I need your help compiling an old Adventure Game - basically the first Adventure Game ever.
Its Colossal Cave Adventure/Adventure/ADVENT from 1977. I tried to compile it but it didn’t work. I try this for self-education purposes. So here is what i tried:
2 Step: I changed my current directory (pwd) to the directory i just cloned (cd xy). In the Terminal.
3 Step: And now i am lost. The instructions says, that before you can compile the Source Code, you need the following two packages installed on your system: python3-yaml and libedit-dev.
How can I install these on Manjaro? I tried it without these two packages but i didn’t worked.
Python 3 is up to date i think. That is another Question: How i update python 3 to an actual version?
$ pamac search open adventure
wanderers-git r97.054c1cd-2 AUR
An open world adventure and dungeon crawling game
solarus-git 1.5.3.r2217.gcbb29669e-1 AUR
An open-source adventure 2D game engine (git version)
open-adventure 1.16-3 AUR
Port of the 'Colossal Cave Adventure' text-based adventure game
gog-pine 1.13-1 AUR
Pine is an open world action adventure simulation game.
And it can be installed with:
pamac build open-adventure
Just tested it on my machine, and it works:
$ advent
Welcome to Adventure!! Would you like instructions?
>
Thanks for your answer. I know that, but i originally wanted to compile it myself. I have never used an AUR before i think. In the readme from the developer of the project i have found these:
So i think the only problem i how to install the package libedit-dev. Maybe it has another name on manjaro?
Yes, it looks like the make check runs tests which require extra packages, but these packages are not required by the game.
You can run some of the tests by installing a couple of packages
sudo pacman -Syu python-pylint cppcheck
Not sure about batchspell at the moment.
Edited: looking at the Makefile, batchspell is only being used to spell check a couple of docs, so it is not important for the running of the application.
I did a lot of refactoring and porting over the past decades.
I just suspended the refactoring of AUR (en) - vectoroids.
While I find it challenging and interesting to mess around with old code like this, it can be very time-consuming, and there are actually very few occasions where this knowledge is truly rewarding. I used to be a reverse engineer, so I guess it’s just a habit - a form of cognitive maintenance that keeps certain neural networks active.
So, can you elaborate on your motivations for doing this?
I mean, such projects - even with tests - but with a lot of custom style and workflows can be very daunting. And in the end, it’s ‘only’ a text adventure, and its analysis can be broken down into a few things.
Are you trying to look into other areas, like
GNU Make, C, CMake, C++, Rust?
I added a picture of my refactoring of Vectoroids, which used to be a single monolithic C file with over 3k lines of code.
I mean, I learned about asciidoctor here, which is a totally different tech-universe; meanwhile I do all of my docs in Markdown.