Parlez-lui d'amour

Games for Spectrum, C64, Amstrad, Amiga, Apple ][ and the rest of the 8-bit and 16-bit platforms. Pleas for help, puzzles, bug reports etc.

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auraes
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Parlez-lui d'amour

#1 Post by auraes » Sat Feb 26, 2022 12:55 pm

Version 1.0 of Parlez-lui d'amour is now available: https://auraes.itch.io/parlez-lui-damour
This is the French translation, and reworked version, of the text adventure game Talk to Him About Love created for the Adventuron CaveJam.
The game was compiled with the Inform compiler for Z-machine version 6. It uses a pseudo-code compatible with that of The Quill (Gilsoft) except for an instruction to display the images: picture picno locno.
To play it requires the Windows Frotz or SDL Frotz interpreter.
Enjoy !
Last edited by auraes on Sat Feb 26, 2022 3:37 pm, edited 1 time in total.

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Garry
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Re: Parlez-lui d'amour

#2 Post by Garry » Sat Feb 26, 2022 1:04 pm

auraes wrote:
Sat Feb 26, 2022 12:55 pm
It uses a pseudo-code compatible with that of The Quill (Gilsoft) except for an instruction to display the images: picture picno locno.
What do you mean? It sounds like you've written something that converts The Quill instructions to z-code.

Have you considered including the images by compiling to Glulx instead of z-code and creating a gblorb file?

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auraes
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Re: Parlez-lui d'amour

#3 Post by auraes » Sat Feb 26, 2022 1:14 pm

Garry wrote:
Sat Feb 26, 2022 1:04 pm
What do you mean? It sounds like you've written something that converts The Quill instructions to z-code.
It does not convert but emulates it (not sure that is the right word either). Have a look at the zQuill source code if you are interested. The events.txt file of the game is converted into a table of Inform 6 data visible in the events.h file (it's a C script that does this).
Garry wrote:
Sat Feb 26, 2022 1:04 pm
Have you considered including the images by compiling to Glulx instead of z-code and creating a gblorb file?
I've never been interested in Glulx, and the code is much heavier and more complex than for the Z-Machine version 6. There is no reason why it can't be done, but I won't do it myself!

Edit:
The version 1.4 of zQuill that is on my GitLab repository does not support graphics. For this game, I used 1.5 which I haven't made available yet.

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Strident
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Re: Parlez-lui d'amour

#4 Post by Strident » Sat Feb 26, 2022 2:40 pm

So, I guess technically it wouldn't be too difficult for someone to back-port the game to an 8-bit Quill, PAWS or DAAD?

You didn't included a link, by the way. :)
https://auraes.itch.io/parlez-lui-damour

zQuill sounds interesting.
https://gitlab.com/auraes/zquill
as does cQuill
https://gitlab.com/auraes/cquill

unQuill does port a Quilled database to z-code, but it's output is far too bloated to run on retro systems.

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auraes
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Re: Parlez-lui d'amour

#5 Post by auraes » Sat Feb 26, 2022 3:52 pm

Strident wrote:
Sat Feb 26, 2022 2:40 pm
So, I guess technically it wouldn't be too difficult for someone to back-port the game to an 8-bit Quill, PAWS or DAAD?
Without the pictures there should be no problem, except that all data must be entered manually into The Quill for each computer. It is also necessary to be able to display accented characters.
The game with its pictures should be able to be converted to DAAD.
Strident wrote:
Sat Feb 26, 2022 2:40 pm
You didn't included a link, by the way. :)
It's an oversight, I corrected it.

For zQuill and cQuill, I don't want to advertise them. The C script is weak, and I don't intend to work on it straight away.

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