Difference between revisions of "The Longest Journey"

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In the latest daily builds of ResidualVM, The Longest Journey was completable.
In the latest daily builds of ResidualVM, The Longest Journey was completable.
== Installation ==
===Required data files===
For more information on how ScummVM uses game data files, see the [https://docs.scummvm.org/en/latest/use_scummvm/game_files.html user documentation].
Copy the data files from your The Longest Journey CDs, DVD or digital distribution into one directory:
* The <code>1a</code>—<code>79</code> directories (only <code>4f</code> for demo version).
* The <code>global</code> directory.
* The <code>static</code> directory.
* The <code>fonts</code> directory (not critical, but recommended – see below).
* <code>x.xarc</code> and all the <code>INI</code> files.
* <code>game.exe</code> (not critical, but recommended for a styled message dialog)
The 2-CD and DVD versions have some of the data files packed in installer archives. Unpack the archives.
The Steam version and the demo from Steam are missing the <code>fonts</code> directory. The required fonts can be copied over from demo version obtained from different sources, such as a GOG or retail version.
Mixing files from different versions of the game is not supported.
== Controls ==
The mouse is used to interact with objects and menu elements.
Available keyboard shortcuts:
{| class="wikitable"
!Key
!Binding
|-
|<code>Escape</code>
|Skip video sequence or current line of dialogue, skip time if ''Time Skip'' option is enabled
|-
|<code>F1</code>
|Diary Menu
|-
|<code>F2</code>
|Save game
|-
|<code>F3</code>
|Load game
|-
|<code>F4</code>
|Conversation Log
|-
|<code>F5</code>
|April's Diary (initially disabled)
|-
|<code>F6</code>
|Video replay
|-
|<code>F7</code>
|Game settings
|-
|<code>F8</code>
|Save a screenshot
|-
|<code>F9</code>
|Toggle subtitles on and off
|-
|<code>F10</code>
|Quit game and return to main menu
|-
|<code>A</code>
|Cycle back through inventory cursor items
|-
|<code>S</code>
|Cycle forward through inventory cursor items
|-
|<code>I</code>
|Inventory
|-
|<code>P</code>
|Pause the game
|-
|<code>X</code>
|Display all exits on current location
|-
|<code>Page Up</code>
|Scroll up in dialogues and in your inventory
|-
|<code>Up arrow</code>
|Scroll up in dialogues and in your inventory
|-
|<code>Page Down</code>
|Scroll down in dialogues and in your inventory
|-
|<code>Down arrow</code>
|Scroll down in dialogues and in your inventory
|-
|<code>Enter</code>
|Select currently highlighted dialogue choice
|-
|<code>1</code> – <code>9</code>
|Select a dialogue choice
|-
|<code>Ctrl</code> + <code>F5</code>
|ScummVM menu
|-
|<code>Alt</code> + <code>Enter</code>
|Switch between windowed mode and fullscreen
|-
|<code>Ctrl</code> + <code>c</code>
|Force quit (from command line)
|-
|<code>Ctrl</code> + <code>q</code>
|Quit (in-game)
|-
|<code>Alt</code> + <code>x</code>
|Quit
|-
|<code>Alt</code> + <code>q</code>
|Quit
|-
|<code>Alt</code> + <code>s</code>
|Save a screenshot
|}
== Modding ==
ScummVM can load replacement assets instead of the original files for some of the asset types. By leveraging this capability, users can create mods for the game. These are the currently supported modding features:
* Load mods from the <code>mods</code> directory inside the game data path. Each mod should be in its own directory in the <code>mods</code> subdirectory. Mods are loaded in alphabetical order.
* Load external PNG files instead of the XMG files inside the game archives. The replacement PNG files can have larger dimensions when compared to the original XMG images, enabling the creation of a high resolution mod. The game looks for the replacement files in a mod directory and then in the <code>xarc</code> subdirectory of the directory containing the archive in which the XMG picture to be replaced is located. For instance:<code>mods/[my_mod]/1e/00/xarc/fountain_layercenter.png</code> needs to be used for the Venice park background. ScummVM expects PNGs to be in pre-multiplied alpha format for improved load times. However the <code>replacement_png_premultiply_alpha</code> <code>scummvm.ini</code> setting allows to load regular transparency PNGs when set to <code>true</code> for convenience when testing.
* Load replacement video files for the Smacker animations. The replacement files can be either in Smacker or Bink encoding. With Smacker, only 1-bit transparency can be used. Transparent pixels must have the Cyan color (#00FFFF). When using Bink, 8-bit transparency can be used. The alpha channel should be encoded in the pre-multiplied alpha format. The replacement videos can have larger dimensions than the originals but must have the same number of frames and the same frame rate. Like with PNG files, replacement video files are loaded from mod folders: for instance <code>mods/[my_mod]/08/02/xarc/011001.bik</code> is the animation where the tree spirit lifts the egg back into the nest.
* Load replacement textures for the 3d models. Each original <code>tm</code> file contains several textures, each with its associated mipmaps. The replacement files are <code>zip</code> archives containing <code>dds</code> packaged textures. The replacement archives must be placed at the root of the mod directory and be named after the <code>tm</code> file they replace:<code>mods/[my_mod]/april_waitress.tm.zip</code>. Each <code>zip</code> archive must contain all the textures from the replaced <code>tm</code> file. The textures need to be encoded in uncompressed RGB or RGBA <code>dds</code> files with mipmaps. Files inside the archive must be named according to the replaced texture name, but with the <code>bmp</code> extension replaced with <code>dds</code>: <code>backdress-highres-battic.dds</code>The <code>extractAllTextures</code> console command can be used to extract the <code>tm</code> files to <code>png</code> files.
Contact us if you need further capabilities for your mod.
==Developer resources==
==Developer resources==
* [[Stark/TLJ_Debugging|Debugging]]
* [[Stark/TLJ_Debugging|Debugging]]
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