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Pawel Kolodziejski 6603f24a28 update
2005-04-03 11:53:06 +00:00
dists update 2005-03-18 19:55:39 +00:00
imuse changed checks in imuse at the end of sound 2005-01-21 20:34:42 +00:00
lua patch fixes from Erich Hoover: 2005-04-03 11:00:49 +00:00
mixer fixed some mixer warnings 2005-01-12 22:37:24 +00:00
tinygl clenaup 2005-01-14 09:17:29 +00:00
tools ops 2005-01-14 08:05:19 +00:00
.cvsignore Reinstate dependency calculation for Unix-g++ builds. 2003-08-17 04:22:18 +00:00
actor.cpp patch fixes from Erich Hoover: 2005-04-03 11:33:28 +00:00
actor.h patch fixes from Erich Hoover: 2005-04-03 11:33:28 +00:00
bitmap.cpp added TinyGL driver as Residual software renderer 2005-01-12 18:06:43 +00:00
bitmap.h that is not used anymore 2005-01-21 21:21:07 +00:00
bits.h cleanup headers 2005-01-01 12:27:57 +00:00
blocky16.cpp cleanup headers 2005-01-01 12:27:57 +00:00
blocky16.h update copyrights 2005-01-01 10:23:18 +00:00
color.h update copyrights 2005-01-01 10:23:18 +00:00
colormap.h cleanup headers 2005-01-01 12:27:57 +00:00
COPYING Rename license file. 2004-03-05 03:18:51 +00:00
costume.cpp fixed some warnings 2005-01-12 23:28:47 +00:00
costume.h fixed some warnings 2005-01-12 23:28:47 +00:00
debug.cpp not needed anymore 2005-01-02 14:05:31 +00:00
debug.h droped screenblocks, it's a bit too slow(on windows 7500 ati i can't even wrote to zbuffer), it doesn't detect many areas, if even would it will increase rects a lot and speed slow down much. ... and adopting half screen overlays kill solution completly 2005-01-10 09:07:46 +00:00
driver_gl.cpp Implement a fullscreen mode. 2005-03-28 01:54:21 +00:00
driver_gl.h Implement a fullscreen mode. 2005-03-28 01:54:21 +00:00
driver_tinygl.cpp Implement a fullscreen mode. 2005-03-28 01:54:21 +00:00
driver_tinygl.h Implement a fullscreen mode. 2005-03-28 01:54:21 +00:00
driver.h Implement a fullscreen mode. 2005-03-28 01:54:21 +00:00
engine.cpp patch fixes from Erich Hoover: 2005-04-03 11:33:28 +00:00
engine.h rest of LAF support patch and my addons for driver drawing 2005-03-19 21:48:23 +00:00
font.cpp fix warnings 2005-03-20 15:48:58 +00:00
font.h fixed drawing 'spaces' in textobjects 2005-03-20 11:49:21 +00:00
keyframe.cpp droped screenblocks, it's a bit too slow(on windows 7500 ati i can't even wrote to zbuffer), it doesn't detect many areas, if even would it will increase rects a lot and speed slow down much. ... and adopting half screen overlays kill solution completly 2005-01-10 09:07:46 +00:00
keyframe.h update copyrights 2005-01-01 10:23:18 +00:00
lab.cpp cleanup headers 2005-01-01 12:27:57 +00:00
lab.h update copyrights 2005-01-01 10:23:18 +00:00
lipsynch.cpp changed checks in imuse at the end of sound 2005-01-21 20:34:42 +00:00
lipsynch.h handle sfx and voice by imuse 2005-01-01 21:07:52 +00:00
localize.cpp patch fixes from Erich Hoover: 2005-04-03 11:33:28 +00:00
localize.h update copyrights 2005-01-01 10:23:18 +00:00
lua.cpp patch fixes from Erich Hoover: 2005-04-03 11:33:28 +00:00
lua.h cleanup headers 2005-01-01 12:27:57 +00:00
main.cpp Implement a fullscreen mode. 2005-03-28 01:54:21 +00:00
Makefile cleanup headers 2005-01-01 12:27:57 +00:00
Makefile.common applied part of patch LAF code(only loading font data for now), rest is in progress. 2005-03-18 19:54:40 +00:00
Makefile.cross cleanup headers 2005-01-01 12:27:57 +00:00
Makefile.mingw cleanup headers 2005-01-01 12:27:57 +00:00
material.cpp dont load textures with 0 width/height to prevent alloc 0 sized buffer for tinygl 2005-01-13 20:21:12 +00:00
material.h added TinyGL driver as Residual software renderer 2005-01-12 18:06:43 +00:00
matrix3.cpp cleanup headers 2005-01-01 12:27:57 +00:00
matrix3.h update copyrights 2005-01-01 10:23:18 +00:00
matrix4.cpp update copyrights 2005-01-01 10:23:18 +00:00
matrix4.h update copyrights 2005-01-01 10:23:18 +00:00
model.cpp fixed some warnings 2005-01-12 23:28:47 +00:00
model.h cleanup headers 2005-01-01 12:27:57 +00:00
objectstate.cpp revert, that should not go before 2005-03-20 21:04:01 +00:00
objectstate.h cleanup headers 2005-01-01 12:27:57 +00:00
README update 2005-04-03 11:53:06 +00:00
registry.cpp cleanup headers 2005-01-01 12:27:57 +00:00
registry.h update copyrights 2005-01-01 10:23:18 +00:00
residual.kdevprj added simple and empty kdevelop project file 2003-12-17 20:53:01 +00:00
residual.rc update copyrights 2005-01-01 10:23:18 +00:00
resource.cpp applied part of patch LAF code(only loading font data for now), rest is in progress. 2005-03-18 19:54:40 +00:00
resource.h applied part of patch LAF code(only loading font data for now), rest is in progress. 2005-03-18 19:54:40 +00:00
scene.cpp added experimental light support, 2005-01-18 17:25:04 +00:00
scene.h added experimental light support, 2005-01-18 17:25:04 +00:00
smush.cpp fixed some warnings 2005-01-12 23:28:47 +00:00
smush.h cleanup headers 2005-01-01 12:27:57 +00:00
stdafx.h cleanup headers 2005-01-01 12:27:57 +00:00
textobject.cpp patch fixes from Erich Hoover: 2005-04-03 11:33:28 +00:00
textobject.h patch fixes from Erich Hoover: 2005-04-03 11:33:28 +00:00
textsplit.cpp cleanup headers 2005-01-01 12:27:57 +00:00
textsplit.h update copyrights 2005-01-01 10:23:18 +00:00
timer.cpp cleanup headers 2005-01-01 12:27:57 +00:00
timer.h update copyrights 2005-01-01 10:23:18 +00:00
TODO patch fixes from Erich Hoover: 2005-04-03 11:33:28 +00:00
vector3d.h Preliminary version of wall handling. Manny still gets stuck at walls, 2005-03-28 01:56:40 +00:00
vima.cpp fixed some warnings 2005-01-12 23:28:47 +00:00
walkplane.cpp Preliminary version of wall handling. Manny still gets stuck at walls, 2005-03-28 01:56:40 +00:00
walkplane.h Preliminary version of wall handling. Manny still gets stuck at walls, 2005-03-28 01:56:40 +00:00

Residual: A LucasArts 3D game interpreter           Version:      0.04-CVS
(C) 2003-2005 The ScummVM-Residual team             Last Updated: 03 Apr 2005
------------------------------------------------------------------------------

What is Residual?
-----------------
Residual is a ScummVM (http://www.scummvm.org/) sub-project to play LucasArts'
LUA-based 3D adventures, such as Grim Fandango. Residual is an OpenGL program,
and requires a 3D card with working OpenGL support.

The main ScummVM program can run LucasArts 2D SCUMM adventures (among others).
Residual is named such as it aims to do the same for the residual (remaining) 
games. It is also a word pun, as the engine used in these LUA-based adventure
is called GrimE (as opposed to SCUMM). Grime is a type of residue.

What games does it support?
---------------------------
Residual is a fairly new project and slow developing project, and is still very
much considered alpha. Currently it contains initial support for Grim Fandango.

It is possible, but far from promised, that we can support the other LucasArts
LUA-based title 'Escape from Monkey Island' in the distant future.

How do I run Residual?
----------------------
As Residual is still under heavy development, it is not yet stable, easy
to use, nor complete. Some technical ability is required.

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 command-line options: 
'-zbuffer' enables masking for hardware 3d rendering.
'-showfps' display fps information.
'-soft' switch to software 3d renderering.

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 may be able to achieve playable framerates by using Mesa 5.0 or
above, but people unable to upgrade or Windows users must use software
renderer (-soft).

What is the state of Residual? 
------------------------------- 
Basic gameplay works, including cutscenes. Some of the game is playable,
but many features are either missing or unstable. There are no menus,
save/load features, lighting, etc. Crashes are likely.

What are the default keys?
--------------------------
e,u,p,i    : Examine, Use, Pickup, Inventory
Arrow keys : Movement
Shift      : Hold to run
Enter      : Selects items in inventory, conversation, etc
Escape     : Skips cutscenes, exits certain screens
q          : Quit 

Development/debug keys from the original game
---------------------------------------------
Ctrl + e   : Enter lua string to execute
Ctrl + g   : Jump to set
Ctrl + i   : Toggle walk boxes
Ctrl + l   : Toggle lighting
Ctrl + n   : Display background name
Ctrl + o   : Create a door
Ctrl + p   : Execute patch file
Ctrl + s   : Turn on cursor
Ctrl + u   : Create a new object
Ctrl + v   : print the value of a variable
Alt + n    : Next viewpoint
Apt + p    : Prev viewpoint
Alt + s    : Run lua script
Shift + n  : Next set
Shift + p  : Prev set
Shift + o  : Toggle object names
F3         : Toggle sector editor
Home       : Go to default position in current set
j          : Enter jump number

How do I report bugs?
---------------------
Don't. Residual is very alpha and we KNOW it doesn't work right.

What else should I know?
------------------------
  * Exit with 'q', and don't press f1, as things will go loopy.
  * See TODO for other stuff

Credits:
------------------------------
ScummVM-Residual Team:
 James 'Ender' Brown          	    Core developer. ScummVM co-lead dev
 Pawel 'aquadran' Kolodziejski      Core developer. SMUSH, iMUSE implemention

Contributors:
 Daniel Schepler                    Initial engine codebase, LUA support
 Vincent Hamm                       Various engine code
 Lionel 'bbrox' Ulmer               OpenGL optimisations
 Ori 'salty-horse' Avtalion         Lipsync, LAF support
 Erich Hoover                       x86-64 and subtitles fixes

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.