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authorFabio Battaglia2010-02-27 10:34:33 +0000
committerFabio Battaglia2010-02-27 10:34:33 +0000
commitdeab6f83cdf01be2528eb6be1d06837b0e249905 (patch)
tree37ebca91e45612267b426eb35323e0d661f13410 /backends/platform/n64
parent75a0022dff6dc861df04a517be88242bd9324f9a (diff)
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N64: Add a preliminary port specific readme
svn-id: r48144
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+ScummVM-N64 README
+==============================================================================
+
+Build cart images from sources
+==============================
+* TODO *
+
+
+Build cart images from binaries
+===============================
+
+ScummVM N64 cart images are composed by two parts: a binary with executable code
+and a romfs image, containing game datafiles and other useful data.
+Prebuilt binaries needs to be joined with a romfs image containing datafiles
+from _YOUR_ games.
+
+To generate a romfs image under linux/unix you need 'genromfs' tool from
+http://romfs.sourceforge.net/, create a directory, copy game data inside,
+and then generate the romfs image.
+
+[EXAMPLE]
+mkdir GAMEDATA
+cp -a ../games/mygamedata ./GAMEDATA
+genromfs -f ./ROMFS.img -d ./GAMEDATA -V romname
+
+This creates a ROMFS image with 'mygamedata' directory inside.
+Now you need to join this with the appropriate scummvm engine binary:
+
+[EXAMPLE]
+cat scummvm-bass.bin ROMFS.img > scummvm-bass.n64
+
+Now the last step, you need to fix the checksum of the image, there are various
+tools for this, i normally use ucon64.
+
+[EXAMPLE]
+ucon64 --n64 --chk scummvm-bass.n64
+
+This gives you a n64 cart image you can use with your flashcart/copier to play
+the game.
+
+* NOTE *
+Some copiers requires additional treatment of the cart image before uploading:
+the DoctorV64 for example requires the image to be byte-swapped and padded to
+the nearest 2mb multiple size. You can use ucon64 tool to perform these changes.
+
+[EXAMPLE]
+ucon64 --n64 --v64 --padn=16777216 scummvm-bass.n64
+
+You are then ready to upload the image to the cart and play!
+
+Saving & loading
+================
+
+ScummVM-N64 port supports two kind of saves: FlashRAM saves and controller pak saves.
+If both are detected, FlashRAM is used.
+
+WARNING!!! ScummVM-N64 currently _ERASES_ the data contained in your FlashRAM and
+controller PAK without warning!!! Plug those in only if you want to use their space
+for ScummVM saves.
+
+* Controller PAK:
+The PAK is a device plugged in the expansion port located underneath the gamepad, it
+contains at most 32 kilobytes of data, which makes it very limited for ScummVM use (a
+lot of games save size grows over 32kb when the game approaches the end). It contains
+battery backed up ram, so savegames might disappear if the battery runs off.
+
+* FlashRAM:
+FlashRAM is contained in some game carts (like Command & Conquer), it keeps 128 kilobytes
+of data at most, it's a little slower in saving than Controller PAK (it might show up as
+a few seconds delay when saving in-game), it keeps enough data for most (all) games supported
+by the port. Because of FlashRAM hardware (and the sake of simplicity) there is a top limit of
+save files that can be created (8, no matter what the sizes are).
+
+Controls
+========
+
+* Using a N64 Pad:
+Left trigger - ESC
+Right trigger - Virtual Keyboard
+Analog - Mouse movement
+D-pad - *SLOW* Mouse movement
+Start - F5 / Main menu in some games
+Z - Mouse button 1
+A - Mouse button 2
+B - '.' / Skip dialogues in some games
+C buttons - Numeric keypad keys
+
+* Using a N64 Mouse:
+Used like a normal PC mouse.
+
+Notes
+=====
+
+- If virtual keyboard doesn't show up, you need to make sure you included
+ 'vkeybd_default.zip' in the root of your romfs image.
+
+- In some games (mostly gob) cursor movement might be choppy, it's a known
+ problem and related on how N64 port manages screen updates.
+
+
+** TODO **
+==========
+Write the rest of this README.
+