From 9bda50ef48e47160c2788399bf7a4d4b04848aca Mon Sep 17 00:00:00 2001 From: Einar Johan Trøan Sømåen Date: Tue, 31 Jul 2012 01:07:19 +0200 Subject: WINTERMUTE: Add a readme.txt for the engine. --- engines/wintermute/readme.txt | 155 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 155 insertions(+) create mode 100644 engines/wintermute/readme.txt (limited to 'engines') diff --git a/engines/wintermute/readme.txt b/engines/wintermute/readme.txt new file mode 100644 index 0000000000..57592dac2a --- /dev/null +++ b/engines/wintermute/readme.txt @@ -0,0 +1,155 @@ +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 + -- cgit v1.2.3