Add Spear of Destiny shareware assets and update project files
- Added new asset files for Spear of Destiny shareware including AUDIOHED.SDM, AUDIOT.SDM, GAMEMAPS.SDM, MAPHEAD.SDM, VGADICT.SDM, VGAGRAPH.SDM, VGAHEAD.SDM, VSWAP.SDM, and documentation files (README.txt, SOD.DOC). - Included necessary DLLs (SDL.dll, SDL_mixer.dll) for audio support. - Updated pubspec.yaml to include the new assets directory for Spear of Destiny. - Enhanced data versioning to recognize Spear of Destiny shareware in data_version.dart. - Modified registry_resolver.dart to handle asset registry for Spear of Destiny shareware. - Added license agreements for both id Software and MAME. Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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Wolf4SDL v1.7 (released 2011-05-15, revision 256)
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||||
- Added support for Mac OS X
|
||||
(thanks to Chris Ballinger)
|
||||
- Added support for .sd1 SOD game files as delivered by Steam
|
||||
by changing --mission parameter slightly
|
||||
(thanks to Pickle)
|
||||
- Added --windowed-mouse parameter to start windowed mode with grabbed mouse
|
||||
(thanks to Jared Breland)
|
||||
- Rain and snow speed fix (thanks to Tricob)
|
||||
- Floor/ceiling fix (thanks to Tricob / Adam Biser)
|
||||
- Fixed moon out of screen bug (thanks to Tricob)
|
||||
- Rain/snow leaking ceilings fix (thanks to Adam Biser / Tricob)
|
||||
- Per-user configuration/savegame directories (~/.wolf4sdl) on
|
||||
Linux like systems per default (thanks to Jared Breland)
|
||||
- Added --configdir parameter
|
||||
- Use SDL_DOUBLEBUF for vsync to avoid or at least reduce flickering
|
||||
(thanks to Greg Ayrton for the hint, use --nodblbuf to disable it)
|
||||
- Removed remainings of the frame rate counter on screen, when disabled
|
||||
- Don't quit game when using TAB+E with --tedlevel
|
||||
- Added --extravbls parameter
|
||||
- Changed default for "extra VBLs" from 1 to 0
|
||||
- Fixed missing umask parameter for open with O_CREAT
|
||||
(bug reported by Daniel Fass)
|
||||
- Fixed support for 1.0 shareware data files
|
||||
(bug reported by Marcus Naylor)
|
||||
- Fixed xtile and ytile not being valid in HitHorizWall and HitVertWall,
|
||||
respectively. This caused problems with some tutorials.
|
||||
- Removed unused HitHorizPWall and HitVertPWall.
|
||||
|
||||
Wolf4SDL v1.6 (released 2008-09-01, revision 233)
|
||||
- Fixed songs not really supporting more than 64kb
|
||||
- Try to recognize whether data files don't fit to program version
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||||
instead of just using them and probably crash
|
||||
(can be disabled with --ignorenumchunks)
|
||||
- Fizzle fade now works for resolutions up to 8191x4095
|
||||
(thanks to Xilinx, Inc. for the list of maximum-length LFSR counters)
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- Fixed demos being dependent on actual duration of GETGATLINGSND
|
||||
(fixes second demo, which even rarely worked in vanilla Wolf3D)
|
||||
- Fixed demos by disabling some bugfixes during recording and playback
|
||||
(see PLAYDEMOLIKEORIGINAL define in version.h)
|
||||
- Removed system menu on Windows in windowed mode to avoid ALT to open it
|
||||
- Fixed palette issues occurring on some Windows systems by using the
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"best" color depth reported by libSDL per default (also see --bits option)
|
||||
- Fixed directional 3d sprites on architectures only allowing aligned memory
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||||
access (bug reported by Pickle)
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||||
- Fixed remaining status bar after end of demo in 320x240s resolutions
|
||||
(bug reported by Pickle)
|
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- Removed last busy waiting (fixes very unstable framerates on machines with
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stricter schedulers like FreeBSD; thanks to Tron for making me notice)
|
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- Fixed compiling of SOD on case sensitive file systems
|
||||
(thanks to Michael)
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|
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Wolf4SDL v1.5 (released 2008-05-25, revision 215)
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- Reduced minimum distance to back of moving pushwall to PLAYERSIZE
|
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- Fixed pushwall rendering when player's eye is in the pushwall back tile
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||||
(bug reported by Pickle)
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- Enable 'End game' menu item also when using --tedlevel
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- Removed some unneccessary fade outs
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(DrawPlayScreen does not call VW_FadeOut anymore!!)
