dreammaster wrote: ↑Tue Jun 14, 2022 2:13 am
GusCE6 wrote: ↑Mon Jun 13, 2022 8:27 pm
AGT games still don't work properly with Gargoyle. I downloaded and tried the early 2022 version.
Then there's not much we can do about it. Since the engine was ported rather than being done by us from scratch, we're really limited to the kinds of bugfixes and enhancements we can do.
GusCE6 wrote: ↑Mon Jun 13, 2022 8:27 pm
This is going to sound like a stupid question, but since "Foxtail" is switching to Unity is there any chance SCUMMVM is going to work with that? Also, for AGT and other games is it possible to give SCUMMVM the abilities of DOSBox and so cover all the bases?
Probably unlikely, unless the developers donate the source code to us. Without that, the game would have to be reverse engineered from scratch, at significant effort. Maybe someone will care enough to spend the effort at some point; who knows. Maybe even by someone outside of ScummVM. As for AGT, as above. If there's ever any open source AGT interpreter that provides 100% compatibility, we could look into doing our own port of it into ScummVM, even if it completely ignores the GLK framework Gargoyle uses. But again, someone else would need to develop it in the first place.
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I was able to run more tests using the Gargoyle Interpreter over the past several days. The GAGS game "Alice" ran pretty much the same way as with SCUMMVM, although once again it was black text/white background as before. Colors do not work. "Alice" seems playable to the end.
With the more advanced AGT version 1.7/BIG) the special manual COLOR commands do not work, once again black text/white screen.
To try and cover as many bases as possible for common items (e.g. floors, walls, rugs, etc.) I used "generic" statements for anything related to them. The idea was that almost no matter what someone tried to do the same generic message would appear, that message covering those bases at once. PULL/PUSH RUG, EXAMINE RUG, TAKE RUG, BURN RUG, etc. would all be covered by that one reply. Problem is something like EXAMINE RUG gives the message YOU DON'T SEE ANY RUG HERE, probably because no location is given- I do that for things which generally appear almost everywhere. It works with DOSBox but Gargoyle, while it acknowledges that RUGS exist (you do not get an "I don't know what a rug is" error message) they are never there. It's the same with WALLS, CEILINGS, FLOORS, etc.
For specific nouns located normally it does work- in fact, unlike DOSBox a command like LOOK CUSHIONS only describes CUSHIONS rather than that and the room again. LOOK AT CUSHIONS works too. LOOK describes the room, like with DOSBox.
HELP does yield the HELP message for a room but under it is "Try 'glk help' for special interpreter commands."
Special AGT debugging commands do not work. If one attempts to test a game with Gargoyle he is in for one VERY inconvenient and lengthy time of it!
Meta-commands can yield a "GAME ERROR: Invalid argument to metacommand token." message. Note they do work with DOSBox.
The AGAIN command to repeat previous commands does work.
SEARCH yields a "Don't know how to search here..." error message. Because in a game I'm programming for a friend the only way out of the first room is to search some cushions to find a key with Gargoyle it is literally impossible to escape the first room.
IMPORTANT: The AGT game "Colossal Cave Adventure" itself seems to work properly, although it is still black and white. You can ENTER BUILDING at the very start but DOSBox does not allow this, you must type in ENTER only. ENTER also works with Gargoyle. I can only guess that my programming style, while it's "legal" and works perfectly with DOSBox, somehow does not play nice with Gargoyle.
Animation done with AGT works, but apparently Gargoyle is not eighty characters across so images are "off." It is also interesting to note that it moves faster than the normal 1 frame/second.
To be fair, unlike SCUMMVM Gargoyle does not crash with AGT games, but it is obvious neither can handle certain meta-commands and colors are useless. I like the house icon, though.
I downloaded the SCUMMVM Compatibility page and saw that AGT Interactive Fiction games support level is "good." My style must somehow have a bad effect on things, but again it's "legal" so I don't know why.
I wish I could help more with SCUMMVM, but cannot so far get over that first hurdle. When you say "source code" for "Foxtail" do you mean the game itself or Unity in general?