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2003-08-22 02:23:00 +00:00
lua Make find_script work on functions with debugging info. 2003-08-21 11:23:03 +00:00
tools Implemented -t switch for delua, which does translation on strings. 2003-08-22 02:23:00 +00:00
.cvsignore Reinstate dependency calculation for Unix-g++ builds. 2003-08-17 04:22:18 +00:00
actor.cpp Stop overlapping voices 2003-08-21 06:55:07 +00:00
actor.h Implement '.' sentence skipping, and other shutUpActor use 2003-08-21 06:51:02 +00:00
bitmap.cpp Disable TEXTURE_2D after background drawing to be in-line to what 2003-08-20 11:00:39 +00:00
bitmap.h Use texture engine to draw backdrops... Way faster now than before :-) 2003-08-20 10:30:07 +00:00
bits.h This isn't i386 specific, it's just endian specific 2003-08-17 15:41:33 +00:00
color.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
colormap.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
COPYING.lib Initial revision 2003-08-15 18:00:22 +00:00
costume.cpp Major overhaul and simplification of the construction method for 2003-08-20 14:29:59 +00:00
costume.h Major overhaul and simplification of the construction method for 2003-08-20 14:29:59 +00:00
debug.cpp renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
debug.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
engine.cpp Add textObject handling... havn't commited the drawing code yet, as it's buggy. 2003-08-21 15:42:36 +00:00
engine.h Add textObject handling... havn't commited the drawing code yet, as it's buggy. 2003-08-21 15:42:36 +00:00
hash_map.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
keyframe.cpp renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
keyframe.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
lab.cpp renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
lab.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
localize.cpp renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
localize.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
lua.cpp Add textObject handling... havn't commited the drawing code yet, as it's buggy. 2003-08-21 15:42:36 +00:00
lua.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
main.cpp fixed warnings 2003-08-21 07:40:45 +00:00
Makefile Add textObject handling... havn't commited the drawing code yet, as it's buggy. 2003-08-21 15:42:36 +00:00
Makefile.cross remove residual.exe for clean 2003-08-21 16:48:03 +00:00
Makefile.mingw Makefile updates 2003-08-21 15:43:23 +00:00
material.cpp renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
material.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
mixer.cpp Implement '.' sentence skipping, and other shutUpActor use 2003-08-21 06:51:02 +00:00
mixer.h Implement '.' sentence skipping, and other shutUpActor use 2003-08-21 06:51:02 +00:00
model.cpp renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
model.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
README Add textObject handling... havn't commited the drawing code yet, as it's buggy. 2003-08-21 15:42:36 +00:00
registry.cpp changed path to current directory, which should be the same game data 2003-08-21 18:40:02 +00:00
registry.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
resource.cpp Major overhaul and simplification of the construction method for 2003-08-20 14:29:59 +00:00
resource.h Major overhaul and simplification of the construction method for 2003-08-20 14:29:59 +00:00
scene.cpp Allow null-named lights 2003-08-20 08:01:17 +00:00
scene.h Move walkplane/sector code to seperate file 2003-08-19 07:20:03 +00:00
sound.cpp Clamp mixer values 2003-08-17 16:02:48 +00:00
sound.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
textsplit.cpp Some set objects (eg, 'al') do not have ZBuffers. 2003-08-18 13:59:33 +00:00
textsplit.h Some set objects (eg, 'al') do not have ZBuffers. 2003-08-18 13:59:33 +00:00
TODO Confirm that I'm working on walk boxes. 2003-08-21 08:48:28 +00:00
vector3d.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
walkplane.cpp Rough implementation of sector visibility. 2003-08-21 09:15:52 +00:00
walkplane.h Rough implementation of sector visibility. 2003-08-21 09:15:52 +00:00

Residual: A LucasArts 3D game interpreter            Version 0.01-CVS
(C) 2003- The ScummVM-Residual team                  Last Updated: 21st Aug 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

What is the state of Residual?
-------------------------------
Many features are not yet supported. 2D graphics and text are not yet drawn,
although you can interact with objects that do not appear (eg, the mail tube)
It may crash. There is no kind of zbuffering, so Manny is always 'in front'
of objects. You can walk off the screen and into places you should not be
able to. There is no lighting. Basically, not all that great.

However, the game itself is in a fairly decent state. You can (using the
default Grim keys, such as 'e' for examine, 'u' to use, 'p' to pickup and
'i' for inventory) interact with things and actually 'play' it.

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            Core engine developer
 Lionel Ulmer            OpenGL optimisations
 Pawel Kolodziejski      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.