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- When using 'End game', 'View scores' does not directly show up anymore
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- Fixed quickload/quicksave not working when started with --tedlevel (vanilla
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bug). This now also only checks for save games once at startup (may speed
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up entering the menu on Dreamcast)
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- Fixed drawing moving pushwalls viewed at acute angles near the level border
|
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- Fixed vanilla bug hiding bonus items on same tile as player, when he cannot
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pick them up (e.g. medikit at 100% health) (thanks to Pickle for noticing)
|
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- Added GP2X specific code by Pickle
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- Reimplemented picture grabber to support all screen resolutions
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(<TAB>+P in debug mode)
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- Added --resf option to force to use unsupported resolutions >= 320x200
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- Added support for resolutions being a multiple of 320x240
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(thanks for your help, Pickle!)
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- Fixed crash when cheat-hurting oneself to death (bug reported by Tricob)
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- Cleaned up id_sd.cpp (kept PC speaker stuff for future reference)
|
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- Added move buttons (invalidates config file, only hardcoded yet)
|
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- Added joystick support to US_LineInput used for highscore names
|
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and save games
|
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- Added US_Printf and US_CPrintf (works just like printf)
|
||||
- Fixed wrong surface locks/unlocks
|
||||
- Added Visual C++ 6 support
|
||||
- Removed some useless VW_WaitVBLs (Thanks to TexZK)
|
||||
- Added some asserts in id_vl.cpp to check for screen access out of bounds
|
||||
- Fixed BJ face popping up in fullsize mode sometimes
|
||||
(Thanks to Andy_Nonymous)
|
||||
- Rewrote page manager to support page >= 64kB
|
||||
and to correctly handle sounds >= 4kB
|
||||
- Improved SOD mission packs support (Thanks to fackue)
|
||||
- Updated Code::Blocks search paths to ..\SDL-devel\
|
||||
- Added version.h to Dev-C++ and Code::Blocks project file
|
||||
- Fixed some files being read in text mode on MinGW
|
||||
|
||||
Wolf4SDL v1.4 (released 2008-03-10, revision 164)
|
||||
- Added MinGW/MSYS compatibility
|
||||
- Updated Code::Blocks project
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||||
- Updated Dev-C++ project and added a README-devcpp.txt
|
||||
- Fixed some busy waiting situations
|
||||
- Added directional 3D sprites support (USE_DIR3DSPR)
|
||||
- Added support for Spear mission packs (by fackue)
|
||||
- Added support for Wolf3D full v1.1 and shareware v1.0, v1.1 and v1.2
|
||||
- Added shading support (USE_SHADING)
|
||||
- Added object flags (see objflag_t enum in wl_def.h)
|
||||
- Reintroduced version.h
|
||||
- Increased MAXVISABLE from 50 to 250
|
||||
- Added outside atmosphere features (USE_STARSKY, USE_RAIN, USE_SNOW)
|
||||
- Added cloud sky support (USE_CLOUDSKY)
|
||||
- Added support for SoD demo
|
||||
- Fixed SoD on systems with case sensitive filenames
|
||||
- Added DarkOne's/Adam's multi-textured floors/ceiling (USE_FLOORCEILINGTEX)
|
||||
- Added parallax sky support (USE_PARALLAX define)
|
||||
- Introduced level feature flags (USE_FEATUREFLAGS define)
|
||||
- Added high resolution support (USE_HIRES define)
|
||||
- Added support for music > 64 kB as supported by WDC
|
||||
- Added --samplerate and --audiobuffer parameters
|
||||
- Added support for GP2X (ARM processor, thanks to Pickle)
|
||||
- Added support for Dreamcast (SH-4 processor, thanks to fackue)
|
||||
- Added joystick support (up to 32 buttons)
|
||||
|
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Wolf4SDL v1.3 (released 2008-01-20, revision 113)
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||||
- Added parameter for SOD to disable copy protection quiz
|
||||
- F12 now also grabs the mouse (for keyboards without scrolllock)
|
||||
- Fixed out of bounds array access in key processing
|
||||
|
||||
Wolf4SDL v1.2 (released 2008-01-09, revision 108)
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||||
- Fixed fading for 'End Game'
|
||||
- Corrected fading speed
|
||||
- Added Spear of Destiny compile support
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||||
- Reimplemented palette file (Sorry...)
