Infocom
.___ _____ | | _____/ ________ ____ ____ _____ | |/ \ __/ _ \_/ ___\/ _ \ / \ | | | | |( <_> \ \__( <_> | Y Y \ |___|___| |__| \____/ \___ \____/|__|_| / \/ \/ \/
In 2017, the CoCo Crew Podcast interviewed “Professor” Brian Moriarty who still had the source code to the Z-language Interpreter Program (ZIP) he wrote for Infocom.
Carlos Camacho archived the source code for the Color Computer community, and John "tuxdriver" Linville extended, patched, finessed, and reverse-engineered that source to build new Version C *and* Version D Z-language Interpreter Programs using William "lostwizard" Astle's modern 6×09 cross-assembler.
Getting Eaten By A Grue
I've been using 5 key resources to understand the ZIP:
- ZIP Specification from Infocom for V3 story files
- EZIP/LZIP Specification from Infocom for V4 story files
- XZIP Specification from Infocom for V5 story files
- YZIP Specification from Infocom for V6 story files
- The Z-Machine Standards Document 1.1 for all those great implementation edge cases and details
Workspace
Stuff I am figuring out:
See Also
Building CoCo Games with Inform, 2017-11-18
Building Infocom Disk Images for CoCo, 2017-11-19
Using Infocoms ZIP on the CoCo, 2017-11-20
Z-Interpreter Source for CoCo Recovered, 2018-02-12
Infocom on the Color Computer Archive
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