Closed eriktorbjorn closed 1 week ago
Yes! I think so.
Note that the program I attached is still buggy. For instance, the "definitely too large" buffer turns out to be too small to decode the instructions for the game. :-)
Absolutely worth it! I would be a nice article to attach to the readme.md for Dungeon or as a seperate file, if it becomes a large text.
I have gone through all the Fortran version's messages and tried to match them to the MDL version (but not the other way around), and while I'm sure I have missed some - perhaps a lot - this should give a pretty good idea what kind of things the Fortran version changes:
https://docs.google.com/spreadsheets/d/1tE66brvL_eBK8HN_MZYyNLf2HFIoO6fDS6vAReG2uDg/edit?usp=sharing
I'm not going to do this again any time soon! :-)
Note that I have hardly verified any of these by playing. It's possible that some of the spacing differences aren't actually there.
I know there are some differences that aren't directly reflected in the text messages, but I haven't gone out of my way to look for them yet. (E.g. it seems "VAX" was added as a synonym to the machine in the coal mine.)
Incomplete list of unverified gameplay changes:
Some of these can be found in dundiffs.txt
Would it be worth the trouble to document the user-visible changes between Fortran Dungeon and MDL Zork? I've written a program to dump some information from dindx / dtext, and it's already enough to tell that a few changes have been made to the text. (And of course, Dungeon adds an extra room near the Tomb of the Unknown Implementer.)
decode.c.txt