True, files above do use NotEye. I wanted to say you need to provide the front end shared library (or compile sources) yourself. These had a ton of problems so really nothing is lost.
Yes, plain ASCII needs to be invoked with "-a" instead of "-N --ascii". This is deliberate and employs NCurses by itself instead of relying on NotEye. Unfortunately it is not working on Windows because the game is relying on getopts() which is unavailable outside POSIX compliant systems. You need to reverse the test in main.cpp and recompile to force true ASCII at the moment.
Hmm. The game is supposed to say "Press F3 for Necklace of the Eye menu". For me it appears just below "send bug reports" line. Did you miss it or it really didn't appear? I should have changed welcome message so returning players would read it instead of just assuming it is as always.
Time to summarize Prime in the Incubator so far.
Goal I has been 60% met in its original form. However, the experience of trying PRIME under NotEye left both me and Psiweapon craving for more. We plan on overlay elements like DCSS has, some primitive animation (much like the ASCII mode does it), creating doors by stacking tiles representing color code, lock state, force field, etc. and introducing flavor pictures for items that need their type to be identified. If you identify purple ray gun as freeze ray gun the resulting picture will be that of purple ray gun with snow flake in corner. If you know item type but not appearance that also will be reflected. So more like 40% actually.
Goal II has been 95% met. There are no special rules of conduct for Yautja except not breaking a combi-stick.
Goal III has been replaced with polish. Pushed into our giant evergrowing to-do list it has high chances of being implemented in one of upcoming versions. Especially given that we have a tile for first skeletal robot already.