Open GoogleCodeExporter opened 8 years ago
"I'm sure you'll suggest adding an option to scale all images and making it a
configurable option,"
Yep. :) That's my answer to everything, I know, but I tend to find it solves
most issues to everyone's pleasure.
"but I''m really loathe to add fiddly options in the interface just to work
around bugs in certain games."
Fair enough. They're not even major games, anyway. Mind, if the problem is
adding options in the interface, you can skip the configurable option and
automatically implement it in all iPod Touches, but that sort of
non-configurable option usually breaks stuff.
Original comment by ilprimoc...@gmail.com
on 29 Aug 2014 at 11:03
I mean, there are two reasons for this list. Firstly is so that you're aware of
some issues, of course, and decide what - if anything - to do about them...
...but the other reason is simply for it to be documented. Like DOSBox has that
list of games known to be supported, playable, or unplayable, you know? So if
there's a question of whether a certain game can run in the smaller, more
portable, handier iPod Touch, there's a list of games with known issues, and
what causes those issues, and so people will know whether or not a certain game
with similar characteristics can reasonably be expected to run.
But of course, if you ask me what I think is more important, supporting this
handful of games (well, more than a handful as the list itself shows, but let's
skip that) for sake of completeness OR working on getting V6 games to work,
plus sound support, plus any other enhancements you might have in mind (like,
dare I say it?, TADS games?)... well, these few oddballs should not stand in
the way of actual progress. Especially now that you've fixed the most serious
of the existing bugs: inline-image display and hyperlinks. It's the time to
look to the future of iFrotz, I agree.
Original comment by ilprimoc...@gmail.com
on 29 Aug 2014 at 1:27
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Peter, could you post a link for Colditz, I cannot find it. Thanks.
Original comment by spath...@gmail.com
on 2 Sep 2014 at 3:58
That is, I cannot find it unless there is a glulx file hidden inside the
Colditz download link here: http://juegosaccesibles.es/descargas/
If so, I will not bother with it. If the author was so short-sighted as to
only distribute a Windows exe, they don't deserve to have their game ever work
on other platforms.
Original comment by spath...@gmail.com
on 2 Sep 2014 at 4:05
"If the author was so short-sighted as to only distribute a Windows exe, they
don't deserve to have their game ever work on other platforms."
Well said. I subscribe to that view as well. I have to, because I'm a bit of a
collector of IF and CYOA, and if the author doesn't allow me to download a
game, I have to draw the line somewhere. I'll only go through so many hoops.
In this case, though, we happen to have a link. :) It's ColditzMulti (stands
for "multi-platform file", fancy way of saying raw file).
http://www.caad.es/superglus/colditz/ColditzMulti.zip
Original comment by ilprimoc...@gmail.com
on 2 Sep 2014 at 10:19
[deleted comment]
Ugh, I just spent a couple hours debugging the quote box issues in Aesthetic
Deletions and it turns out it's the game's fault in not dealing with formatting
correctly when the column width < 80 (it's 65 in Frotz on an iPhone or iPT).
You can see the issue in other versions of Frotz, like Unix Frotz, as well.
But NOT in FrotzGlk (used by Garglk), which made me spend a lot more time
looking at it. Turns out, FrotzGlk takes a shortcut for reverse video in the
upper window in ZMachine games and makes the entire window reversed, not
allowing for individual characters to be selectively reversed. So the quote
box happens to look okay because the unreversed characters still draw in
reverse.
But the game is still buggy. Haven't checked La Adventure Rural to see if
it's the same deal.
Original comment by spath...@gmail.com
on 6 Sep 2014 at 7:20
Oooh yeah, it's not a good game. Aventura Rural probably does the same -
Spanish games are generally hacky (sometimes on purpose; they get ambitious.
Sometimes not on purpose, and merely due to the tools they used).
Not a big deal. If it's the game fault, I'm taking it off this list when you
next update Frotz - it doesn't even make the text unreadable. Thanks for
looking into it so deeply.
