Zork Zero support is now on par with the other Infocom graphical games. When VoiceOver is active, all graphical puzzles can be skipped.
New interpreter: Scarier, basically a C++ port of SCARE with improved compatibility and performance, smushed together with a C++ port of FrankenDrift. Plays any Adrift game from version 3.8 and up. Supports the Adrift 3.9 and 4.0 battle systems. Sound, graphics, and maps.
Geas has been updated as well, and can now play most Quest games up to and including version 5 (EDIT: by smushing it together with a C++ port of Quest Viva).
The Comprehend interpreter has been ported from ScummVM and polished a bit. Plays the Apple II and PC versions of Transylvania, Crimson Crown, Oo-Topos, The Coveted Mirror, and Talisman.
Very cool, and it looks like your automated Quest testing has found some regressions in Quest Viva - I’ve added those as issues to the main Quest repo.
At first I thought the announcement in the changelog was a joke. Then I saw how Claude has nearly as many commits as you have, and it seems plausible now.
Hello, hey, I had a quick question. I really don’t know how it all works, I am just curious. For this update:
Magnetic got the same image resizing functionality as Level9.
Do you take the Magnetic interpreter and make the changes yourself and make that part of Splatterlight? I ask only because it does not seem like such a change is on the Magnetic repo itself. But I could be looking in the wrong spot. I love the image resizing feature that Level9 has, so I am just curious.
By the way, Gargoyle has its own image scaling code for Magnetic, which lets the user give exact pixel dimensions. That is probably a better idea. The Spatterlight code simply scales automatically to the largest integer that fits the window, for both interpreters.