Re: Quill from Gilsoft
Posted: Fri Jul 25, 2025 6:44 pm
Source? 

When someone writes one!When can I expect a FAT32 QDOS directory device driver to work on any QL system?
my problem is, I do not have the programming skills, to accomplish this task.XorA wrote: Fri Jul 25, 2025 10:29 pmWhen someone writes one!When can I expect a FAT32 QDOS directory device driver to work on any QL system?
You could have had one years ago if QDOS had any support for C device drivers!
Here you go, Sebright. It's a simple database with two rooms, a message displayed on turn number 2, the code to quit the game, and a test of inverse text display.Sebright wrote: Thu Jul 17, 2025 9:42 pmThat's great, thanks! Looking forward to giving it a go...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.
Thanks Morgul! That seemed to work ok, but maybe a full game would be a better test. Here is my output, use 'LRUN boot' which loads in QLiberator extensions and then starts the 'game' in BASIC.Morgul wrote: Wed Jul 30, 2025 10:26 pmHere you go, Sebright. It's a simple database with two rooms, a message displayed on turn number 2, the code to quit the game, and a test of inverse text display.Sebright wrote: Thu Jul 17, 2025 9:42 pmThat's great, thanks! Looking forward to giving it a go...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.
Good, Alan.Sebright wrote: Sat Aug 09, 2025 3:28 pm Having played around with Quill a bit recently, I thought it would be fun to try to add some "enhancements" made possible by using the Quill to BASIC utility.
It was possible to add:
GET ALL
DROP ALL
EXAMINE ALL
and also a third word to the parser, which appears as flag(59)
These are quite easy to include in any transferred games.
Also, I added
LISTOBJS locno.
MOVEOBJS loc1 loc2
These have to be manually added to the SuperBASIC code after transfer, so not quite so simple and not really possible to test while writing the adventure in Quill.
Hi Morgul,Morgul wrote: Sun Aug 24, 2025 12:42 pmGood, Alan.Sebright wrote: Sat Aug 09, 2025 3:28 pm Having played around with Quill a bit recently, I thought it would be fun to try to add some "enhancements" made possible by using the Quill to BASIC utility.
It was possible to add:
GET ALL
DROP ALL
EXAMINE ALL
and also a third word to the parser, which appears as flag(59)
These are quite easy to include in any transferred games.
Also, I added
LISTOBJS locno.
MOVEOBJS loc1 loc2
These have to be manually added to the SuperBASIC code after transfer, so not quite so simple and not really possible to test while writing the adventure in Quill.
DROPALL is an existing condact in Quilll for QL.
And the action you called LISTOBJS is called LISTAT on The PAWS, so I would rename it that way.