VISIONARY BUG REVISITED
2 messages in this thread
To Pat @ OXXI:
Did you speak to John Olsen about the directions problem that currently
plagues the Visionary compiler? Again, the problem is that the GHOST
command does not get the given N,S,E,W direction string from the SCREENMODE
GRAPHICS level. That is, when given a direction the compiler and linker
should produce internal code (it apparently does at the SCRENNMODE TEXT
level) to: 1. Execute the code for the room at the given direction from
CurrentRoom. 2. execute a TURN if this is given in the GHOST command. That
is, execute the code for all objects in the room at the given direction
from the CurrentRoom. 3. GO to the room that is at the given direction from
the CurrentRoom. That is, the PLAYER is placed IN THE ROOM at the given
direction from the CurrentRoom. John Olsen's game Cannibal does this. My
compiler/linker does NOT do this. Currently, my linker causes the CODE for
the CurrentRoom ONLY to be executed when Visionary gets a N,S,E,W,..etc.
direction. John Olsen's 'Cannibal' game does NOT require the huge task of
writing N,S,E,W…etc. directions as action or vocabulary CODE for EACH
ROOM! i.e. I can GO to a room if for every room I write CODE to check to
see what room I'm in. Then I write code to GO to the room for the given
ACTION direction. When I get to that room I must now write 'GO' code for
every direction from that room, etc. The linker is supposed to generate
this code (which it does from the SCREENMODE TEXT level) but the GHOST
command does not get the N,S,E,W…etc. direction to Visionary for
processing in SCREENMODE GRAPHICS.
Both John Olsen and Kevin Kelm have been digging for the cause of this
problem. Apparently, this was introduced when the GO command was "fixed",
and is in the the compiler code code somewhere, but beyond that, they
aren't sure why this is happening.
As soon as I have something, I will be posting news here (perhaps even the
fix, if it's in a restricted-enough format).
Regards, Whap!penned…
Pat @Oxxi (310) 427-1227