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- ScummVM README
- Last updated: 2003-08-06
- Release version: 0.5.1
- ------------------------------------------------------------------------
-
- For more information, compatibility lists, details on donating, the latest
- release, progress reports and more, please visit the ScummVM home page
- at: http://www.scummvm.org/
-
- Table of Contents:
- ------------------
- 1.0) About
- 2.0) Contacting
- * 2.1 Reporting Bugs
- 3.0) Supported Games
- * 3.1 Copy Protection
- * 3.2 Simon the Sorcerer notes
- * 3.3 Known Bugs
- 4.0) Supported Platforms
- 5.0) Running ScummVM
- * 5.1 Command Line Options
- * 5.2 Language Options
- * 5.3 Graphics Filters
- * 5.4 Hotkeys
- * 5.5 Using Macintosh games
- 6.0) Savegames
- * 6.1 Autosaves
- 7.0) Music and Sound
- * 7.1 Adlib emulation
- * 7.2 MIDI emulation
- * 7.3 Native MIDI support
- * 7.4 UNIX native & ALSA sequencer support
- * 7.5 Using MP3 or OGG to store/compress audio
- 8.0) Configuration Files
- 9.0) Compiling
- X.X) Credits
-
- 1.0) About:
- ---- ------
- ScummVM is a collection of interpreters, capable of emulating several
- adventure game engines. ScummVM mainly supports engines created using
- SCUMM (Script Creation Utility for Maniac Mansion), used in various
- LucasArts games such as Monkey Island, Day of the Tentacle, and others.
- ScummVM also contains interpreters for several non-SCUMM games, currently
- these are Simon the Sorcerer (1 & 2), and Beneath a Steel Sky.
-
- At this time ScummVM should be considered beta software, and is still
- under heavy development. Be aware that whilst we attempt to make sure
- that many games can be completed with few major bugs, crashes can happen.
-
- If you enjoy ScummVM feel free to donate using the PayPal button on the
- ScummVM homepage. This will help us buy utilities needed to develop ScummVM
- easier and quicker. If you cannot donate, help and contribute a patch!
-
- 2.0) Contacting:
- ---- ----------
- The easiest way to contact the ScummVM team is by submitting bug reports or
- commenting in our forums. You can also join and e-mail the scummvm-devel
- mailing list, or chat with us on irc (#scummvm on irc.freenode.net)
- Please do not ask us to support an unsupported game - read our homepages
- FAQ first.
-
- 2.1) Reporting Bugs:
- ---- ---------------
- To report a bug, please create a SourceForge account and follow the bugs
- link from our homepage. Please make sure the bug is reproducible, and
- still occurs in the latest daily build/current CVS version. Also check
- the known bugs list (below) and compatibility listing for that game, to
- ensure the issue is not already known.
-
- Also do not report bugs on games that are not listed as being completable
- in the 'Supported Games' section, or compatibility list. We -know- those
- games have bugs.
-
- Please include the following information:
- - ScummVM version (PLEASE test the latest CVS/Daily build)
- - Bug details, including instructions on reproducing
- - Language of game (English, German, ...)
- - Version of game (talkie, floppy, ...)
- - Platform and Compiler (Win32, Linux, FreeBSD, ...)
- - Attach a save game if possible
- - If this bug only occurred recently, please note the last
- version without the bug, and the first version including
- the bug. That way we can fix it quicker by looking at the
- changes made.
-
- 3.0) Supported Games:
- ---- ----------------
- At the moment the following games have been reported to work, and should
- be playable to the end. However, this list generally applies to PC versions.
- Mac versions should work after being "ReSCUMM'ed" (see later in this document),
- and Amiga versions of games may work with the 'Amiga' flag turned on - but
- this is not always true.
