My WIP compiles with zero errors and plays as expected using Parchment but for some reason, when I try to use Lectrote, the game never loads. The spinner just spins and spins.
I have no idea what steps to take to try to resolve this issue.
I am using a Mac and VSCode. I did try to get the free VMWare Fusion up and running so I could test it on Windows but I haven’t had much luck with that. I don’t think my Intel Mac is compatible.
GameInfo.txt is written during pre-initialization. Pre-init can happen at compilation time or at the start of a program run, depending on build flags. (See here for more info.)
Key quote from that doc:
Note that if when [sic] you compile in “debug” mode, the compiler defers preinit until you run the program normally. It does this so that you have a chance to step through the preinit process using the debugger.
So, I think the problem here is that OP is running a debug build on a read-only filesystem, and pre-init is executing at runtime before main() is even reached.
If the -pre flag is included in the game’s Makefile.t3m or t3make command-line, pre-init will run at compilation time regardless of debug/release builds.
I don’t know why this works on Parchment. Perhaps Parchment blocks/ignores all file writes?
Parchment (or Glk TADS) is either ignoring the write (while save/restore has been ported to Glk, I don’t know if these file functions have been), or it’s just working. No read only FS in Parchment!