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lua | ||
tools | ||
.cvsignore | ||
actor.cpp | ||
actor.h | ||
bitmap.cpp | ||
bitmap.h | ||
bits.h | ||
color.h | ||
colormap.h | ||
COPYING.lib | ||
costume.cpp | ||
costume.h | ||
debug.cpp | ||
debug.h | ||
engine.cpp | ||
engine.h | ||
hash_map.h | ||
keyframe.cpp | ||
keyframe.h | ||
lab.cpp | ||
lab.h | ||
localize.cpp | ||
localize.h | ||
lua.cpp | ||
lua.h | ||
lua.vcproj | ||
main.cpp | ||
Makefile | ||
Makefile.cross | ||
Makefile.mingw | ||
material.cpp | ||
material.h | ||
matrix3.cpp | ||
matrix3.h | ||
matrix4.cpp | ||
matrix4.h | ||
mixer.cpp | ||
mixer.h | ||
model.cpp | ||
model.h | ||
README | ||
registry.cpp | ||
registry.h | ||
residual.rc | ||
residual.sln | ||
residual.vcproj | ||
resource.cpp | ||
resource.h | ||
scene.cpp | ||
scene.h | ||
screen.cpp | ||
screen.h | ||
sound.cpp | ||
sound.h | ||
stdafx.h | ||
textobject.cpp | ||
textobject.h | ||
textsplit.cpp | ||
textsplit.h | ||
TODO | ||
vector3d.h | ||
walkplane.cpp | ||
walkplane.h |
Residual: A LucasArts 3D game interpreter Version 0.01-CVS (C) 2003- The ScummVM-Residual team Last Updated: 24st 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 It runs really slow! -------------------- 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 are working on this problem, however it is a tricky one and no easy solution has yet been found. 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. 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.