--- /dev/null
+
+ * 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.
+
+
+
+* HOW TO PLAY?
+
+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
+
+
+
+* 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.
+
+
+
+* 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>
worth 5. Blue coins are worth 10. A free ball is awarded for 100
coins.
-* Some URLs
+ * * *
- Neverball Official Site
- http://icculus.org/neverball/
-
- Neverforum (Community Discussion Forum)
- http://shinobufan.intuxication.org/neverforum/
-
- Nevertable (Neverball Highscore and Replay Database)
- http://shinobufan.intuxication.org/nevertable/
-
- Neverwiki (Documentation and Level Design)
- http://shinobufan.intuxication.org/neverwiki/
-
-
-* THANKS TO
-
- Mehdi Yousfi-Monod (Feature ideas and Neverball levels)
- Pasi Kallinen (Neverputt holes)
- 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)
- Kyle Hoker (Feature ideas and testing)
-
- Countless others for play testing and bug reports.
-
- http://www.happypenguin.org
- http://www.flipcode.com
-
-
-
-* BUILDING
-
-Requirements:
-
- 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/
-
-
-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. 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 game's license is described in COPYING.
-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.
+See INSTALL for instructions on how to build the game from source code.
+See AUTHORS to know about various contributors.
+A description of how to play the game can be found in MANUAL.
-* 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.
-
-
-
-* 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
+Neverball Official Site
+ http://icculus.org/neverball/
- joystick_button_exit 4
+Neverforum (Community Discussion Forum)
+ http://shinobufan.intuxication.org/neverforum/
- Joystick exit button
+Nevertable (Neverball Highscore and Replay Database)
+ http://shinobufan.intuxication.org/nevertable/
+Neverwiki (Documentation and Level Design)
+ http://shinobufan.intuxication.org/neverwiki/
+ * * *
Contact: <robert.kooima@gmail.com>