The big feature still missing is save and restore. (Undo works, however.) You can type “save”, and choose a save slot, and then type “restore”, and look through the saved games. However, restoring will always fail. (The data that gets written to the slot is meaningless.)
Other unimplemented features: sound, graphics, stylehints. (Also line input in grid windows, but I don’t think any games use that.) There is no iPhone/Android support.
It isn’t all that fast. Reliques of Tolti-Aph, in particular, has a miserably long startup time. There are some debugging lines and assertions that will be trimmed out in the final release, and I haven’t implemented the Glulx acceleration opcodes. But you can assume that anything which is slow now will be pretty slow in the future as well.
To run any other Glulx game using Quixe, you’ll have to convert it to Javascript data by hand. (Sorry! I will eventually use Parchment’s tricks of loading data files directly, but that isn’t in place yet.) You’ll need the zcode2js tool from the Parchment project. (Yes, even though the tool is called “zcode2js” and not “glulx2js”. Just use it.) Run that on your .ulx or .gblorb file to generate a .js file. Put that up on a web server, and then drop it into the “story=” part of the URL.
Both .ulx and .gblorb files will run from my hard drive and from the net, but without a status line window. I can also run Zarf’s quixe demos (e.g., parchment.html?story=http://eblong.com/zarf/glulx/quixe/demo/stories/Rover.gblorb.js ); they also do not have status lines. (Is multi-windowing broken, or is there just an issue with the CSS, say, for the status line?)
The 1 MB limit makes a lot of games inaccessible. Is that a limit that can/will be done away with?
Good work–this whole wing of endeavor is progressing beautifully.