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Announce: CellarDoor 1.0.2 for PalmOS Released

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jeremydb

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Apr 14, 2008, 7:59:08 PM4/14/08
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Hot on the heels of CellarDoor 1.0.1, CellarDoor 1.0.2 is out. You'll
find a few major bugfixes, some compliance improvement and a couple of
nice usability enhancements.

CellarDoor the latest in a long lineage of Interactive Fiction
interpreters for PalmOS devices. Based on the code of Fangorn's
CliFrotz 1.6, CellarDoor maintains support for Z-Machine story files,
while adding support for Glulx stories, as well as Z-Machine and Glulx
stories wrapped in the Blorb file format (.zblorb and .gblorb files).

As ever, plenty more to read here:

http://cellardoor.sourceforge.net

And here's the changelog from 1.0.1:

- Fix for nasty crashing bug with the command history: trying to
access or
insert a command into the history on a 2nd game launch in the same
session
(e.g. play a game, close it, play a new game) had an excellent
possibility of
corrupting memory, causing instability and resets.

- Infocom V6 stories, if the graphics can't be loaded, or (for
blorbs), if
graphics have been disabled, no longer exhibit screen corruption, and
are
now playable. "Zork Zero" (non-blorb) is an exception, and hangs
CellarDoor
(and Frotz). The "Zork Zero" blorb works fine with or without
graphics, and in
general, you should now be running all of the Infocom V6 games as
blorbs,
even if you have graphics disabled, so that they scale properly.
There's now
code for coaxing width and height info out of blorb data without using
the
graphics plugins, so that the screen will format correctly, even if
nothing is
drawn.

- Fix for input behavior in some games when tapping on the text entry
line,
whereby the cursor would jump back to the end of the line when you
are
trying to place it somewhere else.

- Fixed eternally old cosmetic problem from back in Frobnitz days,
where
interface text and/or the 'MORE' prompt would get underlined, if the
text at
the moment where it's made visible is underlined.

- Improved compliance: ZCode color now handled like DOS/WinFrotz --
bold
is brighter than normal style. This allowed me to remove several color
hacks,
and Varicella is still playable. CellarDoor now passes item 5 in
etude.z5.

- Improved compliance: ZCode 'pre-loading of input line' now works
better
(there were some positioning issues, and the interpreter was redrawing
text
already drawn by the game). Item 12 in etude.z5.

- Improved compliance: After a 'clean' end to a game (quit, win,
etc.),
CellarDoor prompts for a single key press/input event before returning
to the
Story List. Item 14 in etude.z5.

- That means we're 100% for etude.z5, by the way.

- Improved compliance: Glulx games which do not specify a style or
color for
status windows (e.g. the header) don't automagically get reverse
text.
Reverse text looks better in many cases, but causes unwanted behavior
when
entering text in those windows.

- Selection and scroll position are now remembered when you return to
the
Story List from the interpreter.

- Graphics on/off and bit depth are now hidden from the user during
game
play. They may be set from the Story List.

- Improved program behavior if the memory card is removed from play.
Your
game will get safely autosaved, and CellarDoor should gracefully exit.

Thanks for your interest, and enjoy -
Jeremy


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