Games-Rezrov
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B<Marnix Klooster> for "The Z-Machine, and How to Emulate It",
a critical second point of view on the spec:
http://www.ifarchive.org/if-archive/infocom/interpreters/specification/zspec02/
=item *
B<Mark Howell> for his "zip" interpreter, whose source code made
debugging all my stupid mistakes possible:
http://www.ifarchive.org/if-archive/infocom/interpreters/zip/
=item *
B<Martin Frost> for his Quetzal universal save-game file format, which is
implemented by rezrov:
http://www.ifarchive.org/if-archive/infocom/interpreters/specification/savefile_14.txt
=item *
B<Evin Robertson>, author of the Nitfol z-code interpreter, for the
idea of automatic typo correction and the basic algorithm.
=item *
B<Neil Bowers> for contributing ZIO_Test.pm.
=item *
B<Andrew Plotkin> for "TerpEtude" (etude.z5), his suite of z-machine
torture tests.
=item *
B<Torbjorn Andersson> for his "strictz.z5", a suite of torture tests for
the (nonexistent) object 0.
=item *
B<Amir Karger> for the mighty (and humbling) "Czech" suite of
z-machine compliance tests, available from:
http://www.ifarchive.org/if-archive/infocom/interpreters/tools/
=item *
B<Nick Ing-Simmons> for Tk.pm, B<William Seltzer> for Curses.pm,
B<Tony Sanders> for Term::Cap, B<Aldo Calpini> for
Win32::Console, and of course B<Larry Wall> and the perl development
team for Perl.
=item *
And lastly, the mighty Implementers:
>read dusty book
The first page of the book was the table of contents. Only
two chapter names can be read: The Legend of the Unseen
Terror and The Legend of the Great Implementers.
>read legend of the implementers
This legend, written in an ancient tongue, speaks of the
creation of the world. A more absurd account can hardly be
imagined. The universe, it seems, was created by
"Implementers" who directed the running of great engines.
These engines produced this world and others, strange and
wondrous, as a test or puzzle for others of their kind. It
goes on to state that these beings stand ready to aid those
entrapped within their creation. The great
magician-philosopher Helfax notes that a creation of this
kind is morally and logically indefensible and discards the
theory as "colossal claptrap and kludgery."
- "Enchanter", 1983
=back
=head1 BUGS
Bug? Not in a flawless program like this! (Cough, cough).
- Zork I (encoded at byte 29292 of revision 88)
While I've tried, the interpreter is not fully compliant with the
specification in some areas. With that said, I currently know of no
flaws that prevent version 3 games from being perfectly playable.
Version 4 games (A Mind Forever Voyaging, Bureaucracy, Nord and Bert
Couldn't Make Head or Tail of It, and Trinity) I'm less sure about,
this complicated by the fact that I haven't completed any of them C<:)>
Version 5 games (Beyond Zork, Border Zone, Sherlock) seem to work to
the limited extent I've played them, but there are a few unimplemented
opcodes that I have yet to see used. The only version 8 game I've
tried has been "anchorhead", which runs, but is unbearably slow on my
P133. YMMV.
=head1 HELP WANTED
Things I need:
=over 4
=item *
Any examples of bugs or crashes.
=item *
Any suggestions to improve execution speed.
=item *
An example of where typo correction doesn't work in Beyond Zork so I
can document it.
=item *
A saved game from Seastalker, from just before the sonar scope is
used. This is (I think) the only example of a version 3 game
splitting the screen, and I'd like to test it. I know for sure it
won't work correctly now.
=item *
( run in 1.084 second using v1.01-cache-2.11-cpan-a49fcb8fa48 )