From: nhmall Date: Sun, 13 Feb 2022 14:07:41 +0000 (-0500) Subject: remove NHAccess symset, github issue #638 X-Git-Url: https://granicus.if.org/sourcecode?a=commitdiff_plain;h=99ffd027ae7e7d220cff58a8fd1c5bb8f44f0008;p=nethack remove NHAccess symset, github issue #638 Closes #638 --- diff --git a/dat/symbols b/dat/symbols index 6f6824a9c..edd9a80ac 100644 --- a/dat/symbols +++ b/dat/symbols @@ -39,105 +39,6 @@ start: plain S_trwall: '+' finish #plain -- other symbols implicitly retain their default values -# Recommended symset for blind players -# courtesy Michael Feir -start: NHAccess - Description: recommended for blind players - S_stone: \032 - S_vwall: \124 - S_hwall: \045 - S_tlcorn: \124 - S_trcorn: \124 - S_blcorn: \124 - S_brcorn: \124 - S_crwall: \045 - S_tuwall: \045 - S_tdwall: \045 - S_tlwall: \124 - S_trwall: \124 - S_ndoor: \046 - S_vodoor: \045 - S_hodoor: \124 - S_vcdoor: \043 - S_hcdoor: \043 - S_bars: \046 - S_tree: \035 - S_room: \035 - S_corr: \060 - S_litcorr: \062 - S_upstair: \060 - S_dnstair: \062 - S_brupstair: \060 - S_brdnstair: \062 - S_upladder: \095 - S_dnladder: \092 - S_brupladder: \095 - S_brdnladder: \092 - S_altar: \035 - S_grave: \126 - S_throne: \126 - S_sink: \126 - S_fountain: \126 - S_pool: \042 - S_ice: \042 - S_lava: \035 - S_vodbridge: \035 - S_hodbridge: \032 - S_vcdbridge: \035 - S_hcdbridge: \126 - S_arrow_trap: \094 - S_dart_trap: \094 - S_falling_rock_trap: \094 - S_squeaky_board: \094 - S_bear_trap: \094 - S_land_mine: \094 - S_rolling_boulder_trap: \094 - S_sleeping_gas_trap: \094 - S_rust_trap: \094 - S_fire_trap: \094 - S_pit: \094 - S_spiked_pit: \094 - S_hole: \094 - S_trap_door: \094 - S_teleportation_trap: \094 - S_level_teleporter: \094 - S_magic_portal: \094 - S_web: \094 - S_statue_trap: \094 - S_magic_trap: \094 - S_anti_magic_trap: \094 - S_polymorph_trap: \094 - S_vbeam: \124 - S_hbeam: \095 - S_lslant: \092 - S_rslant: \047 - S_digbeam: \042 - S_flashbeam: \033 - S_boomleft: \041 - S_boomright: \040 - S_ss1: \048 - S_ss2: \035 - S_ss3: \064 - S_ss4: \042 - S_sw_tl: \047 - S_sw_tc: \045 - S_sw_tr: \092 - S_sw_ml: \058 - S_sw_mr: \058 - S_sw_bl: \092 - S_sw_bc: \045 - S_sw_br: \047 - S_expl_tl: \047 - S_expl_tc: \045 - S_expl_tr: \092 - S_expl_ml: \058 - S_expl_mc: \032 - S_expl_mr: \058 - S_expl_bl: \092 - S_expl_bc: \045 - S_expl_br: \047 -finish - # All symbols are spaces start: Blank Description: completely blank symbols diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn index dc6d2e0a0..07bd57601 100644 --- a/doc/Guidebook.mn +++ b/doc/Guidebook.mn @@ -5477,29 +5477,10 @@ the capability, set the environment variable NETHACK_MSGHANDLER to an executable, which will be executed with the game message as the program's only parameter. .pg -While it is not difficult for experienced users to edit the \fBdefaults.nh\fP -file to accomplish this, novices may find this task somewhat daunting. -Included within the \(lqsymbols\(rq file of all official distributions -of NetHack is a symset called \fBNHAccess\fP. -Selecting that symset in your -configuration file will cause the game to run in a manner accessible -to the blind. -After you have gained some experience with the game -and with editing files, you may want to alter settings via \fBSYMBOLS=\fP -and \fBROGUESYMBOLS=\fP -in your configuration file to better suit your preferences. -See the previous section for the special symbols S_pet_override -to force a consistent symbol for all pets and -S_hero_override to force a unique symbol for the player character -if \fBaccessibility\fP is enabled in the sysconf file. -.pg The most crucial settings to make the game more accessible are: .pg -.lp symset:NHAccess +.lp symset:plain Load a symbol set appropriate for use by blind players. -.lp roguesymset:NHAccess -Load a symbol set for the rogue level that is appropriate for -use by blind players. .lp menustyle:traditional This will assist in the interface to speech synthesizers. .lp nomenu_overlay diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index e25cf1e81..b99d9b9d9 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -6019,32 +6019,14 @@ the capability, set the environment variable {\it NETHACK\_MSGHANDLER\/} to an executable, which will be executed with the game message as the program's only parameter. %.pg -While it is not difficult for experienced users to edit the {\it defaults.nh\/} -file to accomplish this, novices may find this task somewhat daunting. -Included within the symbol file of all official distributions of {\it NetHack\/} -is a symset called {\it NHAccess\/}. Selecting that symset in your -configuration file will cause the game to run in a manner accessible -to the blind. After you have gained some experience with the game -and with editing files, you may want to alter settings via {\it SYMBOLS=\/} -and {\it ROGUESYMBOLS=\/} -in your configuration file to better suit your preferences. -See the previous section for the special symbols S\verb+_+pet\verb+_+override -to force a consistent symbol for all pets and S\verb+_+hero\verb+_+override -to force a unique symbol for the player character if {\it accessibility\/} -is enabled in the {\it sysconf\/} file. -%.pg The most crucial settings to make the game more accessible are: %.pg \blist{} %.lp -\item[\ib{symset:NHAccess}] +\item[\ib{symset:plain}] Load a symbol set appropriate for use by blind players. %.lp -\item[\ib{roguesymset:NHAccess}] -Load a symbol set for the rogue level that is appropriate for -use by blind players. -%.lp \item[\ib{menustyle:traditional}] This will assist in the interface to speech synthesizers. %.lp diff --git a/outdated/dat/symbols b/outdated/dat/symbols new file mode 100644 index 000000000..6f6824a9c --- /dev/null +++ b/outdated/dat/symbols @@ -0,0 +1,652 @@ +# NetHack 3.7 symbols $NHDT-Date: 1596498253 2020/08/03 23:44:13 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.22 $ +# Copyright (c) 2006 by Michael Allison +# NetHack may be freely redistributed. See license for details. +# +# Symbol sets for use in NetHack's text-based display. +# +# IBMgraphics works by specifying special characters which reside +# outside the range of normal printable characters. It has subsets +# for use where the internal code page is different than the one +# used by US ASCII (437) and has some different special characters. +# +# DECgraphics works by switching back and forth between two fonts, +# where the alternate one substitutes special