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bummer > The code relies on old internal Infocom toolchains (ZILCH compiler, WATFOR, > mainframe environment) that are not open and likely not preserved.


There's this: https://www.ifwiki.org/ZILF https://zilf.io/

Although I haven't played with it and can't tell you whether it can compile the open source Zork.


The blog post itself suggests using ZILF.

I hope some of those other Infocom tools eventually get open sourced for historic curiosity, but ZILF is probably going to remain the modern answer for how to compile these files.


Read the notes on the repository itself:

> Basic Information on the Contents of This Repository > > It is mostly important to note that there is currently no known way to compile the source code in this repository into a final "Z-machine Interpreter Program" (ZIP) file using an official Infocom-built compiler. There is a user-maintained compiler named ZILF that has been shown to successfully compile these .ZIL files with minor issues. There are .ZIP files in some of the Infocom Source Code repositories but they were there as of final spin-down of the Infocom Drive and the means to create them is currently lost. > > ... > > In general, Infocom games were created by taking previous Infocom source code, copying the directory, and making changes until the game worked the way the current Implementor needed. Structure, therefore, tended to follow from game to game and may or may not accurately reflect the actual function of the code.


How bad is it? I mean you have the source, it could be ported. Or am I completely misunderstanding and you specifically want the old toolchains, in which case A respectful moment of silence for compilers lost.

Speaking of porting I have always vaguely wanted to port the original basic version of ultima, I mean never enough to actually do it, but I like the idea of the source being available to do so. even if it is just an accidental artifact of how it was made.




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