Readme: | Omnispeak: An reimplementation of "Commander Keen in Goodbye Galaxy!"
Omnispeak is an open-source reimplementation of Commander Keen episodes 4, 5, and 6. It aims to be a pixel-perfect, bug-for-bug clone of the original games, and is compatible with savegames from the DOS version.
Omnispeak's homepage, including binary downloads, is available at: https://davidgow.net/keen/omnispeak.html
== INSTALLATION == To play, you'll need to include files from the original game.
Omnispeak supports: - Keen 4 v1.4 EGA - Keen 5 v1.4 EGA - Keen 6 v1.4 EGA - Keen 6 v1.5 EGA
These should be the easiest versions to get. For example, the Steam version and the 3DRealms version are both version 1.4. Keen 6 is not easily available, but you should be able to find patches which convert one version of the game to another. Keen 6 v1.5 fixes a few bugs, so it's probably best to use it if you can.
The shareware release of Keen 4 v1.4 is available here: https://davidgow.net/keen/4keen14.zip
You'll need to take the following files from your version of Keen, and place them in the same directory as the 'omnispeak' binary: * GAMEMAPS.CK? * EGAGRAPH.CK? * AUDIO.CK?
You'll also need the files from the 'data' directory corresponding to your version of Keen.
To run the game, simply switch to the directory with the data files, and run: ./omnispeak
You can provide Omnispeak the following command-line arguments: /EPISODE <4,5,6,6v14,6v15> - Runs the given episode/version of Commander Keen /GAMEPATH <directory> - Sets the path to the game data files. /USERPATH <directory> - Sets the path to the savegame and config files. /FULLSCREEN - Starts the game in fullscreen mode /FILLED - Starts the game with aspect-ratio correction off. /NOBORDER - Starts the game with EGA overscan border emulation off. /INTEGER - Starts the game with integer scaling enabled. /NOJOYS - Disables Joystick detection. /NOCOPY - Bypasses the "Creature Question" screen in Keen 6. /NOAUDIOSYNC - When using SDL-based sound backends, use the system clock rather than the audio clock. Available as the 'sd_sdl_noAudioSync' config option. (Works around issues with some SDL audio backends under wine) /DEMOFILE <filename> - Plays the demo recorded with Keen's F10+D cheat in filename.
== CONFIGURATION ==
Omnispeak can read settings from the 'OMNISPK.CFG' file in the "user path". This is a simple key/value file which looks something like this:
--8<-- # Graphics settings fullscreen = true border = true integer = false
# The OPL emulator used by the SDL audio backend # Valid values: "dbopl" (DOSBox), "nukedopl3" (NukedOPL3) oplEmulator = "dbopl" --8<--
Modifying settings from the ComputerWrist interface will update this config file with the new settings.
Note that this file is not episode-specific. The settings are shared between all episodes.
== COMPILING ==
The source code for Omnispeak is available on GitHub: https://github.com/sulix/omnispeak
You'll find it in the src/ directory and built with make.
Omnispeak should build fine on most Linux distributions.
You'll need to have the Simple Directmedia Layer 2.0 installed, with the sdl2-config program somewhere in your path.
When compiled, an 'omnispeak' binary will appear in 'bin/', along with the files from the 'data' directories.
Cross-compilation for 32-bit and 64-bit Windows targets using MinGW32-Win64 is also supported.
Cross-compilation for GCW Zero possible using the [GCW Zero toolchain](http://www.gcw-zero.com/develop).
On Linux, real OPL2 compatible soundcards can be used in place of the Adlib emulation by building with either the WITH_ALSA=1 option (for most soundcards), or the WITH_IEEE1284=1 option (for the OPL2LPT). These require libasound and libieee1284 respectively, and must be enabled at runtime by setting the "sd_backend" option to "alsa" or "opl2lpt". (The ALSA device can be configured with the "sd_alsa_device" option, and the parallel port for the OPL2LPT can be set with "sd_opl2lpt_port".)
Packagers should note that it's possible to change the default KEEN and USER paths with the make KEENPATH= and make USERPATH= options. Similarly, savegames can be stored in the $XDG_DATA_HOME directory with the make XDGUSERPATH=1 option. Additional options can be found in the ``src/ck_config.h`` file. For example, you could build with: make KEENPATH=/usr/share/omnispeak XDGUSERPATH=1
To see a full list of build options, just run `make help`.
== KNOWN ISSUES ==
- Modding support is not implemented. - Mouse support is not implemented. - Some debug cheats are not supported. - Some chunks are not cached properly at load time (doors, especially)
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20:06
puis copié au dessus ken6 1.4
et le manuel
http://legacy.3drealms.com/tech/manuals/Keen6
ca a l'air de fonctionner