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iPodLinux port of ONScripter, an open source clone of NScripter, a visual novel game engine
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ONScripter-En An enhanced portable open-source NScripter clone HISTORY Naoki Takahashi's `NScripter' is a popular Japanese game engine used for both commercial and free visual novels. It attained popularity due to its liberal terms of use and relative simplicity. However, it is closed source software and only available for Windows. A number of cross-platform clones exist, and Ogapee's `ONScripter' is the most popular of these. Due to the ease with which it can be modified to support languages other than Japanese, ONScripter has been adopted by the visual novel localisation community as the engine of choice for translated NScripter games; the patch to support English even made it into the main ONScripter source code. Nevertheless, the English-language community has found it convenient to maintain its own branch of the code, and to enhance it in ways best suited to the use we make of it. ONScripter-En is that branch. PLAYING GAMES Playing an existing game with ONScripter-En requires two additional files to be added to the game directory: - `default.ttf', a TrueType font. The free font Sazanami Gothic is known to work. - Optionally, `game.id', a text file containing simply the name of the game. This is used to identify a separate directory where saved data is stored; unlike the original ONScripter, which places saved games in the game directory, ONScripter-En does not require games to be kept in a world-writable location. This done, the game can be played either by dropping the `onscripter' executable into the game directory and running it, or by running it with the `-r' command-line option to identify the desired game. The saved game location behaviour can be overridden with the `-s' command-line option if you wish for some reason to restore the default ONScripter behaviour or to place saves somewhere else. Please run `onscripter --help' for details of other command-line options. (Note that on Windows systems, these details and all other console output will be placed in text files in the folder %ALLUSERSPROFILE%\Application Data\ONScripter-En.) PACKAGING GAMES ONScripter-En includes some features designed to make packaging new games or translations in a platform-appropriate fashion easier and neater. Firstly, `game.id' can be replaced by a line ;gameid Your Title Here at the start of the script, or immediately after the modeline if present. Secondly, the saved-game location behaviour described above means that you do not have to worry about installing to a world-writable location; this should simplify matters considerably on Vista and on Unix-type platforms. In the latter case, the recommended approach is to store game data somewhere appropriate (e.g. /usr/local/share/<title>) and to create a shell script in an appropriate place (e.g. /usr/local/bin/<title>) that launches the onscripter executable with a suitable argument to -r. Since there is no convenient way to distribute binaries that will work even on multiple Linux distributions, let alone other Unix platforms, it is recommended that packages instead depend on the user supplying a separate ONScripter-En binary, either built from source or from an OS/distro-specific package. MacOS X is an exception to all this, as it's only Unix from the waist down. OS X applications are typically distributed as bundles, and ONScripter-En includes special code to make this possible for NScripter games. Simply place the files that would normally go in the game directory (script, data archives, default.ttf, etc) in $GAME.app/Contents/Resources, and everything should Just Work; you'll have a native-looking OS X game that can be drag-installed and deleted to uninstall. (Well, you'll have to fiddle with plists and add an icon and so on, but that's all standard OS X development stuff.) BUILD REQUIREMENTS ONScripter is based on SDL, and should run on any platform for which SDL is available. The original version has been successfully compiled on platforms as diverse as the Dreamcast, the PSP, and the iPod. ONScripter-En has slightly more strict requirements, however. Since ONScripter's original build system is extremely difficult to use (requiring the creation of a custom makefile for every minor platform variation), it has been replaced in this branch with a more conventional configure-build system; this depends on a POSIX-like environment with GNU make. The code has been tested primarily with the GNU C++ compiler; Intel C++ 10 has also been tried successfully. The primary test environment is GNU/Linux (x86_64), and the secondary test environment is MacOS X (i386). Assuming standard build tools are installed, the full-source distribution is likely to compile out-of-the-box or with only minimal changes on these and any other POSIX-conformant platform. You may need to tweak the final link line if using static libraries -- see the configure script for examples of incantations that work on FreeBSD, NetBSD, and Solaris. This distribution is also supported on Windows (though only 32-bit versions have been tested). Building on Windows requires the MinGW distribution of g++, and the MSYS environment. Windows users unfamiliar with the GNU build environment might prefer to stick with the binary distribution, which should work everywhere (this is the one thing Microsoft has got right!) Please see INSTALL in the source distribution for specific build instructions. CONTACT INFORMATION The author of ONScripter itself is Ogapee, who can be reached by email at the address [email protected] The maintainer of this branch (as of February 2008) is Haeleth, who can be reached by email at the address [email protected] Correspondence in English, or regarding issues related to this branch in particular, should be directed to this latter address in the first instance: it contains a large number of customisations that are nothing to do with Ogapee. LICENSE ONScripter and ONScripter-En are distributed under the terms of the GNU General Public License. See COPYING for details.
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iPodLinux port of ONScripter, an open source clone of NScripter, a visual novel game engine
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