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Re: z-code interpreters?



On Oct 27, 3:20 am, bloomer_au <bloo...@iprimus.com.au> wrote:
> On Oct 27, 5:21 pm, Steve Nickolas
>
> <lyricalnan...@usotsuki.hoshinet.org> wrote:
> > On Wed, 26 Oct 2011, BLuRry wrote:
> > > It's pretty easy to generate z-code without having to try very hard --
> > > so I thought it could be neat to take some z-code produced by Inform7
> > > and then boot up the adventure on a //.  Anyone think this might be
> > > feasible?
>
> Depends on whether you mean an 8-bit Apple II or a IIGS. The latter is
> more likely to work. That doesn't mean the former is impossible, but
> it depends on the game versions, stability of the interpreters, etc.
>
> Here's a link to some info about running various versions of z-code on
> a IIGS and how they were ported:
>
> http://apple2.org.za/gswv/a2zine/Sel/InfocomTypeGames3.htm
>
> > > Inform7 can output Z-Code versions 5, 6 and 8  (well, also Glulx but
> > > there's no interpreter for that in 8-bit land)
>
> ... and is unlikely to ever be, given that Glulx sometimes
> demonstrates slowdown running modern games on modern computers.
> Slowdown in text-only games! Amazing but true.
>
> - Wade

Crazy indeed -- Is it possible to reproduce the zork zero interface
easily in glulx?  I really liked the compass rose and map features.  I
just wonder how much of that was game logic and how much of it was z-
machine interpreter logic.