Dean Menezes ported Zork/Dungeon 3.2B to Inform 7. I (Jay Midura) updated Dean's version, created some things to help test the update, and created this ReadMe. Dean has given me permission to make the update available to others. Although I made hundreds of changes to the story source file, the majority of the story source file is the same as Dean's. I started with Dean's story source file that is located at "https://sourceforge.net/projects/i7-dungeon/files/Inform%207%20Zork/04%20May%202008/", which is newer than the story source file at "http://i7-dungeon.sourceforge.net/source.txt". Most of the changes I made are fixes. Some of the changes were to change spelling or grammar in messages. Some of the changes were to go to a newer version of Inform 7, since the Standard Library in the older version showed some garbage messages when playing Zork. A few of the changes were to be consistent with the original Dungeon 3.2B. A couple of the changes were things I felt are useful. For example, I added a "Last change" date to the title line since knowing when the source was last changed is more useful to a user than the serial number, which was when the source was last compiled. I would adjust that date whenever I made changes to the source. I also changed the release number from 3 to 4. A couple of the fixed problems involved the score. It was possible to get a treasure's score more than once by dropping the treasure in a different location and taking it again. That has been fixed. Also, the total score before the endgame was more than 616. So the treasure scores were adjusted to match the original Dungeon 3.2B, and one of the task related scores not in Dungeon 3.2B was moved to a room that is close to what is in Dungeon 3.2B. There are some changes that I did not do. The thief in the original Dungeon 3.2B could pick up touched objects and occasionally drop them in other locations. That makes it more difficult to map the maze. The Inform 7 version of Zork does not have that ability, and I did not make any changes to try to match the Dungeon 3.2B behavior. For the puzzle area, Dungeon 3.2B will not allow moving or seeing diagonally between walls, which makes solving that more difficult. For the questions asked by the dungeon master, Dungeon 3.2B could ask any of 8 questions instead of 3. Again, that makes solving more difficult. Some messages in the Inform 7 version of Zork are not shown because the Standard Library gives its own messages instead. I did not do any reformatting of lines other than lines I changed for other reasons. There are other differences between the Inform 7 version and the Dungeon 3.2B version. But Dungeon 3.2B solutions work for the Inform 7 version as well, with minor differences such as different command synonyms, sometimes needing to reverse the order of 2 commands, and sometimes using more or less wait commands. The updated story source file of Zork is for the 6G60 version of Inform 7. It will not work with versions of Inform 7 after that because later versions of Inform 7 removed the capability to use procedural rules and some other things. I tested the updated story source file with both the Microsoft Windows and Linux versions of Inform 7. ZorkStoryUpdate20190920.zip contains 18 files. ReadMe-ZorkStoryUpdate20190920.txt is this file. story.ni is the updated story source file of Zork, last changed on 2019-09-20. uuid.txt contains the same ID that is listed at "http://i7-dungeon.sourceforge.net/" and that is in the Zork.glorb file there. I used the same ID, even though old save files cannot be loaded with the updated version. Zork.ulx contains the game generated from the source. It is from the Microsoft Windows 6G60 version of Inform 7. Although the Linux 6G60 version of Inform 7 generates the same size file, the contents are different beyond just the timestamp. I suspect it is related to some slight difference in the Standard Library. Testing the generated games from both versions gave the same results. I also generated a Zork.glorb file, but am including the Zork.ulx file because the only noticeable difference is that the Zork.glorb file is slightly larger and shows the 1979 story creation year. Zork-debug.ulx contains the game generated from the source that also includes the Inform debugging commands. It is from the Microsoft Windows 6G60 version of Inform 7. ZorkAndDungeonWalkthroughForCopyPaste.txt contains the commands needed to complete the game successfully. It is based on the walkthrough in Dungeon32b-Solution-Hints-Trivia.txt and the royal puzzle solution in dungeon.sol, both at "http://www.ifarchive.org/indexes/if-archive/solutions". I used the commands in this file to test Zork to make sure it could be completed successfully. I would use copy/paste to put those commands into Zork. To test Zork in Linux, I used the "dumb-git" program that came with Inform 7, using the mouse button to paste the commands. To test Zork in Microsoft Windows, I used the "Windows Git" program, using Ctrl-v to paste the commands. Originally, I was using "glulxe" instead of "git", but there was a long delay when I first moved to a new location, as well as in a few other places. The "git" programs reduce those delays. I also tested with a development version of ScummVM, but that uses a version of glulx and, therefore, has the longer delays in some places. This walkthrough file contains multiple commands on a line in order to minimize the number of copy/pastes needed. But there is a line length limit, so I took that into consideration when creating this walkthrough file. Also, I have the lines end at places where score adjustments should occur and at places where randomness can occur, although it is still possible for the thief to steal treasures from the player at many places. In addition, some commands have to be at the end of a line or the only command on a line. The file also includes notes, including showing minor differences of some commands used between this Zork version and Dungeon 3.2B. Zork-script.txt contains the script (transcript) generated when the commands from ZorkAndDungeonWalkthroughForCopyPaste.txt were entered into the game. In some places, the game randomness produced different results than desired for the walkthrough. So I used "undo" and tried again, until I got the desired results to allow continuing the walkthrough. The script file includes those "undo" commands. ZorkAndDungeonWalkthroughWithSomeOptionalForCopyPaste.txt contains the commands from ZorkAndDungeonWalkthroughForCopyPaste.txt and additional commands to examine everything, to get to most locations, and to test messages for a number of commands that should not work. This does not test everything in Zork, but quite a lot of what is in Zork. It helped to show some things that did not work as expected, allowing me to fix them and then test that they were fixed. Zork-WithSomeOptional-1CommandPerLine-script.txt contains the script (transcript) generated when the commands from ZorkAndDungeonWalkthroughWithSomeOptionalForCopyPaste.txt were entered into the game. For this test, the commands were entered one at a time instead of multiple commands on a line. In some places, the game randomness produced different results than desired for the walkthrough. So I used "undo" and tried again, until I got the desired results to allow continuing the walkthrough. The script file includes those "undo" commands. Zork.ifm contains the commands needed to create maps of Zork using the ifm-5.4 program that is available at "http://www.ifarchive.org/indexes/if-archive/mapping-tools/". That program comes with two ".tcl" files: tkifm.tcl and ctext.tcl. I merged those files into tkifm-with-ctext.tcl, which I included in the ".zip". Other files that come with ifm-5.4 are still needed. The tkifm-with-ctext.tcl program is an editor to create ".ifm" files and to display maps from the ".ifm" file. The maps are best viewed from that program. But I also used that ".ifm" file to create four ".png" files containing maps for Zork, which I included in the ".zip". ZorkMapNotes.txt in the ".zip" contains notes on how to interpret what is seen on the maps. ZorkAndDungeonPoints.txt shows the scores in the Zork source before being updated, as well as the scores in the original Dungeon 3.2B and the ones mentioned in a walkthrough for Dungeon. The walkthrough was incorrect for the score of one of the treasures. The lines with "*" are the scores I changed in the updated Zork. As mentioned above, the scores for the treasures in the updated Zork now match those in Dungeon 3.2B, and the score for one of the tasks was moved to a location to be closer to what Dungeon 3.2B does. There is also a note indicating where I accidentally had a treasure score the points twice. That has since been fixed. parsedindxAndAddFlags.txt gives the characteristics generated from the original Dungeon 3.2 dindx file. The non-zero VAL values from it were used to make the dungeon32b column in ZorkAndDungeonPoints.txt.