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||||
- Fixed end game crash, when player did not die yet
|
||||
(Thanks to Agent87 for noticing this bug!)
|
||||
- Added full size screen feature
|
||||
- Added project files for Code::Blocks and Dev-C++
|
||||
(Thanks to Codetech84!)
|
||||
- Made it MinGW compatible
|
||||
- Fixed demo fading issues
|
||||
- Reformatted many source code files
|
||||
- Resolved all warnings reported by VC++ 8 and GCC
|
||||
- Fixed crash when starting the game with no sound >effects<
|
||||
(Thanks to Agent87 for noticing this bug!)
|
||||
- Always grab mouse when started in fullscreen
|
||||
- Map left and right alt, shift and ctrl keys to the same keys
|
||||
- Fix numpad keys with numlock off
|
||||
- Fixed a buffer overflow causing a crash
|
||||
|
||||
Wolf4SDL v1.1 (released 2007-12-28, revision 70)
|
||||
- Fixed Pause
|
||||
- Fixed IN_Ack()
|
||||
- Added command line parameters for windowed mode and screen resolution
|
||||
- Reimplemented command line parameters (try --help)
|
||||
- Improved scaled "Get Psyched" progress bar graphic
|
||||
- Improved scaled screen borders
|
||||
- Fixed "Fade in black screen" bug
|
||||
- Avoid asserts when shutting down with an error
|
||||
- Use software surfaces to reduce problems with palette on Windows
|
||||
- Windows: Statically links to MSVCR80.DLL now to avoid missing files
|
||||
|
||||
Wolf4SDL v1.0 (released 2007-12-26, revision 53)
|
||||
- Initial release
|
||||
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Wolf4SDL by Moritz "Ripper" Kroll (http://www.chaos-software.de.vu)
|
||||
Original Wolfenstein 3D by id Software (http://www.idsoftware.com)
|
||||
=============================================================================
|
||||
|
||||
Wolf4SDL is an open-source port of id Software's classic first-person shooter
|
||||
Wolfenstein 3D to the cross-plattform multimedia library "Simple DirectMedia
|
||||
Layer (SDL)" (http://www.libsdl.org). It is meant to keep the original feel
|
||||
while taking advantage of some improvements mentioned in the list below.
|
||||
|
||||
|
||||
Main features:
|
||||
--------------
|
||||
|
||||
- Cross-plattform:
|
||||
Supported operating systems are at least:
|
||||
- Windows 98, Windows ME, Windows 2000, Windows XP, Windows Vista
|
||||
(32 and 64 bit), Windows 7 (32 and 64 bit)
|
||||
- Linux
|
||||
- BSD variants
|
||||
- Mac OS X (x86)
|
||||
- KallistiOS (used for Dreamcast)
|
||||
Only little endian platforms like x86, ARM and SH-4 are supported, yet.
|
||||
|
||||
- AdLib sounds and music:
|
||||
This port includes the OPL2 emulator from MAME, so you can not only
|
||||
hear the AdLib sounds but also music without any AdLib-compatible
|
||||
soundcard in near to perfect quality!
|
||||
|
||||
- Multichannel digitized sounds:
|
||||
Digitized sounds play on 8 channels! So in a fire fight you will
|
||||
always hear, when a guard opens the door behind you ;)
|
||||
|
||||
- Higher screen resolutions:
|
||||
Aside from the original 320x200 resolution, Wolf4SDL currently
|
||||
supports any resolutions being multiples of 320x200 or 320x240,
|
||||
the default being 640x400.
|
||||
Unlike some other ports, Wolf4SDL does NOT apply any bilinear
|
||||
or similar filtering, so the graphics are NOT blurred but
|
||||
pixelated just as we love it.
|
||||
|
||||
- Fully playable with only a game controller:
|
||||
Wolf4SDL can be played completely without a keyboard. At least two
|
||||
buttons are required (shoot/YES and open door/NO), but five or more
|
||||
are recommended (run, strafe, ESC).