Original comment by ilprimoc...@gmail.com
on 6 Sep 2014 at 9:46
By the way, how many columns does the iPT have in landscape mode? I mean, what
if simply starting a game in landscape mode gave the game the columns it needs
(something I've tried but which didn't work)? Surely it's not 65 on portrait
and landscape mode both?
Original comment by ilprimoc...@gmail.com
on 6 Sep 2014 at 9:48
[deleted comment]
Actually, on iPhone and iPT, Frotz always reports 65 columns for Z-machine
games for either landscape or portrait.
Z-machine doesn't have an event model that allows games to resize dynamically
like Glk can.
Text buffers are allowed to resize and reflow their content anyway because
games don't control the formatting directly, but output to window 1 (the status
line, sometimes expanded to show block quotes) is cursor-addressable by the
game, which does it's own formatting. It can't be changed midgame (rather,
there's no way to report to the game that this has happened), so I have to
report a pessimistic column width that will work in both portrait and landscape.
One idea to better address this limitation might be to tell the game the screen
is wider than it is (80, say), and then dynamically remove spaces to shrink
fixed width output after the game as output it. Garglk actually does something
like this, and it seems to work okay. I've been planning to experiment with
that for some time now.
Original comment by spath...@gmail.com
on 9 Sep 2014 at 4:09
The Le Temple de Feu bug is the game's fault. Verify by running in a desktop
terp and resizing the window. It doesn't respond to window resize events at
all. The glk spec says that windows which are resized smaller should clip
previous content to the background color (white by default), and then then game
never redraws it, so you just see the top part of the banner.
Original comment by spath...@gmail.com
on 9 Sep 2014 at 4:13
I have solutions for two different issues causing accented characters to print
'?'s in Zmachine games.
(All extended characters printed in the status line showed up as '?', and only
extended characters with code points > 256 printed '?' in the text buffer
window.)
Original comment by spath...@gmail.com
on 9 Sep 2014 at 4:14
The special weirdness with Le Scarabée e le Katana is because its filename has
a DOUBLE extension:
otto_scarabeekatana.gblorb.blb
This is confusing Frotz. Rename it to just end in gblorb for better behavior.
Original comment by spath...@gmail.com
on 9 Sep 2014 at 5:51
"output to window 1 (the status line, sometimes expanded to show block quotes)
is cursor-addressable by the game, which does it's own formatting. It can't be
changed midgame (rather, there's no way to report to the game that this has
happened), so I have to report a pessimistic column width that will work in
both portrait and landscape."
I figured that - not because I really understand the tehcnicalities of what
you're talking about, but because I know that if I resize my desktop Frotz
interpreter the text onscreen doesn't adapt to the new size. I was wondering
instead whether, by starting the game in landscape mode (be in landscape mode
when you select the game from the list) it might return a bigger value. So if I
find something's not working well enough in portrait mode, I can try and
restart the game in landscape. Who knows, previous savegames might even still
work and adapt to the new display. No?
Of course, your idea, which I don't really understand, is fine to. In the end,
whatever works, and whatever you're happier with.
Temple de feu: I understand the game not drawing the banner properly, indeed I
figured as much, but I could correct that by pinch/zoom. My actual point was
that pinch/zoom doesn't stick; after every turn it resets to the previous size.
Accented characters solutions: yay!
Scarabee: Right-o. I hadn't actually noticed, if you can believe it!
Original comment by ilprimoc...@gmail.com
on 9 Sep 2014 at 9:45
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Arthur: The Quest For Excalibur - it works!! It actually does work, even though
it's a z6 game! No graphics, naturally. Also, the game differentiates "system"
messages (like parser errors) from game messages, and while the latter display
as normal, the former display, in WinFrotz, at the bottom of the screen. In
iFrotz, what this means is that the system message appears right after your
input line; no paragraph break, no nothing, it's just a run-on sentence. Also,
there is an option to turn off text, but you have to press "F6". Now, if iFrotz
could emulate the "Function Keys"... :) A suggestion, if possible, would be for
iFrotz to actually capture and recognise the commands "F1" through "F10". This
could be toggled off for games which actually required the player to enter, at
some point, "F1" through "F10". Finally, the hint system is navigationable, but
hard to read - hint topics are run-on, instead of listed as normally.
