Difference between revisions of "ZVision"

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(→‎Other TODO's: Garbage characters have been fixed)
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* Convert pointer initializers to ''nullptr'' instead of ''0''
* Convert pointer initializers to ''nullptr'' instead of ''0''
* Add 'true' UTF-16 support for non-english versions of the game. (See [https://github.com/RichieSams/scummvm/blob/zengine/engines/zvision/string_manager.cpp#L214 StringManager])
* Add 'true' UTF-16 support for non-english versions of the game. (See [https://github.com/RichieSams/scummvm/blob/zengine/engines/zvision/string_manager.cpp#L214 StringManager])
* Fix display of text: sometimes, a garbage character is shown at the end of text strings


[[Category:Engines]]
[[Category:Engines]]

Revision as of 23:58, 22 December 2014

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

(None at the moment)

Nemesis specific TODO's

(None at the moment)

ZGI DVD TODO's

  • Add support for the quite rare DVD version
  • 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

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)