My game has “story pauses”, where a decorative line is printed and I wait for a keypress to continue.
Unfortunately, this breaks REPLAY in Frotz — It doesn’t continue with replaying after this point. It works in two other interpreters; they seem to continue without worrying about a keypress.
Is it possible to either:
wait for a keypress in a way that doesn’t cause this problem?
detect if REPLAY is happening, so I can not wait for a keypress
trigger a natural “[More]” bit , rather than my waiting for a keypress?
PunyInform sets a global xcommsdir to 1 when recording, 2 when replaying, 0 any other time. So if you’re using the built-in REPLAY command rather than some special feature of Frotz, you can check that global and take line input instead of key input for your pauses. (Or just skip them entirely.)