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Messages - neozeed [ switch to compact view ]

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Living Room / Re: Dungeons/Zork map - here's an image of it.
« on: February 12, 2013, 09:18 AM »
I think it is simply amazing how much hardware was needed back in the day (Dungeon on the IBM 370?), while today its requirements are down right.. non existant.

Considering for so long I had to live under the constraints of 160kb of storage (CBM 1541), and today dealing with files that size are utterly trivial. 

What is more funny is that I've never finished dungeon or CC ... its like once they are done, then what?

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Living Room / Re: Dungeons/Zork map - here's an image of it.
« on: February 12, 2013, 08:57 AM »
When it come to Dungeon/Zork I made it a mission a while back to get it running on as many platforms as possible..  I forget how many platforms but needless to say it was quite a few.  You can see some of my work here.

Primarily I tried to stay with some Fortran source code, to keep it more "true" to the Bob Supnik port of Dungeon to the PDP-11 running RSX.  As Fortran fell out of favour in the larger world, AT&T then took its Fortran compiler, and altered it in a way to back end into C creating the f2c package, which I used for strange builds like my Quick C build of f2c+dungeon for Windows 3.0.

I'd say that f2c+dungeon is a good stress of any C compiler, just as dungeon is a good stress of any fortran compiler.. And it is somewhat fun to build (I must be strange!).

For those who just like to run things in browsers here is a few fun links:

Yeah it is probably crazy but I couldn't help myself.  I've only built the adventure / colossal cave stuff once as a Win64, although I would imagine it should compile with any decent 32bit Fortran compiler, maybe even 16bit from the days of Microsoft Fortran 5.1 .. Back in the day Microsoft used to sell Collosal Cave, considering it ran on the PC, Apple II & TRS-80, I wonder if one of those old Microsoft 8bit Fortran compilers could build it...

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