snippet
number understood  ... number
time understood ... time
topic understood ... snippet
truth state understood ... truth state
current item from the multiple object list ... object

Presentation on screen
command prompt  ... text
left hand status line  ... text
right hand status line ... text
listing group size ... number

Command parser errors
latest parser error ... command parser error

Spacing and Pausing
Status bar table  ... table name
Right alignment depth  ... number

Menu depth  ... number
endnode flag  ... number
current menu title  ... text
Current menu  ... table name
Current menu selection  ... number

Hidden Nazi Mode
Nazimode  ... truth state

Ask for name and sex
player's forename  ... indexed text
player's full name  ... indexed text

scene understood ... scene
figure name understood ... figure name
sound name understood ... sound name
external file understood ... external file
command parser error understood ... command parser error


List of Tables (About tables )

Table of Final Question Options    5 columns, 5 rows
Table of Locale Priorities    2 columns, 39 rows (38 blank)
Table of Ordinary Status      3 columns, 1 row
Table of Sample Options      4 columns, 1 row
Table of Menu Commands      2 columns, 11 rows
Table of Shallow Menu Status      3 columns, 1 row
Table of Deep Menu Status      3 columns, 4 rows
Table of Sample Hints      2 columns, 1 row
Table of Options     4 columns, 6 rows


Library Card (About library cards: )

Story title    The Game Formerly Known as Hidden Nazi Mode
Story author    Victor Gijsbers
Story headline    A cute game for unattended young children
Story genre    Fiction
Release number    1
Story creation year    (This year)
IFID number    CA18CFE6-BB4D-11DE-946C-0013D44E7D6C
Story description    None


Story file format:  Z-Machine version 8

In a Z-machine story file, array memory can be very limited. Switching to the Glulx setting removes all difficulty, but some authors like to squeeze the very most out of the Z-machine instead. This list shows about how much array space is used by some larger items the source text has chosen to create.

map    map of rooms and doors    240 bytes
object    each rabbit     228 bytes
object    each player's holdall    174 bytes
object    each vehicle    170 bytes
table    locale priorities    170 bytes
object    each man    166 bytes
object    each woman    166 bytes
object    each animal    166 bytes
object    each door    152 bytes
object    each container    124 bytes
object    each supporter    120 bytes
object    each backdrop    120 bytes
object    each person    120 bytes
object    each carrot     116 bytes
object    each device    116 bytes
object    each thing    82 bytes
table    final question options    82 bytes
table    options     74 bytes
object    each room    70 bytes
object    each direction    62 bytes
object    each region    62 bytes
table    menu commands      58 bytes
action    each     24 bytes
scene    each     11 bytes


Technicalities for Inform maintainers only: