> but until I see some proofs I am unwilling to believe that you have properly ported the engine.
Oh I'm not claiming to have done that. At the moment I just have a very basic .qst viewer that kinda-works for <2.50 quests, where you can view all the map screens and get a stupid basic game player where I've done a patchwork of support for random things like some screen flags, warps, etc. Recreating the full thing in my own JS code would indeed be a laughable prospect, at least on my own, and the effort for sure is probably better spent making the real ZC code base more modern/portable for proper compilation via emscripten. Now that I'm getting more familiar with the code base I hope to help out with efforts like upgrading from allegro 4, which is a huge blocker for this (A5 supports emscripten).
So far, this has just been a fun little weekend project that I don't really plan to take to its conclusion. Really the only thing this project is proof of was how stubborn I am thinking this was a good idea to undertake, knowing that I could never finish it without years of effort. But! It doesn't take tons of efforts to get something I still consider neat: a way to quickly look at a screen of any .qst file.