Ozmoo Online guestbook

Fredrik (2024-11-08)
...and we're back after a disastrous OS upgrade failure. Do let us know if something seems off.

Fredrik (2024-07-27)
Trinity runs slow if it needs to load from disk all the time. Dynamic memory is big, in part because it has 134 rooms and 2120 words in the vocabulary. On a machine with 64KB of RAM, this leaves a rather small amount of RAM for virtual memory. If you play the game from disk, it gets slow. If you use an REU, or a computer with more RAM, the speed is okay.

I don't think a PunyInform version would be much better, maybe not at all. Same with the modern ZILF library. A mini-version would be faster, but then it's a different kind of game.

Adam Sommerfield (2024-07-20)
I've been thinking about Infocom games like Trinity running super slow. We *could* create Mini versions from the original source code, ported using the modern ZILF library. Or I guess you could fully recreate using PunyInform.

Fredrik (2024-06-24)
Jeritude: I'm glad to say I was wrong! As long as you have an REU, Trinity seems to play at a nice speed on the C64. I updated Ozmoo to make this build possible, and provided a downloadable archive with Trinity for C64 (see News above). Unfortunately, building this game for C64 still requires using options which aren't available in Ozmoo Online.

Fredrik (2024-06-23)
Jeritude: Yes, unfortunately Trinity isn't a great match for the C64. It's *possible* to build it if you install Ozmoo on your own computer, select the options that make the interpreter as small as possible *and* remove a check in the build script, but it will be q pretty slow game, even if you have an REU, and essentially unplayable if you don't.

It's possible to build Trinity and play it on Plus/4, but it's dead slow due to constant swapping. This game really benefits from the extra RAM of the C128.

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