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Source code for a 1977 version of Zork

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Re: Source code for a 1977 version of Zork

#21

Earlier quoted context omitted.

Probably this, right? https://adl.sourceforge.net/ddldoc.html Do you still have that code?

That was it! Unfortunately I definitely don't have it online. That was last century on a different continent; if I did still have it, it'd be on 9-track, in the bottom of a filing cabinet somewhere underneath less-rectangular-things on the back wall of my cellar, with two generations of my wife's family's stuff sitting in front of it, making the chances I'll ever get back there in the medium future ... rather low. To…

> Topology in the 21st century is funny: I'm 300 ms away from a server 12 time zones away, yet there are parts of my own house I haven't seen in over 3.156e+11 ms.

I resemble that remark. I'm about to embark on some major housecleaning and getting-rid-of-crap.

Re: Source code for a 1977 version of Zork

#22
post #8

Presumably parsers could be much more conversational and sophisticated today? Has anyone created such a thing?

I was playing some classic text adventures recently, and what I felt would be straightforward and helpful to improve existing games would be if there was a wrapper that would probe the code to understand all valid commands e.g. "get lamp" and then use vector embeddings so that "grab light", "take gaslight" or other basically equivalent phrases wouldn't give you that immersion shattering response of "There is no visible" or "I do not understand " which makes the parser seem dumb sometimes.

It could fix typos at the same time (which I think some games and engines do to some extent already)

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