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README
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* Neverball *
Tilt the floor to roll a ball through an obstacle course within the
given time. If the ball falls or time expires, a ball is lost.
Collect coins to unlock the exit and earn extra balls. Red coins are
worth 5. Blue coins are worth 10. A free ball is awarded for 100
coins.
Neverball requires:
SDL http://www.libsdl.org/download-1.2.php
SDL_image http://www.libsdl.org/projects/SDL_image/
SDL_mixer http://www.libsdl.org/projects/SDL_mixer/
SDL_ttf http://www.libsdl.org/projects/SDL_ttf/
* THANKS TO
Mehdi Yousfi Monod (Feature ideas and levels)
Derek Arndt (OSX packaging)
Phil Harper (TheOpenCD packaging, icons)
Max Gilead (Debian packaging)
Michael Sterret (Gentoo ebuild)
Christoph Frick (OSX port)
Jeremy Messenger (FreeBSD port)
Erik Auerswald (Mouse invert)
Corey Edwards (Joystick select)
Countless others for play testing and bug reports.
http://www.happypenguin.org
http://www.flipcode.com
* BUILDING
Under Unix, Linux, and OSX, simply run
make
Under Windows, build using the provided Visual Studio solution.
The executables will be copied to the base directory. Maps will be
processed and copied into data/sol/. By default, an uninstalled build
may be executed in place.
* RUNNING
./neverball
Click Play to begin. Mouse motion tilts the floor. Mouse buttons
rotate the viewpoint. The following keyboard controls are defined.
See below for details.
SPACE Pause and resume / Release mouse grab
ESC End a game / Exit
SHIFT Fast camera rotation
F1 Default Camera (configurable)
F2 Lazy Camera (configurable)
F3 Static Camera (configurable)
F7 Toggle wire mode
F8 Toggle nice mode
F9 Toggle frame counter
F10 Snap a screenshot
F12 Toggle look-around mode
* INSTALLATION
The game searches for game assets in the following three places, in
this order. If the game is to be installed globally, at least one of
them must be set.
1) The directory specified on the command line.
2) The directory given by the NEVERBALL_DATA environment variable.
3) The directory given by the CONFIG_DATA variable defined in config.h
A normal Linux installation would probably copy the data directory to
"/usr/local/games/neverball/" and change the CONFIG_DATA variable to
match.
A normal Windows installation would simply copy the entire game
directory to "C:\Program Files\Neverball" and leave the CONFIG_DATA
variable to its default value "./data".
* USER DATA FILES
Neverball creates a directory called ".neverball" in which it stores
user data files. These files include high scores, replays, and
configurations. Under Unix, Linux, and OSX this directory is created
in your home directory. Under Windows it is assumed that the user has
permission to write to the game data directory, and the user data
directory is created within.
* HIGH SCORES
The top three fastest times through each level, and the top three coin
scores for each level are stored in files named neverballhs-* in the
user data directory.
The top three fastest times and most coins scores for each set of
levels are also stored. To achieve a set score, the player must play
through all 25 levels of a set in one attempt.
The total set time will include time spent during both successful and
unsuccesful level plays, thus time-outs and fall-outs count against
the total time.
The total set coin count will include only coins collected on
successful level plays. This prevents unbounded coin scores from
being collected on levels with more than 100 coins.
* REPLAYS
Neverball includes a mechanism for recording and replaying levels.
The player may enter a name for each replay at the end of the level.
By default, the most recent unsaved level will be saved to the replay
file named "Last".
Replay files are stored in the user data directory. They may be
copied freely. To view a replay you have downloaded, simply move it
to the user data directory and it will appear in the Replay menu
in-game.
Note that replay files are not currently portable between machines of
different byte order.
* CONFIGURATION
Game settings are stored in the file neverballrc in the user data
directory. This file is created when the game exits. It consists of
key / value pairs. Some of these values are configurable using the
in-game options screen. Other meaningful keys and their default
values follow.
mouse_sense 300
This key controls mouse sensitivity. The value gives the
number of screen pixels the mouse pointer must move to rotate
the floor through its entire range. A smaller number means
more sensitive.
mouse_invert 0
This key inverts the vertical mouse axis if set to 1.
key_camera_1 f1
key_camera_2 f2
key_camera_3 f3
key_camera_l left
key_camera_r right
These keys define keyboard mappings for camera selection and
rotation. Key names are specified using SDL's canonical key
naming convention. The three camera behaviors are as follows:
1 - Strict camera stays behind the ball by cueing off of the
velocity of the ball. It is very responsive, but sometimes
confusing.
2 - Lazy camera chases a point a set distance from the ball.
It is seldom surprising, but at times it is not sufficiently
responsive.
3 - Locked camera does not rotate except by player command.
view_fov 50
view_dp 75
view_dc 25
view_dz 200
These keys define the view of the ball. They give the field
of view in degrees, the height of the view point, the height
of the view center, and the horizontal distance from the ball
in centimeters, respectively. (The ball is 50 centimeters in
diameter in most levels.)
The default values for these keys changed with version 1.2.6.
Some players may be interested in using the old values. They
were as follows:
view_fov 40
view_dp 400
view_dc 0
view_dz 600
rotate_fast 200
rotate_slow 100
These keys control the rate of camera rotation. Roughly, they
give the rate of lateral camera motion in centimeters per
seconds, so the actual rotation rate depends upon view_dz,
above. The fast rate is used when the Shift key is held down.
fps 0
This key enables an on-screen frames-per-second counter. Press
F9 to toggle this flag in-game.
nice 1
This key enables a delay function after each frame is
rendered, forcing a context switch and ensuring that the game
does not utilize 100% of the CPU. 0 is off, 1 is on.
If the frame rate is not fast enough for you, or you simply
want to test the performance of the game on your hardware,
disable it.
Press F8 to toggle this flag in-game.
coin png/coin.png
ball png/ball.png
These keys determine the texture image applied to the coin and
ball. If you prefer collecting euros to collecting dollars,
set:
coin png/euro_coin.png
stereo 0
This key enables quad-buffered stereo viewing for those with
the hardware to support it. It gives an angle in degrees that
determines the interocular distance. 0 is normal non-stereo
viewing. 2 gives a good stereo effect. If the eyes are
swapped, give a negative value, like -2.
joystick 0
This key enables joystick control. 0 is off, 1 is on. The
game may still be controlled with the mouse even while gamepad
control is enabled. However, random noise from an analog
controller at rest can disrupt normal mouse input.
joystick_device 0
This number selects which joystick to use if more than one
joystick is found. 0 is the first joystick, 1 is the second
and so on.
joystick_axis_x 0
Joystick horizontal axis number
joystick_axis_y 1
Joystick vertical axis number
joystick_button_a 0
Joystick menu select button
joystick_button_b 1
Joystick menu cancel button
joystick_button_r 2
Joystick counter-clockwise camera rotation button
joystick_button_l 3
Joystick clockwise camera rotation button
joystick_button_exit 4
Joystick exit button
Contact: <robert-kooima@gmail.com>