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