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Zork Zero: The Revenge Of Megaboz Amiga

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Post a new comment to participate in the discussion on how this game should be configured, or to add relevant information regarding the use of these configurations.

Posted by FrodeSolheim at 2013-02-05 20:56:28:

Three game variants are marked as requiring WB. This is currently implemented by the launcher (2.1.26) by attaching a HD with WB installed, though booting with a WB floppy would also work.


Posted by FrodeSolheim at 2013-01-08 22:56:56:

We either fix it somehow (by letting the launcher know to insert a WB disk, or even create a custom boot disk on the fly - if we register the program that needs to be launched on the disk), or we mark the WB variants as bad / give them low ratings. There will probably be a feature to automatically hide variants with extremely low rating, or at least clearly mark them as bad.


Posted by thundercato at 2013-01-08 21:04:26:

Doh! Never even noticed the 'WB'. A key to say it needs workbench would be a good idea. At the very least it could be used to show that the disk won't work in Game Center.


Posted by FrodeSolheim at 2013-01-08 19:46:23:

"ADF, r366" boots fine here. Perhaps you mean "ADF, r366, WB"? This one does not boot. The "WB" comes from the TOSEC floppy names, and I believe this indicates that Workbench must be loaded first. I have thought about adding a key to let the Launcher know that it should insert a Workbench disk in floppy drive 0, or something similar.


Posted by nexusle at 2013-01-08 19:28:49:

It could be that there is a bootblock missing. If it is so, than it is tha same as with a Monkey Island version.


Posted by thundercato at 2013-01-08 19:11:44:

Varient ADF, r366 doesn't seem to self boot. Only works when started from Workbench.