--- /dev/null
+VNDC Script format documentation
+=====
+
+Functions:
+ 1. bgload
+ 2. choice
+ 3. cleartext
+ 4. delay
+ 5. if and fi
+ 6. goto and label
+ 7. jump
+ 8. music
+ 9. random
+ 10. setimg
+ 11. setvar and gsetvar
+ 12. sound
+ 13. text
+ 14. save
+ 15. debug commands
+ 1. help
+ 2. resume
+ 3. quit
+ 4. debugsave
+ 16. Save format
+
+BGLOAD
+-----
+
+bgload sets a background image.
+
+bgload takes two arguments, one of which is optional.
+
+ bgload bg [fadeout]
+
+The parameter 'bg' should be a file in backgrounds.
+
+The second parameter, 'fadeout', should be a length in frames to fade into the new background.
+
+The game always operates at 60fps.
+
+CHOICE
+-----
+
+choice presents choices to the user on screen.
+
+`
+ choice ch1|ch2|ch3...
+`
+
+Each choice is separated by a '|' (pipe) character. The result of the choice is stored into a variable named 'selected', which can be queried with if.
+
+Optionally, I implement an extension of this form:
+`
+ choice ch1|ch2|... >var
+`
+Instead of storing to selected, 'var' will be used instead.
+
+CLEARTEXT
+-----
+
+cleartext clears all of the text on-screen.
+
+ cleartext [mod]
+
+A modifier can be specified with mod. This is supposed to be fadeout or something.
+
+Strangely, this command does not actually appear in the conversion of fate-stay night.
+
+Also, I ignore mod. It seems to be useless...maybe.
+
+DELAY
+-----
+
+delay will sit around and wait a certain number of frames.
+
+ delay frames
+
+'frames' is the number of frames to delay. Again, we operate at 60fps.
+
+IF AND FI (Control Flow)
+-----
+
+Technically, two commands. if and fi are used for execution control. if the result of if is true, all statements are executed until a matching fi.
+
+ if var op val
+
+'var' is a variable name. This can be a setvar, choice etc.
+
+op should be one of the following:
+
+ < - less than
+ <= - less than or equal
+ == - equal
+ != - not equal
+ >= - more than or equal
+ > - more than
+
+I have no clue how many of these VNDS implements, but I do them all.
+
+-----
+
+fi simply ends an if statement.
+
+`fi`
+
+Note that I am a bit smarter than vnds here. `if` and `fi` CAN be embedded. So this is valid:
+
+`
+ if selected == 2
+ if previous >= 5
+ text 'You win!'
+ fi
+ if previous <= 5
+ text 'You lose!'
+ fi
+ fi
+`
+
+The behavior of VNDS would be to `'if previous <= 5'` on failure of `selected == 2`. This is really not proper: vnds just conditional jumps. Frankly, a jumpeq would be far more effective. I keep an if-count instead of an in-if bool value, so there's proper control flow.
+
+GOTO
+-----
+
+goto finds a label and continues execution from there.
+
+ goto label
+
+In my implementations, label is actually completely non-existent as a script command. Instead, goto finds labels by re-seeking through the file.
+
+Goto cannot jump to another file. That's not how it works. Use jump instead.
+
+JUMP
+-----
+
+jump transfers control to another script file:
+
+ jump script
+
+My implementation provides an extra form of jump:
+
+ jump script [line]
+
+Which goes directly to line in the file. This is utilized for saving. As such, you can't turn off that extension. Period.
+
+MUSIC
+-----
+
+music loads a audio file from sound, and plays it in a loop as music.
+
+ music file
+
+You can pass '~' as file to stop playing all music like so:
+
+ music ~
+
+RANDOM
+-----
+
+random saves a random number to a variable.
+
+ random var low high
+
+low and high are the range the random number is in, inclusive.
+
+SETIMG
+-----
+
+setimg displays an image from foreground at a position specified.
+
+ setimage file x y
+
+G/SETVAR (variables)
+-----
+
+setvar and gsetvar are used to set variables. gsetvar specifically sets the 'global' state, that is, common to all saves. In my implementation - that is moot. Thus, gsetvar just calls setvar.
+
+`
+ [g]setvar var mod value
+`
+
+mod can be one of the following:
+
+ `=` Set var to value
+ `+` Add value to var
+ `-` Subtract value from var
+
+Also, if value is not specified, you can also do this as the mod:
+
+ `~` Reset to 0.
+
+One more thing that was not all over the place in vnds, but typically at the beginning.
+
+`
+ setvar ~ ~
+`
+
+Which means reset all vars. This ignores globals - e.g. prefixed with a lowercase `g`.
+
+As well, my extension provides the ability to set a variable to another variable.
+
+`
+ [g]setvar var op var2
+`
+
+Again, this only works in extensions mode.
+
+SOUND
+-----
+
+sound plays a sound, and optionally a number of times.
+
+`
+ sound file [times]
+`
+
+`times` is implicitly 1 if not specified. Pass -1 for infinity.
+
+You can do
+
+`
+ sound ~
+`
+
+To stop all playing sounds.
+
+TEXT
+-----
+
+text is the meaty huge function. It outputs text, as you probably expect.
+
+`
+ text This is text dee doo...
+`
+
+There are a bunch of variants with special meaning. I don't know why, but there are:
+
+ `text` - (no params) Clear screen
+ `text !` - Wait for input and clear all.
+ `text ~` - Clears all text (like cleartext)
+ `text @...` - Don't wait for click after text is output.
+
+I've implemented a few extensions that help generally
+with NVL games.
+
+ `---` - At the beginning of a line,
+ clears before text output.
+ `"` - In the sound function
+ if lookahead finds a text
+ with quotes, it's assumed
+ that sound is a voice and
+ linked to the text. AKA
+ smart voice stopping.
+
+DEBUG
+-----
+
+I've implemented a few debug commands to help out and just generally be useful (cheats? :P)
+
+Make sure you start up with the -b parameter, and start it from a console. Send it a SIGINT (^C).
+
+The console should now prompt you with this;
+
+`
+ [scr command] $
+`
+
+You can enter any command above; Some won't work right. choice probably won't work properly, because mouse is disabled.
+
+No commands run in this state will advance the program, but flags set will affect it.
+
+HELP
+-----
+
+help will print everything available.
+
+RESUME
+-----
+
+resume (renamed from stop) will disable debugging and kill the console. You can SIGINT again at any point to come back to the debug state.
+
+QUIT
+-----
+
+quit sets the quit state - it's equivalent to ESC in the form of a console command.
+
+DEBUGSAVE
+-----
+
+debugsave will save to a mandatory file specified;
+
+ save file
+
+See section 15 for info on what the a save actually is.
+
+This function bypasses all checks. It just dumps it. You can write a save anywhere if you have write perms.
+
+SAVE FORMAT
+-----
+
+Saves are actually a script generated by the save function. So, for example, this is a save:
+
+`
+ setvar selected = 2
+ music bgm03.ogg
+ bgload qmrtb.jpg
+ jump fate01-00.scr 261
+`
+
+It restores any variables needed, loads the current music and bg, and jumps to the location we were previously at in the script.
+
+Saves should be loaded with the -s parameter until I get better gui stuff in place.