-
- SCUMM Games:
- Maniac Mansion (Enhanced Version) [Game: maniac]
- Zak McKracken (Enhanced Version) [Game: zak]
- Indiana Jones & the Last Crusade (EGA) [Game: indy3ega]
- Indiana Jones & the Last Crusade (256) [Game: indy3]
- Indiana Jones & the Last Crusade (256 FM Towns) [Game: indy3towns]
- Loom (16 color floppy version) [Game: loom]
- Loom (256 color CD version) [Game: loomcd]
- Zak McKracken (256 FM Towns) [Game: zak256]
- Monkey Island 1 (EGA version) [Game: monkeyega]
- Monkey Island 1 (VGA version) [Game: monkeyvga]
- Monkey Island 1 (CD version) [Game: monkey/monkey1]
- Monkey Island 2 [Game: monkey2]
- Indiana Jones and the Fate of Atlantis [Game: atlantis]
- Day of the Tentacle [Game: tentacle]
- Sam & Max [Game: samnmax]
- The Dig [Game: dig]
- Curse of Monkey Island [Game: comi]
-
- Other Games:
- Beneath a Steel Sky [Game: sky]
- Simon the Sorcerer 1 [Game: simon1dos/
- simon1talkie/
- simon1win]
- Simon the Sorcerer 2 [Game: simon2dos/
- simon2talkie/
- simon2win
- simon2mac]
-
- The following games should be completable, but have some critical problems that
- prevent them from being fully supported at this time. Please do not file bug
- reports about them.
-
- Full Throttle [Game: ft]
- Zak McKracken (256 color, Towns Kanji ver) [Game: zak256]
-
- The following games should load, but are not yet fully playable. Play these at
- your own risk, and please do not file bug reports about them. If you want
- the latest updates on game compatibility, visit our web site and view the
- compatibility chart.
-
- Maniac Mansion (Original) [Game: maniac]
- Zak McKracken (Original) [Game: zak]
- Putt-Putt Goes To The Moon [Game: puttmoon]
- Putt-Putt's Fun Pack [Game: funpack]
- Fatty Bear's Birthday Surprise [Game: fbear]
- Fatty Bear's Fun Pack [Game: fbpack]
-
- The following games are SCUMM engine, but NOT supported by ScummVM (yet).
-
- Putt-Putt Joins the Parade
- Most other Humongous Entertainment titles
-
- Please be aware that the engine may contain bugs and unimplemented features
- that sometimes make it impossible to finish the game. Save often, and please
- file a bug report (instructions on submitting bug reports are below) if you
- encounter such a bug in a 'supported' game.
-
- 3.1) Copy Protection:
- ---- ----------------
- The ScummVM team does not condone piracy. However, there are cases when
- LucasArts themselves bundled cracked interpreters with their own games --
- the data files still contain the copy protection scripts, but the interpreter
- bypasses them. There is no way for us to tell the difference between legitimate
- and pirated data files, so for the games where we know the original interpreter
- may have been cracked ScummVM will always have to bypass the copy protection.
-
- At the time of writing, that includes the following games:
-
- Indiana Jones & the Last Crusade (EGA)
- Indiana Jones & the Last Crusade (256 color FM Towns version)
- Loom (16 color floppy version)
- Maniac Mansion
- Monkey Island 1 (EGA version)
- Monkey Island 1 (VGA version)
- Monkey Island 2
- Zak McKracken (256 color FM Towns version)
-
- Beneath a Steel Sky (bypassed with permission from Revolution)
-
- In most cases ScummVM will still show the copy protection screen. Try entering
- any answer. Chances are that it will work.
-
- 3.2) Simon the Sorcerer 1 and 2 notes:
- ---- ---------------------------------
- The Simon the Sorcerer 1 & 2 games were split into several targets to make
- coding easier and to make it more clear which target should be used:
- simon1dos - Use for Simon the Sorcerer 1 for DOS (Disk)
- simon2dos - Use for Simon the Sorcerer 2 for DOS (Disk)
- simon1talkie - Use for Simon the Sorcerer 1 Talkie for DOS (CD)
- simon2talkie - Use for Simon the Sorcerer 2 Talkie for DOS (CD)
- simon1win - Use for Simon the Sorcerer 1 Talkie for Windows (CD)
- simon2win - Use for Simon the Sorcerer 2 Talkie for Windows (CD)
- simon2mac - Use for Simon the Sorcerer 2 Talkie for Amiga or Mac (CD)
-
- If you have the dual version of Simon the Sorcerer 1 or 2 on CD,
- then you will find the Windows version in the main directory of CD
- and the DOS Talkie version in the DOS directory of the CD.
-
- 3.3) Known Problems in ScummVM 0.5.1:
- ---- --------------------------------
- This release has the following known problems. There is no need to report them,
- although patches to fix them are welcome. If you discover a bug that is not
- listed here, nor in the compatibility table on the web site, please see
- the section on Reporting Bugs.
