The Twelve Days Of Christmas by Zenobi Software ..

Games for Spectrum, C64, Amstrad, Amiga, Apple ][ and the rest of the 8-bit and 16-bit platforms. Pleas for help, puzzles, bug reports etc.

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Colin Appleby
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The Twelve Days Of Christmas by Zenobi Software ..

#1 Post by Colin Appleby » Thu Apr 21, 2016 6:45 pm

Has anyone got a BASIC listing of "The Twelve Days Of Christmas" for the Spectrum 48K/128k+2 by Zenobi Software.
The program is a Text Adventure by Diane Rice. I need the Spectrum Basic listing to convert to NewBrain Basic. Thanks.

dave
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Re: The Twelve Days Of Christmas by Zenobi Software ..

#2 Post by dave » Fri Apr 22, 2016 12:39 am

It's not written in BASIC, it was done in the Quill/AdventureWriter.

Colin Appleby
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Re: The Twelve Days Of Christmas by Zenobi Software ..

#3 Post by Colin Appleby » Thu Apr 28, 2016 9:08 pm

Can programs written with Quill/AdventureWriter be converted to a Basic listing. Is there a program Utility to do this on the PC. Maybe a big ask. What language was Quill written in was it C ?

dave
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Re: The Twelve Days Of Christmas by Zenobi Software ..

#4 Post by dave » Thu Apr 28, 2016 11:32 pm

The Quill was written in assembler and it compiles into a form of bytecode. It can be decompiled by using unquill or unpaws.

http://www.ifarchive.org/indexes/if-arc ... quill.html

If you want to convert a quill game you'd need to write a native quill virtual machine.

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Gunness
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Re: The Twelve Days Of Christmas by Zenobi Software ..

#5 Post by Gunness » Thu Jun 16, 2016 11:58 am

As Dave is saying, it's not too complicated to extract a list of all locations (including how they're connected), items, verbs, nouns etc., and if you wee so inclined, you could probably sit down and code the game in BASIC if you're fairly proficient in that language. But I think it would be a lot more work than it's worth.

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Richard Bos
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Re: The Twelve Days Of Christmas by Zenobi Software ..

#6 Post by Richard Bos » Wed Jun 22, 2016 10:40 pm

Gunness wrote:As Dave is saying, it's not too complicated to extract a list of all locations (including how they're connected), items, verbs, nouns etc., and if you wee so inclined, you could probably sit down and code the game in BASIC if you're fairly proficient in that language. But I think it would be a lot more work than it's worth.
Also, Quill bytecode (it's a C-generation Quill) is pretty compact. Even though the games are not com-Pressed, there are already three parts. You may not be able to fit each part into memory using BASIC , and splitting the game along different lines is not going to be easy, and is not going to result in the same game. So it may not be practically possible except on a rather larger machine than the Spectrum.
Richard Bos
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