nguyenphanhuynh / iphonefrotz

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iPad glulx problems with blorb info and highlighted text (reported via email) #124

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
[Bug reported by Zack U]

I have started to write a game using Inform7 and have noticed a few problems. I 
will enumerate some of these here in case it's helpful to you.  If you would 
like a copy of the game files to test further, let me know.  My game has 
recently gotten large enough to require the Glulx interpreter, so I hope this 
will continue to improve.  

I am using version 1.5 for iPhone and iPad. 

Z-Machine issues
-----------------------
Does not pick up the game bibliographic information (e.g. author, small cover 
icon in the left hand side of the story list) but does display the cover image 
properly when the game starts.  These bibliographic elements show up fine 
within Zoom on the Mac.  I seem to recall that the small cover icon used to 
show up in the earlier version of iFrotz. 

Glulx issues
-----------------
In addition to the bibiliographic information not showing up, the cover art 
does not show up at all with the Glulx interpreter.  (Neither large nor small 
version.)   However, it works fine on Zoom on the Mac.

On the Glulx interpreter, there's an additional issue with highlighted text.   
In the game I occasionally use highlighted text to refer to specific objects 
using bracketed objects [desk], [dresser] etc.  This works fine in the 
Z-Machine interpreter but not in Glulx on iPad.  (Works fine in Zoom.)

[inform 7 code ]
Hotel Room is a room.  "You're at the San Moreno Inn, room 108.  But there's 
nothing that makes this hotel room any different from any other, except perhaps 
the view --no doubt one of San Moreno's greatest ocean view parking lots. 
Still, you've got a [desk], a [dresser], a [nightstand], a [closet] and your 
own bathroom.  So it could have been worse. The hallway is to the south and the 
bathroom to the east."  

Normally in the Z-machine interpreter, this causes the bracketed words to come 
out in blue and the rest to be in normal colors (which for me is green text on 
black background, like an old school terminal.)  On Glulx all of the text after 
the first use of blue remains in blue and never goes back to the default style. 

Original issue reported on code.google.com by spath...@gmail.com on 20 Dec 2010 at 12:51

GoogleCodeExporter commented 8 years ago
I've attached the game file in ZBlorb and Gblorb formats.  You will notice that 
highlighted (blue) text does not turn off in the Glulxe interpreter.  Let me 
know if you need the source code.
Thanks
-Zack
www.z-machine-matter.com

Original comment by ZUrloc...@hotmail.com on 20 Dec 2010 at 5:39

Attachments:

GoogleCodeExporter commented 8 years ago
Howdy, I've been continuing to work on my game and would love to get an alpha 
release out there that works with the iPad.  Any ETA for this font issue bug?  
I also occasionally have problems just loading the Glulxe game.

Thanks again, I know you have a lot to work on and this may not be the highest 
priority.

--Zack
www.z-machine-matter.com

Original comment by ZUrloc...@hotmail.com on 5 Feb 2011 at 5:01

GoogleCodeExporter commented 8 years ago
I finally found some time to look into this and it looks like the text color 
problem is because you are setting a custom text color style hint to use blue 
text, but not setting a text color hint for normal style text.
The style code in Frotz was not reverting to normal text colors because a 
normal text color hint had not been set.  Instead of ignoring the request, it 
should revert to the user's default colors.  I will fix this.

However, you should note that it's bad practice to set some custom colors 
without setting all of them.  If the user happens to have a blue background and 
white text as her default, then your 'hilighted' text will be invisible. Either 
your game cares about overriding colors, or it doesn't, but it shouldn't set 
only some of them because there's no way to know if the colors you pick will be 
good when combined with the user's prefs.

Original comment by spath...@gmail.com on 23 Mar 2011 at 8:04

GoogleCodeExporter commented 8 years ago
Thanks much!  I really appreciate it.  
I am using an "Inform7 extension" (e.g. library module) written by Aaron Reed 
called "Keyword extensions" which does implements this custom text color stuff 
directly.  It seems to work well on the other Glulx interpreters (Windows 
Glulxe, Spatterlight, Filfre) but I will see if I can get him to set the other 
text colors or at least document that they should be set, to avoid the scenario 
you described.  

Thanks again.
iFrotz rocks!
--Zack

Comment #3 on issue 124 by spath...@gmail.com: iPad glulx problems with blorb 
info and highlighted text (reported via email)
http://code.google.com/p/iphonefrotz/issues/detail?id=124

I finally found some time to look into this and it looks like the text color 
problem is because you are setting a custom text color style hint to use blue 
text, but not setting a text color hint for normal style text.
The style code in Frotz was not reverting to normal text colors because a 
normal text color hint had not been set.  Instead of ignoring the request, it 
should revert to the user's default colors.  I will fix this.

However, you should note that it's bad practice to set some custom colors 
without setting all of them.  If the user happens to have a blue background and 
white text as her default, then your 'hilighted' text will be invisible. Either 
your game cares about overriding colors, or it doesn't, but it shouldn't set 
only some of them because there's no way to know if the colors you pick will be 
good when combined with the user's prefs.

Original comment by ZUrloc...@hotmail.com on 24 Mar 2011 at 4:54

GoogleCodeExporter commented 8 years ago
Both the glulx font color issue and the banner image/metadata now showing up 
issue are now fixed in version 1.5.1, which just became available via iTunes.

(Note that if you transfer a file to Frotz via web or FTP, the small icon in 
the story list isn't updated until you launch the game the first time, but 
everything else should show up correctly immediately.)

If you want, you can add a section <tuid></tuid> to the <identification> 
portion of the Blorb IFmd metadata so the TUID link will work as well.  (There 
is no such tag in the Blorb specification as of yet, so I made it up).

Original comment by spath...@gmail.com on 30 Mar 2011 at 9:41

GoogleCodeExporter commented 8 years ago
Fixed in 1.5.1.

Original comment by spath...@gmail.com on 30 Mar 2011 at 9:41