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2003-08-31 13:20:28 +00:00
lua Fixed residual to work on win32 (asside from the HASH problem that seems unused) 2003-08-25 21:31:24 +00:00
tools Make all tools in tools/Makefile by default. 2003-08-22 11:07:19 +00:00
.cvsignore Reinstate dependency calculation for Unix-g++ builds. 2003-08-17 04:22:18 +00:00
actor.cpp Implemented the basic matrix system in the models. 2003-08-28 01:55:48 +00:00
actor.h A bit more code for the lookAt system 2003-08-26 09:36:47 +00:00
bitmap.cpp more on the screenBlock thingy 2003-08-30 19:04:07 +00:00
bitmap.h early screenblock commit 2003-08-30 17:58:33 +00:00
bits.h BE floats are the same as LE floats, just byteswapped 2003-08-25 19:20:51 +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 Implemented the basic matrix system in the models. 2003-08-28 01:55:48 +00:00
costume.h Implemented the basic matrix system in the models. 2003-08-28 01:55:48 +00:00
debug.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
debug.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
engine.cpp somehow fixed screenblocks location 2003-08-31 13:20:28 +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 added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
keyframe.cpp Implemented the basic matrix system in the models. 2003-08-28 01:55:48 +00:00
keyframe.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
lab.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
lab.h added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
localize.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
localize.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
lua.cpp A bit more code for the lookAt system 2003-08-26 09:36:47 +00:00
lua.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
lua.vcproj One more try to fix the WIN32 port 2003-08-25 19:47:54 +00:00
main.cpp Udate mingw makefile, restore mingw console output. 2003-08-29 12:10:53 +00:00
Makefile Update makefiles, fix screenblock compilation (memcpy include and file newlines) 2003-08-30 18:05:48 +00:00
Makefile.cross Update makefiles, fix screenblock compilation (memcpy include and file newlines) 2003-08-30 18:05:48 +00:00
Makefile.mingw Update makefiles, fix screenblock compilation (memcpy include and file newlines) 2003-08-30 18:05:48 +00:00
material.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
material.h renamed all .cc to cpp and all .hh to .h 2003-08-15 19:41:26 +00:00
matrix3.cpp fix compile under linux 2003-08-28 02:01:48 +00:00
matrix3.h fix compile under linux 2003-08-28 02:01:48 +00:00
matrix4.cpp fix compile under linux 2003-08-28 02:01:48 +00:00
matrix4.h fix compile under linux 2003-08-28 02:01:48 +00:00
mixer.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
mixer.h added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
model.cpp somehow fixed screenblocks location 2003-08-31 13:20:28 +00:00
model.h more on the screenBlock thingy 2003-08-30 19:04:07 +00:00
README Add note regarding abismal FPS on the many cards without a speedy glDrawPixels implementation. 2003-08-24 14:12:22 +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.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 early screenblock commit 2003-08-30 17:58:33 +00:00
resource.cpp One more try to fix the WIN32 port 2003-08-25 19:47:54 +00:00
resource.h Major overhaul and simplification of the construction method for 2003-08-20 14:29:59 +00:00
scene.cpp early screenblock commit 2003-08-30 17:58:33 +00:00
scene.h early screenblock commit 2003-08-30 17:58:33 +00:00
screen.cpp somehow fixed screenblocks location 2003-08-31 13:20:28 +00:00
screen.h Update makefiles, fix screenblock compilation (memcpy include and file newlines) 2003-08-30 18:05:48 +00:00
sound.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
sound.h added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
stdafx.h added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
textobject.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +00:00
textobject.h Whoops, forgot to commit these files last night :) 2003-08-22 05:53:29 +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
TODO update todo 2003-08-25 05:18:47 +00:00
vector3d.h Implemented the basic matrix system in the models. 2003-08-28 01:55:48 +00:00
walkplane.cpp added windows target, hash maps still not compilable for resource.cpp 2003-08-24 17:56:03 +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: 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.