@@ -227,6 +227,9 @@ not display the quantity, but is limited to one.
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Alternatively, item memory might be separate from program memory, although
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the opcodes might be similar like the above.
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+ New commands to be used in scripts might also be made for working with item
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+ memory, such as #GIVEITEM and #TAKEITEM and #ASKITEM.
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+
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=== High scores ===
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@@ -267,7 +270,7 @@ specified in the world file to work.
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Each screen can have an associated transition animation, perhaps numbered
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from 0 (meaning no animation) to some number (one less than a power of
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- two), such as 15.
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+ two), such as 15 or 63 .
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The transition animations themself can be defined in a lump called
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TRANSIT.DER, containing a sequence of the definitions, with 1-based
@@ -279,37 +282,9 @@ indexing. Each definition can have the fields:
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If this is omitted, the current game speed is used. (Either way, it can be
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overridden by the user configuration file.)
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- * A octet string defining the reveal time grid. This might be optional (if
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- reveal time is not needed and other options are used). It would probably
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- have predictions like some picture formats (e.g. JPEG-LS) use, in order to
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- store the data in a compact format.
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-
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- * Others depending on the animation method.
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-
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- The possible animation methods might be:
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-
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- * Only reveal time; some screen cells are updated during each frame, until
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- all of the cells have been updated. (It might also be possible to combine
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- reveal time with other methods.)
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-
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- * Screen scrolling. A rectangular area might be possible to be specified
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- (usually matching the viewport defined in the screen layout). This way,
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- if you walk out of a board edge to another one, the next board would be
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- scrolled into view.
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-
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- * Motion of parts of the screen layout. For example, this would be used to
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- emulate the scroll opening/closing animation in ZZT.
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-
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- * Changing screen cells to fixed values before changing them again to the
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- new screen values. This is like the board transition animation in ZZT.
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-
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- (These are probably sufficient.)
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-
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- For some of these methods, it would be more useful for programs to specify
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- some details (or possibly even entirely overriding it) at run time, perhaps
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- specified as warp registers. (For example, in the case of screen scrolling,
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- this would include the direction of movement. When using passages instead
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- of edges, it would need to switch to a different animation instead.)
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+ * The effect. This can be a implicit typed sequence, or it can be a single
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+ Set (for multiple simultaneous effects) or Sequence (for multiple effects
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+ that are done in sequence).
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=== Enhanced graphics ===
@@ -337,6 +312,7 @@ It could also combine the multiple ways and have layers:
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* Video slice layer
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* Video bobs layer
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* Video window layer
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+ (These will probably be changed)
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(The video window layer allows text and/or slices to be displayed in
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a fixed area in a way that overlays anything else on the screen and
@@ -346,13 +322,6 @@ Some worlds might support enhanced graphics as an optional feature.
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(It can be specified as mandatory or optional in GENERAL.DER.)
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- === Memory overlays ===
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-
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- This means that in addition to the MEMORY lump you can also have other
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- lumps that contain parts of program memory, and have an instruction to
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- load them at a specified address.
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-
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-
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=== Custom windows ===
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In addition to text windows and item windows, it might be possible to use
@@ -455,6 +424,14 @@ This feature has been mentioned in the document of ideas of features to
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implement in future for ZZ Zero. (This is probably not a high priority.)
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+ === Save game upgrading ===
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+ Currently, a save game can only be used with the same version of the world
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+ file that was used to play the game. A new lump called UPGRADE.DER could
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+ be made in order to allow using old save games with new world files in some
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+ circumstances, making the save game upgraded to use the new world file.
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+
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+
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=== Board editor features ===
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Some ideas about board editor features. (Some of these may also be suitable
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