I asked for VoiceOver testers in the other thread, but I hope it is okay to create a new one asking for non-VoiceOver testers. If not, they can be merged.
I’d like another run of testing before make an “official release” of this. Here is the new build:
EDIT: The official release is out! Bug reports are still welcome, though.
https://github.com/angstsmurf/spatterlight/releases
Change log here: https://github.com/angstsmurf/spatterlight/blob/master/CHANGELOG.md
I made a silent video just playing through Arthur and Shogun very quickly using command scripts, switching graphics format during play. Contains spoilers, obviously.
Autosaving, resizing, changing colours, VoiceOver, all game versions and graphics formats are fully supported.
As usual, the games can be found in the Obsessively Complete Infocom Catalog, on IFDB and on the Internet Archive.
These are the files in my Arthur Folder:
├── ARTHUR.CG1
├── ARTHUR.EG1
├── ARTHUR.EG2
├── ARTHUR.MG1
├── Arthur side 1.woz
├── Arthur side 2.woz
├── Arthur side 3.woz
├── Arthur side 4.woz
├── Arthur side 5.woz
├── CPIC.DATA
├── PIC.DATA
├── arthur.blb
└── arthur.z6
And my Shogun Folder:
├── Cpic.data
├── Pic.data
├── SHOGUN.CG1
├── SHOGUN.EG1
├── SHOGUN.MG1
├── Shogun - Side 1.woz
├── Shogun - Side 2.woz
├── Shogun - Side 3.woz
├── Shogun - Side 4.woz
├── Shogun - Side 5.woz
├── shogun.blb
└── shogun.z6
You only need all of these if you want to check out every supported graphics format.
I’ve added a setting named “Redirect text to main window” which prints error messages to the main buffer window instead of to a separate error window. This is mainly useful for VoiceOver.
I also patched out some timeouts in Arthur which could clear the screen before the player had time to read all the text. At first I tried to make this optional, but this broke autosaving, so now it isn’t.
There are early betas of Shogun that implement the command $SCENE which lets you skip ahead to any scene of the game.
Note that some of the early test versions of Shogun contain original bugs that can easily make them unwinnable.
With Apple 2 graphics, the Shogun maze becomes half as wide, so if you enter the maze while using non-Apple 2 graphics and then switch to Apple 2 inside it, you will have a hard time navigating through it, as half the maze will be off-screen.
There are some images in Shogun with non-straight edges that the text wraps around in the original game. This effect is not implemented. Spatterlight will just treat these as plain old square inline images.
Apart from all this, it would be great if anyone wants to test whether other games and interpreters still work as they should.