|
||||
|
||||
Additional features:
|
||||
--------------------
|
||||
|
||||
- Two additional view sizes:
|
||||
Wolf4SDL supports one view size using the full width of the screen
|
||||
and showing the status bar, like in Mac-enstein, and one view size
|
||||
filling the whole screen (press TAB to see the status bar).
|
||||
|
||||
- (Nearly) unlimited sound and song lengths:
|
||||
Mod developers are not restricted to 64kB for digitized sounds and
|
||||
IMF songs anymore, so longer songs and digitized sounds with better
|
||||
quality are possible.
|
||||
|
||||
- Resuming ingame music:
|
||||
When you come back to the game from the menu or load a save game, the
|
||||
music will be resumed where it was suspended rather than started from
|
||||
the beginning.
|
||||
|
||||
- Freely movable pushwalls:
|
||||
Moving pushwalls can be viewed from all sides, allowing mod developers
|
||||
to place them with fewer restrictions. The player can also follow the
|
||||
pushwall directly instead of having to wait until the pushwall has left
|
||||
a whole tile.
|
||||
|
||||
- Optional integrated features for mod developers:
|
||||
Wolf4SDL already contains the shading, directional 3D sprites,
|
||||
floor and ceiling textures, high resolution textures/sprites,
|
||||
parallax sky, cloud sky and outside atmosphere features, which
|
||||
can be easily activated in version.h.
|
||||
|
||||
|
||||
The following versions of Wolfenstein 3D data files are currently supported
|
||||
by the source code (choose the version by commenting/uncommenting lines in
|
||||
version.h as described in that file):
|
||||
|
||||
- Wolfenstein 3D v1.1 full Apogee
|
||||
- Wolfenstein 3D v1.4 full Apogee (not tested)
|
||||
- Wolfenstein 3D v1.4 full GT/ID/Activision
|
||||
- Wolfenstein 3D v1.0 shareware Apogee
|
||||
- Wolfenstein 3D v1.1 shareware Apogee
|
||||
- Wolfenstein 3D v1.2 shareware Apogee
|
||||
- Wolfenstein 3D v1.4 shareware
|
||||
- Spear of Destiny full
|
||||
- Spear of Destiny demo
|
||||
- Spear of Destiny - Mission 2: Return to Danger (not tested)
|
||||
- Spear of Destiny - Mission 3: Ultimate Challenge (not tested)
|
||||
|
||||
|
||||
How to play:
|
||||
------------
|
||||
|
||||
To play Wolfenstein 3D with Wolf4SDL, you just have to copy the original data
|
||||
files (e.g. *.WL6) into the same directory as the Wolf4SDL executable.
|
||||
Please make sure, that you use the correct version of the executable with the
|
||||
according data files version as the differences are hardcoded into the binary!
|
||||
|
||||
On Windows SDL.dll and SDL_mixer.dll must also be copied into this directory.
|
||||
They are also available at http://www.chaos-software.de.vu
|
||||
|
||||
If you play in windowed mode (--windowed parameter), press SCROLLLOCK or F12
|
||||
to grab the mouse. Press it again to release the mouse.
|
||||
|
||||
|
||||
Usage:
|
||||
------
|
||||
|
||||
Wolf4SDL supports the following command line options:
|
||||
--help This help page
|
||||
--tedlevel <level> Starts the game in the given level
|
||||
--baby Sets the difficulty to baby for tedlevel
|
||||
--easy Sets the difficulty to easy for tedlevel
|
||||
--normal Sets the difficulty to normal for tedlevel
|
||||
--hard Sets the difficulty to hard for tedlevel
|
||||
--nowait Skips intro screens
|
||||
--windowed[-mouse] Starts the game in a window [and grabs mouse]
|
||||
--res <width> <height> Sets the screen resolution
|
||||
(must be multiple of 320x200 or 320x240)
|
||||
--resf <w> <h> Sets any screen resolution >= 320x200
|
||||
(which may result in graphic errors)
|
||||
--bits <b> Sets the screen color depth
|
||||
(Use this when you have palette/fading problem
|
||||
or perhaps to optimize speed on old systems.
|
||||
Allowed: 8, 16, 24, 32, default: "best" depth)
|
||||
--nodblbuf Don't use SDL's double buffering
|
||||
--extravbls <vbls> Sets a delay after each frame, which may help to
|
||||
reduce flickering (SDL does not support vsync...)
