Update if-journey: mark V8 MUD wiring as done, note upper window fix

This commit is contained in:
Jared Miller 2026-02-10 14:36:57 -05:00
parent 5f12a4f841
commit 4313941334
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C

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@ -270,7 +270,7 @@ Concrete next steps, roughly ordered. Update as items get done.
- [x] V8 support and Lost Pig: relaxed version gates (V8 = V5 with ×8 packed addresses), implemented extended opcode decoder, ported V5+ opcodes (aread, call_vn/vn2/vs2, save_undo stub, log/art shift, scan_table, tokenize, copy_table, print_unicode). found and fixed: insert_object wrong removal order, double-byte operand decoder reading type bytes interleaved with operands instead of all types first, opcode detection using 7-bit mask instead of 5-bit. Lost Pig now runs to completion (101K steps, 61 opcodes). (done — LostPig.z8 bundled in content/stories/, see ``scripts/trace_lostpig.py``)
- [ ] wire V8 games to MUD: ``EmbeddedIFSession`` currently only handles .z3 files. extend to .z5/.z8 so Lost Pig is playable via ``play lostpig`` in the MUD.
- [x] wire V8 games to MUD: ``play.py`` routes .z3/.z5/.z8 to ``EmbeddedIFSession``. Lost Pig playable via ``play lostpig``. fixed upper window leak: V5+ games write room names to window 1 (status line) via ``select_window``. ``MudScreen`` now tracks the active window and suppresses writes to the upper window, preventing status line text from appearing in game output.
- [ ] implement real save_undo: currently stubs returning -1 ("not available"). a proper implementation needs in-memory state snapshots (dynamic memory + call stack). Lost Pig works without undo but players expect it.