I don't exactly have a game idea ready as much as a malnourished concept. We'll see if I turn it into something worthwhile.
While the Interactive Fiction section of the @ party rules doesn't request any particular requirements, one of the other ones requests that submissions be run on computers available in 1992 so I'm approaching it from the same angle. Out of curiosity, I tried compiling a couple games to see how the current Roodylib works with the 16 bit and simple Hugo interpreters.
Disappointingly, there were two problems that popped out at me right away. For one thing, the status line wasn't being drawn properly in the 16 bit interpreter. For another thing, both interpreters would hang when I tried to restart the game. That problem wasn't just Roodylib's DoRestart's fault, as replacing it with the original did not help. I think the interpreters were just out of memory.
As far as PrintStatusLine stuff goes, it seems that the 16 bit interpreter also miscalculates the screenwidth, just as the simple interpreter does. The actual screenwidth is one character shorter than the detected screenwidth (in the simple interpreter, it is two characters short). Possibly, this is DOSbox's fault, or possibly, print to works differently in each of these interpreters. Also, Roodylib's latest PrintStatusLine also doesn't work in the DOS 32-bit interpreter, either, but I, admittedly, do some strange window-drawing stuff in that. It works fine with the previous PrintStatusLine.
Anyhow, making Roodylib compile a game that works with all of these interpreters is probably impossible, especially since the 16 bit interpreter considers itself a non-MINIMAL_INTERFACE interpreter. Still, I put some stuff in Roodylib that specifically helps out interpreters like the simple interpreter, so it'd be a shame to stop supporting it altogether. I'm going to try to go through Roodylib and provide a switch for turning off unnecessary features, and hopefully the resulting games will still work with older interpreters. Authors will unfortunately have to compile multiple versions of their games (if they wish to support old DOS interpreters), but I don't really see a way around it.
That said, games compiled with the minimum-feature Roodylib probably won't work with extensions like newconverse.h, which is another shame. Oh well.
Update: Ok, it's not so much that the DOS 'terps are detecting the wrong width (although the simple interpreter still is short by one character), it's just that when they write the last character to the line, it automatically goes to the next line, whereas in the Windows 'terp, you can stop right there. Right now, I'm thinking that I'm going to make the Infocom-style status line (two spaces on the left and right sides) the default, regardless of whether you set the DESCFORM_F flag. Again, not optimal, but better than trying to code for every possible interpreter.
Update: Ok, it's not so much that the DOS 'terps are detecting the wrong width (although the simple interpreter still is short by one character), it's just that when they write the last character to the line, it automatically goes to the next line, whereas in the Windows 'terp, you can stop right there. Right now, I'm thinking that I'm going to make the Infocom-style status line (two spaces on the left and right sides) the default, regardless of whether you set the DESCFORM_F flag. Again, not optimal, but better than trying to code for every possible interpreter.
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