|
||||
(unit is currently 8 ms, default: 0)
|
||||
--joystick <index> Use the index-th joystick if available
|
||||
--joystickhat <index> Enables movement with the given coolie hat
|
||||
--samplerate <rate> Sets the sound sample rate (given in Hz)
|
||||
--audiobuffer <size> Sets the size of the audio buffer (-> sound latency)
|
||||
(given in bytes)
|
||||
--ignorenumchunks Ignores the number of chunks in VGAHEAD.*
|
||||
(may be useful for some broken mods)
|
||||
--configdir <dir> Directory where config file and save games are stored
|
||||
(Windows default: current directory,
|
||||
others: $HOME/.wolf4sdl)
|
||||
|
||||
For Spear of Destiny the following additional options are available:
|
||||
--mission <mission> Mission number to play (1-3)
|
||||
--goodtimes Disable copy protection quiz
|
||||
|
||||
|
||||
Compiling from source code:
|
||||
---------------------------
|
||||
|
||||
The current version of the source code is available in the svn repository at:
|
||||
svn://tron.homeunix.org:3690/wolf3d/trunk
|
||||
|
||||
The following ways of compiling the source code are supported:
|
||||
- Makefile (for Linux, BSD variants and MinGW/MSYS)
|
||||
- Visual C++ 2008 (Wolf4SDL.VC9.sln and Wolf4SDL.VC9.vcproj)
|
||||
- Visual C++ 2005 (Wolf4SDL.sln and Wolf4SDL.vcproj)
|
||||
- Visual C++ 6 (Wolf4SDL.dsw and Wolf4SDL.dsp)
|
||||
- Code::Blocks 8.02 (Wolf4SDL.cbp)
|
||||
- Dev-C++ 5.0 Beta 9.2 (4.9.9.2) (Wolf4SDL.dev) (see README-devcpp.txt)
|
||||
- Xcode (for Mac OS X, macosx/Wolf4SDL.xcodeproj/project.pbxproj)
|
||||
- Special compiling for Dreamcast (see README-dc.txt)
|
||||
- Special compiling for GP2X (see README-GP2X.txt)
|
||||
|
||||
To compile the source code you need the development libraries of
|
||||
- SDL (http://www.libsdl.org/download-1.2.php) and
|
||||
- SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/)
|
||||
and have to adjust the include and library paths in the projects accordingly.
|
||||
|
||||
Please note, that there is no official SDL_mixer development pack for MinGW,
|
||||
yet, but you can get the needed files from a Dev-C++ package here:
|
||||
http://sourceforge.net/project/showfiles.php?group_id=94270&package_id=151751
|
||||
Just rename the file extension from ".devpack" to ".tar.bz2" and unpack it
|
||||
with for example WinRAR. Then add the directories include/SDL and lib to the
|
||||
according search paths in your project.
|
||||
|
||||
IMPORTANT: Do not forget to take care of version.h!
|
||||
By default it compiles for "Wolfenstein 3D v1.4 full GT/ID/Activision"!
|
||||
|
||||
|
||||
TODOs:
|
||||
------
|
||||
|
||||
- Add PC speaker emulation
|
||||
- Center non-ingame screens for resolutions being a multiple of 320x240
|
||||
- Add support for any graphic resolution >= 320x200
|
||||
|
||||
|
||||
Known bugs:
|
||||
-----------
|
||||
|
||||
- None! ;D
|
||||
|
||||
|
||||
Troubleshooting:
|
||||
----------------
|
||||
|
||||
- If your frame rate is low, consider using the original screen resolution
|
||||
(--res 320 200) or lowering the sound quality (--samplerate 22050)
|
||||
|
||||
|
||||
Credits:
|
||||
--------
|
||||
|
||||
- Special thanks to id Software! Without the source code we would still have
|
||||
to pelt Wolfenstein 3D with hex editors and disassemblers ;D
|
||||
- Special thanks to the MAME developer team for providing the source code
|
||||
of the OPL2 emulator!
|
||||
- Many thanks to "Der Tron" for hosting the svn repository, making Wolf4SDL
|
||||
FreeBSD compatible, testing, bugfixing and cleaning up the code!
