2003-08-20 19:41:36 +00:00
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Residual: A LucasArts 3D game interpreter Version 0.01-CVS
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2003-09-21 09:51:59 +00:00
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(C) 2003- The ScummVM-Residual team Last Updated: 21st Sept 2003
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2003-08-20 19:41:36 +00:00
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--------------------------------------------------------------------------------
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2003-08-15 18:00:22 +00:00
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2003-08-20 19:41:36 +00:00
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What is Residual?
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-----------------
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Residual is a ScummVM (http://www.scummvm.org/) sub-project to play LucasArts'
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LUA-bassed 3D adventures. The 2D adventures based on the SCUMM-engine can be run
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by the main ScummVM software, Residual handles the residual (remaining) games.
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It is also a word pun, as the engine used in the first LUA-based adventure was
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gamed GrimE, which is a residue. Residual is an OpenGL program, and requirs a
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3D card and OpenGL support.
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What games does it support?
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---------------------------
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Residual is a very new project, and still very much in an alpha stage. Currently
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it contains some support for Grim Fandango. We hope to later be able to support
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the other LucasArts LUA-based title 'Escape from Monkey Island'.
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2003-08-15 18:00:22 +00:00
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2003-08-20 10:43:55 +00:00
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How do I run Residual?
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2003-08-20 19:41:36 +00:00
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----------------------
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Again, as Residual is still under heavy development, it is not yet stable, easy
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to use, nor complete. However, if you do wish to try it you can do so by:
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UNIX:
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Create a ~/.residualrc file, containing the following lines:
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DataDir=[path to all the .lab files]
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good_times=TRUE
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2003-09-21 09:51:59 +00:00
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2003-08-20 19:41:36 +00:00
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Win32:
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Copy 'residual.exe' into the directory containing your .lab files, and
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create a file in this directory called 'residual.ini'. This file should contain
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the lines:
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DataDir=.
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good_times=TRUE
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2003-09-21 09:51:59 +00:00
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Residual understands two options: '-zbuffer' which enables masking, and '-screenblocks'
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which is a (currently broken) attempt to speed up masking on older cards.
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It runs really slow when using -zbuffer!
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----------------------------------------
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2003-08-24 14:12:22 +00:00
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A large portion of older cards (Such as 3dfx cards, Radeon 7500 and earlier,
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Matrox G4xx series cards, etc) do not have a fast glDrawPixels implementation.
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Unix users can achieve a usable speed by using Mesa 5.0 or newer, but people
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unable to upgrade or Windows users are stuck.
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2003-09-21 09:51:59 +00:00
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We do have a possible solution (-screenblocks), however it is experimental
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untested, and currently will thrash memory and potentially crash.
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2003-08-24 14:12:22 +00:00
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2003-08-20 19:41:36 +00:00
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What is the state of Residual?
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-------------------------------
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Many features are not yet supported. 2D graphics and text are not yet drawn,
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although you can interact with objects that do not appear (eg, the mail tube)
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2003-08-24 14:12:22 +00:00
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It may crash. You can walk off the screen and into places you should not be
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2003-08-20 19:41:36 +00:00
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able to. There is no lighting. Basically, not all that great.
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However, the game itself is in a fairly decent state. You can (using the
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default Grim keys, such as 'e' for examine, 'u' to use, 'p' to pickup and
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'i' for inventory) interact with things and actually 'play' it.
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2003-08-15 18:00:22 +00:00
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2003-08-20 19:41:36 +00:00
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How do I report bugs?
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---------------------
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See above. There is no point yet.
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What else should I know?
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------------------------
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2003-08-20 10:43:55 +00:00
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* Exit with 'q', and don't press f1, as things will go loopy.
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2003-08-21 15:42:36 +00:00
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* Won't compile in MSVC (see TODO), but will on MingW32
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2003-08-17 08:11:59 +00:00
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* See TODO for other stuff
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2003-08-15 18:00:22 +00:00
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2003-08-20 19:41:36 +00:00
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ScummVM-Residual Team Credits:
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------------------------------
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2003-08-15 18:00:22 +00:00
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ScummVM-Residual Team Credits:
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Daniel Schepler Initial engine codebase & LUA upgrades
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James Brown ScummVM project leader, core engine developer
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Vincent Hamm Core engine developer
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2003-08-20 10:43:55 +00:00
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Lionel Ulmer OpenGL optimisations
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2003-08-15 18:00:22 +00:00
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Pawel Kolodziejski SMUSH/iMUSE implemention
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2003-08-20 19:41:36 +00:00
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Special Thanks To:
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------------------
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The LUA developers, for creating a nice compact script interpreter.
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Tim Schafer, for obvious reasons, and everybody else who helped make
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Grim Fandango a brilliant game; and the EMI team for giving it their
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best try.
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Bret Mogilefsky, for managing to create a SPUTM-style 3D LUA engine,
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2003-08-21 09:58:25 +00:00
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and avoiding the horrible hack it could have been.
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