[z-machine] So-called bad practice in the Z-machine

L. Ross Raszewski rraszews@hotmail.com
Fri, 19 Sep 2003 14:53:54 -0400


<html><div style='background-color:'><P>&gt;Examples: <BR>&gt;- jumping into a different routine <BR>&gt;- modifying tables in dynamic memory without using opcodes like <BR>&gt;set_attr <BR>&gt; <BR>&gt;I<BR>&gt;So my question is (finally!), if we grant that the programs I output <BR>&gt;won't follow the 1.0 spec, how bad is that? How many games abuse the <BR>&gt;Z-machine this way? If the answer is "all the Infocom games" I guess <BR>&gt;I'll have to bite the bullet and be exacting (or write two different <BR>&gt;translators :) But if the answer is "only the Z-machine Befunge <BR>&gt;interpreter" then, even if I'm disappointed, I may go ahead and use <BR>&gt;actual subroutines. <BR>&gt; </P>
<P>I believe that this second one is going to bite you. If I'm parsing it right, any game that uses imem or a recent enough version of utility.h will do this.</P></div><br clear=all><hr> <a href="http://g.msn.com/8HMBENUS/2746??PS=">Express yourself with MSN Messenger 6.0 -- download now!</a> </html>