characters in place +# of ordinary printable characters in the lowercase letter range. +# NetHack encodes the request to use the alternate font here by +# having the high bit set (in hexadecimal, \x80 is combined with +# a character code between \x5f and \x7e) (not 0x60 to 0x7f as was +# previously claimed). +# +# curses is an approximation of IBMgraphics which relies on DEC +# mode of operation, with a few characters missing. It is based +# on an old graphics mode for the Curses interface and is the default +# on that windowport if no symset is specified. The Curses interface +# can also use DECgraphics as-is; IBMgraphics probably won't work. + +# plain looks decent for room+corridor levels where there aren't a lot +# of wall corners and ones present tend to be spread out, but it looks +# awful for wallified mazes +start: plain + Description: same as default symbols, except '+' for corner walls + S_tlcorn: '+' + S_trcorn: '+' + S_blcorn: '+' + S_brcorn: '+' + S_crwall: '+' + S_tuwall: '+' + S_tdwall: '+' + S_tlwall: '+' + S_trwall: '+' +finish #plain -- other symbols implicitly retain their default values + +# Recommended symset for blind players +# courtesy Michael Feir +start: NHAccess + Description: recommended for blind players + S_stone: \032 + S_vwall: \124 + S_hwall: \045 + S_tlcorn: \124 + S_trcorn: \124 + S_blcorn: \124 + S_brcorn: \124 + S_crwall: \045 + S_tuwall: \045 + S_tdwall: \045 + S_tlwall: \124 + S_trwall: \124 + S_ndoor: \046 + S_vodoor: \045 + S_hodoor: \124 + S_vcdoor: \043 + S_hcdoor: \043 + S_bars: \046 + S_tree: \035 + S_room: \035 + S_corr: \060 + S_litcorr: \062 + S_upstair: \060 + S_dnstair: \062 + S_brupstair: \060 + S_brdnstair: \062 + S_upladder: \095 + S_dnladder: \092 + S_brupladder: \095 + S_brdnladder: \092 + S_altar: \035 + S_grave: \126 + S_throne: \126 + S_sink: \126 + S_fountain: \126 + S_pool: \042 + S_ice: \042 + S_lava: \035 + S_vodbridge: \035 + S_hodbridge: \032 + S_vcdbridge: \035 + S_hcdbridge: \126 + S_arrow_trap: \094 + S_dart_trap: \094 + S_falling_rock_trap: \094 + S_squeaky_board: \094 + S_bear_trap: \094 + S_land_mine: \094 + S_rolling_boulder_trap: \094 + S_sleeping_gas_trap: \094 + S_rust_trap: \094 + S_fire_trap: \094 + S_pit: \094 + S_spiked_pit: \094 + S_hole: \094 + S_trap_door: \094 + S_teleportation_trap: \094 + S_level_teleporter: \094 + S_magic_portal: \094 + S_web: \094 + S_statue_trap: \094 + S_magic_trap: \094 + S_anti_magic_trap: \094 + S_polymorph_trap: \094 + S_vbeam: \124 + S_hbeam: \095 + S_lslant: \092 + S_rslant: \047 + S_digbeam: \042 + S_flashbeam: \033 + S_boomleft: \041 + S_boomright: \040 + S_ss1: \048 + S_ss2: \035 + S_ss3: \064 + S_ss4: \042 + S_sw_tl: \047 + S_sw_tc: \045 + S_sw_tr: \092 + S_sw_ml: \058 + S_sw_mr: \058 + S_sw_bl: \092 + S_sw_bc: \045 + S_sw_br: \047 + S_expl_tl: \047 + S_expl_tc: \045 + S_expl_tr: \092 + S_expl_ml: \058 + S_expl_mc: \032 + S_expl_mr: \058 + S_expl_bl: \092 + S_expl_bc: \045 + S_expl_br: \047 +finish + +# All symbols are spaces +start: Blank + Description: completely blank symbols + S_air: \032 + S_altar: \032 + S_amulet: \032 + S_angel: \032 + S_ant: \032 + S_anti_magic_trap: \032 + S_armor: \032 + S_armour: \032 + S_arrow_trap: \032 + S_ball: \032 + S_bars: \032 + S_bat: \032 + S_bear_trap: \032 + S_blcorn: \032 + S_blob: \032 + S_book: \032 + S_boomleft: \032 + S_boomright: \032 + S_boulder: \032 + S_brcorn: \032 + S_centaur: \032 + S_chain: \032 + S_cloud: \032 + S_cockatrice: \032 + S_coin: \032 + S_corr: \032 + S_crwall: \032 + S_darkroom: \032 + S_dart_trap: \032 + S_demon: \032 + S_digbeam: \032 + S_dnladder: \032 + S_dnstair: \032 + S_brdnladder: \032 + S_brdnstair: \032 + S_dog: \032 + S_dragon: \032 + S_eel: \032 + S_elemental: \032 + S_expl_tl: \032 + S_expl_tc: \032 + S_expl_tr: \032 + S_expl_ml: \032 + S_expl_mc: \032 + S_expl_mr: \032 + S_expl_bl: \032 + S_expl_bc: \032 + S_expl_br: \032 + S_eye: \032 + S_falling_rock_trap: \032 + S_feline: \032 + S_fire_trap: \032 + S_flashbeam: \032 + S_food: \032 + S_fountain: \032 + S_fungus: \032 + S_gem: \032 + S_ghost: \032 + S_giant: \032 + S_gnome: \032 + S_golem: \032 + S_grave: \032 + S_gremlin: \032 + S_hbeam: \032 + S_hcdbridge: \032 + S_hcdoor: \032 + S_hodbridge: \032 + S_hodoor: \032 + S_hole: \032 + S_human: \032 + S_humanoid: \032 + S_hwall: \032 + S_ice: \032 + S_imp: \032 + S_invisible: \032 + S_jabberwock: \032 + S_jelly: \032 + S_kobold: \032 + S_kop: \032 + S_land_mine: \032 + S_lava: \032 + S_leprechaun: \032 + S_level_teleporter: \032 + S_lich: \032 + S_light: \032 + S_litcorr: \032 + S_lizard: \032 + S_lslant: \032 + S_magic_portal: \032 + S_magic_trap: \032 + S_mimic: \032 + S_mimic_def: \032 + S_mummy: \032 + S_naga: \032 + S_ndoor: \032 + S_nymph: \032 + S_ogre: \032 + S_orc: \032 + S_piercer: \032 + S_pit: \032 + S_poisoncloud: \032 + S_polymorph_trap: \032 + S_pool: \032 + S_potion: \032 + S_pudding: \032 + S_quadruped: \032 + S_quantmech: \032 + S_ring: \032 + S_rock: \032 + S_rodent: \032 + S_rolling_boulder_trap: \032 + S_room: \032 + S_rslant: \032 + S_rust_trap: \032 + S_rustmonst: \032 + S_scroll: \032 + S_sink: \032 + S_sleeping_gas_trap: \032 + S_snake: \032 + S_spider: \032 + S_spiked_pit: \032 + S_squeaky_board: \032 + S_ss1: \032 + S_ss2: \032 + S_ss3: \032 + S_ss4: \032 + S_statue_trap: \032 + S_stone: \032 + S_strange_obj: \032 + S_sw_bc: \032 + S_sw_bl: \032 + S_sw_br: \032 + S_sw_ml: \032 + S_sw_mr: \032 + S_sw_tc: \032 + S_sw_tl: \032 + S_sw_tr: \032 + S_tdwall: \032 + S_teleportation_trap: \032 + S_throne: \032 + S_tlcorn: \032 + S_tlwall: \032 + S_tool: \032 + S_trap_door: \032 + S_trapper: \032 + S_trcorn: \032 + S_tree: \032 + S_troll: \032 + S_trwall: \032 + S_tuwall: \032 + S_umber: \032 + S_unicorn: \032 + S_upladder: \032 + S_brupladder: \032 + S_upstair: \032 + S_brupstair: \032 + S_vampire: \032 + S_vbeam: \032 + S_vcdbridge: \032 + S_vcdoor: \032 + S_venom: \032 + S_vibrating_square: \032 + S_vodbridge: \032 + S_vodoor: \032 + S_vortex: \032 + S_vwall: \032 + S_wand: \032 + S_water: \032 + S_weapon: \032 + S_web: \032 + S_worm: \032 + S_worm_tail: \032 + S_wraith: \032 + S_xan: \032 + S_xorn: \032 + S_yeti: \032 + S_zombie: \032 + S_zruty: \032 +finish + +start: IBMgraphics + Description: special line-drawing characters used for walls +# Restrictions: primary + Handling: IBM + S_vwall: \xb3 # meta-3, vertical rule + S_hwall: \xc4 # meta-D, horizontal rule + S_tlcorn: \xda # meta-Z, top left corner + S_trcorn: \xbf # meta-?, top right corner + S_blcorn: \xc0 # meta-@, bottom left + S_brcorn: \xd9 # meta-Y, bottom right + S_crwall: \xc5 # meta-E, cross + S_tuwall: \xc1 # meta-A, T up + S_tdwall: \xc2 # meta-B, T down + S_tlwall: \xb4 # meta-4, T left + S_trwall: \xc3 # meta-C, T right + S_ndoor: \xfa # meta-z, centered dot + S_vodoor: \xfe # meta-~, small centered square + S_hodoor: \xfe # meta-~, small centered square + S_bars: \xf0 # equivalence symbol + S_tree: \xf1 # plus or minus symbol + S_room: \xfa # meta-z, centered dot + S_corr: \xb0 # meta-0, light shading + S_litcorr: \xb1 # meta-1, medium shading + S_fountain: \xf4 # meta-t, integral top half + S_pool: \xf7 # meta-w, approx. equals + S_ice: \xfa # meta-z, centered dot + S_lava: \xf7 # meta-w, approx. equals + S_vodbridge: \xfa # meta-z, centered dot + S_hodbridge: \xfa # meta-z, centered dot + S_water: \xf7 # meta-w, approx. equals + S_vbeam: \xb3 # meta-3, vertical rule + S_hbeam: \xc4 # meta-D, horizontal rule + S_sw_ml: \xb3 # meta-3, vertical rule + S_sw_mr: \xb3 # meta-3, vertical rule + S_expl_ml: \xb3 # meta-3, vertical rule + S_expl_mr: \xb3 # meta-3, vertical rule +finish + +start: IBMGraphics_1 +# Restrictions: primary + Handling: IBM + S_vwall: \xb3 # meta-3, vertical rule + S_hwall: \xc4 # meta-D, horizontal rule + S_tlcorn: \xda # meta-Z, top left corner + S_trcorn: \xbf # meta-?, top right corner + S_blcorn: \xc0 # meta-@, bottom left + S_brcorn: \xd9 # meta-Y, bottom right + S_crwall: \xc5 # meta-E, cross + S_tuwall: \xc1 # meta-A, T up + S_tdwall: \xc2 # meta-B, T down + S_tlwall: \xb4 # meta-4, T left + S_trwall: \xc3 # meta-C, T right + S_vbeam: \xb3 # meta-3, vertical rule + S_hbeam: \xc4 # meta-D, horizontal rule + S_sw_ml: \xb3 # meta-3, vertical rule + S_sw_mr: \xb3 # meta-3, vertical rule + S_expl_ml: \xb3 # meta-3, vertical rule + S_expl_mr: \xb3 # meta-3, vertical rule +finish + +start: IBMGraphics_2 +# Restrictions: primary + Handling: IBM + S_vwall: \xb3 # meta-3, vertical rule + S_hwall: \xc4 # meta-D, horizontal rule + S_tlcorn: \xda # meta-Z, top left corner + S_trcorn: \xbf # meta-?, top right corner + S_blcorn: \xc0 # meta-@, bottom left + S_brcorn: \xd9 # meta-Y, bottom right + S_crwall: \xc5 # meta-E, cross + S_tuwall: \xc1 # meta-A, T up + S_tdwall: \xc2 # meta-B, T down + S_tlwall: \xb4 # meta-4, T left + S_trwall: \xc3 # meta-C, T right + S_vodoor: \xfe # meta-~, small centered square + S_hodoor: \xfe # meta-~, small centered square + S_corr: \xb0 # meta-0, light shading + S_litcorr: \xb1 # meta-1, medium shading + S_vbeam: \xb3 # meta-3, vertical rule + S_hbeam: \xc4 # meta-D, horizontal rule + S_sw_ml: \xb3 # meta-3, vertical rule + S_sw_mr: \xb3 # meta-3, vertical rule + S_expl_ml: \xb3 # meta-3, vertical rule + S_expl_mr: \xb3 # meta-3, vertical rule +finish + +start: RogueIBM + Handling: IBM + Restrictions: rogue + S_weapon: \x29 + S_amulet: \x2c + S_food: \x3a + S_potion: \xad + S_scroll: \x3f + S_book: \x2b + S_wand: \xe7 + S_vwall: \xba # all walls now use + S_hwall: \xcd # double line graphics + S_tlcorn: \xc9 + S_trcorn: \xbb + S_blcorn: \xc8 + S_brcorn: \xbc + S_crwall: \xce + S_tuwall: \xca + S_tdwall: \xcb + S_tlwall: \xb9 + S_trwall: \xcc + S_ndoor: \xce + S_vodoor: \xce + S_hodoor: \xce + S_room: \xfa # centered dot + S_corr: \xb1 + S_litcorr: \xb2 + S_upstair: \xf0 # Greek Xi + S_dnstair: \xf0 + S_brupstair: \xf0 # Greek Xi + S_brdnstair: \xf0 +finish + +start: RogueEpyx + Description: rogue level color symbol set like Epyx Rogue + Restrictions: rogue + Handling: IBM + Color: Yes + S_vwall: \xba # all walls now use + S_hwall: \xcd # double line graphics + S_tlcorn: \xc9 + S_trcorn: \xbb + S_blcorn: \xc8 + S_brcorn: \xbc + S_crwall: \xce + S_tuwall: \xca + S_tdwall: \xcb + S_tlwall: \xb9 + S_trwall: \xcc + S_ndoor: \xce + S_vodoor: \xce + S_hodoor: \xce + S_room: \xfa # centered dot + S_corr: \xb1 + S_litcorr: \xb2 + S_upstair: \xf0 # Greek Xi + S_dnstair: \xf0 + S_brupstair: \xf0 # Greek Xi + S_brdnstair: \xf0 + S_arrow_trap: \x04 # diamond (cards) + S_dart_trap: \x04 + S_falling_rock_trap: \x04 + S_squeaky_board: \x04 + S_bear_trap: \x04 + S_land_mine: \x04 + S_rolling_boulder_trap: \x04 + S_sleeping_gas_trap: \x04 + S_rust_trap: \x04 + S_fire_trap: \x04 + S_pit: \x04 + S_spiked_pit: \x04 + S_hole: \x04 + S_trap_door: \x04 + S_teleportation_trap: \x04 + S_level_teleporter: \x04 + S_magic_portal: \x04 + S_web: \x04 + S_statue_trap: \x04 + S_magic_trap: \x04 + S_anti_magic_trap: \x04 + S_polymorph_trap: \x04 + S_weapon: \x18 # up arrow +# ^J S_armor: \x0a # Vert rect with o + S_armor: \x5b # default: '[' +# ^I S_ring: \x09 # circle with arrow + S_ring: \x3d # default: '=' + S_amulet: \x0c # "female" symbol + S_tool: \x28 # default: '(' + S_food: \x05 # club (as in cards) + S_potion: \xad # upside down '!' + S_scroll: \x0e # musical note + S_book: \x2b # default: '+' + S_wand: \xe7 # greek tau + S_coin: \x0f # yes it's the same as gems + S_gem: \x0f # fancy '*' + S_rock: \x60 + S_ball: \x30 + S_chain: \x5f + S_venom: \x2e + S_rock: \x60 + S_ball: \x30 + S_chain: \x5f + S_venom: \x2e + S_human: \x01 +finish + +start: RogueWindows + Restrictions: rogue + Handling: IBM + S_weapon: \x29 + S_amulet: \x2c + S_food: \x3a + S_potion: \xad + S_scroll: \x3f + S_book: \x2b + S_wand: \xe7 + S_vwall: \xba # all walls now use + S_hwall: \xcd # double line graphics + S_tlcorn: \xc9 + S_trcorn: \xbb + S_blcorn: \xc8 + S_brcorn: \xbc + S_crwall: \xce + S_tuwall: \xca + S_tdwall: \xcb + S_tlwall: \xb9 + S_trwall: \xcc + S_ndoor: \xce + S_vodoor: \xce + S_hodoor: \xce + S_room: \xfa # centered dot + S_corr: \xb1 + S_litcorr: \xb2 + S_upstair: \xf0 # Greek Xi + S_dnstair: \xf0 + S_brupstair: \xf0 # Greek Xi + S_brdnstair: \xf0 +finish + +start: curses + Description: approximation of IBMgraphics using DECgraphics + Restrictions: primary + Handling: DEC + S_vwall: \xf8 # meta-x, vertical rule + S_hwall: \xf1 # meta-q, horizontal rule + S_tlcorn: \xec # meta-l, top left corner + S_trcorn: \xeb # meta-k, top right corner + S_blcorn: \xed # meta-m, bottom left + S_brcorn: \xea # meta-j, bottom right + S_crwall: \xee # meta-n, cross + S_tuwall: \xf6 # meta-v, T up + S_tdwall: \xf7 # meta-w, T down + S_tlwall: \xf5 # meta-u, T left + S_trwall: \xf4 # meta-t, T right + S_ndoor: \xfe # meta-z, centered dot + S_bars: \xfc # meta-|, not-equals sign (was '#') + S_tree: \xe7 # meta-g, plus or minus sign + S_room: \xfe # meta-z, centered dot + S_corr: \xe1 # meta-a, solid