Re: [M100] A z-code interpreter for the model 100

2015-08-29 Thread Andrew Roach
Is it possible to compile modern sourcecode to v3 files using inform?
On Sat, Aug 29, 2015 at 11:31 AM Clinton Reddekop 
clinton.redde...@gmail.com wrote:

 Hello everyone,

 I've just put a project into the Club100 Member Upload area that I hope
 will interest some of you.  It is a z-code interpreter for playing
 version-3 Infocom games on the Model 100 + REX.  I've been playing ZORK I
 quite a bit over the last 3 weeks with no problems.

 It is here:

 http://www.club100.org/memfiles/index.php?direction=0order=directory=Clinton%20Reddekop

 Some notes:
 * PLEASE keep your RAM backed up in REX just in case of bugs.  I'm not
 aware of any but there could be one or two or several lurking in there.
 * works with version-3 z-code files only (this covers *most* Infocom
 games)
 * you will probably need at least 24K RAM installed in your machine
 * save files can only be written to/read from the RAM file system
 * it doesn't support non-ASCII characters yet
 * if a game fails to start, or if saving a game fails, you probably don't
 have enough free RAM
 * As-built it works with REX v4.8, and the packaging program z100pkg.exe
 is a Windows executable.  See build.txt for instructions to build it on
 Windows; modify if your needs are different.

 Thanks,
 Clint




[M100] A z-code interpreter for the model 100

2015-08-29 Thread Clinton Reddekop
Hello everyone,

I've just put a project into the Club100 Member Upload area that I hope
will interest some of you.  It is a z-code interpreter for playing
version-3 Infocom games on the Model 100 + REX.  I've been playing ZORK I
quite a bit over the last 3 weeks with no problems.

It is here:
http://www.club100.org/memfiles/index.php?direction=0order=directory=Clinton%20Reddekop

Some notes:
* PLEASE keep your RAM backed up in REX just in case of bugs.  I'm not
aware of any but there could be one or two or several lurking in there.
* works with version-3 z-code files only (this covers *most* Infocom games)
* you will probably need at least 24K RAM installed in your machine
* save files can only be written to/read from the RAM file system
* it doesn't support non-ASCII characters yet
* if a game fails to start, or if saving a game fails, you probably don't
have enough free RAM
* As-built it works with REX v4.8, and the packaging program z100pkg.exe is
a Windows executable.  See build.txt for instructions to build it on
Windows; modify if your needs are different.

Thanks,
Clint


Re: [M100] A z-code interpreter for the model 100

2015-08-29 Thread Brian Brindle
Very cool! Thanks Clint!

On Sat, Aug 29, 2015 at 11:37 AM, Andrew Roach ajroac...@gmail.com wrote:

 Is it possible to compile modern sourcecode to v3 files using inform?
 On Sat, Aug 29, 2015 at 11:31 AM Clinton Reddekop 
 clinton.redde...@gmail.com wrote:

 Hello everyone,

 I've just put a project into the Club100 Member Upload area that I hope
 will interest some of you.  It is a z-code interpreter for playing
 version-3 Infocom games on the Model 100 + REX.  I've been playing ZORK I
 quite a bit over the last 3 weeks with no problems.

 It is here:

 http://www.club100.org/memfiles/index.php?direction=0order=directory=Clinton%20Reddekop

 Some notes:
 * PLEASE keep your RAM backed up in REX just in case of bugs.  I'm not
 aware of any but there could be one or two or several lurking in there.
 * works with version-3 z-code files only (this covers *most* Infocom
 games)
 * you will probably need at least 24K RAM installed in your machine
 * save files can only be written to/read from the RAM file system
 * it doesn't support non-ASCII characters yet
 * if a game fails to start, or if saving a game fails, you probably don't
 have enough free RAM
 * As-built it works with REX v4.8, and the packaging program z100pkg.exe
 is a Windows executable.  See build.txt for instructions to build it on
 Windows; modify if your needs are different.

 Thanks,
 Clint




Re: [M100] A z-code interpreter for the model 100

2015-08-29 Thread Clinton Reddekop
Hi John,

I took your advice and used the stack for most of the RAM I needed.  I also
used the INPBUF and ALTLCD RAM areas for some interrupt code, a jump table
to some functions I needed to be in RAM, and some variables.  So nothing
clever to share, sorry :D

I found that using most of ALTLCD somehow caused Bad Things to Happen -
after turning the computer off and then later on again, sometimes it would
freeze either right away or when I tried to start my game again.  I don't
know why.  Currently I'm using 201 bytes of the 320 in ALTLCD and this has
been reliable for me.  If you have any idea why I have problems using more
than that could you please let me know?

I found that juggling variables using only push/pop/xthl got too
complicated in some functions, so I ended up using more static variables
than I would have liked (in INPBUF, ALTLCD).

Thanks for your advice and help with this project.

Clint


On Sat, Aug 29, 2015 at 11:19 AM, John R. Hogerhuis jho...@pobox.com
wrote:

 Congratulations!

 I seem to recall some memory management discussions. Any final design
 decisions you would like to share? It's always intriguing to see how
 programmers do more with less.

 -- John.