• LoRD JS Info?

    From Dasme@VERT/OUTWORLD to All on Mon Mar 13 11:12:04 2023
    Hey All,

    This isn't really a Synchronet Q, but figured that someone here may be able to send me in the right direction. With jumping back into running a BBS I see that there is a new Unofficial LoRD version written in Javascript that has some IGM support.

    I wrote a number of IGMs for LoRD back in the day (Felicity's Temple, Warrior's Graveyard and a few others) and I would love to take a shot at getting them running as Javascript IGMs.

    I was looking for more information on IGM creation, but have come up empty so far on Google. Does anyone know if there are any info/guides available? I could just read through the main .js file and fake it, but hoped for some starting info.

    Hopefully someone has a starting point they could recommend. For some reason googling LORD isn't turning up info on the game.. odd ;)

    Cheers,
    Lloyd Hannesson - Dasme

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  • From echicken@VERT/ECBBS to Dasme on Mon Mar 13 17:38:13 2023
    Re: LoRD JS Info?
    By: Dasme to All on Mon Mar 13 2023 11:12:04

    I wrote a number of IGMs for LoRD back in the day (Felicity's Temple, Warrior's Graveyard and a few others) and I would love to take a shot at getting them running as Javascript IGMs.

    Hopefully someone has a starting point they could recommend. For some reason googling LORD isn't turning up info on the game.. odd ;)

    I doubt if there's any documentation.

    Your best bet is to look at xtrn/lord/barak/barak.js, and search through xtrn/lord/lord.js for 'handle_igm' and 'create_other_places', all of which should provide some hints.

    Apparently your main script inherits the scope of lord.js, has access to a 'player' object, and should call exit(0) (or with some error level) when it's done. lord.js uses dorkit, so you may want to look at exec/load/dorkit.js, or just take cues from barak.js on console IO matters.

    Beyond that, look for Deuce on irc.synchro.net; he's the one who ported LORD to JS. Or create issues on gitlab.synchro.net for any particular items, and he can pick them up there.

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  • From Chad Jipiti@VERT/ECBBS to Dasme on Mon Mar 13 17:39:51 2023
    Hi Lloyd,

    While I don't have experience specifically with Javascript IGMs for LoRD, I can point you in the direction of some resources that may be helpful.

    Firstly, the LoRD Wiki has some information on IGMs in general, including a list of IGMs available for the game: https://en.wikipedia.org/wiki/Legend_of_the_Red_Dragon#IGMs

    You might also want to check out the LoRD subreddit (https://www.reddit.com/r/lord), as there are likely other players/modders there who may be able to give you more specific advice.

    Finally, I would suggest checking out the LoRD fan site, Mystic Realms (http://mysticrealms.org.uk/index.php), which has a section dedicated to IGMs and modding. There may be some resources there that could help you get started with creating your own Javascript IGMs.

    Good luck!

    --
    Chad Jipiti

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  • From Digital Man@VERT to Dasme on Mon Mar 13 14:05:14 2023
    Re: LoRD JS Info?
    By: Dasme to All on Mon Mar 13 2023 11:12 am

    I wrote a number of IGMs for LoRD back in the day (Felicity's Temple, Warrior's Graveyard and a few others) and I would love to take a shot at getting them running as Javascript IGMs.

    That's awesome! I look forward to checking those IGMs on on JSlord, aka lord.js, aka LORD v5. :-)
    --
    digital man (rob)

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  • From Dasme@VERT/OUTWORLD to echicken on Mon Mar 13 15:18:04 2023
    Re: LoRD JS Info?
    By: echicken to Dasme on Mon Mar 13 2023 05:38 pm

    I doubt if there's any documentation.

    Your best bet is to look at xtrn/lord/barak/barak.js, and search through xtrn/lord/lord.js for 'handle_igm' and 'create_other_places', all of which should provide some hints.

    Thanks for the reply. I assumed as much, but hoped that I may have just missed things. Direct access to the player object will simplify some things. Time to poke through some code.

    Cheers,
    Lloyd Hannesson - Dasme

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  • From echicken@VERT/ECBBS to Dasme on Tue Mar 14 13:40:43 2023
    Re: LoRD JS Info?
    By: Dasme to echicken on Mon Mar 13 2023 15:18:04

    Thanks for the reply. I assumed as much, but hoped that I may have just missed things. Direct access to the player object will simplify some things. Time to poke through some code.

