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dists | ||
lua | ||
mixer | ||
tools | ||
.cvsignore | ||
actor.cpp | ||
actor.h | ||
bitmap.cpp | ||
bitmap.h | ||
bits.h | ||
blocky16.cpp | ||
blocky16.h | ||
color.h | ||
colormap.h | ||
COPYING | ||
costume.cpp | ||
costume.h | ||
debug.cpp | ||
debug.h | ||
driver_gl.cpp | ||
driver_gl.h | ||
engine.cpp | ||
engine.h | ||
font.h | ||
keyframe.cpp | ||
keyframe.h | ||
lab.cpp | ||
lab.h | ||
localize.cpp | ||
localize.h | ||
lua.cpp | ||
lua.h | ||
main.cpp | ||
Makefile | ||
Makefile.common | ||
Makefile.cross | ||
Makefile.mingw | ||
material.cpp | ||
material.h | ||
matrix3.cpp | ||
matrix3.h | ||
matrix4.cpp | ||
matrix4.h | ||
model.cpp | ||
model.h | ||
objectstate.cpp | ||
objectstate.h | ||
README | ||
registry.cpp | ||
registry.h | ||
residual.kdevprj | ||
residual.rc | ||
resource.cpp | ||
resource.h | ||
scene.cpp | ||
scene.h | ||
screen.cpp | ||
screen.h | ||
smush.cpp | ||
smush.h | ||
sound.cpp | ||
sound.h | ||
stdafx.h | ||
textobject.cpp | ||
textobject.h | ||
textsplit.cpp | ||
textsplit.h | ||
timer.cpp | ||
timer.h | ||
TODO | ||
vector3d.h | ||
vima.cpp | ||
walkplane.cpp | ||
walkplane.h |
Residual: A LucasArts 3D game interpreter Version: 0.03-CVS (C) 2003-2004 The ScummVM-Residual team Last Updated: 26th Mar 2004 ------------------------------------------------------------------------------- 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 two command-line options: '-zbuffer' which enables masking and '-screenblocks' which is a (currently broken) attempt to speed up masking on older cards. 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 are stuck. We do have a possible solution (-screenblocks), however it is experimental, untested, and currently will thrash memory and crash. What is the state of Residual? ------------------------------- Many features are not yet supported. Cutscenes work, you can interact with objects and play at least some of the game. HOWEVER: It may crash. There is no lighting, menus, save/load, etc. 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 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 Brown Core developer. ScummVM co-lead dev. Pawel Kolodziejski Core developer. SMUSH implemention. Contributors: Daniel Schepler Initial engine code and LUA tweaks. Vincent Hamm Various engine code Lionel Ulmer OpenGL optimisations 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.