-
- Beneath a Steel Sky:
- - Floppy demo does not work at all
- - Amiga versions aren't supported and probably never will be
- - Not a bug: CD version is missing speech for some dialog
- - ScummVM 0.5.0 contained a bug in the savegame system.
- If you experience problems using an old savegame, it may be
- corrupt, and you will need to start a new game using this
- version.
-
- Indiana Jones & the Last Crusade (EGA):
- - In some rooms Indy may be able to walk to odd places
- - There are some minor graphical glitches
-
- Indiana Jones & the Last Crusade (256):
- - No sound effects
- - In some rooms Indy may be able to walk to odd places
- - There are some minor graphical glitches
-
- Monkey Island (EGA & VGA versions):
- - No sound effects
-
- Indiana Jones and the Fate of Atlantis:
- - Keyboard fighting does not work. ScummVM now defaults to
- using mouse fighting.
-
- Sam and Max:
- - Highway subgame does not behave correctly.
- - Music is broken under Dreamcast, causing game freezes
-
- Simon the Sorcerer 1:
- - No inventory scrolling arrows shown in simon1dos and
- simon1talkie, can still move around inventory though.
- - simon1dos freezes briefly after Swampling leaves his house and
- when talking to demons in Sordid's Tower
-
- Simon the Sorcerer 2:
- - Text in copy protection screen of simon2dos is only shown for
- a short time
- - simon2dos and simon2talkie (With subtitles enabled) freeze
- briefly when Pirate Captain is talking to Mate, when Simon
- tries to escape
- - Only default language in data files is supported in simon2mac
- - F10 key animation in simon2mac is different compared to
- original game
-
- Curse of Monkey Island
- - The "Pirate Song" scene does not play correctly
- - Some minor graphical glitches remain
-
- Zak McKracken (Enhanced)
- - Pushing the feet on the Mars sarcophagus may not open the
- hidden door. A workaround is to use 'Push' on the floor just
- before the feet.
-
- FM Towns versions:
- - No support for Kanji versions
- - All the FM Towns versions of games are extremely rare,
- And as the ScummVM team does not encourage piracy in any
- way, we don't know where to buy or download a copy of these
- games. Petition LucasArts to re-release them :)
-
- All CD games:
- - If you are experiencing random crashes, and your game
- plays music from CD, you have encountered a Windows bug.
- Try copying the data files from CD to your hard disk, and
- running them from there.
-
-
- 4.0) Supported Platforms:
- ---- --------------------
- ScummVM has been ported to run on many platforms and operating systems.
- Links to these ports can be found either on the ScummVM web page or by a
- Google search. Many thanks to the effort of porters. If you have a port of
- ScummVM and wish to commit it into the main CVS, feel free to contact us!
-
- Windows - SDL
- Windows CE - SDL (iPaq and other handheld devices)
- Linux - X11 & OSS audio (includes iPaqs running Linux)
- Mac OS X - SDL
- AmigaOS - SDL/AGA
- MorphOS - Custom backend
- BeOS - SDL
- Acorn (RiscOS) - ???
- Dreamcast - Custom backend
- GP32 - Custom backend
- PalmOS - Custom backend
- UNIX - SDL (Linux, Solaris, IRIX, *BSD)
-
- The Dreamcast port does not support Curse of Monkey Island, nor The Dig.
- The PalmOS port does not support Curse of Monkey Island, Beneath a Steel
- Sky, nor either Simon the Sorcerer 1 or 2. The Dig will only work on some
- Palm devices (those with a large dynamic heap). Sam and Max is currently
- broken under Dreamcast, but this should be fixed in a patch soon after
- 0.5.1
-
- 5.0) Running ScummVM:
- ---- ----------------
- Before you run the engine, you need to put the game's datafiles in a
- directory. The filenames must not be in mixed case on *nix systems
- (for example, these are valid names: "monkey2.000", "MONKEY2.000", while
- this is a bad one: "Monkey2.000"). If you use a game with speech, the file
- monster.sou must reside in the same directory as the datafiles.
-
- ScummVM can be launched directly by running the executable. In this case,
- the in-built launcher will activate. From this, you can add games (click
- 'Add Game'), or launch games which have already been configured.
