Z-machine - maps, inventory, and miscellaneous

Cool.

I avoided using names because games sometimes use the same name for multiple rooms. the author may intend them to represent the same room, or they may not.

This can display/hide images or text based on variables, objects (properties, attributes, or child and parent relationships) or raw memory addresses.

Doors are a neat use, yeah it should be able to do that.

It’s not the printed name, it’s the name in the source code so it’s unique. I can only do that because it’s provided in the gameinfo.dbg file generated by the compiler.

It contains data like:

<object>
	<identifier>I135_escalier_en_bois</identifier>
	<value>725500</value> 
</object>

which I can easily convert to “escalier en bois”, matching the name in the source.

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I wanted to be able to create display elements like maps and status displays without having access to the original source (or compiled using something other than Inform).

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