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No Highlight on Menu

Open cibersheep opened this issue 6 years ago • 9 comments

Using Beyond Zork the first menu doesn't show any difference between highlighted and not-highlighted item, when moving through the menu this is the json answered:

{"type":"update", "gen":6,
 "content":[
 {"id":28, "lines": [
  { "line":6, "content":[{ "style":"normal", "text":"               Begin using a preset character                     "}]},
  { "line":7, "content":[{ "style":"normal", "text":"               Select a preset character                          "}]}
 ] }
 ],
 "input":[
 {"id":25, "gen":6, "type":"char" }
 ]}

Is this a bug?

cibersheep avatar Apr 17 '19 19:04 cibersheep

Which interpreter? Remglk is just going to pass along what it was given.

curiousdannii avatar Apr 17 '19 22:04 curiousdannii

True. I compiled against Frotz. Should I file the bug there?

cibersheep avatar Apr 18 '19 19:04 cibersheep

Oh, I see... using bocfel shows this:

 {"id":32, "lines": [
  { "line":7, "content":[{ "style":"normal", "text":"               Select a preset character                          "}]},
  { "line":8, "content":[{ "style":"normal", "text":"              "}, { "style":"alert", "text":" Randomly generate a new character "},

So, it must be a frotz issue

cibersheep avatar Apr 18 '19 23:04 cibersheep

I've never tried compiling this against Frotz. My general approach to Frotz has been to not get it too close to GLK to avoid problems with V6 games and to preserve extreme backward compatibility. How did you get it compiled against Frotz?

I'll continue with this issue at https://gitlab.com/DavidGriffith/frotz/issues/109, but please leave this open until we have conclusively identified where the bug is.

DavidGriffith avatar Apr 19 '19 23:04 DavidGriffith

I think was a project to have all terps ready to being build for different implementations. There's a list on Github and I've managed to build them for x64 and for armhf :)

cibersheep avatar Apr 19 '19 23:04 cibersheep

That version of Frotz is quite a bit removed from the current codebase. I suppose what I can do is fold in the changes from glkFrotz as a new interface and see if the bug remains.

DavidGriffith avatar Apr 19 '19 23:04 DavidGriffith

It looks quite old to be honest but I couldn't find any more modern version. Ahh, I didn't knwo SCUMM had glk support

cibersheep avatar Apr 19 '19 23:04 cibersheep

Having glk support upstream would be good, then Garglk, SCUMM, and all the others could both contribute any changes they have, as well as pull down the current code.

curiousdannii avatar Apr 20 '19 03:04 curiousdannii

@dreammaster of ScummVM has very graciously contributed to Unix Frotz. He figured out how to correctly rewrite the palettes of pictures in V6 games where this is needed, first for his GLK interface and then for my SDL interface. I was having loads of trouble translating how it was done in C++ for Windows Frotz into straight C.

DavidGriffith avatar Oct 01 '19 09:10 DavidGriffith