eglaysher / rlvm
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Tag:
release-0.06.2
rlvm /
| name | age | message | |
|---|---|---|---|
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.gitignore | Mon Dec 29 14:29:22 -0800 2008 | |
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AUTHORS.TXT | Tue Dec 16 22:57:13 -0800 2008 | |
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COPYING.TXT | Tue Dec 16 22:57:13 -0800 2008 | |
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GPL.TXT | Wed Mar 26 21:36:06 -0700 2008 | |
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NEWS.TXT | ||
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README.TXT | ||
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SConscript | ||
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SConscript.cocoa | Sun Apr 19 14:45:38 -0700 2009 | |
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SConstruct | ||
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STATUS.TXT | ||
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debian/ | ||
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doc/ | Wed Jan 14 23:55:28 -0800 2009 | |
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site_scons/ | ||
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src/ | ||
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test/ | ||
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vendor/ |
README.TXT
-------------------------------------------------------------------------
rlvm: A RealLive interpreter clone for Linux, OSX and other UNIX-likes.
-------------------------------------------------------------------------
Table of Contents:
1) INTRODUCTION
2) STATUS
3) COMPILING RLVM
4) KNOWN ISSUES
5) GETTING INVOLVED
1) INTRODUCTION:
-------------------------------------------------------------------------
rlvm is a Free Software reimplementation of the VisualArt's KK's
RealLive interpreter. It is meant to provide Linux and Apple users with
a compatible, portable interpreter to play VisualArts games,
specifically those released by Key. It is licensed to you under version
3 or later of the GNU General Public License as published by the Free
Software Foundation.
rlvm is meant to be a compatibility utility; it is not an excuse for
copyright infringement. Please do not acquire games from BitTorrent /
Share / {insert name of popular P2P app in your locale}.
Special thanks to Jagarl for the first work on reverse engineering the
RealLive interpreter and for Free software licensed source code for
decoding their file formats, and to Haeleth for creating rldev along
with answering all my dumb questions about the internal workings of the
RealLive system.
2) STATUS
-------------------------------------------------------------------------
rlvm currently plays the following games to their completion:
- The Planetarian CD edition[1]
- The non-voiced edition of CLANNAD
- The Full Voiced edition of CLANNAD
- Full Voiced edition CLANNAD with one of the pre-release English patches
from Assembla. (Still in beta).
- Kanon Standard Edition
- Kanon Standard Edition with NDT's teaser patch
rlvm is now at the point where enough commands are implemented that
other games *may* work. The above is only a list of what I've tested
against.
In addition, rlvm has an implementation of rlBabel; English patches
compiled with Haeleth's rlBabel should line break correctly. I've
successfully tested it with the patches from NDT.
Please report bugs and discrepancies to <glaysher at umich dot edu>.
3) COMPILING RLVM
-------------------------------------------------------------------------
You will need the following libraries/utilities:
- The scons build system
- boost 1.35 or higher
- SDL (and optionally, SDL_image, and SDL_mixer, though there are copies
included in the source distribution if you don't already have them
installed.)
- freetype
Optionally, you may want:
- Haeleth's rldev package (which builds the unit tests)
3a) Compiling under Linux
-------------------------------------------------------------------------
Make sure that freetype-config and sdl-config are in your $PATH. The
current OMakefiles are fairly naive and may need editing to point to the
correct location of some header files. Future versions will have the
build system refined. You should be able to type:
$ scons --release
in the root and have a complete build. If you have rldev installed, the
unit tests will automatically be built and can be run by typing:
$ cd build && ./rlvmTest
They should all pass.
You should copy the contents of the Planetarian CD to a directory on
your hard drive for speed reasons. Playing directly from the CD is
discouraged. Once done, you should be able to run:
$ build/rlvm [--font=/path/to/JapaneseTTF] /path/to/PlanetarianCopy
The rlvm binary should be self contained and movable anywhere, though
the build system does not have an install target.
If you don't have the file "msgothic.ttc" in either the game directory
nor your home directory, please specify a Japanese font on the command
line with --font.
3b) Compiling under OSX
-------------------------------------------------------------------------
In addition to freetype-config and sdl-config needing to be in your
$PATH, (like when compiling under Linux), the OMakefiles assume you use
fink to manage your unix programs and that fink is installed at /sw/. If
you are using Darwin Ports or are just compiling libraries manually and
installing them into /usr/local/, you may need to edit the SConscript
files.
To build an OSX application, type:
$ scons --release --fullstatic
which will build rlvm.app in the build directory. The resulting OSX
application will ask you for the location of the game with a native
dialog.
You can also build rlvm as a command line program, as in Linux:
$ scons --release
The result is run like this:
$ build/rlvm /path/to/PlanetarianCopy
4) KNOWN ISSUES:
-------------------------------------------------------------------------
The interpreter currently lacks the following features:
- Haikei / HIK animations. To my knowledge, the file format has not
been reverse engineered.
- TCC shading data used to give character images a certain tint in some
scenes. To my knowledge, the file format has not been reverse
engineered.
- Koe / Narration is missing in games that don't store their data in
ogg vorbis format.
In addition, the current indentation system is extremely naive and does
not produce the same results as the official interpreter, though it's
sufficient for Japanese text as line breaks can occur essentially
anywhere. Using rlvm with insani's English translation of Planetarian is
currently not recommended as the indentation behaviour *will* break in
the middle of words.
Many graphics manipulation commands not required by Planetarian are
currently unimplemented. Kanon SE, Haeleth's unofficial ONE demo and
CLANNAD do not always render correctly because of this.
5) GETTING INVOLVED
-------------------------------------------------------------------------
rlvm needs several file formats reverse engineered:
- rlvm contains jagarl's nwatowav, which doesn't currently decode the
NWK voice files included with the Planetarian CD edition. I need a
working decoding library before I can start work on voice support and
I'm sure jagarl would like nwatowav to be able to read even more
files.
- The HIK file format hasn't been reverse engineered at all. Nothing is
known about this format, except that the commands to display and
manipulate these files are in module<1:40>. These files are used in
Planetarian to control the opening animation.
- The TCC file format hasn't been reverse engineered. TCC files (called
"tonecurve" files in the GAMEEXE file) are tint definitions that are
applied to graphics objects. Tones are applied to objects by loading
"filename?[integer]" where [integer] appears to be an index. Any
information about this file format would be appreciated.
-------------------------------------------------------------------------
[1] The Planetarian download edition is not supported and never
will be. I can not write, nor can I accept, code to run the
download edition or other DRMed Kinetic games because of the
anticircumvention provisions of the United States Digital
Millennium Copyright Act.
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