For larger games you’ll run into memory problems when using I6 without Glulx.
Otherwise, I’m with you - everything’s too nerdy, too complicated to handle, and underclued in terms of documentation.
For larger games you’ll run into memory problems when using I6 without Glulx.
Otherwise, I’m with you - everything’s too nerdy, too complicated to handle, and underclued in terms of documentation.
Yes, although the limit is, broadly, “twice the size of Infocom’s largest games”, which is a pretty roomy limit - you’d need to be writing something bigger than (the 1998 version of) Anchorhead to run into any problems.