Glulx
From Just Solve the File Format Problem
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{{FormatInfo | {{FormatInfo | ||
− | | | + | |formattype=electronic |
− | | extensions = {{ext|ulx}} {{ext|blb}} {{ext|blorb}} {{ext|glb}} {{ext|gblorb}} | + | |subcat=Interactive Fiction |
− | | mimetypes = application/x-glulx | + | | extensions = {{ext|ulx}}, {{ext|blb}}, {{ext|blorb}}, {{ext|glb}}, {{ext|gblorb}} |
+ | | mimetypes = {{mimetype|application/x-glulx}} | ||
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== Description == | == Description == | ||
Revision as of 18:01, 18 December 2014
Contents |
Description
Glulx is a story file format for Interactive Fiction (IF) games. It is developed and maintained by Andrew Plotkin. The purpose of Glulx is to eliminate some limitations of the original Z-code format, most notably the file size limit. Glulx files may be stand-alone or they may be included in a Blorb archive.
Extensions
- .ulx: standard extension for a stand-alone Glulx file
- .blb, .blorb, .glb, .gblorb: used for Glulx files packaged in the Blorb container format. Usually along with other resources such as images and sounds.
Compilers
- Glulxa (C source code, open source, IF Archive: a Glulx assembler by Simon Stapleton
- Inform: an IF development system by Graham Nelson
- Superglus: a Spanish IF development system
Interpreters
- Git (cross-platform, open source, website): not to be confused with the source code control software of the same name
- Glulxe (cross-platform, open source, IF Archive)
- Quixe (web, open source, website): a Javascript Glulx interpreter
Sample Files
- sensory.blb: Sensory Jam, by Andrew Plotkin. A short Glulx demonstration.
- DeadCities.gblorb: Dead Cities, by Jon Ingold