Moved the "adding games" information to its own wiki page instead of the README.
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adding-games.md
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adding-games.md
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# Adding Games
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Because of the size of the audiogame-manager.sh file, adding new titles may seem like a daunting task. For most games, however, the process is not terribly difficult. The majority of them require two edits.
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### The Menu Section
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You need to add the game title as it appears in the menu when you launch audiogame-manager.sh. Let's use the fictitious title "My Awesome Game" in the following example.
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First, find the list of games. This is easily done by searching for the comment:
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# The list of games available for installation.
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You will notice an array called gameList. Add the title, in quotes, to the array. Use the existing list as a guide to keep things formatted similarly. Games are approximately alphebatized, although I did add some of them prier to coffee, so that doesn't always hold true. So for our example, the entry here would be:
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"My Awesome Game"
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That's it for the menu. It's worth noting that to disable a game from showing up in the installation menu, just add a # to comment out the entry.
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### Installing the Game
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In most cases, the process to install a game is straight forward. If the game in question is self-voiced, it is very easy in deed. The only difficult part may be finding out what, if any wine packages are needed. Continuing with the example game, let's say for the time being that it is a self-voiced game that is 32 bit and will work on any version of wine, so we don't care about setting it.
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Once again, you can search for a string to get you to the top of the installation section. As before, the installers are approximately alphabetically ordered. So moving down to the "M" section, let's add the installer. find the string:
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# Install game based on the selection above.
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Then in the appropriate area, add the installer code. The example will have comments explaining what's going on.
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# Add the game title to the case statement
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"My Awesome Game")
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# Set up the wine prefix in ~/.local/wine/my-awesome-game
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install_wine_bottle
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# Get the game's installation file
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download "http://.example.com/my_awesome_game_setup.exe"
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# run the installer with the silent flag so that it installs without any prompts which are inaccessible to screen readers on Linux.
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wine "${cache}/my_awesome_game_setup.exe" /silent
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# Create the launcher entry so audiogame manager knows how to start the game.
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add_launcher "c:\Program Files\My Awesome Game\mag.exe"
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;;
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### Dealing with nvdaControllerClient.dll and SAPI
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Note that currently the 64 bit wine version of SAPI does not work. Games that include the nvdaControllerClient will work, but in order for wine to process the speech with SAPI, the dll file needs to be removed. Let's change the above example because the imaginary developer of My Awesome Game got tired of recording all of those voice clips and changed the game to use SAPI instead. Here is the updated code with comments.
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# Add the game title to the case statement
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"My Awesome Game")
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# Set up the wine prefix in ~/.local/wine/my-awesome-game and install speechsdk
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install_wine_bottle speechsdk
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# Get the game's installation file
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download "http://.example.com/my_awesome_game_setup.exe"
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# run the installer with the silent flag so that it installs without any prompts which are inaccessible to screen readers on Linux.
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wine "${cache}/my_awesome_game_setup.exe" /silent
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# Remove the nvdaControllerClient.dll file
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# Note that it may just becalled nvdaControllerClient.dll or nvdaControllerClient32.dll
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find "${WINEPREFIX}" -type f -name "nvdaControllerClient32.dll" -exec rm -fv "{}" \;
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# Create the launcher entry so audiogame manager knows how to start the game.
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add_launcher "c:\Program Files\My Awesome Game\mag.exe"
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;;
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In some cases, however, this will cause the game to not function at all. For these cases, we have a fake dll that can take the place of the original. You just need to make sure the fake dll is downloaded during game installation and then move it into place. For an example of how this works, please take a look at the "A Hero's Call" entry in audiogame-manager.sh.
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### Dealing with compressed files
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This is actually pretty easy. Just change the wine command to the command to extract the file to the proper location. If the "My Awesome Game" developer got tired of dealing with setup files and switched to zip, for instance, the new line would look like this.
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unzip -d "$WINEPREFIX/drive_c/Program Files" "${cache}/my_awesome_game.zip"
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Some games just extract to the current directory, which can make "Program Files" all cluttered. If you find this is the case, just add a directory name on to the end and it will be created, like so.
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unzip -d "$WINEPREFIX/drive_c/Program Files/My Awesome Game" "${cache}/my_awesome_game.zip"
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### When Things Get Complicated
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If your game requires some extra setup before launching, there is a section to add code for it. As usual, there is a comment at the start of the section. Look for the string.
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# for games that require custom scripts before launch or custom launch parameters
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There are some tools available for getting games to speak that do not use any of the methods listed above. Look in the speech directory and you will find a clipboard translator and a script to read the current window title when it changes.
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If your game is 64 bit only, you will need to add a section here to launch it with the nvda2speechd setup. For a detailed example of this, check out the "Code Dungeon" installer. This is a good one too because it demonstrates an oddity required to get the keyboard working as well as setting the Windows version and architecture. It also shows how to prompt the user for a file that cannot be downloaded automatically, e.g. something from Itch.
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That covers most things. If the game happens to require dotnet, it can really get complicated indeed. For an example of this, take a look at the "Entombed" installer.
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### Specific Versions of Wine
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Some games work better with specific versions of wine. In fact, some games will not work at all with the latest version. If your game requires a specific version of wine, make sure to call the install_wine function. This takes two parameters, the version of wine and the architecture. For an example of how this works, take a look at Swamp. It requires 7.7 because any later version will constantly get "connection interrupted" messages and kick you from the game.
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export version="7.7"
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install_wine "${version}" "32"
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export bottle="aprone". Because there are multiple games from this author, they are combined into a single bottle. If you take a look at the case statement in get_bottle, you will notice at the end there is a call to install_wine to set the version and install it.
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export version="7.7"
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install_wine "${version}" "32"
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export bottle="aprone"
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This sets the wine version, and calls install_wine which will check for and install the required version, in this case 7.7. Also, it sets the required bottle, in this case, "aprone". Because there are multiple games, get_bottle has an entry. At the end of the entry is a call to:
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install_wine "7.7" "32"
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export WINEPREFIX="${HOME}/.local/wine/aprone" ;;
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If your game is not in a specific bottle, there is a section at the end of get_bottle for adding the wine version if needed. For an example of this, take a look at the RS Games entery:
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if [[ "$game" =~ rs-games ]]; then
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install_wine "7.0" "32"
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fi
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To quickly get to this section, you can search for the comment:
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# Wine version for bottles
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## Contributing
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If you would like to contribute, please try to keep the code formatted like it is currently. Please make sure that your additions work on your computer before doing a pull request.
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