|
||||
- Thanks to Chris for his improvements on Wolf4GW, on which Wolf4SDL bases.
|
||||
- Thanks to Pickle for the GP2X support and help on 320x240 support
|
||||
- Thanks to fackue for the Dreamcast support
|
||||
- Thanks to Chris Ballinger for the Mac OS X support
|
||||
- Thanks to Xilinx, Inc. for providing a list of maximum-length LFSR counters
|
||||
used for higher resolutions of fizzle fade
|
||||
|
||||
|
||||
Licenses:
|
||||
---------
|
||||
|
||||
- The original source code of Wolfenstein 3D: license-id.txt
|
||||
- The OPL2 emulator (fmopl.cpp): license-mame.txt
|
||||
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|
||||
LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
|
||||
This Limited Use Software License Agreement (the "Agreement")
|
||||
is a legal agreement between you, the end-user, and Id Software, Inc.
|
||||
("ID"). By continuing the downloading of this Wolfenstein 3D
|
||||
(the "Trademark") software material, which includes source code
|
||||
(the "Source Code"), artwork data, music and software tools
|
||||
(collectively, the "Software"), you are agreeing to be bound by the
|
||||
terms of this Agreement. If you do not agree to the terms of this
|
||||
Agreement, promptly destroy the Software you may have downloaded.
|
||||
|
||||
ID SOFTWARE LICENSE
|
||||
|
||||
Grant of License. ID grants to you the right to use one (1)
|
||||
copy of the Software on a single computer. You have no ownership or
|
||||
proprietary rights in or to the Software, or the Trademark. For purposes
|
||||
of this section, "use" means loading the Software into RAM, as well as
|
||||
installation on a hard disk or other storage device. The Software,
|
||||
together with any archive copy thereof, shall be destroyed when no longer
|
||||
used in accordance with this Agreement, or when the right to use the
|
||||
Software is terminated. You agree that the Software will not be shipped,
|
||||
transferred or exported into any country in violation of the U.S.
|
||||
Export Administration Act (or any other law governing such matters) and
|
||||
that you will not utilize, in any other manner, the Software in violation
|
||||
of any applicable law.
|
||||
|
||||
Permitted Uses. For educational purposes only, you, the end-user,
|
||||
may use portions of the Source Code, such as particular routines, to
|
||||
develop your own software, but may not duplicate the Source Code, except
|
||||
as noted in paragraph 4. The limited right referenced in the preceding
|
||||
sentence is hereinafter referred to as "Educational Use." By so exercising
|
||||
the Educational Use right you shall not obtain any ownership, copyright,
|
||||
proprietary or other interest in or to the Source Code, or any portion of
|
||||
the Source Code. You may dispose of your own software in your sole
|
||||
discretion. With the exception of the Educational Use right, you may not
|
||||
otherwise use the Software, or an portion of the Software, which includes
|
||||
the Source Code, for commercial gain.
|
||||
|
||||
Prohibited Uses: Under no circumstances shall you, the end-user,
|
||||
be permitted, allowed or authorized to commercially exploit the Software.
|
||||
Neither you nor anyone at your direction shall do any of the following acts
|
||||
with regard to the Software, or any portion thereof:
|
||||
|
||||
Rent;
|
||||
|
||||
Sell;
|
||||
|
||||
Lease;
|
||||
|
||||
Offer on a pay-per-play basis;
|
||||
|
||||
Distribute for money or any other consideration; or
|
||||
|
||||
In any other manner and through any medium whatsoever commercially
|
||||
exploit or use for any commercial purpose.
|
||||
|
||||
Notwithstanding the foregoing prohibitions, you may commercially exploit the
|
||||
software you develop by exercising the Educational Use right, referenced in
|
||||
paragraph 2. hereinabove.
|
||||
|
||||
Copyright. The Software and all copyrights related thereto
|
||||
(including all characters and other images generated by the Software
|
||||
or depicted in the Software) are owned by ID and is protected by
|
||||
United States copyright laws and international treaty provisions.
