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package Language::Zcode;
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use strict;
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use warnings;
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our $VERSION = 0.8;
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# No code here, just docs.
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=head1 NAME
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Language::Zcode - Play with Z-code and the Z-machine
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=head1 SYNOPSIS
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Translate a Z-code file into Perl. The following (if piped to a file) will
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create an executable which will will execute just as if you ran zork1.z3 under
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a Z-code interpreter. Note: the executable will not be standalone; it will use
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Language::Zcode::Runtime::* modules. Creating a downloadable single-file
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executable is a TODO.
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use Language::Zcode::Parser; # parse Z-file
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use Language::Zcode::Translator; # language-specific output routines
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my $Zfile = "zork1.z3";
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my $Parser = new Language::Zcode::Parser "Perl";
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$Parser->read_memory($Zfile);
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$Parser->parse_header();
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my $T = new Language::Zcode::Translator "Perl";
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print $T->program_start();
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for my $rtn ($Parser->find_subs($Zfile)) {
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$rtn->parse();
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print $T->routine_start($rtn->address, $rtn->locals);
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print $T->translate_command($_) for $rtn->commands;
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print $T->routine_end();
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}
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print $T->write_memory();
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print $T->program_end();
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Create a Z-machine...
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Nothing here yet.
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Parse a Quetzal save file.
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Nothing here yet.
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=head1 DESCRIPTION
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Z-code is the machine language for the Z-machine, the virtual machine
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that the Infocom text adventure games (among others) run on.
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Language::Zcode provides tools to parse story files written in Z-code, and to
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translate ("compile") them to executables in other languages (such as Perl).
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This module does not contain a Z-machine interpreter: you can't run a
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Z-machine file without translating it to some other language first. Pick up
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Michael Edmonson's Games::Rezrov if you want to B Zork, rather than
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translate it to Perl. (I stole almost all of Games::Rezrov to start this
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module.)
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=head2 Parsing
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Language::Zcode should be able to handle almost any story file, except
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for fancy stuff like Unicode. Parsing will let you look at a story
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file's commands and strings, like the (ca. 1992) txd program. Looking
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at objects (like infodump does) is a bit harder, but doable
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using the API. Grammar/action tables are totally not supported.
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=head2 Translating to Perl
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The "compiled" Perl executables basically support early-to-mid-80's Infocom
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technology. That is:
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=over 4
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=item *
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All v3 opcodes are implemented, some better than others.
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=item *
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Some v4 and v5 opcodes are implemented.
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=item *
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Only the Dumb and Win32 Console I/O systems are implemented.
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=back
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This means (although I haven't tested exhaustively) that you should be able to
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play most Infocom games, if you're lucky enough to have the story files.
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Most modern (late Infocom, Inform) games won't work. I hope to have
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support for those in the next version.
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=head2 Translating to PIR
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PIR is also known as Parrot Intermediate Representation or IMCC.
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Language::Zcode is only doing this as a proof of concept. A few v3 opcodes
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are implemented, badly. See L.
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=head2 Translating to XML
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Barely even a proof of concept. A static file, rather than an executable.
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But with some good XSL work (by someone who actually knows XSL), you could have
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a very pretty display of the game's commands and strings. Further XML
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TODOs left to the imagination.
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=head1 TODO
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(Only includes TODOs within the current set of supported commands.)
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=over 4
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=item *
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print_char should do ZSCII, not ASCII.
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=item *
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output stream 3
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=back
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See Todo for far more information.
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=head1 BUGS
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129
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=over 4
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=item *
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Stream 2 isn't buffered (word-wrapped) correctly.
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=item *
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Language::Zcode can't read a Windows command input file (input stream
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1) when it's running on Unix. It gets a \r\n instead of a \n.
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=item *
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sending "y\n" to get_key in dumb-terminal mode leaves a \n on STDIN,
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so the next get_key (which just does read(STDIN, $z, 1) reads the \n even
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if you don't type anything!
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=item *
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$SIG{INT} should call cleanup. See rezrov.
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=item *
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152
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It's legal (but "bad practice" and confuses txd) to jump into a subroutine.
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I don't care for now. I might in later versions. But, for example, if you
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do allow jumping into subroutines, then you can't (easily) translate
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Z-machine routines into Perl subs; the latter tend to get fussy about
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goto's breaking scope.
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=item *
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160
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All pops & pulls ought to crash on stack underflow. We'll just return
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an undef, which will probably turn into 0. Problem is that fixing this
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while still using a normal Perl array for the stack is Hard, because
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pop @stack happens in so many places where we don't want to have a big
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do {die unless @stack; pop @stack}
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166
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=item *
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168
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For safety, Z_machine() should take
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first_instruction_address - 2*num_locals - 1, or it might break on
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Infocom z3's whose Mains have local variables.
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=item *
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PlotzMemory::set_word_at doesn't & 0xff the high byte. (storew DOES do it)
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Also need to "unsigned_word-ify" some more constructs to make sure
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we're safe.
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=item *
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split_window in v3 (only) should erase the screen, and
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restart/restore shouldn't clear screen
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183
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=back
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185
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=head1 HISTORY
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187
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It all started with Dan Sugalski's suggestion that Parrot could
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run Z-code natively. He subtly hinted at this idea as early as 12/2001
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(http://www.nntp.perl.org/group/perl.perl6.internals/6875) and dedicated
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a whole slide to it in a 2002 RubyConf presentation.
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192
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Dan's idea was to make the Parrot VM think it's a Z-machine, running
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the Z-code opcodes instead of the regular Parrot ones. Or,
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as he put it, "parrot -b:zmachine zork.dat". Whoa! Why do it? Because
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it proves how powerful Parrot is. "Plus, it's really cool."
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197
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Given that I had no clue at all how to do this, I got some advice from
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the Parrot mailing list, and it was suggested that I:
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200
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=over 4
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202
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=item 1
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203
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204
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Write a program that translates ("compiles") Z-code to Perl.
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206
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=item 2
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207
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208
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Compile Z-code to PIR, writing new Parrot opcodes for Z-machine opcodes.
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209
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The PIR and C could just be translations of the Perl code from step 1.
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211
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=item 3
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213
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Convince Parrot to read Z-code directly, and then execute the Z Parrot opcodes
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that I'd written in step 2.
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216
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=item 4
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...
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220
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=item 5
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222
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Profit!
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224
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=back
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225
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226
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Language::Zcode v0.8 is step 1, and later versions will do part of step 2.
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227
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Given how long it took to get this far, I'm not all that confident about step
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5, but we'll see.
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See Changes for version information.
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=head1 AUTHOR
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Amir Karger
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=head1 LICENSE
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Copyright (c) 2004 Amir Karger. All rights reserved.
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This program is free software; you can redistribute it and/or modify it under
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the same terms as Perl itself.
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=head1 SEE ALSO
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=over 4
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=item *
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L - A Perl Z-code interpreter by Michael Edmonson (which I
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stole from. A lot. As in, pretty much all of the I/O, and many of the opcode
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translations. But I keep trying to convince myself that Language::Zcode has
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some independent value.)
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=item *
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256
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www.ifarchive.org - everything Interactive Fiction-y
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=item *
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260
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www.inform-fiction.org - Inform, a coding language that compiles to Z-code.
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Get the Z-code spec here (or at ifarchive.org).
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263
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=back
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265
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=cut
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1;
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