block + S_litcorr: \xe1 # meta-a, solid block + S_ice: \xfe # meta-z, centered dot + S_vodbridge: \xfe # meta-z, centered dot + S_hodbridge: \xfe # meta-z, centered dot + S_vbeam: \xf8 # meta-3, vertical rule + S_hbeam: \xf1 # meta-D, horizontal rule + S_sw_ml: \xf8 # meta-3, vertical rule + S_sw_mr: \xf8 # meta-3, vertical rule + S_expl_ml: \xf8 # meta-3, vertical rule + S_expl_mr: \xf8 # meta-3, vertical rule +finish + +start: DECgraphics + Description: special line-drawing characters used for walls + Restrictions: primary + Handling: DEC + S_vwall: \xf8 # meta-x, vertical rule + S_hwall: \xf1 # meta-q, horizontal rule + S_tlcorn: \xec # meta-l, top left corner + S_trcorn: \xeb # meta-k, top right corner + S_blcorn: \xed # meta-m, bottom left + S_brcorn: \xea # meta-j, bottom right + S_crwall: \xee # meta-n, cross + S_tuwall: \xf6 # meta-v, T up + S_tdwall: \xf7 # meta-w, T down + S_tlwall: \xf5 # meta-u, T left + S_trwall: \xf4 # meta-t, T right + S_ndoor: \xfe # meta-~, centered dot + S_vodoor: \xe1 # meta-a, solid block + S_hodoor: \xe1 # meta-a, solid block + S_bars: \xfc # meta-|, not-equals (used to be pi) + S_tree: \xe7 # meta-g, plus-or-minus + S_room: \xfe # meta-~, centered dot + S_upladder: \xf9 # meta-y, less-than-or-equals + S_dnladder: \xfa # meta-z, greater-than-or-equals + S_brupladder: \xf9 # meta-y, less-than-or-equals + S_brdnladder: \xfa # meta-z, greater-than-or-equals + S_altar: \xfb # meta-{, pi (used to default to '_') + S_pool: \xe0 # meta-\, diamond + S_ice: \xfe # meta-~, centered dot + S_lava: \xe0 # meta-\, diamond + S_vodbridge: \xfe # meta-~, centered dot + S_hodbridge: \xfe # meta-~, centered dot + S_water: \xe0 # meta-\, diamond + S_vbeam: \xf8 # meta-x, vertical rule + S_hbeam: \xf1 # meta-q, horizontal rule + S_sw_tc: \xef # meta-o, high horizontal line + S_sw_ml: \xf8 # meta-x, vertical rule + S_sw_mr: \xf8 # meta-x, vertical rule + S_sw_bc: \xf3 # meta-s, low horizontal line + S_expl_tc: \xef # meta-o, high horizontal line + S_expl_ml: \xf8 # meta-x, vertical rule + S_expl_mr: \xf8 # meta-x, vertical rule + S_expl_bc: \xf3 # meta-s, low horizontal line +finish + +start: MACgraphics +# Description: (pre-OSX: obsolete?) +# Restrictions: primary + Handling: MAC + S_vwall: \xba + S_hwall: \xcd + S_tlcorn: \xc9 + S_trcorn: \xbb + S_blcorn: \xc8 + S_brcorn: \xbc + S_crwall: \xce + S_tuwall: \xca + S_tdwall: \xcb + S_tlwall: \xb9 + S_trwall: \xcc + S_ndoor: \xb0 + S_vodoor: \xee + S_hodoor: \xee + S_vcdoor: \xef + S_hcdoor: \xef + S_bars: \xf0 # equivalency symbol + S_tree: \xf1 # plus-or-minus + S_corr: \xb0 + S_grave: \xef # same as open door + S_pool: \xe0 +finish + +# symbols EOF diff --git a/sys/share/NetHack.cnf b/sys/share/NetHack.cnf index 3d29538a0..0ccb72dc9 100644 --- a/sys/share/NetHack.cnf +++ b/sys/share/NetHack.cnf @@ -20,9 +20,8 @@ # try commenting out this line. OPTIONS=rawio,BIOS,symset:IBMGraphics_2,roguesymset:RogueEpyx -# Here is a suggested symbol set from Michael Feir, -# for use by blind NetHack players -#OPTIONS=symset:NHAccess,roguesymset:NHAccess +# Here is a suggested symbol for use by blind NetHack players +#OPTIONS=symset:plain # To use VGA graphical tiles on an MS-DOS PC with VGA or better,uncomment # this: