Difference between revisions of "SCI/Fan Games/Z"

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m (→‎Zork Demo: Made a bullet list out of the "fixes" to make it easier readable)
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Here's a list of what's fixed in the latest version:
Here's a list of what's fixed in the latest version:


- Completely rewrote and fully implemented the Queue and QueueInterrupt functions (this is what makes the 'daemons' or 'timers' work)
* Completely rewrote and fully implemented the Queue and QueueInterrupt functions (this is what makes the 'daemons' or 'timers' work)
- Fixed Random() function implementation, it was generating negative numbers but code was expecting only positive ones
* Fixed Random() function implementation, it was generating negative numbers but code was expecting only positive ones
- Fixed parsing of preposition 'at'
* Fixed parsing of preposition 'at'
- Fixed JigsUp (death handler) functionality - wasn't referring to correct text res # to pull the values from
* Fixed JigsUp (death handler) functionality - wasn't referring to correct text res # to pull the values from
- Array-driven print functionality had their parameter values swapped
* Array-driven print functionality had their parameter values swapped
- Fixed printing random values from text res when index contained mathematical operation (LeakDaemon)
* Fixed printing random values from text res when index contained mathematical operation (LeakDaemon)
- Cosmetic: Changed room scripts to be named the actual room instead of 'rmXXX'
* Cosmetic: Changed room scripts to be named the actual room instead of 'rmXXX'
- Fixed issue with attempting to print a single integer with the AppendMsgBuffer routine
* Fixed issue with attempting to print a single integer with the AppendMsgBuffer routine
- Vocabulary: When a word is both a noun and an adjective, only give it the noun class. Otherwise parsing was failing under certain scenarios (this was a fun one, I'll have to do a write-up on it at some point)
* Vocabulary: When a word is both a noun and an adjective, only give it the noun class. Otherwise parsing was failing under certain scenarios (this was a fun one, I'll have to do a write-up on it at some point)


Out of heap errors are less frequent too. I was able to score upwards of 150 points in this version before the game crashed on me.
Out of heap errors are less frequent too. I was able to score upwards of 150 points in this version before the game crashed on me.

Revision as of 22:34, 1 January 2018

Zork Demo

Zork Demo
screenshot.png
First release July 28, 2014
Versions
Also known as
Developed by gumby
Engine SCI
Support Since ScummVM 1.2.0

Zork Demo is a freeware fan-created adventure game demo using the SCI engine that is an implementation of the Infocom text adventure, Zork.

Game Description

The beginning results of a tool currently under development. Eventually will be a fully-playable game.

Port of Zork to SCI.

Here's a list of what's fixed in the latest version:

  • Completely rewrote and fully implemented the Queue and QueueInterrupt functions (this is what makes the 'daemons' or 'timers' work)
  • Fixed Random() function implementation, it was generating negative numbers but code was expecting only positive ones
  • Fixed parsing of preposition 'at'
  • Fixed JigsUp (death handler) functionality - wasn't referring to correct text res # to pull the values from
  • Array-driven print functionality had their parameter values swapped
  • Fixed printing random values from text res when index contained mathematical operation (LeakDaemon)
  • Cosmetic: Changed room scripts to be named the actual room instead of 'rmXXX'
  • Fixed issue with attempting to print a single integer with the AppendMsgBuffer routine
  • Vocabulary: When a word is both a noun and an adjective, only give it the noun class. Otherwise parsing was failing under certain scenarios (this was a fun one, I'll have to do a write-up on it at some point)

Out of heap errors are less frequent too. I was able to score upwards of 150 points in this version before the game crashed on me.

External Links