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A Bulletin Board System (BBS) for the Commodore C64 computer.
License: Apache License 2.0
This project forked from bozimmerman/zelch64
A Bulletin Board System (BBS) for the Commodore C64 computer.
License: Apache License 2.0
Zelch 64 (C)1986-2017 Bo Zimmerman Please read the LICENSE file for license information Please read the NOTICE file for credits information The Zelch 64 v3.7 Package is in CBM Prg Studio format. If you'd like to download the binaries, just visit: http://bbs.zimmers.net and scroll to the bottom. HOW TO ASSEMBLE: The Zelch 64 v1.5 distribution package consists of a System disk and a Sample Data Disk to get you started. The System disk is a 1541 (.D64) disk consisting of the following files: zelch,p bbs,p editor 3.7,p cursor,p p.protocol,p window.ml,p ascii table,p v3.7 ml1,p v3.7 ml2,p {pound}prg.open,p {pound}prg.udsec,p {pound}prg.medit,p {pound}prg.new,p {pound}prg.menu,p {pound}prg.var,p {pound}prg.sysop,p {pound}prg.vote,p {pound}prg.email,p {pound}prg.term,p {pound}prg.monster,p {pound}prg.user,p {pound}prg.text,p {pound}prg.read,p {pound}delete,p {pound}reload,p {pound}bagels,p {pound}fortune,p {pound}copyprg,p {pound}credit,p {pound}chess,p {pound}empire,p {pound}emprg.i,p {pound}emprg.w,p {pound}emprg.p,p {pound}vars,s The Sample Data disk is a 1541 (.D64) disk consisting of the following files: {pound}prg.open,p {pound}prg.udsec,p {pound}prg.medit,p {pound}prg.new,p {pound}prg.menu,p {pound}prg.var,p {pound}prg.sysop,p {pound}prg.vote,p {pound}prg.email,p {pound}prg.term,p {pound}prg.monster,p {pound}prg.user,p {pound}prg.text,p {pound}prg.read,p {pound}delete,p {pound}reload,p {pound}bagels,p {pound}fortune,p {pound}copyprg,p {pound}credit,p {pound}chess,p {pound}empire,p {pound}emprg.i,p {pound}emprg.w,p {pound}emprg.p,p {pound}vars,s {pound}opening msg,s {pound}opening msg/g,s {pound}closing msg,s {pound}info,s {pound}newuser,s {pound}newsfile,s {pound}mainmenu 0,s {pound}mainmenu 1,s {pound}mainmenu 2,s {pound}mainmenu 3,s {pound}mainmenu 4,s {pound}mainmenu 5,s {pound}mainmenu 6,s {pound}mainmenu 7,s {pound}mainmenu 8,s {pound}mainmenu 9,s {pound}sysopmenu,s {pound}pgmenu,s {pound}rules,s {pound}msg base info,s {pound}msg mkr help,s {pound}editmenu,s {pound}msgmenu,s {pound}udmenu,s {pound}ud help,s {pound}var help,s {pound}wheel help,s {pound}bagel help,s {pound}chess rules,s {pound}zelch info,s {pound}emailmenu,s To build the files for these disks, you'll need three programs. One, obviously, is CBM prg studio. The other is DirMaster, or some other program that lets you copy files into a blank .D64 image. The last is either an emulator to run the disks on, or a program to copy the images to real floppies. The first step is to setup the System disk. To do this, load CBM prg studio and select the menu options Build->Project->To File to Generate .prg files. If any Assembly files give you an extra window "Assembly Dump", you can just hit the X to close this and ignore it. The next step is to copy the files for the System disk into a .D64 image, in the order shown above. Please note that MOST of the files will need to be renamed after they are copied into the image. Many of the files are prefixed with the PETSCII character for the english Pound sign, represented above by "{pound}". You will need to add this character to those files when creating the .D64 disk image. It can be typed in DirMaster using Show PETSCII Tool menu option. The file "main-ml" should be renamed to "v3.7 ml1", and "interrupts.ml" should be renamed to "v3.7 ml2", for example. Any SEQ (,s) file mentioned above will be found in the project "data" directory. The next step is to copy the files for the Sample Data disk into a .D64 image, in the order shown above. Some you built for the System disk in step 1, but most are in the data directory. Please note that ALL of the files will need to be renamed after they are copied into the image. The data files are prefixed with the PETSCII character for the english Pound sign, represented above by "{pound}". You will need to add this character to those files when creating the .D64 disk image. The last step is to either load up your emulator, or copy the images to real floppies, and get to work. Check the project "docs" directory for ascii instructions on configuring and using the system.
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