Babelmap - Rust Z-Machine/Glulx/Scott TUI w/ Graphics and Sound - Linux/MacOS/Windows

I tried it with Colossal Cave Adventure https://ifarchive.org/if-archive/games/zcode/advent.z8 and it didn’t map at all. Is it expecting something specific in the transcript? Capitalization, perhaps? Styling?

I tried it with Lost Pig https://ifarchive.org/if-archive/games/zcode/LostPig.zblorb but the map didn’t seem to render correctly in iTerm2 for macOS. There are little unknown character symbols � where the lines are supposed to be.

(It may not make sense to render this as a TUI application.)

I played through to the maze in Lost Pig (which is much like the mazes in Colossal Cave Adventure). Room detection went haywire.

It’s not clear that transcript-based automapping is a solvable problem, especially when the author makes room names are deliberately ambiguous (or change, like The Van der Nagel Papyrus).

I think a better approach is for authors to provide a structured map model of rooms and exits. (ADRIFT uses this approach.) I’m exploring a Glk API for that in this thread: Automaps in a Glk extension

But authors haven’t provided map models for most games ever written. Maybe it would be possible to design a document format for map models, so end users could hand-code maps that an interpreter could use for automapping. (Perhaps there’d be a Github/wiki repository of map models for games.)

Then, the transcript parser would “just” need to know which room you’re in, which can still be a hard problem, especially for ambiguous room names, but if it simply omitted the “you are here” marker for ambiguous cases, that’d probably be good enough.