Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
As much as I'd like to allow for variable resolution sizes,
the graphics in Zork Zero are geared specifically for a 320x200
screen. Maybe in the future I can allow for automatic stretching
to fit any screen size, but for now it's more important to get
the v6 games working at all
|
|
|
|
|
|
|
|
The prior code was based on the Frotz decoder, which was partially
written in PC assembly, so was hard to represent. This new version
uses code from the ztools pix2gif code
|
|
|
|
|
|
|
|
As I implement further code for Zork Zero, I'm becoming convinced
that all of the windows 2+ are for graphics. A complication arose,
though, that z_draw_picture doesn't have a window number specified.
So creating Glk picture windows for each virtual window was
somewhat redundant. The scheme I'm now going to move forward with
is having a single picture wndow cover the entire screen in v6 mode,
and the upper and lower panes on top of that. All other windows
will not get an accompanying Glk window, and instead I'm caching all
the window properties locally on the Frotz Window class, so that
they can act like the simple placeholders I think they're intended as
|
|
This started out as a typo fix. :-)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This is primarily for the V6 games, which have up to 8 windows
on-screen at the same time in arbitray positions
ext
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|