ScummVM main repository
Go to file
2004-12-31 20:17:43 +00:00
dists imuse is now compilable 2004-12-29 06:32:07 +00:00
imuse disable usage separate file handle, i need more info. 2004-12-31 20:17:43 +00:00
lua experimental save/restore lua state, still problem with double free while closing lua after previous restore state 2004-12-30 08:04:55 +00:00
mixer synced mixer with main tree and adapt code 2004-12-10 21:13:03 +00:00
tools fixed makefile 2004-10-07 20:35:29 +00:00
.cvsignore Reinstate dependency calculation for Unix-g++ builds. 2003-08-17 04:22:18 +00:00
actor.cpp - removed/disabled current sound code, will be replaced with imuse 2004-12-28 08:05:18 +00:00
actor.h - removed/disabled current sound code, will be replaced with imuse 2004-12-28 08:05:18 +00:00
bitmap.cpp changed to proper convetion naming 2004-12-10 07:26:03 +00:00
bitmap.h changed to proper convetion naming 2004-12-10 07:26:03 +00:00
bits.h fixed some warnings 2004-10-06 18:59:23 +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 format "_" in names, 2004-12-09 23:55:43 +00:00
colormap.h format "_" in names, 2004-12-09 23:55:43 +00:00
COPYING Rename license file. 2004-03-05 03:18:51 +00:00
costume.cpp - removed/disabled current sound code, will be replaced with imuse 2004-12-28 08:05:18 +00:00
costume.h changed to proper convetion naming 2004-12-10 07:26:03 +00:00
debug.cpp format "_" in names, 2004-12-09 23:55:43 +00:00
debug.h a simple fps monitor 2004-04-15 20:20:04 +00:00
driver_gl.cpp changed to proper convetion naming 2004-12-10 07:26:03 +00:00
driver_gl.h format "_" in names, 2004-12-09 23:55:43 +00:00
engine.cpp forgot to add flushTracks() call 2004-12-31 20:11:09 +00:00
engine.h - allow reset lua global tables, 2004-12-25 18:23:07 +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 changed to proper convetion naming 2004-12-10 07:26:03 +00:00
keyframe.h changed to proper convetion naming 2004-12-10 07:26:03 +00:00
lab.cpp changed to proper convetion naming 2004-12-10 07:26:03 +00:00
lab.h changed to proper convetion naming 2004-12-10 07:26:03 +00:00
lipsynch.cpp format "_" in names, 2004-12-09 23:55:43 +00:00
lipsynch.h format "_" in names, 2004-12-09 23:55:43 +00:00
localize.cpp changed to proper convetion naming 2004-12-10 07:26:03 +00:00
localize.h changed to proper convetion naming 2004-12-10 07:26:03 +00:00
lua.cpp attach imuse to lua commands scripts 2004-12-30 22:38:53 +00:00
lua.h changed to proper convetion naming 2004-12-10 07:26:03 +00:00
main.cpp imuse is now compilable 2004-12-29 06:32:07 +00:00
Makefile forgot whole branch 2004-10-06 19:13:52 +00:00
Makefile.common Fix residuals make clean 2004-12-31 02:54:56 +00:00
Makefile.cross forgot whole branch 2004-10-06 19:13:52 +00:00
Makefile.mingw Alter wiin32 dist paths 2004-12-16 06:41:57 +00:00
material.cpp changed to proper convetion naming 2004-12-10 07:26:03 +00:00
material.h changed to proper convetion naming 2004-12-10 07:26:03 +00:00
matrix3.cpp format "_" in names, 2004-12-09 23:55:43 +00:00
matrix3.h format "_" in names, 2004-12-09 23:55:43 +00:00
matrix4.cpp format "_" in names, 2004-12-09 23:55:43 +00:00
matrix4.h format "_" in names, 2004-12-09 23:55:43 +00:00
model.cpp format "_" in names, 2004-12-09 23:55:43 +00:00
model.h format "_" in names, 2004-12-09 23:55:43 +00:00
objectstate.cpp format "_" in names, 2004-12-09 23:55:43 +00:00
objectstate.h format "_" in names, 2004-12-09 23:55:43 +00:00
README Lipsync support by salty-horse. Now rejoice! REJOIIIIICE! 2004-09-11 14:09:43 +00:00
registry.cpp changed to proper convetion naming 2004-12-10 07:26:03 +00:00
registry.h changed to proper convetion naming 2004-12-10 07:26:03 +00:00
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 - removed/disabled current sound code, will be replaced with imuse 2004-12-28 08:05:18 +00:00
resource.h - removed/disabled current sound code, will be replaced with imuse 2004-12-28 08:05:18 +00:00
scene.cpp changed to proper convetion naming 2004-12-10 07:26:03 +00:00
scene.h changed to proper convetion naming 2004-12-10 07:26:03 +00:00
screen.cpp format "_" in names, 2004-12-09 23:55:43 +00:00
screen.h format "_" in names, 2004-12-09 23:55:43 +00:00
smush.cpp disable usage separate file handle, i need more info. 2004-12-31 20:17:43 +00:00
smush.h removed mutex 2004-04-28 18:32:50 +00:00
stdafx.h - cleanup func names, 2004-12-26 12:40:37 +00:00
textobject.cpp format "_" in names, 2004-12-09 23:55:43 +00:00
textobject.h format "_" in names, 2004-12-09 23:55:43 +00:00
textsplit.cpp changed to proper convetion naming 2004-12-10 07:26:03 +00:00
textsplit.h changed to proper convetion naming 2004-12-10 07:26:03 +00:00
timer.cpp rename create/delete_mutex to proper naming, 2004-12-10 20:33:31 +00:00
timer.h mutex was not set to variable before 2004-03-27 15:41:32 +00:00
TODO update 2004-12-30 08:22:01 +00:00
vector3d.h format "_" in names, 2004-12-09 23:55:43 +00:00
vima.cpp cleanup 2004-12-28 18:21:05 +00:00
walkplane.cpp format "_" in names, 2004-12-09 23:55:43 +00:00
walkplane.h format "_" in names, 2004-12-09 23:55:43 +00:00

Residual: A LucasArts 3D game interpreter           Version:      0.04-CVS
(C) 2003-2004 The ScummVM-Residual team             Last Updated: 11 Sept 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? 
------------------------------- 
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 implemention

Contributors:
 Daniel Schepler                    Initial engine codebase, LUA support
 Vincent Hamm                       Various engine code
 Lionel 'bbrox' Ulmer               OpenGL optimisations
 Ori 'salty-horse' Avtalion         Lipsync support

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.