-
- ScummVM can also be launched into a game directly using Command Line
- arguments - see the next section.
-
- 5,1) Command Line Options:
- ---- ---------------------
- scummvm [OPTIONS] [GAME]
-
- [GAME] - Short name of game to load. For example, 'monkey' for
- Monkey Island. This can be either a known gameid, or
- a pre-configured target.
-
- -p<path> - Path to where the game is installed. Default is CWD.
- -x[<num>] - Save game slot to load (default: autosave)
- -f - Full-screen mode.
- -g<mode> - Select graphics scaler. See below.
- -e<mode> - Select sound engine. See below.
- -a - Enable Amiga pal conversion, for playing Amiga
- versions
- -q<lang> - Select language. See below.
- -c<num> - Drive to play CD audio from. E.g., 0 is first drive.
- -m<num> - Set the music volume, 0-255. Default is '192'
- -o<num> - Set the master volume, 0-255. Default is '192'
- -s<num> - Set the sfx volume, 0-255. Default is '192'
- -t<num> - Set music tempo. 50-200. Default is '100' (percent)
- -n - Disable subtitles. Use with games that have voice.
- -y - Set talk speed ('yak option'). Default is '60'
- -l<file> - Load alternate configuration file
- -w[<file>] - Write configuration file
- -v - Show version information and exit
- -z - Display list of games
- -b<num> - Start in room <num>.
- -d[<num>] - Set debug verbosity to <num>
- -u - Dump scripts if a directory called 'dumps' exists in
- current directory
- --multi-midi - Enable combination Adlib and native MIDI
- --native-mt32 - True Roland MT-32 (disable GM emulation)
- --aspect-ratio - Enable aspect ratio correction
- --floppy-intro - Use floppy version intro for Beneath a Steel Sky CD
-
- The meaning of long options can be inverted by prefixing them with "no-", e.g.
- --no-aspect-ratio. This is useful if you want to override a setting in the
- configuration file.
-
- The short game name ('game target') you see at the end of the command
- line is very important. A short list is contained at the top of this
- file. You can also get the current list of games and game names at:
- http://www.scummvm.org/compatibility.php
-
- Examples:
- * Win32:
- Running Monkey Island, fullscreen, from a hard disk:
- C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
- Running Full Throttle from CD, fullscreen and with subtitles disabled:
- C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
-
- * Unix:
- Running Monkey Island, fullscreen, from a hard disk:
- /path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
- Running Full Throttle from CD, fullscreen and with subtitles disabled:
- /path/to/scummvm -f -n -p/cdrom/resource/ ft
-
- 5.1) Language options:
- ---- -----------------
- ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig,
- Curse of Monkey Island, Beneath a Steel Sky. and Simon the Sorcerer 1 & 2.
-
- Maniac Mansion and Zak McKracken
- en - English (default)
- de - German
- fr - French
- it - Italian
- es - Spanish
-
- The Dig
- jp - Japanese
- zh - Chinese
- kr - Korean
-
- Curse of Monkey Island
- en - English (default)
- de - German
- fr - French
- it - Italian
- pt - Portuguese
- es - Spanish
- jp - Japanese
- zh - Chinese
- kr - Korean
-
- Beneath a Steel Sky:
- gb - English (Great Britain) (default)
- en - English USA
- de - German
- fr - French
- it - Italian
- pt - Portuguese
- es - Spanish
- se - Swedish
-
- Simon the Sorcerer: 1 & 2
- en - English (default)
- de - German
- fr - French
- it - Italian
- es - Spanish
- hb - Hebrew
-
- 5.3) Graphics filters:
- ---- -----------------
- ScummVM offers several anti-aliasing filters to attempt to improve visual
- quality. These are the same filters used in many other emulators, such as
- MAME.
- Note: the resolutions listed assume the game was originally 320x200
-
- They are:
- normal - No filtering, original 320x200 resolution. Fastest.
- 2x - No filtering, double screen/window size to 640x400
- (default)
- 3x - No filtering, triple screen/window size to 960x600
- 2xsai - 2xsai filtering, double screen/window size to 640x400
- super2xsai - Enhanced 2xsai filtering. 640x400 screen/window size
- supereagle - Less blurry than 2xsai, but slower. Also 640x400
- advmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI.
