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Rapporter et problem med oversettelse
http://www.eblong.com/zarf/if.html#howwrote
Over the years he's written quite a bit about it, and part of the reason this game was late (from it's kickstarter estimate) was he was expanding the abilities of the language/interpreter. So his webpages/writings/etc. are a bit more than a simple reply here can suffice; luckily he's got the webpages and so on to cover that.
... but that isn't that much of a problem. The Inform and IF community itself, of which he's an active member, is quite helpful and encouraging to folks who want to try their hand at it.)
Anyway, the short answer is: I used Inform 7 ( http://inform7.com/ ) as the development language. The interpreter is called Lectrote ( https://github.com/erkyrath/lectrote/releases ).
I modified Lectrote to add the map and journal windows; it's all in Javascript so it's easy to hack. Integrating the map/journal state with the game state is a moderate nuisance; I wrote up some information about it at http://gameshelf.jmac.org/2015/06/customizing-an-interpreter-for-a-glulx-game-release/ , although the sample code there is C rather than JS.
You could also construct a map within the Inform game itself. That wouldn't be a separate window, but it's easier to set up. See Emily Short's _Counterfeit Monkey_ for an example.