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Date: Mon, 29 Jan 2001 20:57:03 -0800
From: Chip Hayes <jwhayes@attglobal.net>
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Subject: [Inform] ASCII graphics and Font 3
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I've started working on a puzzle for which I'd like to utilize some
rudimentary ASCII graphics (think the puzzle table in Jigsaw or, even
simpler, the map of the maze in Hollywood Hijinx.)

Before I spend any more time on it, a few questions arise:

- What interpreters out there implement the font 3 character graphic set
mentioned in the Z-machine specs?

- If I didn't use the font 3 graphics, and settled for just the
fixed-pitch font style of graphic, what max column width would be safe
to use?  The Z-specs say interpreters should not utilize anything less
than 60 characters, although it points out the old Apple II was 40 chars
wide.  However, my concern would be for palm devices, which I believe
are even less than 40 chars, no?

- I'd like to try and cover myself (not sure how just yet!) in case the
interpreter can't handle the graphics.  What's the best way for a game
to test its interpreter to see how wide the screen is (i.e. how do I
check what is in bytes $20 and $21 of the header, which is where the
Z-specs say the line height and char width should be written.)

- Has anyone compiled a set of specs for all of the interpreters out
there in current use, so a programmer will know just how various
settings will play out on each different interpreter (i.e., style
underline on one interp will underline the selection, on another
italicize it.)  If not, any volunteers? :-)

Chip Hayes

