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from ScummVM. SDL-specific time code has been moved into the new class DriverSDL, which now serves as a base class for DriverGL and DriverTinyGL. |
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dists | ||
imuse | ||
lua | ||
mixer | ||
tinygl | ||
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 | ||
driver_sdl.cpp | ||
driver_sdl.h | ||
driver_tinygl.cpp | ||
driver_tinygl.h | ||
driver.h | ||
engine.cpp | ||
engine.h | ||
font.cpp | ||
font.h | ||
keyframe.cpp | ||
keyframe.h | ||
lab.cpp | ||
lab.h | ||
lipsynch.cpp | ||
lipsynch.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 | ||
primitives.cpp | ||
primitives.h | ||
README | ||
registry.cpp | ||
registry.h | ||
residual.kdevprj | ||
residual.rc | ||
resource.cpp | ||
resource.h | ||
savegame.cpp | ||
savegame.h | ||
scene.cpp | ||
scene.h | ||
smush.cpp | ||
smush.h | ||
stdafx.h | ||
textobject.cpp | ||
textobject.h | ||
textsplit.cpp | ||
textsplit.h | ||
timer.cpp | ||
timer.h | ||
vector3d.h | ||
vima.cpp | ||
walkplane.cpp | ||
walkplane.h |
Residual: A LucasArts 3D game interpreter Version: 0.06a-CVS (C) 2003-2005 The ScummVM-Residual team Last Updated: 12 Aug 2005 ------------------------------------------------------------------------------ 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 for optimum playability. A software renderer is also included for machines without hardware OpenGL. 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 command-line options: '-zbuffer' enables masking for hardware 3d rendering. '-showfps' display fps information. '-soft' switch to software 3d renderering. 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 must use software renderer (-soft). 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 is no abilitity to save/load, etc. Crashes are likely. Game currently playable to: Meche leaves Manny again (Rubacava, Year 2) Caveats (in order of appearance): 1) Sound track destruction doesn't do quite a good enough job when entering the spider web area (sp.set) in the Petrified Forest 2) Video of Copal's death (among other movies) plays at *almost* 2x the correct speed, this causes buffer overflows in the audio. While hardcoding the speed to the correct value used by the other movies works, it is not a good fix and so it is not implemented 3) Sometimes the Demon Beavers get stuck on obstacles - open the menu for a moment and they will correct themselves 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 : Exit Dialog Menu Ctrl + c : Force Quit (from command-line) 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? ------------------------ * See TODO for other stuff Credits: ------------------------------ ScummVM-Residual Team: James 'Ender' Brown Core developer. ScummVM co-lead dev Pawel 'aquadran' Kolodziejski Core developer. SMUSH, iMUSE implemention Erich 'Compholio' Hoover x86-64, various fixes and comments, menu support, improved state support Contributors: Daniel Schepler Initial engine codebase, LUA support Vincent Hamm Various engine code Lionel 'bbrox' Ulmer OpenGL optimisations Ori 'salty-horse' Avtalion Lipsync, LAF support Andrea 'Yak Bizzarro' Corna Improved font 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.