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author | Max Horn | 2009-05-29 14:38:56 +0000 |
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committer | Max Horn | 2009-05-29 14:38:56 +0000 |
commit | a4922dad008a5f77fb0da455c61cad857ea7a22e (patch) | |
tree | 1ee3e846c44b66eca559fe27d6485225d0239608 | |
parent | 608f855c9d42a46aed29056460d4ff3dcc01387c (diff) | |
download | scummvm-rg350-a4922dad008a5f77fb0da455c61cad857ea7a22e.tar.gz scummvm-rg350-a4922dad008a5f77fb0da455c61cad857ea7a22e.tar.bz2 scummvm-rg350-a4922dad008a5f77fb0da455c61cad857ea7a22e.zip |
Added most of the missing tools to scummvm/tools/README
svn-id: r41002
-rw-r--r-- | tools/README | 133 |
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. |