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Difference between revisions of "Glk"

248 bytes added ,  02:41, 15 December 2019
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Added TODO about user gestalts
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Whilst at first I tried to keep the sub-engines as close to the original source they're derived from as possible, this quickly proved impossible. Not only did I have to add in proper C++ namespaces to encapsulate all the code, I also had to do various conversions to change them over from using STL to using ScummVM classes. So don't anticipate that it'll be easy to take any interpreters converted specifically for ScummVM Glk and simply drop them into any other Glk implementations.
Whilst at first I tried to keep the sub-engines as close to the original source they're derived from as possible, this quickly proved impossible. Not only did I have to add in proper C++ namespaces to encapsulate all the code, I also had to do various conversions to change them over from using STL to using ScummVM classes. So don't anticipate that it'll be easy to take any interpreters converted specifically for ScummVM Glk and simply drop them into any other Glk implementations.


==Resources==
==TODO==
* support user gestalts. So far, very few games use them, since the specification was only written recently and not many people know about them, but in future there might be more. One game being written, xyzabcde2, uses user gestalts 0x1400 and 0x140C.


==External links==
==External links==
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