Open jpcompton opened 4 years ago
So, I did a brute-force find-and-replace turning all 1200+ <LTABLEs into <PLTABLEs.
The good news is that the resulting .z5 binary (attached below) works for quite a while in Ozmoo! (up to a point, anyway, I did eventually get an error message, attached)
The bad news is that the resulting .z5 binary crashes after a few [more]s in WIndows Frotz with a "Store out of dynamic memory" message!
Not sure if you still look at the ZIL Discord, but Jesse just dropped some knowledge and recommendations (including highlighting some other issues about a combat bug): https://discord.com/channels/602406342363316226/602418155641503744/755118938387382353
Thanks. Will take a look.
I did the LTABLE -> PLTABLE conversions on some LTABLEs and indeed, it does the trick. Also tested it on oozmo. I also got the "Store out of dynamic memory" at one point and it seems to happen on story sections where some PLTABLEs are being modified or written to. I reverted these tables back to LTABLE. I also fixed story sections that had incorrect choices (in the attached image, the story section was using the wrong menu) or types or requirements.
Also made fixes to the COMBAT-MONSTER routine (changing PUTs to PUTPs).
I put in another release with these fixes. I'm keeping this issue open for now as I still need to test this on Windows. Thanks again.
I (barely) managed to build this with Ozmoo for C64 now. It requires turning off all bells and whistles and deep knowledge of Ozmoo to do it, so it's not perfect. It's easier on the other platforms supported by Ozmoo, where the dynamic memory can be larger.
I will have to review this again and revert back some of the PLTABLEs to LTABLEs.
Not a true bug, but maybe an unintended consequence: the way you've implemented this particular game, there's a much heavier dynamic memory requirement than your other gamebooks, so it's not possible to convert it to a playable C64 title with Ozmoo. (Your previous ZIL implementations have all worked well in that interpreter.)