[misc.misc] AdvSys port available

hadeishi@husc7.HARVARD.EDU (Mitsuharu Hadeishi) (05/15/87)

	Hi folks, just finished porting AdvSys to the Amiga.  It's
a bare-bones port, but it works; I took a UNIX port that was sent to
me and twiddled the input/output routines a little to speed up console
output.  It is fast and runs quite well.  I will make it available by
anonymous ftp via the local machine when time permits.

	Some comments about AdvSys:  I've written adventure parsers
before (AmigaVenture 1.17 was the last one I've written, it was of
all things written in AmigaBasic, but it did work pretty well), so I
notice some of the technical shortcomings before others.  Of course,
these will be easy to fix since AdvSys source is available.
(I didn't need to change anything but the terminal I/O, so any
changes I make can be easily back-ported to the MS-DOS AdvSys).

	The system does not do "in-context" parsing.  That is,
the interpreter cannot ask a question and get a short answer; the
user has to re-type the whole thing.  I consider this a major
shortcoming, since it makes user-interpreter interaction quite
stilted and unnatural.  (Needless to say, AmigaVenture was a full-
fledged interactive parser with "in-context" parsing.)

	AdvSys does not support objects inside each other, calculation
of weight, size, and checks to see if the player is carrying too much,
etc.  Similarly it does not support checking to see if there are too
many objects on, in, etc. something.  This is something my AmigaVenture
does quite thoroughly, for example, and would be a natural extension
to AdvSys.  The question is, of course, whether it should be
added via hard-code or written in an extension to the AdvSys language.
Interpreted code has the advantage of being much easier to debug
but slower, of course, but adding all these features to AdvSys
would probably be cumbersome unless supported extensively by
language primitives.

				-Mitsu