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2003-12-12 21:17:31 +00:00
lua Fixed residual to work on win32 (asside from the HASH problem that seems unused) 2003-08-25 21:31:24 +00:00
mixer added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
tools Make all tools in tools/Makefile by default. 2003-08-22 11:07:19 +00:00
.cvsignore Reinstate dependency calculation for Unix-g++ builds. 2003-08-17 04:22:18 +00:00
actor.cpp added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
actor.h Add quick'n'dirty actor constrain-to-walkbox code 2003-10-11 08:28:32 +00:00
bitmap.cpp changes types as in scummvm, split vima codec to seperate file, added smush code, added hack in lua for play smush currently only intro, output gfx and sound(no mixer yet) 2003-12-12 08:39:07 +00:00
bitmap.h early screenblock commit 2003-08-30 17:58:33 +00:00
bits.h added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
blocky16.cpp changes types as in scummvm, split vima codec to seperate file, added smush code, added hack in lua for play smush currently only intro, output gfx and sound(no mixer yet) 2003-12-12 08:39:07 +00:00
blocky16.h changes types as in scummvm, split vima codec to seperate file, added smush code, added hack in lua for play smush currently only intro, output gfx and sound(no mixer yet) 2003-12-12 08:39:07 +00:00
color.h Enable some hacky non-portable text drawing until I get my LAF font code working. X11-only at the moment (although a Windows equiv should be easy). Note that this breaks Copal's computer again, for some LUA'ish reason involving the parameter table sent to ChangeTextObject. Cleaned up a bit of code and renamed ColorMap class to CMap to prevent conflict against X headers. 2003-10-05 17:45:46 +00:00
colormap.h Enable some hacky non-portable text drawing until I get my LAF font code working. X11-only at the moment (although a Windows equiv should be easy). Note that this breaks Copal's computer again, for some LUA'ish reason involving the parameter table sent to ChangeTextObject. Cleaned up a bit of code and renamed ColorMap class to CMap to prevent conflict against X headers. 2003-10-05 17:45:46 +00:00
COPYING.lib Initial revision 2003-08-15 18:00:22 +00:00
costume.cpp added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
costume.h Implemented the basic matrix system in the models. 2003-08-28 01:55:48 +00:00
debug.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
debug.h 'unbreak' Residual - disable Zbuffer and (broken) screenblocks code by default. Add hacky commandline options for these. 2003-09-21 09:51:59 +00:00
engine.cpp 'unbreak' Residual - disable Zbuffer and (broken) screenblocks code by default. Add hacky commandline options for these. 2003-09-21 09:51:59 +00:00
engine.h Enable some hacky non-portable text drawing until I get my LAF font code working. X11-only at the moment (although a Windows equiv should be easy). Note that this breaks Copal's computer again, for some LUA'ish reason involving the parameter table sent to ChangeTextObject. Cleaned up a bit of code and renamed ColorMap class to CMap to prevent conflict against X headers. 2003-10-05 17:45:46 +00:00
hash_map.h added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
keyframe.cpp changes types as in scummvm, split vima codec to seperate file, added smush code, added hack in lua for play smush currently only intro, output gfx and sound(no mixer yet) 2003-12-12 08:39:07 +00:00
keyframe.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
lab.cpp changes types as in scummvm, split vima codec to seperate file, added smush code, added hack in lua for play smush currently only intro, output gfx and sound(no mixer yet) 2003-12-12 08:39:07 +00:00
lab.h added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
localize.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
localize.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
lua.cpp added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
lua.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
lua.vcproj One more try to fix the WIN32 port 2003-08-25 19:47:54 +00:00
main.cpp added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
Makefile fix compilation 2003-12-12 09:53:29 +00:00
Makefile.cross Add new objects 2003-12-12 08:53:30 +00:00
Makefile.mingw Add new objects 2003-12-12 08:46:02 +00:00
material.cpp changes types as in scummvm, split vima codec to seperate file, added smush code, added hack in lua for play smush currently only intro, output gfx and sound(no mixer yet) 2003-12-12 08:39:07 +00:00
material.h Enable some hacky non-portable text drawing until I get my LAF font code working. X11-only at the moment (although a Windows equiv should be easy). Note that this breaks Copal's computer again, for some LUA'ish reason involving the parameter table sent to ChangeTextObject. Cleaned up a bit of code and renamed ColorMap class to CMap to prevent conflict against X headers. 2003-10-05 17:45:46 +00:00
matrix3.cpp Fixed major problem in matrix code 2003-10-01 12:20:27 +00:00
matrix3.h Fixed major problem in matrix code 2003-10-01 12:20:27 +00:00
matrix4.cpp Fixed major problem in matrix code 2003-10-01 12:20:27 +00:00
matrix4.h Fixed major problem in matrix code 2003-10-01 12:20:27 +00:00
model.cpp changes types as in scummvm, split vima codec to seperate file, added smush code, added hack in lua for play smush currently only intro, output gfx and sound(no mixer yet) 2003-12-12 08:39:07 +00:00
model.h Enable some hacky non-portable text drawing until I get my LAF font code working. X11-only at the moment (although a Windows equiv should be easy). Note that this breaks Copal's computer again, for some LUA'ish reason involving the parameter table sent to ChangeTextObject. Cleaned up a bit of code and renamed ColorMap class to CMap to prevent conflict against X headers. 2003-10-05 17:45:46 +00:00
README Add quick'n'dirty actor constrain-to-walkbox code 2003-10-11 08:28:32 +00:00
registry.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
registry.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
residual.rc added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
residual.sln small update for project file 2003-08-25 05:24:36 +00:00
residual.vcproj added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
resource.cpp Enable some hacky non-portable text drawing until I get my LAF font code working. X11-only at the moment (although a Windows equiv should be easy). Note that this breaks Copal's computer again, for some LUA'ish reason involving the parameter table sent to ChangeTextObject. Cleaned up a bit of code and renamed ColorMap class to CMap to prevent conflict against X headers. 2003-10-05 17:45:46 +00:00
resource.h Enable some hacky non-portable text drawing until I get my LAF font code working. X11-only at the moment (although a Windows equiv should be easy). Note that this breaks Copal's computer again, for some LUA'ish reason involving the parameter table sent to ChangeTextObject. Cleaned up a bit of code and renamed ColorMap class to CMap to prevent conflict against X headers. 2003-10-05 17:45:46 +00:00
scene.cpp Enable some hacky non-portable text drawing until I get my LAF font code working. X11-only at the moment (although a Windows equiv should be easy). Note that this breaks Copal's computer again, for some LUA'ish reason involving the parameter table sent to ChangeTextObject. Cleaned up a bit of code and renamed ColorMap class to CMap to prevent conflict against X headers. 2003-10-05 17:45:46 +00:00
scene.h Enable some hacky non-portable text drawing until I get my LAF font code working. X11-only at the moment (although a Windows equiv should be easy). Note that this breaks Copal's computer again, for some LUA'ish reason involving the parameter table sent to ChangeTextObject. Cleaned up a bit of code and renamed ColorMap class to CMap to prevent conflict against X headers. 2003-10-05 17:45:46 +00:00
screen.cpp Removed my hack as Endy had fixed it a few hours before me 2003-09-21 12:28:51 +00:00
screen.h Update makefiles, fix screenblock compilation (memcpy include and file newlines) 2003-08-30 18:05:48 +00:00
smush.cpp added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
smush.h added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
sound.cpp added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
sound.h added mixer code, handle smush sound, handle smush filenames in lua 2003-12-12 21:17:31 +00:00
stdafx.h changes types as in scummvm, split vima codec to seperate file, added smush code, added hack in lua for play smush currently only intro, output gfx and sound(no mixer yet) 2003-12-12 08:39:07 +00:00
textobject.cpp Fix residual crosscompile, add (untested) temp font support under Win32 2003-10-11 09:18:05 +00:00
textobject.h Enable some hacky non-portable text drawing until I get my LAF font code working. X11-only at the moment (although a Windows equiv should be easy). Note that this breaks Copal's computer again, for some LUA'ish reason involving the parameter table sent to ChangeTextObject. Cleaned up a bit of code and renamed ColorMap class to CMap to prevent conflict against X headers. 2003-10-05 17:45:46 +00:00
textsplit.cpp vsscanf isn't part of the the standard, and hence not in the std:: namespace (at least over here). If this causes problems for somebody, please flag me and we can work out a solution 2003-08-25 19:21:00 +00:00
textsplit.h Some set objects (eg, 'al') do not have ZBuffers. 2003-08-18 13:59:33 +00:00
TODO Fix residual crosscompile, add (untested) temp font support under Win32 2003-10-11 09:18:05 +00:00
vector3d.h Implemented the basic matrix system in the models. 2003-08-28 01:55:48 +00:00
vima.cpp changes types as in scummvm, split vima codec to seperate file, added smush code, added hack in lua for play smush currently only intro, output gfx and sound(no mixer yet) 2003-12-12 08:39:07 +00:00
walkplane.cpp Add sector on/off function. Need to work out why elevator doesn't work properly. 2003-10-12 13:04:46 +00:00
walkplane.h Add sector on/off function. Need to work out why elevator doesn't work properly. 2003-10-12 13:04:46 +00:00

Residual: A LucasArts 3D game interpreter            Version 0.01-CVS
(C) 2003- The ScummVM-Residual team                  Last Updated: 11th Oct 2003
--------------------------------------------------------------------------------

What is Residual?
-----------------
Residual is a ScummVM (http://www.scummvm.org/) sub-project to play LucasArts'
LUA-bassed 3D adventures. The 2D adventures based on the SCUMM-engine can be run
by the main ScummVM software, Residual handles the residual (remaining) games.
It is also a word pun, as the engine used in the first LUA-based adventure was
gamed GrimE, which is a residue. Residual is an OpenGL program, and requirs a
3D card and OpenGL support.

What games does it support?
---------------------------
Residual is a very new project, and still very much in an alpha stage. Currently
it contains some support for Grim Fandango. We hope to later be able to support 
the other LucasArts LUA-based title 'Escape from Monkey Island'.

How do I run Residual?
----------------------
Again, as Residual is still under heavy development, it is not yet stable, easy
to use, nor complete. However, if you do wish to try it you can do so by:

UNIX:
     Create a ~/.residualrc file, containing the following lines:
       DataDir=[path to all the .lab files]
       good_times=TRUE

Win32:
     Copy 'residual.exe' into the directory containing your .lab files, and
create a file in this directory called 'residual.ini'. This file should contain
the lines:
       DataDir=.
       good_times=TRUE

Residual understands two options: '-zbuffer' which enables masking, and '-screenblocks'
which is a (currently broken) attempt to speed up masking on older cards.

It runs really slow when using -zbuffer!
----------------------------------------
A large portion of older cards (Such as 3dfx cards, Radeon 7500 and earlier,
Matrox G4xx series cards, etc) do not have a fast glDrawPixels implementation.
Unix users can achieve a usable speed by using Mesa 5.0 or newer, but people
unable to upgrade or Windows users are stuck.

We do have a possible solution (-screenblocks), however it is experimental
untested, and currently will thrash memory and potentially crash.

What is the state of Residual? 
------------------------------- 
Many features are not yet supported. 2D graphics are not yet drawn, nor do we
use the built-in fonts. You can, however, still interact with objects that are
not drawn (such as the mail tube). It may crash. Walking is not quite right.
There is no lighting.

The game itself is in a fairly decent state, and you can play at least up until
you retrieve your first customer. The default Grim keys 
use, 'p' to pickup and 'i' for inventory) will let you interact with things and
actually 'play' it.

What are the default keys?
--------------------------
Arrow keys : Movement
e,u,p,i    : Examine, Use, Pickup, Inventory
Shift      : Hold while moving, to 'Run'
Enter      : Selects items in inventory, conversation, etc
Escape     : Exits out of some screens
q          : Quit 

How do I report bugs?
---------------------
See above. There is no point yet.

What else should I know?
------------------------
  * Exit with 'q', and don't press f1, as things will go loopy.
  * Won't compile in MSVC (see TODO), but will on MingW32
  * See TODO for other stuff

ScummVM-Residual Team Credits:
------------------------------
ScummVM-Residual Team Credits:
 Daniel Schepler         Initial engine codebase & LUA upgrades
 James Brown          	 ScummVM project leader, core engine developer
 Vincent Hamm            Some core engine code
 Lionel Ulmer            OpenGL optimisations
 Pawel Kolodziejski      Future SMUSH/iMUSE implemention

Special Thanks To:
------------------ 
 The LUA developers, for creating a nice compact script interpreter.
 
 Tim Schafer, for obvious reasons, and everybody else who helped make
 Grim Fandango a brilliant game; and the EMI team for giving it their
 best try.
 
 Bret Mogilefsky, for managing to create a SPUTM-style 3D LUA engine,
 and avoiding the horrible hack it could have been.