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2004-05-07 21:36:14 +00:00
dists update 2004-03-26 07:11:38 +00:00
lua Big Endian fix 2004-04-12 15:24:25 +00:00
mixer Ignore *.d files in mixer/. 2004-03-24 10:38:39 +00:00
tools Add set2fig debugging tool. 2004-03-25 12:52:07 +00:00
.cvsignore Reinstate dependency calculation for Unix-g++ builds. 2003-08-17 04:22:18 +00:00
actor.cpp Snap actors to walk boxes when appropriate. This (apparently) fixes a 2004-03-26 09:28:13 +00:00
actor.h Implemented GetActorPuckVector and IsActorResting. Also rearranged 2004-03-25 15:43:05 +00:00
bitmap.cpp moved opengl stuff into driver_gl 2004-04-19 09:56:34 +00:00
bitmap.h moved opengl stuff into driver_gl 2004-04-19 09:56:34 +00:00
bits.h detect and define MACOSX 2004-05-02 11:34:40 +00:00
blocky16.cpp Make SMUSH (more) alignment-safe 2004-05-07 21:36:14 +00:00
blocky16.h update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
color.h update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
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COPYING Rename license file. 2004-03-05 03:18:51 +00:00
costume.cpp Implemented playing chores for walking, turning, mumbling. 2004-03-24 01:36:05 +00:00
costume.h Implemented playing chores for walking, turning, mumbling. 2004-03-24 01:36:05 +00:00
debug.cpp update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
debug.h a simple fps monitor 2004-04-15 20:20:04 +00:00
driver_gl.cpp moved opengl stuff into driver_gl 2004-04-19 09:56:34 +00:00
driver_gl.h moved opengl stuff into driver_gl 2004-04-19 09:56:34 +00:00
engine.cpp moved 2d stuff as first before 3d 2004-04-20 18:54:04 +00:00
engine.h forgot to commit 2004-03-20 08:22:51 +00:00
font.h Add builtin font for GUI, etc. Replace platform-dependant font hack with new builtin font. 2004-03-28 11:00:16 +00:00
keyframe.cpp update copyright date, some formating stuff, rest later 2004-02-24 21:09:53 +00:00
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lua.cpp add stub for MakeTextObject key center 2004-04-16 12:01:36 +00:00
lua.h added movieTime stuff, now it try handle subtitles for smush 2004-03-03 21:43:34 +00:00
main.cpp fixed warning 2004-04-20 07:40:14 +00:00
Makefile detect and define MACOSX 2004-05-02 11:34:40 +00:00
Makefile.common Fix compilation (on OSX) 2004-04-05 19:06:44 +00:00
Makefile.cross Merge Makefiles a bit 2004-04-05 02:00:33 +00:00
Makefile.mingw Merge Makefiles a bit 2004-04-05 02:00:33 +00:00
material.cpp moved opengl stuff into driver_gl 2004-04-19 09:56:34 +00:00
material.h moved opengl stuff into driver_gl 2004-04-19 09:56:34 +00:00
matrix3.cpp more cleanup 2004-02-25 08:45:56 +00:00
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matrix4.cpp more cleanup 2004-02-25 08:45:56 +00:00
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model.cpp moved opengl stuff into driver_gl 2004-04-19 09:56:34 +00:00
model.h moved opengl stuff into driver_gl 2004-04-19 09:56:34 +00:00
objectstate.cpp Implement animated bitmaps. 2004-03-23 10:38:02 +00:00
objectstate.h Implement animated bitmaps. 2004-03-23 10:38:02 +00:00
README Update residual docs 2004-03-25 17:19:19 +00:00
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residual.kdevprj added simple and empty kdevelop project file 2003-12-17 20:53:01 +00:00
residual.rc ops 2004-03-14 16:05:22 +00:00
resource.cpp update copyright date, some formating stuff, rest later 2004-02-24 22:43:32 +00:00
resource.h Implement drawing bitmapped objects. 2004-03-22 11:23:37 +00:00
scene.cpp Snap actors to walk boxes when appropriate. This (apparently) fixes a 2004-03-26 09:28:13 +00:00
scene.h Snap actors to walk boxes when appropriate. This (apparently) fixes a 2004-03-26 09:28:13 +00:00
screen.cpp cleanup 2004-02-25 08:51:19 +00:00
screen.h update copyright date, some formating stuff 2004-02-25 08:21:31 +00:00
smush.cpp removed mutex 2004-04-28 18:32:50 +00:00
smush.h removed mutex 2004-04-28 18:32:50 +00:00
sound.cpp Fix a typo which prevented ImSetSequence from working. 2004-03-25 16:02:58 +00:00
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stdafx.h update copyright date, some formating stuff 2004-02-25 08:21:31 +00:00
textobject.cpp Add builtin font for GUI, etc. Replace platform-dependant font hack with new builtin font. 2004-03-28 11:00:16 +00:00
textobject.h update copyright date, some formating stuff 2004-02-25 08:21:31 +00:00
textsplit.cpp update copyright date, some formating stuff 2004-02-25 08:21:31 +00:00
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timer.cpp this comment doesn't apply for SDL 2004-03-27 18:30:04 +00:00
timer.h mutex was not set to variable before 2004-03-27 15:41:32 +00:00
TODO Make SMUSH (more) alignment-safe 2004-05-07 21:36:14 +00:00
vector3d.h cleanup 2004-02-25 08:51:19 +00:00
vima.cpp update copyright date, some formating stuff 2004-02-25 08:21:31 +00:00
walkplane.cpp Snap actors to walk boxes when appropriate. This (apparently) fixes a 2004-03-26 09:28:13 +00:00
walkplane.h Snap actors to walk boxes when appropriate. This (apparently) fixes a 2004-03-26 09:28:13 +00:00

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.