|
||||
Id shall retain exclusive ownership and copyright in and to the Software
|
||||
and all portions of the Software and you shall have no ownership or other
|
||||
proprietary interest in such materials. You must treat the Software like
|
||||
any other copyrighted material, except that you may either (a) make one
|
||||
copy of the Software solely for back-up or archival purposes, or (b)
|
||||
transfer the Software to a single hard disk provided you keep the original
|
||||
solely for back-up or archival purposes. You may not otherwise reproduce,
|
||||
copy or disclose to others, in whole or in any part, the Software. You
|
||||
may not copy the written materials accompanying the Software. You agree
|
||||
to use your best efforts to see that any user of the Software licensed
|
||||
hereunder complies with this Agreement.
|
||||
|
||||
NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS IMPLIED,
|
||||
INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT TO THE SOFTWARE. THIS LIMITED
|
||||
WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH
|
||||
VARY FROM JURISDICTION TO JURISDICTION. ID DOES NOT WARRANT THAT THE
|
||||
OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR
|
||||
SPECIFIC REQUIREMENTS. THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER
|
||||
EXPRESS WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,
|
||||
DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE MODIFICATIONS TO
|
||||
THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF OF ID.
|
||||
|
||||
Exclusive Remedies. The Software is being offered to you free of any
|
||||
charge. You agree that you have no remedy against ID, its affiliates,
|
||||
contractors, suppliers, and agents for loss or damage caused by any defect
|
||||
or failure in the Software regardless of the form of action, whether in
|
||||
contract, tort, includinegligence, strict liability or otherwise, with
|
||||
regard to the Software. This Agreement shall be construed in accordance
|
||||
with and governed by the laws of the State of Texas. Copyright and other
|
||||
proprietary matters will be governed by United States laws and international
|
||||
treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF
|
||||
PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER
|
||||
SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT,
|
||||
NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN ADVISED
|
||||
OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY.
|
||||
Some jurisdictions do not allow the exclusion or limitation of incidental or
|
||||
consequential damages, so the above limitation or exclusion may not apply to
|
||||
you.
|
||||
|
||||
General Provisions. Neither this Agreement nor any part or portion
|
||||
hereof shall be assigned, sublicensed or otherwise transferred by you.
|
||||
Should any provision of this Agreement be held to be void, invalid,
|
||||
unenforceable or illegal by a court, the validity and enforceability of the
|
||||
other provisions shall not be affected thereby. If any provision is
|
||||
determined to be unenforceable, you agree to a modification of such
|
||||
provision to provide for enforcement of the provision's intent, to the
|
||||
extent permitted by applicable law. Failure of a party to enforce any
|
||||
provision of this Agreement shall not constitute or be construed as a
|
||||
waiver of such provision or of the right to enforce such provision. If
|
||||
you fail to comply with any terms of this Agreement, YOUR LICENSE IS
|
||||
AUTOMATICALLY TERMINATED and you agree to the issuance of an injunction
|
||||
against you in favor of Id. You agree that Id shall not have to post
|
||||
bond or other security to obtain an injunction against you to prohibit
|
||||
you from violating Id's rights.
|
||||
|
||||
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, THAT YOU
|
||||
UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE
|
||||
DOWNLOADING OF THE SOFTWARE, YOU AGREE TO BE BOUND BY THIS AGREEMENT'S
|
||||
TERMS AND CONDITIONS. YOU FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE
|
||||
AGREEMENTS BETWEEN ID AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE
|
||||
STATEMENT OF THE RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT
|
||||
SUPERSEDES ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND
|
||||
ANY OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER
|
||||
OF THIS AGREEMENT
|
||||
@@ -0,0 +1,32 @@
|
||||
Copyright (c) 1997-2005, Nicola Salmoria and the MAME team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this code or any derivative works are permitted
|
||||
provided that the following conditions are met:
|
||||
|
||||
* Redistributions may not be sold, nor may they be used in a commercial
|
||||
product or activity.
|
||||
|
||||
* Redistributions that are modified from the original source must include the
|
||||
complete source code, including the source code for all components used by a
|
||||
binary built from the modified sources. However, as a special exception, the
|
||||
source code distributed need not include anything that is normally distributed
|
||||
(in either source or binary form) with the major components (compiler, kernel,
|
||||
and so on) of the operating system on which the executable runs, unless that
|
||||
component itself accompanies the executable.
|
||||
|
||||
* Redistributions must reproduce the above copyright notice, this list of
|
||||
conditions and the following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
||||
Reference in New Issue
Block a user