I
hope that soon I may introduce you the little Rosetta.
By its full name: Rosetta Ados; just because it sounds
so soap op… I mean latinized (and also remotely alliterates with
my own name). Certainly she is now still tiny, merely just an
ovule. Once she will be born, will be called as Junior
for some time; and then may become a Senior – unless
being foredoomed or non-viable again… For that it might be guessed
where I borrowed the inspiration from.
Yes,
from the Rosetta Stone of course. Champollion and Young
solved the Egyptian hieroglyphs making use of it in 1823: since
there was the same text engraved on it in two languages and three
ways of writing. I would like to write something according to
this; something that probably nobody has tried to do (or at least
I have not heard of any attempt materialized of such a subject
for the time being yet); that’s an Interactive Fiction
system functioning as true multilingual at one time. (Though the
Apple had already used the name idea before at its own PPC/Intel
change, but I think that’s not relevant here and now.) Obviously,
it consists of two entirely different things together: on one
hand, programming the text interpreting and the sentence forming
in independent code moduls; and, on the other hand, translating
all and every text of each game later (including the dictionaries,
too). Of all languages I can personally support English and Hungarian
since I know these two enough only (and perhaps some basic initiative
for German, too); but because I would like to make the whole system
open (not only free, but also open-source) after publishing, thus
anyone may expand it with further ones at will. The language of
the narration would be flexibly interchangeable in runtime; and
the other variant used for input would also be any of those included
– in the fullest version at least I think (the algorithm is fit
to do so in my theory).
At
the level of the game: multi-protagonist nature, multiplayer mode,
and realtime execution to be expected (with strong non-linearity
and layeredness at the level of the events). (These are also dependent
and built on each other of course: the multiplayer mode could
not be much realized without its realtimeness in practice
– nor without its multi-protagonist nature etc.) For
him who had known a MUD (Multi User Dungeon) before: all of these
characteristics had featured that. The surname of the maid, the
Ados means: Adventure Operating System. The
v1 version (the Jr.), the smaller one, as being built
upon a more limited hardware environment, would be made at first
(in Assembly, and optimized, with relatively modest capabilities);
the v2 (the Sr.) may follow that later (once upon a time…),
in C or C++, with much larger hardware requirement (and knowledge),
also taking care of backward compatibility. The latter stays easily
portable into further (modern) environments, starting from the
source code. The game structure and language will be some kind
of independent and abstract (but not too differentiated) script-like
formation which may also be transported to and running in any
other environment in its unchangeable, initial form.
C64.
Naturally, I only felt attracted directly by an impossibly self-mortifying
mission all my life long, therefore I shall start it in the same
way, too: as mentioned before, by an ovule. In the present case,
this zygote is (nearly) an 8-bit (we postulate it by way of an
axiom that she has got down with the stage from 1-bit to 7-bit
in thoughts before), and its fixed domicile will be not elsewhere
than on the C64 platform. (What? How?! Why…? Just because.) And
while you are about it, take a good one: it will handle all sorts
of exotic hardware accessories (or their emulations): such as
EasyFlash (the 1MB writable and readable EPROM), the memory expanders
(REU, GeoRAM and co., max. up to 16MB) and processor upgrades
(C128 and SuperCPU, Turbo Chameleon etc.), extra input devices
(mouse and lightpen) etc. These typically contribute to heightening
the user experience as we know. Multiplayer mode: trickily, via
the RAM memory of the floppy drive (yet not sure; I have not tested
yet that it would work in practice at all, or not… if not, then
it rather shall be missed).
x86.
Her twin brothers (or sisters… if you want): in x86 Assembly,
a 16-bit variant for DOS, and (as now being planned) independent
32-bit and 64-bit variants under Windows, too. Then in the v2
all of this re-written later again in C/C++, which (as prospectively
containing not too much system specific parts) opens the possibility
for subsequent portings. For example: to Linux, to MeOS, or much
rather to the modern mobil platforms (iOS, tablet) etc. (For the
meantime, the two obsolete platforms might assure the portability,
since unless anything else, then at least an emulator or a DOSBox
still exists in essentially every environment everywhere.)
Multiplayer mode: as simply as possible (by writing/reading shared
network files, that’s universal, not dependent on anything else
but rights, and comfortable, too). GUI (Graphical User Interface):
in another application severely.
Whereas
the border system and the script language are born, may be followed
by my two „remakes”: my own two good old adventures: the extended
re-writing of The Galleon (A gálya) and The Hobbit
(A babó) for their new (changed) environment (after having
them, some newer, further IFs, too, at will). Both of
them have got some connections nowadays. One is nearly twenty
years old soon. (And the other is applied as manuscript by Peter
Jackson…) I would be so glad to write here that: „rewinding twenty
years now in two years”; however, that must be probably more (or
maybe that much more – when we count everything). What
I have collected together above so far, surely must be the work
of years. Never mind, just a sparetime activity, isn’t it? Yes.
No. Yes, but it might be not only so – if anyone else was interested
in this but me… (Whoever has got a usable idea, e. g. for
getting some kind of material and/or financial support, or anything
else, please write me!) I have already thought of a kickstarter.com
registration for instance; but at the moment it would only be
some near death experience and/or another kind of failure; although
it is very nice to see that there is someone who had already done
that before – Andrew Plotkin two years ago. (Obviously he is a
worldwide known old brand name of the genre, moreover, some kind
of „star”; and the presentation and the dressing may also count
so much. And, of course, the iPhone.) (See: Hadean
Lands IF)
To
sum up in headwords the essence:
multilingualism,
multiple protagonists,
multiplayer gaming mode,
realtime event handling,
independent scripting,
expandability,
portability.
Robert
Olessak (2012)
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Far,
Far Beyond the OSean |
12/12/2012 |
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or:
Why is it so good to work on dead platforms? |
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The
Castle of IF |
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