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The thing I want is probably very stupid -

I'd like Zork I through III ported to Inform 6...

I don't specifically know why that appeals to me. I guess it's because I'd like to tinker with it and understand it better. And if I were going to write Zork I from scratch today, I'd want to use the most modern tools available. [checks notes] Okay, but not Inform 7. I have an aversion to Inform 7. I want my code to look more like code, and less like an LLM prompt.



Ditto here. And, better, translated into Spanish with INFSP6. There is one made from a non-native Spanish speaker and it's really bad. Now a proper Zork translation can be a reality.

Ah, and yes, IF6 ports for Adventure do exist, both in English and Spanish, and the Spanish one it's really great, with even the backstory on creating the game perfectly translated..


https://github.com/allengarvin/inform-zork1/blob/main/zork.i...

I feel the same about Inform 6 vs 7. I wrote some very simple games in Inform 6 thirty or so years ago, just for personal amusement, but never did a thing with Inform 7.

I guess I'm skeptical of "literate programming" in general, where I have to learn a special way of phrasing English just to interact with some magical process that I don't and can't understand... all so I can avoid typing a few square brackets and semicolons. I think there's an underlying symmetry to the conceptual structure of interactive fiction and the way it looks in Inform 6 that is much easier to reason about... but eh. I'm a couple decades late to the argument.


I wonder how well a code agent would do on porting the code?




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