I would very much like to play Å-machine games in a resource friendly interpreter on Linux. It seems there is currently no solution for this. Is anything in the works, such as adding support in Gargoyle or Lectrote?
Lectrote and Gargoyle each rely on a common UI library for all their interpreters. (GlkOte and GarGlk respectively.)
It should be possible to remap the JS interpreter to use GlkOte. Unless this has been done already? The web page (https://linusakesson.net/dialog/aamachine/) says there are two front ends, and I don’t know the difference.
It sounds like the path would be to write a third front-end, using GlkOte. Then it could be dropped into Lectrote. This might be a fairly narrow rewrite of the web front end, depending on how far the Å-machine departs from the traditional Z-machine “stream of text with a status window” display model.
I have gotten around annoyance at interpreters that don’t support transcripting by running the Unix script command in the terminal before starting the interpreter. ASCIInema is also useful, depending on exactly what you want.
Neither is really ideal, because neither generates a format that’s easy to turn into a real plain-text transcript (Unix script will dump in a lot of control codes and doesn’t necessarily record your input in the way you want it to; ASCIInema outputs JSON, also still containing control codes, and requires that recording input be explicitly turned on.) But they can be better than nothing.
In the long term, I plan to write a reference implementation in C that can be plugged into various input/output frameworks. Such an engine could be integrated into multi-format interpreters, ported to 16-bit computer systems, used as the basis for a very fast testing framework, etc. I haven’t done it yet, because the Å-machine is still evolving; I don’t want to end up maintaining multiple versions of the interpreter until the specification has gelled. But we’re gradually getting to that point.