ESC Pause and resume / Exit
SHIFT Fast camera rotation
- F1 Default Camera
+ F1 Chase Camera (default)
F2 Lazy Camera
- F3 Static Camera
+ F3 Manual Camera
F6 Hide HUD
F8 Toggle nice mode
is created in the user's home directory, specifically, the directory
set in the HOME environment variable.
-Under Windows it is called "Neverball" and is created in the user's
-application data directory the location of which is obtained by
+Under Windows it is called "Neverball" and is created in the user's
+application data directory, the location of which is obtained by
inspecting the APPDATA environment variable. An easy way to access
this directory is by typing %APPDATA% in the Windows Explorer address
bar. If the location could not be determined, it is assumed that the
-user has permission to write to the game data directory, and the user
-data directory is created within.
+user has permission to write to the game directory, and the user data
+directory is created within.
* HIGH SCORES
The top three fastest times through each level, the top three coin
scores and the top three fastest unlock scores for each level are
-stored in files named neverballhs-* in the user data directory.
+stored in the Scores directory within 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
By default, the most recent unsaved level will be saved to the replay
file named "Last.nbr".
-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.
+Replay files are stored in the Replays directory within the user data
+directory. They may be copied freely. To view a replay you have
+downloaded, simply move it to the Replays directory and it will appear
+in the Replay menu in-game.
* CONFIGURATION
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 d
- key_camera_r s
+ key_camera_1 f1
+ key_camera_2 f2
+ key_camera_3 f3
+ key_camera_l d
+ key_camera_r s
+ key_camera_toggle e
These keys define keyboard mappings for camera selection and
rotation. Key names are specified using SDL's canonical
non-single-letter key names, see share/keynames.c in the
source archive). The three camera behaviors are as follows:
- 1 - Strict camera stays behind the ball by cueing off of the
+ 1 - Chase camera stays behind the ball by cueing off of the
velocity of the ball. It is very responsive, but sometimes
confusing.
It is seldom surprising, but at times it is not sufficiently
responsive.
- 3 - Locked camera does not rotate except by player command.
+ 3 - Manual camera does not rotate except by player command.
+
+ key_camera_toggle toggles camera behaviour between 1 and 3.
+
+ mouse_camera_1 none
+ mouse_camera_2 none
+ mouse_camera_3 none
+ mouse_camera_l left
+ mouse_camera_r right
+ mouse_camera_toggle none
+
+ These keys match the respective key_camera_* options.
+ Accepted values are: "none" (for no mapping), "left", "right",
+ "wheelup", "middle", "wheeldown" or a numeric mouse button
+ index.
key_forward up
key_backward down
view_dc 0
view_dz 600
- rotate_fast 200
- rotate_slow 100
+ rotate_fast 300
+ rotate_slow 150
These keys control the rate of camera rotation. Roughly, they
give the rate of lateral camera motion in centimeters per
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.
+ the hardware to support it. 1 is on, 0 is off.
vsync 1
two. If you have weak hardware, this feature won't do
anything.
- joystick 0
+ joystick 1
This key enables joystick control. 0 is off, 1 is on. The
game may still be controlled with the mouse even while gamepad
Joystick vertical axis number
+ joystick_axis_u 2
+
+ Joystick axis number for view rotation control
+
joystick_button_a 0
Joystick menu select button
been tested.
+* HILLCREST LABS LOOP SUPPORT
+
+For information on how to build the game with Hillcrest Labs Loop
+support on all platforms, see instructions in the file INSTALL in the
+source archive.
+
+To use a loop to control the game, it must be plugged in at startup.
+If the loop is plugged in, it will be chosen as the default
+controller. Hold the loop upright, and tilt it left/right and
+forward/backwards to control the game. Occasionally the sensors will
+get miscalibrated; to fix this, simply set the loop on a table or
+stable surface for about 5 seconds, and the controls should be back to
+normal.
+
+When not in game mode, the loop will act like a mouse to control
+menus. When the game is playing, the left and right buttons control
+the camera and the middle button will bring up a pause menu.
+
Web: <http://neverball.org/>