> From my recent experience of adding this to an interpreter, it's
> nowhere near as difficult as it initially looks. I do it by having
> two fonts; one proportional and one fixed width, but both of the
> same height. All movement routines are done relative to the size of
> the fixed width font. You generally need to replace the
> interpreter's code for splitting lines of text, but for things like
> quotation boxes or status lines, Inform always makes sure that the
> "USE_NON_PROP_FONT" bit in the header is set at the appropriate
> point. This does mean that the game could mess up the display, but
> everthing I've looked at worked fine (except MST3K, and that's only
> a slight cosmetic problem).
Yes, I've just read zmach05.txt, and the descriptions there seem
compatible: the width of a font is the width of the 0 (ASCII 48), and
positions are defined according to that.
-- Bruce Institute of Advanced Scientific Computation bruce@liv.ac.uk University of Liverpool http://supr.scm.liv.ac.uk/~bruce/