WARNING: Never save your progress on the game disk. Always use a separate disk 
for this purpose. This applies to all versions except MEGA65, Commander X16, MS-DOS 
and modern PC.

LOADING THE GAME /  VERSION NOTES

----------------------------------------
Commodore 64:
Insert the game disk
Type: LOAD"*",8,1
When the computer has finished loading, type RUN

This version can utilize an REU (RAM Expansion Unit) if you have one.
----------------------------------------
Amstrad CPC:
Insert the game disc 
Type: RUN"DISC
You have to press a key to dismiss the intro screen
----------------------------------------
Spectrum +3:
Insert the Spectrum CPM Plus disk and then use the machine's LOADER feature.
Once CPM Plus has finished loading, insert the game disk
Now type PLAY GAME
You have to press a key to dismiss the intro screen
----------------------------------------
Spectrum Next:
Your Spectrum Next has Z-machine support built-in. Just put the adventure.z5 
file on the SD card and load it from the Next file browser
----------------------------------------
Spectrum 128K:
Load and run the tape file vezza_adventure.tap
Limitations: Game progress can't be saved or restored, and the RESTART command
doesn't work. 
----------------------------------------
Amstrad PCW: 
Insert the game disc 
Type: VEZZA
----------------------------------------
Amiga:
Just insert the game disk and the game will load automatically
You have to press a key to dismiss the intro screen
----------------------------------------
Atari 8-bit:
Insert the game disk and start the machine with BASIC disabled
The game will load automatically
----------------------------------------
Apple II:

Insert disk 1 into the first floppy drive (usually Slot 6 Drive 1). Turn on 
the machine. The game will boot and start.

The disk is compatible with almost any Apple II series emulator including 
Applewin, KEGS, Virtual II, MAME, Ample, and others. The disk image can be 
burned to a real floppy using tools such as Applesauce Floppy Disk 
Controller (recommended).
----------------------------------------
Atari ST:
Insert the game disk and open it
To watch the artwork launch ARTVIEW.APP and select ART.PI1
To launch the game set the machine to medium resolution
Double click on PLAY.PRG in the disk directory
This version of the game supports the UNDO command
----------------------------------------
MS-DOS:
Copy the contents in the MSDOS directory to your hard drive
Run PLAY.BAT to start the game
You need to press SPACE to dismiss the intro screen
This version of the game supports the UNDO command
----------------------------------------
BBC Micro / Acorn Electron:
Insert the game disk
Type *EXEC !BOOT to run the game

The game is compatible with the BBC Model B, BBC Model B+ and 
BBC Master 128 computers. It will run without sideways RAM, 
albeit slowly. Having at least 16K of sideways RAM or a 6502 
second processor is recommended. Shadow RAM will make things 
even smoother. The game also runs on Acorn Electron computers, 
provided you have at least 16K of sideways RAM, which is a 
requirement. On the Elk, I recommend playing it with an ElkSD64, 
as with this device you won't need to worry about anything.
----------------------------------------
Commodore 128:
Insert the game disk
Type DLOAD"*"
When your C128 has finished loading:

The C128 can use a 40-column screen and an 80-column screen, 
simulatneously. The Ozmoo interpreter will only use the screen
where the cursor is when you type RUN.
* If the cursor is on the 40-column screen, and you want to switch
  to the 80-column screen, type: GRAPHIC 5
* If the cursor is on the 80-column screen, and you want to switch
  to the 40-column screen, type: GRAPHIC 0

To start the game, type: RUN

This version makes use of the extended memory of the Commodore 128.
It can also utilize an REU (RAM Expansion Unit) if you have one.
----------------------------------------
Mega65:
Insert the game disk
Type BOOT 
----------------------------------------
MSX 1 / MSX 2:
Insert the game disk
The game will boot automatically
You'll have to press a key to dismiss the intro screen

The game will run in 40 columns on a MSX 1 computer and in 80 columns 
on a MSX 2 machine
----------------------------------------
Commodore Plus/4:
Insert the game disk
Type: LOAD"*",8,1
When the computer has finished loading, type RUN
----------------------------------------
Sam Coupé:
Load Pro-DOS from the provided Pro-DOS v2 disk
Insert game disk
Type LOAD
----------------------------------------
DEC Rainbow 100:
Insert game disk
type STORY to load the game
----------------------------------------
Dragon64:
Insert game in disk drive 1
Insert loader in disk drive 2
Type LOAD"2:ENG05V32.BIN"
Type EXEC&H1100

It's recommended having two physical drives. However, you can load and play 
the game with only one drive. Just swap the disk after you loaded the engine 
and before you enter the EXEC command. Please note that the game won't run on 
a Dragon32 machine.
----------------------------------------
Kaypro II / 4:
Insert game disk
type GAME to load the game
Note: If run on a Kaypro 4, it will boot into Kaypro II mode to run this game.

Note: The disk image for Kaypro is a raw disk image. If you need to open it in 
CP/M Tools, these are the required settings:

# setfdprm /dev/fd0 zerobased SS DD ssize=512 cyl=40 sect=10 head=1
# Kaypro II
diskdef kpii
  seclen 512
  tracks 40
  sectrk 10
  blocksize 1024
  maxdir 64
  skew 0
  boottrk 1
  os 2.2
end

Another option for Kaypro is to get the Z-code interpreter Vezza from 
https://gitlab.com/sijnstra1/vezza and use it with the adventure.z5 file
supplied in this package.
----------------------------------------
Oric:
Put disk 1 into the drive
Type LOAD"INTERPR.COM"
When prompted, insert disk 2 and press a key
----------------------------------------
Osborne 1:
Insert game disk
type STORY to load the game
----------------------------------------
TRS CoCo:
Insert the game disk
type LOADM"GAME
When the computer is ready type EXEC
----------------------------------------
Commodore VIC-20:
Insert the game disk (found in vic20pet)
Type LOAD"GAME-VIC",8,1
When the computer has finished loading type RUN

