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78 lines
2.5 KiB
Plaintext
78 lines
2.5 KiB
Plaintext
Residual Team
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*************
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Project Leader
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--------------
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Pawel Kolodziejski
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Engine Teams
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------------
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Grim:
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James Brown - Core developer
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Pawel Kolodziejski - Core developer. SMUSH, iMUSE implemention
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Grim Contributors:
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If you have contributed to this engine then you deserve to be on this
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list. Contact us and we'll add you.
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Torbjorn Andersson - Various code fixes
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Ori Avtalion - Lipsync, LAF support
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Marcus Comstedt - Dreamcast port
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Andrea Corna - Improved font support, patch extractor
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Jonathan Gray - Various code fixes
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Vincent Hamm - Various engine code
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Erich Hoover - x86-64, various fixes and comments, menu
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support, improved state support
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Travis Howell - Various code fixes, Windows port
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Joost Peters - Various code fixes
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Christian Neumair - Various optimisation patches
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Daniel Schepler - Initial engine codebase, LUA support
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Pino Toscano - Debian GNU/Linux package files
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Lionel Ulmer - OpenGL optimisations
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ScummVM code
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************
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Residual use some ScummVM common code. Copyrights for this code belongs to
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persons listed below. If you are missed in this list contact us and we'll
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add you.
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Torbjorn Andersson
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Chris Apers
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Bertrand Augereau
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James Brown
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Jamieson Christian
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Robert Goeffringmann
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Jonathan Gray
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Vincent Hamm
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Ruediger Hanke
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Max Horn
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Filippos Karapetis
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Oliver Kiehl
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Pawel Kolodziejski
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Andrew Kurushin
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Claudio Matsuoka
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Gregory Montoir
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Kostas Nakos
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Willem Jan Palenstijn
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Lars Persson
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Kari Salminen
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Eugene Sandulenko
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Johannes Schickel
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Ludvig Strigeus
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Lionel Ulmer
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Jordi Vilalta
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Robin Watts
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agent-q
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arisme
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peres
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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 Grim
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Fandango a brilliant game; and the EMI team for giving it their best try.
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Bret Mogilefsky, for managing to create a SPUTM-style 3D LUA engine, and
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avoiding the horrible hack it could have been.
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