Text mode affects things like line endings. It is crucial for most save files that they have the exact bytes that are written out, so you can’t use text mode. But it depends what the VM writes out. There could be one that saved to a text format.
You could still do what you want, just with another file. Or if it’s saving to Quetzal then you could add custom chunks.
Going back to pictures and drawlines: Let’s see if I understand correctly.
Suppossedly, after init the remglk with support graphics, it should return an update for the graphics in the json, right?
Or do I have to do something else?
I checked that images are in the same folder, with correct name, etc. But supposedly, some games (Spectrum sna) should have the lineart in the code but if I do glk graphics, remglk says that there are no graphics available.
I took your idea to use remglk as a QProcess and it works perfectly fine but I read the json in javascript (in the same qml) and render output into a Text element.
It’s a lot easier to read the json in javascript than in c++ (at least for me).
Even the code is dirty, all the magic is basically here
I have not been able to get remglk to show lineart (even in documentation of level9glk says is implemented)
I’m thinking of going a bit farther with Gelek and maybe do a vanilla version with other terps.
Now I see the Level9 interpreter is waaaaay simpler than others and my javascript implementation is very, very simple (effective, but simple) and incomplete.
Let’s see.
Answering myself, the glk implementation of level9 renders the line art as bitmap and then «treats» that bitmap as normal. And remglk is using local resources if I’m correct. So, that’s why it’s not working.
One approach could be sending the line art x, y, color info as part of the JSON… mmm.