Difference between revisions of "ZVision"

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1,046 bytes removed ,  14:06, 14 July 2020
AC3 decoding was added a while ago, but is still a bit hacky.
(→‎Nemesis specific TODO's: The incorrectly drawn animations in Nemesis have been fixed)
(AC3 decoding was added a while ago, but is still a bit hacky.)
 
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{{EngineDescription|
{{EngineDescription|
         name=ZVision|
         name=ZVision|
         developer=[[User:RichieSams|RichieSams]]|
         developer=[[User:RichieSams|RichieSams]], [[User:Md5|[md5]]], [[User:MarisaChan|MarisaChan]]|
         companies=[[Activision]]|
         companies=[[Activision]]|
         usedBy=[[Zork Nemesis]], [[Zork: Grand Inquisitor]]|
         usedBy=[[Zork Nemesis]], [[Zork: Grand Inquisitor]]|
         dateAdded=October 17, 2013|
         dateAdded=October 17, 2013|
         release=N/A|
         release=1.8.0|
}}
}}


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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 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 [http://en.wikipedia.org/wiki/Z-machine Z-machine] which is the original Virtual Machine used for the original Zork <b>text</b> adventure games.
It should also not be confused with the [[Glk/ZCode|Z-machine]] which is the original Virtual Machine used for the original [[Zork series|Zork]] <b>text</b> adventure games.


==Status==
==Status==
Both Zork: Nemesis and Zork: Grand Inquisitor are completable, with minor bugs and very small glitches
Both Zork: Nemesis and Zork: Grand Inquisitor are completable


==Immediate TODO's==
==Immediate TODO's==
* Add a dirty rectangling system for RenderManager AlphaEntries so we're not rendering them to the backbuffer every frame
* Add a dirty rectangling system for RenderManager AlphaEntries so we're not rendering them to the backbuffer every frame
* Add graceful failure for when .str isn't parsed correctly.
* Get Courier Prime and FreeSerif added to the packaged fonts, then fall back on them when fonts can't be found


==List of TODO's for ZVision to be playable==
==List of TODO's for ZVision to be playable==


===ZGI specific TODO's===
===ZGI specific TODO's===
* Check for the difference between the CD version of ZGI and the DVD version
(None at the moment)
** Potentially higher resolution (Window and/or videos)
** Potentially different video file format
* Fix display of points - they're not currently shown in death screens
* 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===
===Nemesis specific TODO's===
* Allow the screen to be rotated when the mouse cursor is at the left/right black screen bands
(None at the moment)


==Other TODO's==
==ZGI DVD TODO's==
* Make sure all image rendering is endian safe
* AC3 audio decoding is a bit hacky, with hard-coded volume adjustments for each video. It would be good if someone could figure out how to do without these.
* Evaluate all in-engine warnings/debug messages and perhaps move them to higher debug channels (Or ZVision specific debug channels)
* Clean out unused member functions from the Console class (See [https://github.com/RichieSams/scummvm/blob/zengine/engines/zvision/console.h console.h])
* 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])


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