ZVision
ZVision | ||
---|---|---|
Engine developer | RichieSams | |
Companies that used it | Activision | |
Games that use it | Zork Nemesis, Zork: Grand Inquisitor | |
Date added to ScummVM | 2013-10-17 | |
First release containing it | N/A |
About
The ZVision was the engine used by Activision in Zork Nemesis and Zork: Grand Inquisitor.
This engine was added by the GSoC student RichieSams to ScummVM as part of the GSoC 2013.
The ScummVM engine uses Marisa Chan's ZVision re-implementation, which is available from http://github.com/Marisa-Chan/Zengine, as a reference.
It should be noted that from a technical viewpoint, this engine has nothing in common with the MADE engine used for Return to Zork. It should also not be confused with the Z-machine which is the original Virtual Machine used for the original Zork text adventure games.
Status
Both Zork: Nemesis and Zork: Grand Inquisitor are completable, with minor bugs and very small glitches
Immediate TODO's
- Add a dirty rectangling system for RenderManager AlphaEntries so we're not rendering them to the backbuffer every frame
List of TODO's for ZVision to be playable
ZGI specific TODO's
- Check for the difference between the CD version of ZGI and the DVD version
- Potentially higher resolution (Window and/or videos)
- Potentially different video file format
- Fix the transparency of the Magic Viewer in the inventory screen
- Allow the inventory to be accessed in the teleportation station screens (to get your map)
Nemesis specific TODO's
(None at the moment)
Other TODO's
- Make sure all image rendering is endian safe
- Evaluate all in-engine warnings/debug messages and perhaps move them to higher debug channels (Or ZVision specific debug channels)
- Convert pointer initializers to nullptr instead of 0
- Add 'true' UTF-16 support for non-english versions of the game. (See StringManager)
- Fix display of text: sometimes, a garbage character is shown at the end of text strings