If any reasonably competent C programmers out there can help me, I have an urgent request if you can take an hour or three to code in the next few days. It will further along the Android port efforts. I want to try to keep some of the “basics” in C for organization reasons and cross-platform (non-Android). For various reasons, RemGlk has become the center of my development attention - but my C code skills are rather terrible - which is why I’m asking for C programmer help.
RemGlk just had code added to recognize image files (jpg/png) in Blorb files. The very latest C code is up here: github.com/erkyrath/remglk/commits/master
Now here is what it has; It has an option to take as main() args one called “resourcedir” - and as I understand it, it merely passes that string along as a reference to what it finds in the Blorb file.
Can you fork RemGlk on Github and create a branch that saves (writes) all blorb elements into the arg “resourcedir” path? Right now it doesn’t write them to disk (by design) - as it expects outside code to independently do that. My request is integrated C code in RemGlk to save everything out of the blorb that it gets - sound, images, game data, like you are extracting a zip file into a directory.
Your code needs to be MIT licensed by you, the author, to fit into RemGlk’s existing license: github.com/erkyrath/remglk/blob/master/LICENSE Obvious code to save Blorb elements exists in Gargoyle and such - but you have to make sure it’s MIT licensed (or Apache license, BSD license, or Public Domain) if you copy/paste in code from elsewhere. If you do copy in code from elsewhere, please indicate where you found it.
If you are looking for a game datafile that has a lot of blorb elements, I think Alabaster.gblorb is a good one: ifdb.tads.org/viewgame?id=b2g8je1xxtqzei4u
Once the code is finished I will do my best to maintain it as a “patch” to RemGlk for the app I’m working on. Your help would save me frustration of dong C code and keeping things at the layers of the app that I want. Thank you!