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authorMax Horn2009-05-29 14:38:56 +0000
committerMax Horn2009-05-29 14:38:56 +0000
commita4922dad008a5f77fb0da455c61cad857ea7a22e (patch)
tree1ee3e846c44b66eca559fe27d6485225d0239608
parent608f855c9d42a46aed29056460d4ff3dcc01387c (diff)
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Added most of the missing tools to scummvm/tools/README
svn-id: r41002
-rw-r--r--tools/README133
1 files changed, 88 insertions, 45 deletions
diff --git a/tools/README b/tools/README
index f9f15111df..dcd31d4c17 100644
--- a/tools/README
+++ b/tools/README
@@ -1,74 +1,117 @@
-This directory contains various tools which aid the ScummVM developers in their
-work. They are not intended for the general audience, and are only sparsely, if
-at all, documented. Use at your own risk. You've been warned :-)
+This directory contains various tools which aid the ScummVM developers
+in their work. They are not intended for the general audience, and are
+only sparsely, if at all, documented. Use at your own risk. You have
+been warned :-).
+
+
+agi-palex.py (buddha)
+------------
+ Tool for extracting palettes from Amiga AGI games' executables.
+
+
+construct-pred-dict.pl, extract-words-tok.pl (sev)
+--------------------------------------------
+ Tools related to predictive input for AGI engine.
convbdf
-------
- Tool which converts BDF fonts (BDF = Bitmap Distribution Format) to C++
- source. That source, after being slightly tweaked, can be used to
+ Tool which converts BDF fonts (BDF = Bitmap Distribution Format) to
+ C++ source. That source, after being slightly tweaked, can be used to
replace or add fonts for the ScummVM GUI.
- There is also a ttf2bdf tool which allows you to convert TrueType fonts
- to BDF.
+ There is also a ttf2bdf tool which allows you to convert TrueType
+ fonts to BDF.
- Hint from SumthinWicked: If you use ttf2bdf, it'll convert all glyphs to
- bitmaps, but ScummVM only needs some of them. So you may want to do your
- conversion like this:
+ Hint from SumthinWicked: If you use ttf2bdf, it'll convert all glyphs
+ to bitmaps, but ScummVM only needs some of them. So you may want to
+ do your conversion like this:
ttf2bdf -p SIZE -l "32_160" -o FONT.bdf FONT.ttf
where SIZE is replaced by the desired font height.
+create_drascula
+---------------
+ Stores a lot of hardcoded data of Drascula in a data file, based on
+ the game's original source code. This includes the game's character
+ map, item locations, several hardcoded arrays used in animations,
+ room script logic, talk sequence logic and all of the game's texts
+ (mostly the dialog subtitles) in English, Spanish, German, French
+ and Italian. This tool is used to create the drascula.dat file.
+
+
+create_igortbl (cyx)
+--------------
+ This tool generates the "IGOR.TBL" file.
+
+
+create_kyradat (LordHoto, athrxx)
+--------------
+ Extracts various static data from the original game executables.
+ This includes room tables in kyra1, various hardcoded language
+ strings in both kyra1 and kyra2, script data for the sequence
+ players of kyra1 and kyra2 and other static data. This tool is used
+ to create the kyra.dat file.
+
+
+create_lure (dreammaster)
+-----------
+ Extracts various static data from each of the different language
+ versions of the game executables. This includes character
+ animations, game scripts, and other static data. This tool creates
+ the lure.dat file.
+
+
credits.pl
----------
This perl script contains credits to the many people who helped with
- ScummVM, and it is used to create the credits lists that occur in various
- places, including the AUTHORS file, the about dialog, and our web site.
+ ScummVM, and it is used to create the credits lists that occur in
+ various places, including the AUTHORS file, the about dialog, and our
+ web site.
dist-scummvm.sh
---------------
- This shell script is used to create source release archives for ScummVM
- releases. After tagging a branch for release, you can invoke it like this:
+ This shell script is used to create source release archives for
+ ScummVM releases. After tagging a branch for release, you can invoke
+ it like this:
./dist-scummvm.sh scummvm 0.7.1
- Note #1: This creates .zip, .tar.bz2 and .tar.gz archives in /tmp by default.
- To do that it performs a "cvs export" in /tmp first. If you want to use
- another location, you can specify it as the thirds param to the script.
+ Note #1: This creates .zip, .tar.bz2 and .tar.gz archives in /tmp by
+ default. To do that it performs a "cvs export" in /tmp first. If you
+ want to use another location, you can specify it as the thirds param
+ to the script.
+
+ Note #2: This assumes that our naming conventions for release tags
+ are being followed. I.e. the tag must be named "release-0-7-1" in
+ the above example. You can, however, specify an alternate tag as the
+ fourth param.
- Note #2: This assumes that our naming conventions for release tags are
- being followed. I.e. the tag must be named "release-0-7-1" in the above
- example. You can, however, specify an alternate tag as the fourth param.
+ Note #3: Since SF.net anon CVS tends to lag behind developer CVS, if
+ you just tagged CVS, anon CVS may not yet have this. So if you are
+ in a hurry, modify the cvsroot in the script to use your dev CVS
+ account.
- Note #3: Since SF.net anon CVS tends to lag behind developer CVS, if you
- just tagged CVS, anon CVS may not yet have this. So if you are in a hurry,
- modify the cvsroot in the script to use your dev CVS account.
+
+make-scumm-fontdata (eriktorbjorn)
+-------------------
+ Tool that generates compressed font data used in SCUMM: To get rid of
+ a few kilobytes of hard-coded font data, we only store how the
+ French, German, Italian and Spanish fonts differ from the English one.
md5table
--------
- Used to convert scumm-md5.txt into a SCUMM header file, or alternatively
- PHP code for our website.
+ Used to convert scumm-md5.txt into a SCUMM header file, or
+ alternatively PHP code for our website.
-create_drascula
----------------
- Stores a lot of hardcoded data of Drascula in a data file, based on the game's
- original source code. This includes the game's character map, item locations,
- several hardcoded arrays used in animations, room script logic, talk sequence
- logic and all of the game's texts (mostly the dialog subtitles) in English,
- Spanish, German, French and Italian. This tool is used to create the drascula.dat
- file.
-
-create_kyradat
---------------
- Extracts various static data from the original game executables. This includes
- room tables in kyra1, various hardcoded language strings in both kyra1 and kyra2,
- script data for the sequence players of kyra1 and kyra2 and other static data.
- This tool is used to create the kyra.dat file.
-create_lure
------------
- Extracts various static data from each of the different language versions of the
- game executables. This includes character animations, game scripts, and other
- static data. This tool creates the lure.dat file.
+qtable (cyx)
+-------
+ This tool generates the "queen.tbl" file.
+
+
+skycpt (lavosspawn)
+-------
+ This tool generates the "SKY.CPT" file.