    I only peeked at barak.js and IGM-related functions in lord.js, but it appears that your script can do whatever it wants. It's basically a free-running external command that's responsible for all interaction with the user, and has free rein with the data.

    Your script should have access to all top-level functions and variables from lord.js. It's probably best practice to use these functions (eg. sln() for CRLF-terminated output) rather than dorkit or console methods unless you have a reason not to. Consider that your 'API'.

    The only particularly special thing that happens is any asterisks on the command line (as specified in 3rdparty.lrd) will be replaced with the node number.

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  • From Dasme@VERT/OUTWORLD to Digital Man on Tue Mar 14 09:51:19 2023
    Re: LoRD JS Info?
    By: Digital Man to Dasme on Mon Mar 13 2023 02:05 pm

    That's awesome! I look forward to checking those IGMs on on JSlord, aka lord.js, aka LORD v5. :-)

    Not confusing at all ;) Haha! I'm impressed at how well JSLord runs, definitely worth a kick at the can to get the games ported over. It's been a good minute since I looked at my old pascal code.. kind of scared to look at what passed as 'good enough' back in the day :D

    Lloyd Hannesson - Dasme

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  • From Codefenix@VERT/CONCHAOS to Dasme on Tue Mar 14 17:25:16 2023
    Re: LoRD JS Info?
    By: Dasme to All on Mon Mar 13 2023 11:12 am

    I wrote a number of IGMs for LoRD back in the day (Felicity's Temple, Warrior's Graveyard and a few others) and I would love to take a shot at getting them running as Javascript IGMs.

    Those are some great IGMs you wrote. It's exciting to think that they might make their way to the Javascript version of LoRD. Best of luck!

    |01<|09co|03d|11e|15Ÿ|11e|03n|09ix|01>|07
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  • From MRO@VERT/BBSESINF to Dasme on Tue Mar 14 18:30:33 2023
    Re: LoRD JS Info?
    By: Dasme to All on Mon Mar 13 2023 11:12 am

    Hey All,

    This isn't really a Synchronet Q, but figured that someone here may be able to send me in the right direction. With jumping back into running a BBS I see that there is a new Unofficial LoRD version written in Javascript that has some IGM support.

    I wrote a number of IGMs for LoRD back in the day (Felicity's Temple, Warrior's Graveyard and a few others) and I would love to take a shot at getting them running as Javascript IGMs.

    I was looking for more information on IGM creation, but have come up empty so far on Google. Does anyone know if there are any info/guides available? I could just read through the main .js file and fake it, but hoped for some starting info.

    Hopefully someone has a starting point they could recommend. For some reason googling LORD isn't turning up info on the game.. odd ;)

    Cheers,

    wow i'm a big fan of your igms.

    for this lord clone you should just look at the .js examples. google won't help much.

    and don't believe chad!
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  • From MRO@VERT/BBSESINF to Chad Jipiti on Tue Mar 14 18:31:06 2023
    Re: LoRD JS Info?
    By: Chad Jipiti to Dasme on Mon Mar 13 2023 05:39 pm

    Hi Lloyd,

    While I don't have experience specifically with Javascript IGMs for LoRD, I can point you in the direction of some resources that may be helpful.

    Firstly, the LoRD Wiki has some information on IGMs in general, including a list of IGMs available for the game: https://en.wikipedia.org/wiki/Legend_of_the_Red_Dragon#IGMs

    You might also want to check out the LoRD subreddit (https://www.reddit.com/r/lord), as there are likely other players/modders there who may be able to give you more specific advice.


    i knew it.
    chad you are wrong again.
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  • From Chad Jipiti@VERT/ECBBS to MRO on Wed Mar 15 02:52:17 2023
    I apologize if my previous response was not helpful. Can you please provide more specific information on what you are looking for so that I can assist you better?

    --
    Chad Jipiti

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  • From Dasme@VERT/OUTWORLD to Codefenix on Wed Mar 15 18:25:09 2023
    Re: LoRD JS Info?
    By: Codefenix to Dasme on Tue Mar 14 2023 05:25 pm

    Those are some great IGMs you wrote. It's exciting to think that they might make their way to the Javascript version of LoRD. Best of luck!

    |01<|09co|03d|11e|15Ÿ|11e|03n|09ix|01>|07

    Thanks! Happy that you found them enjoyable. They were definitely fun back in the day. In looking at my old source I saw the last copyright date was 2003, and that was just for a bugfix update... 20 years since I touched these files sure makes me feel old haha!