- advmame3x - 960x600 scaling. Doesn't rely on blurring like 2xSAI.
- tv2x - 640x400 scaling. Horizontal scanlines.
- dotmatrix - 640x400 scaling. Dot matrix effect.
- opengl - OpenGL with bilinear filtering [Unsupported]
-
- To select a graphics filter, pass its name via the '-g' option to scummvm,
- for example:
-
- scummvm -g advmame2x monkey2
-
- Note #1: Not all backends support all or any filters. The ones listed above
- are for the default SDL backend.
-
- Note #2: Filters can be very slow when ScummVM is compiled in a debug
- configuration without optimizations. And there is always a speed impact when
- using any form of anti-aliasing/linear filtering.
-
- Note #3: The Fm Towns version of Zak (zak256 target) uses an original resolution
- of 320x240 - hence for this game scalers will scale to 640x480 or 960x720.
-
- Note #4: The OpenGL filter is included as a curiosity only. It's use is
- unsupported, and unrecommended. The only benefit is hardware accelerated
- scaling, but any machine with an OpenGL card should be fast enough to use
- the software scalers (see above).
-
- 5.4 Hot Keys:
- --- ---------
- ScummVM supports various in game hotkeys. They differ between the SCUMM and
- simon games.
-
- Common:
- Ctrl-z OR Alt-x - Quit
- Keyboard Arrow Keys - Simulate mouse movement
- Ctrl-f - Runs in fast mode.
- Ctrl-Alt 0-9 - Switch between graphics filters
- Ctrl-Alt b - Switch between bilinear and non-linear
- filtering [OpenGL backend]
- Ctrl-Alt a - Toggle aspect-ratio correction on/off.
- Most of the games use a 320x200 pixel
- resolution, which may look squashed on
- modern monitors. Aspect-ratio correction
- stretches the image to use 320x240 pixels
- instead, or a multiple thereof.
-
- SCUMM:
- Ctrl 0-9 and Alt 0-9 - Load and save game state
- Ctrl-g - Runs in really REALLY fast mode.
- Ctrl-d - Starts the debugger.
- Tilde (~) - Show/hide the debugging console
- Ctrl-s - Shows memory consumption.
- [ and ] - Music volume, down/up
- - and + - Text speed, slower/faster
- F5 - Displays a save/load box.
- Space - Pauses
- Period (.) - Skips current line of text in some games
- Alt-Enter - Toggles full screen/windowed
- Enter - Simulate left mouse button press
- Tab - Simulate right mouse button press
-
- Simon:
- F1 - F3 - Text speed, faster - slower
- F10 - Shows all characters and objects you can
- interact with (Simon the Sorcerer 2 only)
- - and + - Music volume, down/up
- m - Music on/off
- s - Sound effects on/off
- b - Background sounds on/off
-
- Note that using ctrl-f and ctrl-g are not recommended: games can crash when
- being ran faster than their normal speed, as scripts will lose synchronisation
-
- 5.5 Using data files from Macintosh game versions:
- --- ----------------------------------------------
- All LucasArts SCUMM based adventures except CMI also exist in versions for the
- Macintosh. ScummVM can use most (all?) of them, however, in some case some
- additional work is required. First off, if you are not using a Macintosh for
- this, accessing the CD/floppy data might be tricky. There are various tools on
- the net for this, though.
-
- Secondly, most of the newer games shipped only with a single data file on the
- Macintosh. You first have to run the 'rescumm' tool from the scummvm-tools
- package to extract the data files ScummVM expects. You invoke rescumm like
- this (where DATAFILE is the path to the single big data file):
-
- rescumm DATAFILE
-
- It will extract the data into the current directory, so make sure to run it from
- a writable directory.
-
- 6.0) Savegames:
- ---- ----------
- Savegames are by default put in the current directory. You can specify the save
- in the config file by setting the savepath parameter. See the example config
- file later in this readme.
-
- You can also use the environment variable SCUMMVM_SAVEPATH to specify where to
- put save games. Don't forget the trailing directory separator. Also be aware
- that saved games may break between ScummVM releases.
