5 Tilt the floor to roll a ball through an obstacle course within the
6 given time. If the ball falls or time expires, a ball is lost.
8 Collect 100 coins to save your progress and earn an extra ball. Red
9 coins are worth 5. Blue coins are worth 10.
14 SDL http://www.libsdl.org/download-1.2.php
15 SDL_image http://www.libsdl.org/projects/SDL_image/
16 SDL_mixer http://www.libsdl.org/projects/SDL_mixer/
17 SDL_ttf http://www.libsdl.org/projects/SDL_ttf/
23 Mehdi Yousfi Monod (Feature ideas and levels)
24 Derek Arndt (OSX packaging)
25 Phil Harper (TheOpenCD packaging, icons)
26 Max Gilead (Debian packaging)
27 Michael Sterret (Gentoo ebuild)
28 Christoph Frick (OSX port)
29 Jeremy Messenger (FreeBSD port)
30 Erik Auerswald (Mouse invert)
31 Corey Edwards (Joystick select)
33 Countless others for play testing and bug reports.
35 http://www.happypenguin.org
36 http://www.flipcode.com
44 nmake /fMakefile-W32 (Windows with MSVC)
46 The executables will be copied to the base directory. Maps will be
47 processed and copied into data/sol/. By default, an uninstalled build
48 may be executed in place.
56 Click Play to begin. Mouse motion tilts the floor. Mouse buttons
57 rotate the viewpoint. The following keyboard controls are defined.
58 See below for details.
60 SPACE Pause and resume / Release mouse grab
63 F1 Default Camera (configurable)
64 F2 Lazy Camera (configurable)
65 F3 Static Camera (configurable)
69 F9 Toggle frame counter
71 F11 Save the current demo
72 F12 Toggle look-around mode
77 The top three fastest times through each level, and the top three coin
78 scores for each level are stored in files named .neverballhs-*.
80 The top three fastest times and most coins scores for each set of
81 levels are also stored. To achieve a set score, the player must play
82 through all 25 levels of a set in one attempt.
84 The total set time will include time spent during both successful and
85 unsuccesful level plays, thus time-outs and fall-outs count against
88 The total set coin count will include only coins collected on
89 successful level plays. This prevents unbounded coin scores from
90 being collected on levels with more than 100 coins.
96 Neverball includes a simple mechanism for recording and replaying
97 games. Each level played is recorded to the file .neverballrp. This
98 file may be found in your home directory under Unix, or in the game
99 data directory under Windows.
101 The "Demo" item of the main title menu plays back the most recent
102 recording. Press F11 to copy the current recording to a sequentially
103 numbered file. This allows you to save a replay without immediately
104 overwriting it by playing the next level. If a recording is preserved
105 while it is being created, it will be truncated.
107 Currently, the only way to select a numbered recording for demoing is
108 to copy it on top of the existing .neverballrp file.
110 Note that replay files are not currently portable between machines of
111 different byte order.
117 The game executable may be moved as desired.
119 However, game assets are described using relative path names. Thus
120 the game must run within the data directory in order for asset names
121 to resolve correctly. Upon starting, the game will attempt to change
122 into this directory, as defined in config.h.
124 If the data directory is to be renamed or moved for installation, the
125 CONFIG_PATH variable in config.h must be changed to match.
127 Alternatively, the CONFIG_PATH variable may be set to "." if the game
128 is started from within the data directory. Even MORE alternatively,
129 the data path may be specified as the first command line option.
135 Global settings are stored in the file .neverballrc. This file is
136 created when the game exits, and should be found in your home
137 directory under Unix, or in the game data directory under Windows. It
138 consists of key / value pairs. Some of these values are configurable
139 using the in-game options screen. Other meaningful keys and their
140 default values follow.
144 This key controls mouse sensitivity. The value gives the
145 number of screen pixels the mouse pointer must move to rotate
146 the floor through its entire range. A smaller number means
151 This key inverts the vertical mouse axis if set to 1.
159 These keys define keyboard mappings for camera selection and
160 rotation. Key names are specified using SDL's canonical key
161 naming convention. The three camera behaviors are as follows:
163 1 - Strict camera stays behind the ball by cueing off of the
164 velocity of the ball. It is very responsive, but sometimes
167 2 - Lazy camera chases a point a set distance from the ball.
168 It is seldom surprising, but at times it is not sufficiently
171 3 - Locked camera does not rotate except by player command.
178 These keys define the view of the ball. They give the field
179 of view in degrees, the height of the view point, the height
180 of the view center, and the horizontal distance from the ball
181 in centimeters, respectively. (The ball is 50 centimeters in
182 diameter in most levels.)
184 The default values for these keys changed with version 1.2.6.
185 Some players may be interested in using the old values. They
195 This key enables an on-screen frames-per-second counter. Press
196 F9 to toggle this flag in-game.
200 This key enables a delay function after each frame is
201 rendered, forcing a context switch and ensuring that the game
202 does not utilize 100% of the CPU. 0 is off, 1 is on.
204 If the frame rate is not fast enough for you, or you simply
205 want to test the performance of the game on your hardware,
208 Press F8 to toggle this flag in-game.
212 This key determines the technique used when rendering the ball
213 shadow. Many video boards have bad support for multitexture,
214 or broken texture clamping. If the shadow does not render
215 properly, one of these may help.
217 0 - Disable the shadow entirely.
219 1 - Clamp to edge. If the shadow displays correctly, but the
220 floor surround the shadow does not, try this.
222 2 - Clamp. If the shadow repeats across the entire floor, try
227 This key enables quad-buffered stereo viewing for those with
228 the hardware to support it. It gives an angle in degrees that
229 determines the interocular distance. 0 is normal non-stereo
230 viewing. 2 gives a good stereo effect. If the eyes are
231 swapped, give a negative value, like -2.
235 This key enables joystick control. 0 is off, 1 is on. The
236 game may still be controlled with the mouse even while gamepad
237 control is enabled. However, random noise from an analog
238 controller at rest can disrupt normal mouse input.
242 This number selects which joystick to use if more than one
243 joystick is found. 0 is the first joystick, 1 is the second
248 Joystick horizontal axis number
252 Joystick vertical axis number
256 Joystick menu select button
260 Joystick menu cancel button
264 Joystick counter-clockwise camera rotation button
268 Joystick clockwise camera rotation button
270 joystick_button_exit 4
278 At the time of this writing, there are known issues with certain 3D
279 accelerater boards that may impact or even preclude the game's
280 function. While it is good that the 3D hardware market is very broad,
281 it is an unfortunate fact that OpenGL support varies in quality from
282 one configuration to another. It is impossible for a developer to
283 work around bugs in all boards, so some configurations must simply be
284 declared unsupported.
286 - The Intel i8xx series is not supported under Linux. Its broken
287 multi-texturing and texture clamping make Neverball unplayable.
288 Windows support is fine.
290 - Several older Radeons including, but not limited to, the Mobility M5
291 and some models of the All-In-Wonder series are not supported under
292 Windows. Note that the Mobility M6 and all tested PCI Radeons down to
293 the 7500 are known to be very good.