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Z-Code Interpreter

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On 7/14/2019 at 8:44 AM, slx said:

Just read about a Z interpreter named Ozmoo that can play up to Z8 on the C64. 

Hopefully, some kind person will port this for us.

:)

 

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Posted (edited)

Hopefully .. glad I found this thread again.. I did not realize so many people responded.. I now have some work to do to figure out how to do this.

 

I am sure I will have more questions.. for now.. I will dig into it.

 

James

Edited by Bikerbob
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On 5/26/2019 at 6:42 PM, rdea6 said:

Zfiles.zip 1021.67 kB · 21 downloads

 

 

This is all of the CTH infocom files that I have in my Infocom atr collection.

also in the zip is a header CTH loader file that is the wrapper for the z3 files that will fit into a 130kb atr or 90kb atr.

 

add together with copy command or hex editor CTH loader file first then fill atr to desired size.

 

 

 

Thanks..  I thought it needed the header the interp and the z3 file?? But thats fantastic.. I will work on it.

 

James

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Hey there,

 

Glad to see some interest in Ozmoo, which I co-wrote.

 

Ozmoo is open source and may be ported freely. We will be happy to answer any questions that may arise too. I admit Ozmoo and its build system are a bit complex.

 

When considering tools to write your own Z-code games to be run on an 8-bit computer, performance is an issue. Any non-trivial game created in Inform 7 will be painfully slow on a typical 8-bit machine. A real-world game, if it can even run on an 8-bit machine, may take several minutes to process each command. This is due to the way Inform 7 was designed and developed, where performance on machines slower than say 1 GHz wasn't really considered. 

 

Inform 6 is fast enough, as a language. However, it comes with a quite powerful standard library, which has become more and more complex over the years. A game compiled with library 6/2 may be quite fast, but a game compiled with library 6/12 will most likely feel sluggish. However, so many bugs have been fixed in later versions, that it would be painful to use the oldest versions. Also, z3 games require a smaller interpreter and may therefore be a better fit for 8-bit machines than z5, but the Inform 6 library can't be used to build z3 games.

 

ZIL is probably the best option right now. It's fast and powerful. As for the syntax, it may take some time to get used to. There's an active and friendly group on Facebook called ZIL - Zork Implementation Language, where you can get all the help you need to get started. Also, the ZIL source code for all Infocom games was published a while ago, so there's lots of code to learn from.

 

We are currently working on a replacement library for Inform 6, which has performance on 8-bit machines as its main design goal. We're aiming for a parser which feels on par with Zork I, while keeping the code small and fast. Also, we're planning to allow authors to build z3 games using this library. 

//Fredrik

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On 7/19/2019 at 11:18 PM, fredrik said:

Hey there,

 

Glad to see some interest in Ozmoo, which I co-wrote.

 

Ozmoo is open source and may be ported freely. We will be happy to answer any questions that may arise too. I admit Ozmoo and its build system are a bit complex.

 

When considering tools to write your own Z-code games to be run on an 8-bit computer, performance is an issue. Any non-trivial game created in Inform 7 will be painfully slow on a typical 8-bit machine. A real-world game, if it can even run on an 8-bit machine, may take several minutes to process each command. This is due to the way Inform 7 was designed and developed, where performance on machines slower than say 1 GHz wasn't really considered. 

 

Inform 6 is fast enough, as a language. However, it comes with a quite powerful standard library, which has become more and more complex over the years. A game compiled with library 6/2 may be quite fast, but a game compiled with library 6/12 will most likely feel sluggish. However, so many bugs have been fixed in later versions, that it would be painful to use the oldest versions. Also, z3 games require a smaller interpreter and may therefore be a better fit for 8-bit machines than z5, but the Inform 6 library can't be used to build z3 games.

 

ZIL is probably the best option right now. It's fast and powerful. As for the syntax, it may take some time to get used to. There's an active and friendly group on Facebook called ZIL - Zork Implementation Language, where you can get all the help you need to get started. Also, the ZIL source code for all Infocom games was published a while ago, so there's lots of code to learn from.

 

We are currently working on a replacement library for Inform 6, which has performance on 8-bit machines as its main design goal. We're aiming for a parser which feels on par with Zork I, while keeping the code small and fast. Also, we're planning to allow authors to build z3 games using this library. 

//Fredrik

 

Great news!  Any update on this project?

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On 8/23/2019 at 9:24 PM, zork said:

 

Great news!  Any update on this project?

If you're talking about the library, there hasn't been much acitivity during summer. Things should start happening during fall though. You can follow the project at https://github.com/johanberntsson/PunyInform

 

As for the Ozmoo interpreter, it has received some bugfixes and has gained support for some new languages. It now has support for games in English, Swedish, German, Italian and Spanish.  You can follow the project at https://github.com/johanberntsson/ozmoo

 

If you wanna try out Ozmoo, you can build disk images of any Z-code games you like at http://microheaven.com/ozmooonline/ 
 

 

 

 

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