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 coins to unlock the exit and earn extra balls. Red coins are
9 worth 5. Blue coins are worth 10. A free ball is awarded for 100
15 SDL http://www.libsdl.org/download-1.2.php
16 SDL_image http://www.libsdl.org/projects/SDL_image/
17 SDL_mixer http://www.libsdl.org/projects/SDL_mixer/
18 SDL_ttf http://www.libsdl.org/projects/SDL_ttf/
24 Mehdi Yousfi Monod (Feature ideas and levels)
25 Derek Arndt (OSX packaging)
26 Phil Harper (TheOpenCD packaging, icons)
27 Max Gilead (Debian packaging)
28 Michael Sterret (Gentoo ebuild)
29 Christoph Frick (OSX port)
30 Jeremy Messenger (FreeBSD port)
31 Erik Auerswald (Mouse invert)
32 Corey Edwards (Joystick select)
34 Countless others for play testing and bug reports.
36 http://www.happypenguin.org
37 http://www.flipcode.com
43 Under Unix, Linux, and OSX, simply run
47 Under Windows, build using the provided Visual Studio solution.
49 The executables will be copied to the base directory. Maps will be
50 processed and copied into data/sol/. By default, an uninstalled build
51 may be executed in place.
59 Click Play to begin. Mouse motion tilts the floor. Mouse buttons
60 rotate the viewpoint. The following keyboard controls are defined.
61 See below for details.
63 SPACE Pause and resume / Release mouse grab
66 F1 Default Camera (configurable)
67 F2 Lazy Camera (configurable)
68 F3 Static Camera (configurable)
72 F9 Toggle frame counter
74 F12 Toggle look-around mode
80 The game searches for game assets in the following three places, in
81 this order. If the game is to be installed globally, at least one of
84 1) The directory specified on the command line.
86 2) The directory given by the NEVERBALL_DATA environment variable.
88 3) The directory given by the CONFIG_DATA variable defined in config.h
90 A normal Linux installation would probably copy the data directory to
91 "/usr/local/games/neverball/" and change the CONFIG_DATA variable to
94 A normal Windows installation would simply copy the entire game
95 directory to "C:\Program Files\Neverball" and leave the CONFIG_DATA
96 variable to its default value "./data".
102 Neverball creates a directory called ".neverball" in which it stores
103 user data files. These files include high scores, replays, and
104 configurations. Under Unix, Linux, and OSX this directory is created
105 in your home directory. Under Windows it is assumed that the user has
106 permission to write to the game data directory, and the user data
107 directory is created within.
113 The top three fastest times through each level, and the top three coin
114 scores for each level are stored in files named neverballhs-* in the
117 The top three fastest times and most coins scores for each set of
118 levels are also stored. To achieve a set score, the player must play
119 through all 25 levels of a set in one attempt.
121 The total set time will include time spent during both successful and
122 unsuccesful level plays, thus time-outs and fall-outs count against
125 The total set coin count will include only coins collected on
126 successful level plays. This prevents unbounded coin scores from
127 being collected on levels with more than 100 coins.
133 Neverball includes a mechanism for recording and replaying levels.
134 The player may enter a name for each replay at the end of the level.
135 By default, the most recent unsaved level will be saved to the replay
138 Replay files are stored in the user data directory. They may be
139 copied freely. To view a replay you have downloaded, simply move it
140 to the user data directory and it will appear in the Replay menu
143 Note that replay files are not currently portable between machines of
144 different byte order.
150 Game settings are stored in the file neverballrc in the user data
151 directory. This file is created when the game exits. It consists of
152 key / value pairs. Some of these values are configurable using the
153 in-game options screen. Other meaningful keys and their default
158 This key controls mouse sensitivity. The value gives the
159 number of screen pixels the mouse pointer must move to rotate
160 the floor through its entire range. A smaller number means
165 This key inverts the vertical mouse axis if set to 1.
173 These keys define keyboard mappings for camera selection and
174 rotation. Key names are specified using SDL's canonical key
175 naming convention. The three camera behaviors are as follows:
177 1 - Strict camera stays behind the ball by cueing off of the
178 velocity of the ball. It is very responsive, but sometimes
181 2 - Lazy camera chases a point a set distance from the ball.
182 It is seldom surprising, but at times it is not sufficiently
185 3 - Locked camera does not rotate except by player command.
192 These keys define the view of the ball. They give the field
193 of view in degrees, the height of the view point, the height
194 of the view center, and the horizontal distance from the ball
195 in centimeters, respectively. (The ball is 50 centimeters in
196 diameter in most levels.)
198 The default values for these keys changed with version 1.2.6.
199 Some players may be interested in using the old values. They
209 This key enables an on-screen frames-per-second counter. Press
210 F9 to toggle this flag in-game.
214 This key enables a delay function after each frame is
215 rendered, forcing a context switch and ensuring that the game
216 does not utilize 100% of the CPU. 0 is off, 1 is on.
218 If the frame rate is not fast enough for you, or you simply
219 want to test the performance of the game on your hardware,
222 Press F8 to toggle this flag in-game.
227 These keys determine the texture image applied to the coin and
228 ball. If you prefer collecting euros to collecting dollars,
231 coin png/euro_coin.png
235 This key determines the technique used when rendering the ball
236 shadow. Many video boards have bad support for multitexture,
237 or broken texture clamping. If the shadow does not render
238 properly, one of these may help.
240 0 - Disable the shadow entirely.
242 1 - Clamp to edge. If the shadow displays correctly, but the
243 floor surround the shadow does not, try this.
245 2 - Clamp. If the shadow repeats across the entire floor, try
250 This key enables quad-buffered stereo viewing for those with
251 the hardware to support it. It gives an angle in degrees that
252 determines the interocular distance. 0 is normal non-stereo
253 viewing. 2 gives a good stereo effect. If the eyes are
254 swapped, give a negative value, like -2.
258 This key enables joystick control. 0 is off, 1 is on. The
259 game may still be controlled with the mouse even while gamepad
260 control is enabled. However, random noise from an analog
261 controller at rest can disrupt normal mouse input.
265 This number selects which joystick to use if more than one
266 joystick is found. 0 is the first joystick, 1 is the second
271 Joystick horizontal axis number
275 Joystick vertical axis number
279 Joystick menu select button
283 Joystick menu cancel button
287 Joystick counter-clockwise camera rotation button
291 Joystick clockwise camera rotation button
293 joystick_button_exit 4
299 Contact: <rlk@icculus.org>