by Merk » Wed Nov 22, 2006 6:15 am
Gargoyle uses a Hugo GLK implementation. I think it's not so much that it's ignoring the color choices -- it just doesn't know about them. Then again, Tor told me that the colors should work right in Spatterlight (for Mac), which is also a GLK implementation. So I don't know.
There is an .ini file in the Gargoyle directory, which contains all the settings. You can copy it into your game's directory, and rename it to (gamename).ini. Gargoyle will look for it first, and use any of its default settings only if they're *not* overridden by your file.
Look for "tales_ts.ini" in the TTS zip file at
http://www.sidneymerk.com/zips/tts13.zip -- it shows what you'd have to change (I think) to do a different background, foreground, titlebar, and "bold" text. It took some experimenting, but it was cool that I all I had to do was include this .ini for Gargoyle to show TTS pretty much the way I wanted.
Graphics in Gargoyle are tricky too, because the display.lineheight (or whatever the var is) returns 0 if nothing has been displayed, or however many lines of display there are. Either that, or it's infinite. So when you start laying out windows that rely on knowing the screen height, it doesn't really work.
I usually make adjustments. As Kent pointed out (or Tor himself, via Kent), GLK Hugo doesn't support a system pause of under 1 second, so you can try the pause for 100th of a second, check the system stat to see if it failed, and if so, "assume" you're using a GLK port. You can't use the picture "inline" feature with Gargoyle, because it tries to create an appropriate embedded window for it. You end up having to just show the picture with a single command -- no window -- as far as I can tell.
I haven't checked to see how FutureBoy! looks on Gargoyle. If the graphics work, maybe Kent's already solved this and I just need to dig around more to find the answer.
Gargoyle uses a Hugo GLK implementation. I think it's not so much that it's ignoring the color choices -- it just doesn't know about them. Then again, Tor told me that the colors should work right in Spatterlight (for Mac), which is also a GLK implementation. So I don't know.
There is an .ini file in the Gargoyle directory, which contains all the settings. You can copy it into your game's directory, and rename it to (gamename).ini. Gargoyle will look for it first, and use any of its default settings only if they're *not* overridden by your file.
Look for "tales_ts.ini" in the TTS zip file at http://www.sidneymerk.com/zips/tts13.zip -- it shows what you'd have to change (I think) to do a different background, foreground, titlebar, and "bold" text. It took some experimenting, but it was cool that I all I had to do was include this .ini for Gargoyle to show TTS pretty much the way I wanted.
Graphics in Gargoyle are tricky too, because the display.lineheight (or whatever the var is) returns 0 if nothing has been displayed, or however many lines of display there are. Either that, or it's infinite. So when you start laying out windows that rely on knowing the screen height, it doesn't really work.
I usually make adjustments. As Kent pointed out (or Tor himself, via Kent), GLK Hugo doesn't support a system pause of under 1 second, so you can try the pause for 100th of a second, check the system stat to see if it failed, and if so, "assume" you're using a GLK port. You can't use the picture "inline" feature with Gargoyle, because it tries to create an appropriate embedded window for it. You end up having to just show the picture with a single command -- no window -- as far as I can tell.
I haven't checked to see how FutureBoy! looks on Gargoyle. If the graphics work, maybe Kent's already solved this and I just need to dig around more to find the answer.