Comments (3)
The .js story files are just base64 encoded copies of the original files, with a header and tail so that they can be loaded. They are only needed when loading a story from file: and possibly only from old browsers. I haven't checked for a while, but it may not be needed at all now! If you're making your storyfile with Inform 7 then it will handle creating the .js version for you. Edit: they are still needed for playing from a file:// url on Chrome.
Graphics are supported by Quixe (the Glulx interpreter Parchment uses). I'm not sure if it supports sound or not. See erkyrath/quixe#5
from parchment.
Thanks for the info :)
from parchment.
Actually, in the Ubuntu Phone, the easiest way of doing an IF app is embeding an html with Parchment. The compiler complains about having "bin files .z5" so being able to have the .z5.js has been really helpful.
Just saying :)
Anyway, if it's depreciated, I will cry a bit and that's it :)
from parchment.
Related Issues (20)
- Parchment build instructions are wrong HOT 10
- The edit button in Dialog doesn't work
- The meteor, the stone and illegal objects HOT 8
- Use the proxy for everything?
- Tool to bundle any storyfile HOT 1
- TADS 3 tables, underlining, and font color HOT 4
- Should autosaves be versioned? HOT 3
- Display a notice when loading an autosave HOT 4
- Dialog stores data very inefficiently in localStorage HOT 1
- Can't build parchment on Ubuntu using README instructions HOT 2
- Counterfeit Monkey consistently fails to autorestore HOT 6
- Counterfeit Monkey freezes iPhone Safari HOT 6
- Glulx Photopia stalls after restart
- Build [ERROR] Could not resolve "node_modules/emglken/src/scare.js" HOT 1
- TADS 2 games can't save/restore HOT 4
- localStorage security error if cookies disabled
- Make tool to export localStorage files HOT 1
- Dialog: Use IndexedDB instead of localStorage HOT 1
- Consider using the compression streams API for single-file mode
- Allows margins larger than 25% HOT 4
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from parchment.