The Linux version (LORDFPL.ZIP) is a native door: a 64-bit Linux program that talks to the caller on standard input and output. It needs no dosemu2 to run, only to run DOS IGMs from Other Places. It uses the same data files as lord.js (player.bin, state.bin, lord.ini, lordtxt.lrd and the other .lrd screens), so an existing lord.js game directory can be used as it is. The programs are statically linked, so they run on any x86-64 Linux.
ls -l lord lordcfg.mkdir /sbbs/xtrn/lordfp cd /sbbs/xtrn/lordfp unzip /path/to/LORDFPL.ZIP chmod 755 lord lordcfg # only if unzip dropped the permissions
./lordcfg. The first run writes lord.ini. Option 1 covers the game options, and option 8 shows the Synchronet settings../lord -l plays on your terminal, as $USER or the name given with -u.^ Setting ^ Value ^
| Name | LORD - Legend of the Red Dragon |
| Start-up Directory | ../xtrn/lordfp |
| Command Line | /sbbs/xtrn/lordfp/lord -d %n -r %r |
| Multiple Concurrent Users | Yes |
| I/O Method | Standard (stdio), input echo off |
| Native Executable/Script | Yes |
| Use Shell or New Context | No |
| BBS Drop File Type | DOOR32.SYS or GAP DOOR.SYS (any type the game reads works) |
| Place Drop File In | Node Directory |
-d %n gives the node directory, and the game finds the drop file there. -r %r passes the caller's screen rows.
Skip this for a new install. Point the Linux version at an existing lord.js game directory with -p, or copy lord and lordcfg into it. Players are matched to BBS users by the real name in the drop file, as lord.js does, so they carry on with their characters.
The Linux version starts DOS IGMs under dosemu2 itself, with the caller attached. It doesn't go through Synchronet's external.bat, so the global EMUSETUP.BAT is not used. The settings are in the [IGM] section of lord.ini:
[IGM] DOSGameDir= E:\LORDFP\ PreCommands= fossil.com >NUL
| Setting | What it does |
|---|---|
DOSGameDir | The game directory as DOS sees it. Blank means worked out from /sbbs/xtrn (symlinks followed). |
PreCommands | DOS commands run before each IGM, separated by ;. Set it to fossil.com >NUL so IGMs that need a FOSSIL driver work. |
DOSemuCommand | How dosemu2 is started. The default matches the Synchronet setup in dosemu2 for Synchronet, so it normally isn't in the file. %d is the node directory, %b the batch file's DOS path and %n the node. |
For each IGM visit the game writes the LORD 4.06 files IGMs expect and reads back what the IGM changed (see In-Game Modules). MAINT.BAT runs the same way, once a day at the first login after the daily maintenance; its output is hidden from the caller, and it adds a few seconds to that first login. Logs: error.log in the game directory and igmnode<n>/dosemu_igm.log.
| File | What it is |
|---|---|
lord | The game. |
lordcfg | The setup program (like LORD's LORDCFG.EXE). |
lord.ini | Options; created by lordcfg if missing (see Game options (lord.ini)). |
*.lrd, mlooks.txt, flooks.txt | Text and screens (from LORD / lord.js). |
LORDTXT.DAT | LORD 4.06's stock screens. When it is in the game directory its screens are used in place of lordtxt.lrd's (the plain 4.06 bank, Inn, Turgon's, town …); lordtxt.lrd still gives the ones 4.06 doesn't have. Delete or rename it for lord.js's ANSI screens. |
LORD.LDY, EVENTS.LDY | LORD 4.06's forest event scripts (see LADY scripts); delete LORD.LDY for the game's built-in versions. |
3RDPARTY.DAT | The Other Places (IGM) list, empty to start with. |
LORDC406.EXE | LORD 4.06's LORDCFG, for registering 4.06 (lordcfg's G). |
The rest of LORD 4.06's distribution is included as it came, for its docs (LORD.DOC, LADY.DOC, LORDSTRC.PAS for IGM authors) and for DOS IGMs that look for its files. This game doesn't read them, so they can be deleted if not wanted.