From: jcm...@undergrad.math.uwaterloo.ca (Joe Mason)
Subject: [ZMachine] Interpreter for Linux
Date: 1998/09/03
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Wow, looks like we've got a lot of Linux people here.  I think its about time
we got the Linux interpreters up to par with the DOS/Windows ones.


So here's where we stand right now:

Console - Frotz works for most things, but doesn't support sound or graphics.
The recent push-the-boundaries ZMachine Abuse (SameGame, I believe?) pointed
out some problems with colour, etc. that the DOS version doesn't have, though.
The v6 features and sound are implemented in the main Frotz code, but call
OS-dependent routines which are stubs at the moment.

X - Zarf's XZip looks very nice (especially once you get used to the split-off
status line, which I hated at first but actually prefer now).  It's missing a
few things which I would consider necessary in a GUI, though, like dialogue
boxes for Save/Restore.  Also missing everything Frotz is, but (if I'm not
mistaken) there are no entry points for it in the basic Zip code, so it
would be tougher to graft on then in Frotz.
 

Here's what's in progress:

KFrotz, which will require the QT toolkit.  I'd prefer to have a separate
version which doesn't require this kit as well.

XGlk, which Zarf just mentioned he's starting on, and should make things
easier to port in the future.


So here's what we need to do:

1) Get the console version of Frotz to work right with SameGame.  This should
make sure it handles the colour and mouse stuff correctly.  Also, check it
for compliance with other character sets (I believe SameGame does this too).

2) Get sound to work with console Frotz.  (Possibly graphics as well, using
SVGAlib).

3) Get a good graphical interpreter which supports V6.  I think it would
probably be better to port Frotz to X instead of working to extend XZip.


For 1 and 2 - who's maintaining Unix Frotz right now (anybody?)  If not, do we
have a volunteer to do either or both of these?

For 3 - I think our best bet would be to wait for XGlk, and then use that to
create XFrotz.  Zarf - need anyone to help you with XGlk?

As for features of the X interpreter, I think it should (like WinFrotz) allow
Save/Restore/Restart/etc. from the menus, to avoid having to go back to the
command line and restart the thing every time.  Also, as long as we're doing
all this, might as well make it Blorb compliant, huh?


Now, I'd be willing to help with some of this, but I don't know how much time
I'll have.  I'm already looking at Rumil's Inscribe, which I haven't gotten a
chance to look at for weeks now, but which I expect to take up a lot of my
playing-around-on-my-own-time time once I get some.  Also, I've never done 
anything in X.  Is there anyone with more experience (and, more importantly,
more free time) who'd like to work on any of this?  Is there anybody who's
already working on any of this?

Joe
-- 
I think OO is great...  It's no coincidence that "woohoo" contains "oo" twice.
-- GLYPH

From: Alizari Petrofsky <Ali...@Petrofsky.Berkeley.CA.US>
Subject: Re: [ZMachine] Interpreter for Linux
Date: 1998/09/04
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jcm...@undergrad.math.uwaterloo.ca (Joe Mason) writes:
>  I think its about time
> we got the Linux interpreters up to par with the DOS/Windows ones.
> 
> Console - Frotz works for most things, but doesn't support sound or graphics.
> The recent push-the-boundaries ZMachine Abuse (SameGame, I believe?) pointed
> out some problems with colour, etc. that the DOS version doesn't have, though.
> The v6 features and sound are implemented in the main Frotz code, but call
> OS-dependent routines which are stubs at the moment.

My working version of unix-frotz has improved graphics stubs which
make all four infocom v6 titles playable.  I use the same logic as in
dumb-frotz to scale pictures to the character-cell grid and display
them as boxes using the curses box-drawing characters.  I sent diffs
to Galen Hazelwood a couple months ago.  If anyone else wants them,
just ask.

> X - Zarf's XZip looks very nice ...

You forgot the most important category of unix user interfaces: emacs.
For now the best way to play Z-games in emacs is to run dumb-frotz in
a shell buffer, but I'm working on the design of a Z interpreter
written entirely in emacs lisp.  I hope to start coding in earnest in
November (when I'll have some time off), and release something next
year.  I have a few neat feature ideas about which I'm very excited.
I'd say more about them but the descriptions won't fit in the margin
of this email.  Suffice it to say that, similar to emacs itself, the
interpreter will have undo features going far beyond those of its
competitors.  It will also be extremely slow and memory-intensive.
Wa-hoo!  (Or is that "BWWAHAHAHA!"?)  It's also quite likely never to
get off the drawing board, of course.

-al