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123 lines
4.6 KiB
Plaintext
123 lines
4.6 KiB
Plaintext
Residual: A LucasArts 3D game interpreter Version: 0.04-CVS
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(C) 2003-2004 The ScummVM-Residual team Last Updated: 11 Sept 2004
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------------------------------------------------------------------------------
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What is Residual?
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-----------------
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Residual is a ScummVM (http://www.scummvm.org/) sub-project to play LucasArts'
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LUA-based 3D adventures, such as Grim Fandango. Residual is an OpenGL program,
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and requires a 3D card with working OpenGL support.
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The main ScummVM program can run LucasArts 2D SCUMM adventures (among others).
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Residual is named such as it aims to do the same for the residual (remaining)
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games. It is also a word pun, as the engine used in these LUA-based adventure
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is called GrimE (as opposed to SCUMM). Grime is a type of residue.
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What games does it support?
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---------------------------
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Residual is a fairly new project and slow developing project, and is still very
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much considered alpha. Currently it contains initial support for Grim Fandango.
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It is possible, but far from promised, that we can support the other LucasArts
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LUA-based title 'Escape from Monkey Island' in the distant future.
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How do I run Residual?
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----------------------
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As Residual is still under heavy development, it is not yet stable, easy
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to use, nor complete. Some technical ability is required.
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UNIX:
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Create a ~/.residualrc file, containing the following lines:
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DataDir=[path to all the .lab files]
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good_times=TRUE
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Win32:
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Copy 'residual.exe' into the directory containing your .lab files, and
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create a file in this directory called 'residual.ini'. This file should contain
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the lines:
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DataDir=.
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good_times=TRUE
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Residual understands two command-line options: '-zbuffer' which enables masking
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and '-screenblocks' which is a (currently broken) attempt to speed up masking
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on older cards.
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It runs really slow when using -zbuffer!
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----------------------------------------
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A large portion of older cards (Such as 3dfx cards, Radeon 7500 and earlier,
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Matrox G4xx series cards, etc) do not have a fast glDrawPixels implementation.
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Unix users may be able to achieve playable framerates by using Mesa 5.0 or
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above, but people unable to upgrade or Windows users are stuck. We do have a
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possible solution (-screenblocks), however it is experimental, untested, and
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currently will thrash memory and crash.
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What is the state of Residual?
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-------------------------------
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Basic gameplay works, including cutscenes. Some of the game is playable,
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but many features are either missing or unstable. There are no menus,
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save/load features, lighting, etc. Crashes are likely.
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What are the default keys?
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--------------------------
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e,u,p,i : Examine, Use, Pickup, Inventory
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Arrow keys : Movement
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Shift : Hold to run
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Enter : Selects items in inventory, conversation, etc
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Escape : Skips cutscenes, exits certain screens
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q : Quit
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Development/debug keys from the original game
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---------------------------------------------
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Ctrl + e : Enter lua string to execute
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Ctrl + g : Jump to set
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Ctrl + i : Toggle walk boxes
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Ctrl + l : Toggle lighting
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Ctrl + n : Display background name
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Ctrl + o : Create a door
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Ctrl + p : Execute patch file
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Ctrl + s : Turn on cursor
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Ctrl + u : Create a new object
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Ctrl + v : print the value of a variable
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Alt + n : Next viewpoint
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Apt + p : Prev viewpoint
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Alt + s : Run lua script
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Shift + n : Next set
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Shift + p : Prev set
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Shift + o : Toggle object names
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F3 : Toggle sector editor
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Home : Go to default position in current set
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j : Enter jump number
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How do I report bugs?
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---------------------
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Don't. Residual is very alpha and we KNOW it doesn't work right.
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What else should I know?
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------------------------
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* Exit with 'q', and don't press f1, as things will go loopy.
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* See TODO for other stuff
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Credits:
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------------------------------
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ScummVM-Residual Team:
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James 'Ender' Brown Core developer. ScummVM co-lead dev
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Pawel 'aquadran' Kolodziejski Core developer. SMUSH implemention
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Contributors:
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Daniel Schepler Initial engine codebase, LUA support
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Vincent Hamm Various engine code
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Lionel 'bbrox' Ulmer OpenGL optimisations
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Ori 'salty-horse' Avtalion Lipsync support
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Special Thanks To:
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------------------
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The LUA developers, for creating a nice compact script interpreter.
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Tim Schafer, for obvious reasons, and everybody else who helped make
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Grim Fandango a brilliant game; and the EMI team for giving it their
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best try.
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Bret Mogilefsky, for managing to create a SPUTM-style 3D LUA engine,
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and avoiding the horrible hack it could have been.
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