But it's playable!
ASCII Cars - This is a zAbuse anyway, but it's impossible to play without arrow
keys.
Encouraged by the success of Arthur, I imeddiatly tried other z6 games. I won't
get into them at present, because I won't test them thoroughly yet, but I can
certainly get Zork Zero to load; there's a HUGE slowdown, but once I get past
that it appears actually playable! But again - more info in time.
Original comment by ilprimoc...@gmail.com
on 10 Sep 2014 at 9:45
[deleted comment]
[deleted comment]
Ekphrasis - the introduction has graphics with text, that rather require
pinching to be readable, but for some weird reason I can't resize it, so it
remains far too small. Also, the graphic bar on the LEFT side of the screen
takes up the entire space, it's huge and I'm sure it's taking up a lot more
space than it should. Makes it unplayable. But I'm sure it's the game's fault.
Original comment by ilprimoc...@gmail.com
on 10 Sep 2014 at 9:51
[deleted comment]
El Edificio 25 (http://www.caad.es/fichas/el-edificio-25.html): Seems to play
great, pity that the very first image is cropped.
Also, sorry about forgetting:
Cristal Rojo
http://www.caad.es/fichas/el-cristal-rojo.html
Ekphrasis
http://ifdb.tads.org/viewgame?id=dkx1r6fivxc1j3u7
Original comment by ilprimoc...@gmail.com
on 10 Sep 2014 at 9:56
[deleted comment]
[deleted comment]
[deleted comment]
Some comment about images: I don't believe there are major bugs left in glk
support for them.
Images which are cropping like the first image El Edificio 25 are because the
game is displaying the image centered without scaling. Not really anything I
can do about it without violating the spec.
Images that won't let you zoom them without snapping back while at a prompt are
because the game is updating the image on a timer. This obviously interferes
with usability of zoom but I'm not sure what I could do.
Maybe pause timers when you're actually performing the zoom pinch gesture?
The reason Frotz resizes images back to their normal size if you've zoomed them
before continuing at a prompt is because many games only redraw partial images,
such as highlighting the current room on a map. If the image has been zoomed
or panned, the drawing would happen in the wrong spot on the image. I might be
able to compensate, but since the main reason for zooming is to be able to read
details, it doesn't seem like holding the zoom position is important. (The
other case you mentioned in Le Temple de Feu was actually wanting to compensate
for a bug in the game instead, so, meh.)
Original comment by spath...@gmail.com
on 11 Sep 2014 at 8:19
"Some comment about images: I don't believe there are major bugs left in glk
support for them."
Having been testing 1.7.1, I agree, it's a beautiful job you've done (do you
know, iFrotz now runs Kerkerkruip and Carma the best way it possibly could!
Those were probably the most problematic of the intensive "proper" games in my
list). I understand that there's only so far you can go. I'll keep the games in
this list, because maybe one day when you feel that iFrotz is otherwise the
picture of perfection and can't get any better you might want to come back to
them, for a lark. ;) But really, you might have done all that you reasonably
(and then some!) could as far as that's concerned. Feel free to move on.
Regarding updating images on timers, that might explain a lot of flickering I
see in some games. Most recently Kerkerurip. Command line and blinking cursor
flickering very visibly. Not an issue per se, but it makes sense now.
Original comment by ilprimoc...@gmail.com
on 11 Sep 2014 at 9:13
I think when I drop support for older iOS's, I can rewrite multithreaded code
using blocks and improve glk performance, probably helping the flickering
considerably.