You need at least 28k of RAM, even better if you have a modern cartridge like 
the Penultimate Cart from The Future was 8-bit, which provides 
35k of RAM.
----------------------------------------
Commodore PET:
Insert the game disk (found in vic20pet)
Type LOAD"GAME-PET",8,1
When the computer has finished loading type RUN

The game should work on any PET with at least 32k but needless to say the 
more RAM you have the better the game will perform.
----------------------------------------
Commander X16:
Unzip the zip archive in a new folder.
Navigate to the folder.
Type: LOAD "*"
Type: RUN
----------------------------------------
Classic Macintosh:
Insert game disk
Double click on the Moonmist Ent. disk image
Double click on Interpreter
Select -> File -> Import Z-Code file
In the menu select -> Display -> All files
Double click on the .story file

You need at least MacOS 7.5 for playing this game
----------------------------------------
Modern PC:

If you have a Z-code interpreter installed (e.g. Gargoyle - 
https://ccxvii.net/gargoyle/), just start it and open the file adventure.z5

You can also play the game in a browser. Open the file 
adventure_play_in_browser.html in any modern browser. The game can still be
played completely offline.
----------------------------------------
TI99/4A:
The folders are meant for Classic99. And the DSK images (DSDD) can be used 
with most other emulators.  You can transfer either format to a real TI with 
the appropriate cables and utilities. The folders were used to create the DSK 
images using TI99dir (Win32 TI Image Utility Program).

The user needs a TI-99/4A; Extended Basic; 32K RAM; and disk controller.
80 column mode requires either an F18A or V9938 hardware enhancement. 

An E/A Module can also run the appropriate OPT5 program with DSK1.<file-name>

"TIZIL40" - Standard 40C; "TIZIL80" - V9938 80C; and "TIZILF18A" - F18A 80C.

There is also an Geneve 9640 loader called "INF". For the Geneve 9640 you need 
TIMODE (GPL) and the Extended BASIC cartridge files. You may use either the 40 
column or V9938/58 option.

If the program tells you to insert disk 2 and press Enter, just press Enter
(the interpreter was built to support games spanning two disks, but these
games are small enough to fit on one disk each)
----------------------------------------
Agon Light/Console8:
Copy the contents of the Agon directory to your hard drive in to a new 
directory. From inside the directory, type exec playgame.txt to play the game.
You can dismiss the intro screen faster by pressing any key.
----------------------------------------
TRS-80 Model III
Insert game disk
Turn on your computer
The game will auto-boot

In case your computer was already turned on, you need to reset
You may need to enter a date between 1980-1989
----------------------------------------
TRS-80 Model 4
Insert game disk
Turn on your computer
The game will auto-boot

In case your computer was already turned on, you need to reset
----------------------------------------
CP/M:
If you have a CP/M machine, and you haven't been able to find a suitable
disk image in this package, chances are you can get the Z-code interpreter 
Vezza from https://gitlab.com/sijnstra1/vezza and use it with the adventure.z5 
file supplied in this package.
----------------------------------------




CREDITS
-------
Disk image creation / bundling of this game: Puny BuildTools 2.3 by Stefan Vogt 
https://github.com/ByteProject/Puny-BuildTools

Shawn Sijnstra helped with creating many of these disk images.


Z-code and interpreters
-----------------------
Z-code is a text adventure game format invented by Infocom in 1979. It's based
on a virtual machine, which can be emulated on pretty much any computer. These
emulators are called Z-code interpreters.

The Commodore 64, 128, Plus/4, MEGA65 and Commander X16 versions of the games
use the Ozmoo interpreter, by Johan Berntsson and Fredrik Ramsberg. These
versions also use the custom font PXLFont-rf by RetroFan, see separate license
file.

The BBC/Acorn version uses Ozmoo for Acorn, an Ozmoo port by Steven Flintham. 

The Commodore VIC-20 and PET version uses BitShifter's Z-code interpreter, by
Edilbert Kirk.

The Apple 2 version was produced by the A.P.P.L.E. zgen disk generator, by Bill 
Martens.

The MS-DOS version uses Frotz, originally by Stefan Jokisch, DOS port 
maintained by David Griffith

The Amiga version uses ZIP by Mark Howell.

The Macintosh Classic version uses MaxZip by Andrew Plotkin.

The Spectrum +3 version uses an Infocom interpreter modified by George 
Beckett.

The Oric Atmos version uses PInforic by Jose-Maria Enguita and Fabrice 
Frances.

The Dragon 64 version uses an interpreter by a person called Pere.

The TI99/4a version uses Master's Interpreter by Barry Boone.

The TRS-80 Model 3 and 4 versions use M4ZVM by Shawn Sijnstra.

The Spectrum 128K version uses e-Vezza by Shawn Sijnstra.

The rest of the games use Infocom interpreters collected by Stefan Vogt and 
published in his Puddle Build-Tools for PunyInform. Some of them have been 
modified to work better or to work with hardware options not initally
supported.

Links
-----
Homepage: https://microheaven.com/advent

IFDB: https://ifdb.org/

PunyInform: https://github.com/johanberntsson/PunyInform

Puddle BuildTools for PunyInform: https://github.com/ByteProject/Puddle-BuildTools

Ozmoo: https://github.com/johanberntsson/ozmoo

Ozmoo for Acorn: https://zornslemma.github.io/ozmoo.html

Ozmoo Online: https://ozmoo.online

Apple 2 zgen: https://www.callapple.org/zgen/

