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@cspiegel: Not sure about the gray text; in Gargoyle, it follows the user-specified color. When I have some time I’ll check against Windows Glk as well. May be a Glk implementation issue.
@angstsmurf: The text colour does at least partly depend on the interpreter number settings. The games check this and set the text and background colours accordingly: grey background in Zork Zero on Amiga, white background on PC.
@cspiegel: That’s a good point: version 6 games make a lot more use of the interpreter number, since the graphics capabilities of the target machine suddenly became more relevant.
I did almost all of my testing with the value set to 1, i.e. DECSystem-20. There may be cases of games completely breaking with other interpreter numbers. For example, there was a bug in (I believe) Journey, when Amiga was set, where it would effectively lock up. I fixed that one, but only because it was at the beginning of the game. If there are bugs late in games with different interpreter numbers, I just won’t have had a chance to find them. So, to anybody willing to do a bit of work, if you can verify that there is buggy behavior in a non-DEC (1) interpreter that is not present when you set it to DEC, feel free to leave bug reports about it on the Gargoyle issue tracker. This definitely includes the colors. Whether that means ignoring color requests in these games, or just documenting the behavior, I’m not sure yet.
At the very least, you can pass the -c flag to Bocfel to disable colors, which will “fix” this issue, or for a more permanent solution, add this to your bocfelrc file (run /config while in Bocfel to edit it, if you don’t know where it is):
[393-890714]
disable_color = 1
The text was updated successfully, but these errors were encountered:
https://intfiction.org/t/spatterlight-release-1-2-5-is-out/70302/10?u=dfabulich
The text was updated successfully, but these errors were encountered: