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2004-02-24 21:09:53 +00:00
lua o Portability fixes 2003-12-18 22:54:01 +00:00
mixer update copyright date, some formating stuff, rest later 2004-02-24 08:20:45 +00:00
tools fixed code for Endy :) 2003-12-13 10:19:37 +00:00
.cvsignore Reinstate dependency calculation for Unix-g++ builds. 2003-08-17 04:22:18 +00:00
actor.cpp update copyright date, some formating stuff, rest later 2004-02-24 08:20:45 +00:00
actor.h update copyright date, some formating stuff, rest later 2004-02-24 08:20:45 +00:00
bitmap.cpp update copyright date, some formating stuff, rest later 2004-02-24 08:20:45 +00:00
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bits.h update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
blocky16.cpp update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
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colormap.h update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
COPYING.lib Initial revision 2003-08-15 18:00:22 +00:00
costume.cpp update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
costume.h update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
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lab.cpp update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
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localize.cpp update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
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lua.cpp update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
lua.h update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
lua.vcproj One more try to fix the WIN32 port 2003-08-25 19:47:54 +00:00
main.cpp update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
Makefile all build files in main makefile 2004-02-22 07:58:58 +00:00
Makefile.cross all build files in main makefile 2004-02-22 07:58:58 +00:00
Makefile.mingw all build files in main makefile 2004-02-22 07:58:58 +00:00
material.cpp update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
material.h update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +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 Update re: smush 2003-12-13 10:39:10 +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.kdevprj added simple and empty kdevelop project file 2003-12-17 20:53:01 +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 removed hash_map usage 2004-02-21 15:20:01 +00:00
resource.cpp Readd openNewStream function for gzdopen() via SMUSH 2003-12-13 11:03:42 +00:00
resource.h removed hash_map usage 2004-02-21 15:20:01 +00:00
scene.cpp Make things compile again. Allow escape to skip smush cutscenes. 2004-01-29 13:03:07 +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 each thread has own decompress temporary table 2004-02-22 08:22:31 +00:00
smush.h moved some stuff 2004-02-22 06:42:56 +00:00
sound.cpp each thread has own decompress temporary table 2004-02-22 08:22:31 +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 added timer code 2003-12-12 21:38:12 +00:00
textobject.cpp Start of attempt to abstract OpenGL from Residual 2004-01-23 11:10:59 +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
timer.cpp added timer code 2003-12-12 21:38:12 +00:00
timer.h added timer code 2003-12-12 21:38:12 +00:00
TODO update 2004-02-22 18:42:30 +00:00
vector3d.h A few valgrind fixes (hopefully) 2004-02-01 12:32:53 +00:00
vima.cpp each thread has own decompress temporary table 2004-02-22 08:22:31 +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: 13th Dec 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. 

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      SMUSH 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.