So 1.7.1 will be the last version that doesn't require iOS 7 or later.
Older devices that can't run iOS 7 should still be able to download 1.7.1
forever, as far as I understand.
Original comment by spath...@gmail.com
on 11 Sep 2014 at 9:21
Dare I dream with a playable version of Counterfeit Monkey when that happens? ;)
Original comment by ilprimoc...@gmail.com
on 11 Sep 2014 at 9:26
[deleted comment]
[deleted comment]
Glkchess (http://ifdb.tads.org/viewgame?id=kes9n0ngcurwzw4t): An abuse, which
looks like it would work except that it doesn't make any attempt to resize
images, making it all but unplayable. Might not be an issue in larger iOS
devices, and I certainly don't expect you to rush off and get this one working;
am just listing it for convenience
Original comment by ilprimoc...@gmail.com
on 11 Sep 2014 at 9:41
Narrow your eyes (http://ifdb.tads.org/viewgame?id=9ult5oz52vbudyyy): The main
section of this game is very gimmicky and didn't display properly until 1.7.1.
Right now, it displays as well as it possibly can in such a small device, so
kudos on that!
It does require sound playback to be winnable, though. Apparently the sounds
played are game-critical.
Original comment by ilprimoc...@gmail.com
on 11 Sep 2014 at 10:33
L'Ile du Phare Abandoneé (http://ifiction.free.fr/index.php?id=jeu&j=204):
HUMONGOUS graphics make the Glulx version unplayable in an iPod Touch by any
stretch of imagination. But, there's also a ZCode version available, so that's
something. The weird thing is that the actual image takes up less space than
required by the image window, so I'm not sure whether it's something the
interpreter could do something about. Probably not
Original comment by ilprimoc...@gmail.com
on 11 Sep 2014 at 10:50
La Caja de Sarimek (http://www.caad.es/fichas/la-caja-de-sarimek.html): Plays
music. As of 1.7.1 seems to run perfectly otherwise.
La Casa del Olvido (http://www.caad.es/fichas/la-casa-del-olvido.html): images
are cropped, similar to Glass Boxes.
La Conferencia (http://www.caad.es/fichas/la-conferencia.html): Claims to
*require* sound to play.
Original comment by ilprimoc...@gmail.com
on 11 Sep 2014 at 11:01
[deleted comment]
Le Pouvoir Délaissé (http://anamnese.online.fr/if/if.html): The glulx version
plays music.
Le Scarabée e le Katana
(http://anamnese.online.fr/site2/if/inform7/ScarabeeKatana/): Includes sound,
which doesn't play in iFrotz yet, and which doesn't seem to be critical to
finishing the game.
Le Temple de Feu (annexed; I can't find the link to the R3 Glulx version
anymore. Anyway, I think the Glulx version was discontinued as the R4 ZCode
version is easy to find): Includes sound, not critical for finishing game I
think. Also, a curious artefact: there's a banner on the left side of the
screen that doesn't resize properly, but I find I can manually resize it myself
with pinch/zoom. And then I realise that every turn the banner goes back to its
original size. Pity - kinda defeats the purpose.
Original comment by ilprimoc...@gmail.com
on 11 Sep 2014 at 11:13
Attachments:
Les Heures du Vent (http://ifdb.tads.org/viewgame?id=ykwpwo9rx51a12pr): Plays
music.
Original comment by ilprimoc...@gmail.com
on 12 Sep 2014 at 10:08
La vita? Non parlatemi de la vita!'s out of memory crash is a legitimate bug in
the game handling window resize events. All interpreters crash or error on it,
some when you first hit space, others you need to actually resize the window.
I've made this error non-fatal so the game survives and is playable, but it
still prints an error message.
Original comment by spath...@gmail.com
on 19 Sep 2014 at 2:28
[deleted comment]
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Original issue reported on code.google.com by
ilprimoc...@gmail.com
on 27 Jan 2013 at 11:16