    I have the full menu structure of Warrior's Graveyard up and running already so the IGM support in JSLord is pretty dang fantastic.

    My main issue now is that I have no way to run my original IGMs to check features.. didn't realize Windows 11 killed NTVDM, well I do remember that announcement but it was ignored since it didn't apply at the time. Going to have to set up a VM to get these older games running so I can make sure things are playing as intended.

    Been a blast messing with this stuff again.

    Lloyd Hannesson - Dasme

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  • From Dasme@VERT/OUTWORLD to MRO on Wed Mar 15 18:28:44 2023
    Re: LoRD JS Info?
    By: MRO to Dasme on Tue Mar 14 2023 06:30 pm

    wow i'm a big fan of your igms.

    for this lord clone you should just look at the .js examples. google won't help much.

    Thanks! Having lord.js available to look at has definitely sped things up.

    and don't believe chad!

    yeah, I've noticed :)

    Lloyd Hannesson - Dasme

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    þ Synchronet þ The Outworld - outworldbbs.com
  • From Digital Man@VERT to Dasme on Wed Mar 15 22:21:14 2023
    Re: LoRD JS Info?
    By: Dasme to Codefenix on Wed Mar 15 2023 06:25 pm

    My main issue now is that I have no way to run my original IGMs to check features.. didn't realize Windows 11 killed NTVDM, well I do remember that announcement but it was ignored since it didn't apply at the time. Going to have to set up a VM to get these older games running so I can make sure things are playing as intended.

    LORD.EXE does run in NTVDMx64 (e.g. on Windows 11) just fine. http://wiki.synchro.net/faq:win#win64
    --
    digital man (rob)

    Breaking Bad quote #38:
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  • From MRO@VERT/BBSESINF to Dasme on Thu Mar 16 01:38:08 2023
    Re: LoRD JS Info?
    By: Dasme to Codefenix on Wed Mar 15 2023 06:25 pm

    announcement but it was ignored since it didn't apply at the time. Going to have to set up a VM to get these older games running so I can make sure things are playing as intended.

    Been a blast messing with this stuff again.

    Lloyd Hannesson - Dasme

    i think you're the only igm author i've seen in a long time aside from
    the weapons of war igm author.

    he had a very interesting readme file.
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  • From MRO@VERT/BBSESINF to dasme on Thu Mar 16 01:39:09 2023
    Re: LoRD JS Info?
    By: Digital Man to Dasme on Wed Mar 15 2023 10:21 pm

    Re: LoRD JS Info?
    By: Dasme to Codefenix on Wed Mar 15 2023 06:25 pm

    My main issue now is that I have no way to run my original IGMs to check features.. didn't realize Windows 11 killed NTVDM, well I do remember that announcement but it was ignored since it didn't apply at the time. Going to have to set up a VM to get these older games running so I can make sure things are playing as intended.

    most of us run our bbses in a 32bit windows environment or dosemu on linux.
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  • From Gamgee@VERT/PALANT to MRO on Thu Mar 16 07:31:00 2023
    MRO wrote to dasme <=-

    My main issue now is that I have no way to run my original IGMs to check features.. didn't realize Windows 11 killed NTVDM, well I do remember that announcement but it was ignored since it didn't apply at the time. Going to have to set up a VM to get these older games running so I can make sure things are playing as intended.

    most of us run our bbses in a 32bit windows environment or dosemu
    on linux.

    Well.... not really true. Those of us on Linux may run our 16-bit DOS
    doors in dosemu, but we don't "run our bbses" in dosemu. We run the BBS
    in Linux.



    ... Ignorance can be cured. Stupid is forever.
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  • From Dasme@VERT/OUTWORLD to Digital Man on Thu Mar 16 08:44:56 2023
    Re: LoRD JS Info?
    By: Digital Man to Dasme on Wed Mar 15 2023 10:21 pm

    LORD.EXE does run in NTVDMx64 (e.g. on Windows 11) just fine. http://wiki.synchro.net/faq:win#win64

    That will simplify things, thanks for the tip!

    Lloyd Hannesson - Dasme

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