asiekierka, I'm very impressed. How did you go about building this? Did you start with the assembly and work backwards to Pascal? Did you use a Pascal decompiler? Even then I can't imagine how you managed to get the output byte-for-byte equivalent...
Anyway, as someone who downloaded ZZT from BBSes and wrote ZZT-OOP back in the day, I love this. I recently started writing a version of ZZT in Go, but haven't progressed since being able to load and display worlds. :-|
His original announcement is in this video (starts at around 34:00): https://www.twitch.tv/videos/568019342 ... one of the questions asked in the chat (55:07) is "How?" and he says he's going to answer that in more detail in the future -- tantalizing! I for one would be very interested. He adds, "As a quick summary: I spent a lot of hours on this. I don't even want to admit how many hours I spent on this. Essentially lots of effort, and time, and sweat. No tears though." Kudos!
- I'd love to give a more detailed explanation, but I've never managed to consistently operate a blog, so that might need to wait a while.
- After getting some perspective, I may have overexaggerated the scale of the number of hours I had spent on this.
Anyway, as someone who downloaded ZZT from BBSes and wrote ZZT-OOP back in the day, I love this. I recently started writing a version of ZZT in Go, but haven't progressed since being able to load and display worlds. :-|