[ <gamename>.gblorb ]
terp glulxe
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...okay, and I've now done the .ini thing and confirmed that that does indeed make the game play more slowly but with functional UNDO. So it sounds as though the diagnostics are correct.Is there a way to figure out how large the buffer needs to be?
Include (- Switches z; -) before "Other Configuration" in "Output.i6t".
+---------------------+ 000000
Read- | header |
only +=====================+ 000024
memory | memory layout id |
+---------------------+ 00003c
| code |
+---------------------+ 1ec7cb
| string decode table |
+ - - - - - - - - - - + 1ecc92
| strings |
+=====================+ 290600
Dynamic | global variables |
memory + - - - - - - - - - - + 2909ac
| arrays |
+---------------------+ 426bfd
| printing variables |
+---------------------+ 426c01
| objects |
+ - - - - - - - - - - + 437f61
| property values |
+ - - - - - - - - - - + 60b0e5
| property defaults |
+ - - - - - - - - - - + 60b185
| class numbers table |
+ - - - - - - - - - - + 60b421
| id names table |
+=====================+ 60d83d
Readable| grammar table |
memory + - - - - - - - - - - + 610481
| actions |
+ - - - - - - - - - - + 3802c9
| parsing routines |
+ - - - - - - - - - - + 3802c9
| adjectives |
+---------------------+ 6108c9
| dictionary |
+---------------------+ 61fe00
Compiled with 7483 suppressed warnings
(I don't know why the memory map doesn't print things in the right order...)
Would it be possible to increase the buffer size on the included Hugo interpreter, too? I've run into instances where there isn't enough memory for one undo.
I'm on OS X, so that's the easiest for me to test myself; Windows builds I'd have to ship off to my betatesters for analysis.
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