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author | Einar Johan Trøan Sømåen | 2012-09-07 01:56:28 +0200 |
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committer | Einar Johan Trøan Sømåen | 2012-09-07 01:56:28 +0200 |
commit | 74d521485f27116436f4c93aba586d18b0f4d60d (patch) | |
tree | 8d6d96b488853338018cd1f87982f5954c19f459 /engines/wintermute/readme.txt | |
parent | 6fada6722eaceccdf02a925556ff032795ccd17f (diff) | |
download | scummvm-rg350-74d521485f27116436f4c93aba586d18b0f4d60d.tar.gz scummvm-rg350-74d521485f27116436f4c93aba586d18b0f4d60d.tar.bz2 scummvm-rg350-74d521485f27116436f4c93aba586d18b0f4d60d.zip |
WINTERMUTE: Remove engine-specific README
Diffstat (limited to 'engines/wintermute/readme.txt')
-rw-r--r-- | engines/wintermute/readme.txt | 155 |
1 files changed, 0 insertions, 155 deletions
diff --git a/engines/wintermute/readme.txt b/engines/wintermute/readme.txt deleted file mode 100644 index 57592dac2a..0000000000 --- a/engines/wintermute/readme.txt +++ /dev/null @@ -1,155 +0,0 @@ -Wintermute Engine - Copyright (c) 2011 Jan Nedoma -ScummVM port by Einar Johan Trøan Sømåen (somaen) - -*************************** -*** General information *** -*************************** -The Wintermute Engine is a game engine mainly aimed at creating adventure -games, it supports both 3D, 2.5D, 2D and First-Person games, and has numerous -games both free, open-source and commercial created with it. This port was -created by somaen as part of Google Summer of Code 2012. - -**************** -*** Features *** -**************** -This port of the Wintermute Engine (WME) is based on WME Lite, which lacks the following functionality -originally found in WME: (from http://res.dead-code.org/doku.php/wmelite:start) - -The following features of WME 1.x are NOT supported by WME Lite: -* 3D characters. WME Lite only supports 2D games. -* Sprite frame mirroring. -* Sprite rotations. -* Sprite blending modes. -* Video playback. -* Plugins. -* Calling external functions from DLL libraries from scripts. -* Game Explorer support. -* 'Directory' script object. - -This port does reimplement a few of these features, currently: -* Sprite frame mirroring - WORKS. -* Video playback - Theora PARTIALLY WORKING. (Slow, and doesn't support seeking) - -In addition, this port removes a few additional features that were never/rarely used: -* 'File' script object - ScummVM doesn't have any easy way to write/read arbitrary files. -* Debugger/Compiler - weren't properly accessible in WME Lite anyhow. -* CD-numbering support in .dcp-files - was never used. -* 'SaveDirectory'-property of 'Game' will not return anything usefull to the game-scripts (saving is handled through SaveFileMan) - -******************************* -*** Additional limitations: *** -******************************* -* Only .OGG and RAW-.WAV sounds are supported at this point -* TTF-fonts might behave a bit differently, owing to both the change to FreeType in WME Lite - and the change in dpi in this port of WME. -* The window-caption-setting in-game will be ignored, for the sake of concistency with ScummVM. -* Most VKey-combinations might still be missing (as they already were in WME Lite) -* Since we don't use FreeImage, some games might use odd files that weren't expected when the - image-decoders in ScummVM were written. One example here is interlaced-PNGs. -* UTF8-support is not ported, which means only games with western charsets will work for now. -* Games that select language by moving .dcp-files around still need a bit more handling on detection/load - adding support for those languages on a language-by-language basis. -* Most games assume the availability of the Windows-fonts (particularly arial.ttf) - at this point no fallback has been put in place for using FreeFonts as replacements, - simply for lack of having them easily accessible to the engines at this point. So, at least - arial.ttf should be put in either the game-folder or made available through the extras-folder - for now, otherwise kGUIBigFont will be used as a replacement. - - -********************************* -*** Advanced engine-features: *** -********************************* -At this point the engine implements the following "advanced engine features": -* RTL ("Return to Launcher") support -* Global options dialog support -* Listing savestates via command line or Launcher -* Loading savestates via command line or Launcher -* Deleting savestates via the Launcher and GMM -* Savestate metadata support -* Loading/Saving during run time - -and NOT the following: -* Enhanced debug/error messages - -***************** -*** Detection *** -***************** -Since Wintermute has authoring tools available, there will at any point in -time be atleast a few games that are works-in-progress, and as the authors -of these games might want to test their games in ScummVM, the engine has -to be able to detect arbitrary Wintermute-games, to this end the detector -code in this engine will check any folder containing "data.dcp", and try to -read "startup.settings" and "default.game" (or optionally any other .game-file -defined in startup.settings), the Name/Caption fields in the .game-file will -be used as gameid/title (prefixing the gameid with "wmefan-" to avoid confusion -with any other WME game that might happen to have taken that id. - -All COMPLETED games should have their md5s and gameid's properly added, IFF -they don't require 3D. - -3D games may also be added, for the purpose of giving the user feedback -as to why their game won't run, but at this point, any such MD5 should -be added as a comment only, to avoid confusion, as no mechanism for giving -the user feedback about 3D-games not being supported is currently added. - -************************************* -*** Games targeted by the engine: *** -************************************* -This engine potentially targets a very large amount of games: -http://res.dead-code.org/doku.php/games:start - -Since the feature-set of WME Lite differs from that of the full Wintermute Engine, -games will need to be targeted on a case-by-case, feature-by-feature basis, this is -a list of the games that are currently known to work (although perhaps with minor -issues) through to completion: - -* Dirty Split (dirtysplit) -* the white chamber (twc) -* Chivalry is NOT dead (chivalry) -* Rosemary (rosemary) -* The Box (thebox) -* J.U.L.I.A. (Demo) (julia) -* Pigeons in the park (pigeons) - -Untested, but starts: -* East Side Story (Demo) (eastside) -* Actual Destination (actualdest) -* Ghost in the sheet (ghostsheet) - -******************************** -*** Games with known issues: *** -******************************** -Certain games will work mostly fine with this engine, but can still -be impossible to complete for various reasons, this is a list of games -that technically qualify (as in they do not require the 3D-parts of the engine) -but have issues that make them problematic or not completable: - -Won't start: -* Five Lethal Demons (5ld) - Requires support for interlaced PNGs -* Five Magical Amulets (5ma) - Requires support for interlaced PNGs -* Kulivoeko - Requires support for interlaced PNGs -* Reversion (reversion) - Requires support for Non-V1.1 JPEGs and interlaced PNGs -* Mirage (mirage) - Tries to seek in a vorbis-stream inside a ZipStream -* Hamlet or the last game without MMORPS features, shaders and product placement (hamlet) - - Requires support for interlaced PNGs - -Gameplay broken: -* J.U.L.I.A. (Full game) (julia) - Requires sprite-rotation for a puzzle. - -Non-critical: -* Ghost in the sheet (ghostsheet) - uses Non-V1.1-JPEGs -* East Side Story (eastside) - wants "framd.ttf" - -***************************** -*** General known issues: *** -***************************** - -Mostly a TODO-section, to not forget fixing outstanding general issues: -* Save/Load-screens are not shown during save/load - this is probably a result of reducing the amount of redrawing done - during save/load, and I'm not sure it should be put back, if that means - making saves slower again. -* Font-sizes are wrong enough to allow Dirty Split to draw text that is hidden in - the original game (most visible on the coin-interface) -* Alpha-masks for Theora-videos are broken on big-endian platforms - |