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Reload to refresh your session. You signed out in another tab or window. Windows Glk was written by David Kinder. It works with any version of Windows from Windows 95 onwards. This and other relevant files on Glk. Permission is hereby granted, free of charge, to any person obtaining a copy.
The above copyright notice and this permission notice shall be included in. The license for these libraries is as follows:. Copyright c , Xiph. Redistribution and use in source and binary forms, with or without. Windows Glk supports localization into languages other than English. If the appropriate. This is included in most. These options can also be accessed from the system menu this is the menu which appears when. An example of this function is given in the.
The details of how to set up a manifest vary significantly. For example, the command line. To use this with Cygwin, create a file Glk. Create a resource compiler script containing the following line. Finally, include the generated GlkRes. However, the following rules must be followed. For most compilers a tool is supplied which takes a dynamic link library and.
The supplied import library Glk. For further information, you should consult your. How this is to be done will depend on the compiler: most Windows compilers. The implementation of WinMain initializes Glk. After this, the function. This is a function that must be supplied by the author of the Windows Glk program,.
If you do this, you should make sure that InitGlk is. The function should. The simplest. See the. If you decide to. This name is used as the.
This function can be called at any point,. It should be called after. The short cut key is indicated by. The menu name is also used in the name of the menu item showing the About dialog, and in the text. Calling this function causes. If you don't want a. The title argument will be used as the title of the file dialog, and the filter. Each part is separated by a vertical bar.
For example, the filter string in. If the function. The default is the current directory for the program. The function takes the numeric identifier of the icon and menu. This is not usually a problem as most development. For example, if the function is passed an argument of "Photopia.
If a particular pixel in the graphic is white then the window is. To prepare your game for playing in a browser, having run blorbtool. Not the friendliest terminology! Oh yeah, definitely Parchment! There are three Glulx interpreters: Glulxe, Git, and Quixe. These three can then be embedded in various Glk interfaces. Windows Glulxe and Git appear to have identical user interfaces. Is there an actual difference under the hood?
Also, why was a Glulx interpreter given the same name as the most popular version control software? Well they use the different interpreters. Git is usually a little faster, but Glulxe is in theory safer as it is the reference implementation.
Could you think up some succinct wording along the following lines? One primarily for players and the other for authors. To play a. Windows: Windows Gluxe, Windows Git, …. Mac: Spatterlight, …. Android: …. But what is the difference between Quixe and Parchment? In the Inform documentation it says Quixe is used for Glulx, and Parchment for Z-Code, but now it seems that Parchment not only works with Glulx files but also uses Quixe.
Now this reminds me that I wish Fabularium could be updated to support the latest inform6 and PunyInform.
Windows Glulxe and Windows Git.
Glulx is a portable VM, like the Z-machine. Unlike the Z-machine, it uses bit data and addresses, so it can handle game files up to four gigabytes long.
However, like the Z-machine -- again -- you can write games in the Inform language and compile them to Glulx game files. For more justification or, perhaps, rationalization see chapter zero of the Glulx Spec. Since this is a Glk program, it must be built with a Glk library. See the Glk home page. Current binaries here.
Glulx Inform The standard Inform 6. If you want to see the bleeding-edge version, you can follow David Kinder's Github repository.
For an even bleedier version, you can look at my GitHub sandbox , which may at any given time contain patches that David has not yet absorbed. And vice versa, of course. This is what you need to know if you know Inform, and want to compile your new or old Inform game for the Glulx VM.
Dictionary tables, grammar tables, property tables, and so on. Here is The Local Variable Mess , a technical note on the deprecation of 8-bit and bit local variables. However, a more up-to-date version is now on my Github account. I've compiled Adventure. This is Graham's Inform source, release 5 serial I compiled it without any changes at all, except for two constant definitions which will be unnecessary in the final release.
See the Guide to Glulx Inform. The Z-code and Glulx game files should behave identically in just about every way. You should download both of them, so that you're really comparing the same game, library, and compiler version. These use Inform 6. The version of Advent. In Z-code Inform, you can write a "Hello world" program in one line of code. A print statement will work all by itself.
In Glulx Inform, you have to do a little more work: you have to set Glk up to work, and create a window to print to. It's still only about four lines of code. Now, don't get confused, most Inform game authors will never need to worry about those four lines of code. The bi-platform Inform library takes care of all this magically. However, if you want to write a Glulx Inform program that doesn't use the library at all, look at helloworld.
And introducing: Sensory Jam release 4. This is a tiny demo game which contains sounds, graphics, and all sorts of other nifty things. Well, really just sound and graphics. You'll need a Glulxe 0. Toni Arnold has extracted some of the graphics code from Sensory Jam into an Inform library extension. It was written to deal with the older bi-platform library, so you will have to diddle it a bit to fit it into current code -- I haven't tried it myself.
Nonetheless, it's a handy example. This is a quick demo of a game concept: it takes place in two parallel worlds, each with its own story window. You enter commands in the left window, and your twin performs analogous actions in the right window. It's a very basic implementation, and a lot of stuff doesn't work right, but it's a start. Simon Stapleton has written glulxa, an assembler for the Glulx VM. Here is the source code on the IFArchive. There's also Glas by Joonas Pihlaja, although it's a bit old.
I've settled on good old-fashioned Huffman encoding for the compression system, allowing either characters or words or a mixture of both as the encoding entities. However, if you want to experiment on your own, these are some simple tests, trying various text-compression algorithms.
Here is the source code. You can extend this test platform to try out new compression ideas, if you want. As of April , the copyright of the Glk spec document is transferred to the Interactive Fiction Technology Foundation. I still act as the maintainer. Updated the Glulx 3. It's still numbered "3. Glulxe 0. The Glulx 3. Also Glulxe 0. Fixed typo in spec: the streamstr opcode can be used for string types E0, E1, or E2. The original 3. Zarfhome map down.
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