-
- Bash (Unix) example:
- export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/
-
- Windows example:
- set SCUMMVM_SAVEPATH=C:\saved_games\
-
- 6.1) Autosaves:
- ---- ----------
- Because ScummVM is still a beta product, it -can- crash and/or hang
- occasionally. As such, every five minutes it will save a game in Slot 0. This
- game can be loaded via Ctrl-0, or the F5 menu. This autosaving does not,
- however, occur with Simon the Sorcerer.
-
-
- 7.0) Music and Sound:
- ---- ----------------
- By default, on most operating systems, ScummVM will automatically use Adlib
- emulation. MIDI may not be available on all operating systems or may need
- manual configuration. If you ARE using MIDI, you have several different
- choices of output, depending on your operating system and configuration.
-
- adlib - Uses internal Adlib Emulation (default)
- windows - Windows MIDI. Uses built-in sequencer, for Windows users
- seq - Uses /dev/sequencer for MIDI, *nix users. See below.
- qt - Quicktime sound, for Macintosh users.
- core - CoreAudio sound, for MacOS X users.
- amidi - Uses the MorphOS MIDI system, for MorphOS users
- alsa - Output using ALSA sequencer device. See below.
- null - Null output. Don't play any music.
-
- To select a sound driver, pass its name via the '-e' option to scummvm,
- for example:
-
- scummvm -e adlib monkey2
-
-
- 7.1) Playing sound with Adlib emulation:
- ---- -----------------------------------
- By default an Adlib card will be emulated and ScummVM will output the music
- as sampled waves. This is the default mode for most games, and offers the
- best compatibility between machines and games.
-
-
- 7.2) Playing sound with MIDI emulation:
- ---- ----------------------------------
- Some games (such as Sam and Max) only contain MIDI music data. This once
- prevented music for these games from working on platforms that do not support
- MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will
- not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled
- waves and Adlib emulation using the -eadlib option. However, if you are capable
- of using native MIDI, we recommend using one of the MIDI modes below for best
- sound.
-
- 7.3) Playing sound with Native MIDI:
- ---- -------------------------------
- Use the appropriate -e<mode> command line option from the list above to
- select your preferred MIDI device. For example, if you wish to use the
- Windows MIDI driver, use the -ewindows option.
-
-
- 7.4.0 Playing sound with Sequencer MIDI: [UNIX ONLY]
- ----- ----------------------------------
- If your soundcard driver supports a sequencer, you may set the environment
- variable "SCUMMVM_MIDI" to your sequencer device - e.g., /dev/sequencer
-
- If you have problems with not hearing audio in this configuration, it is
- possible you will need to set the "SCUMMVM_MIDIPORT" variable to 1 or 2. This
- selects the port on the selected sequencer to use. Then start scummvm with the
- -eseq parameter. This should work on several cards, and may offer better
- performance and quality than Adlib emulation. However, for those systems where
- sequencer support does not work, you can always fall back on Adlib emulation.
-
-
- 7.4.1 Playing sound with ALSA sequencer: [UNIX ONLY]
- ----- ----------------------------------
- If you have installed the ALSA driver with the sequencer support, then
- set the environment variable "SCUMMVM_PORT" to your sequencer port - e.g. 65:0
-
- Here is a little howto on how to use the ALSA sequencer with your soundcard.
- In all cases, to have a list of all the sequencer ports you have, try the
- command "aconnect -o -l". This should give output similar to:
- client 64: 'External MIDI 0' [type=kernel]
- 0 'MIDI 0-0 '
- client 65: 'Emu10k1 WaveTable' [type=kernel]
- 0 'Emu10k1 Port 0 '
- 1 'Emu10k1 Port 1 '
- 2 'Emu10k1 Port 2 '
- 3 'Emu10k1 Port 3 '
- client 128: 'Client-128' [type=user]
- 0 'TiMidity port 0 '
- 1 'TiMidity port 1 '
-
- This means the external MIDI output of the sound card is located on the
- port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2
- and 65:3, and two TiMidity ports, located at 128:0 and 128:1.
-
- If you have a FM-chip on your card, like the SB16, then you have to load
- the soundfonts using the sbiload software. Example:
- sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
-
- If you have a WaveTable capable sound card, you have to load a sbk or sf2
- soundfont using the sfxload software. Example:
- sfxload /path/to/8mbgmsfx.sf2
-
- If you don't have a MIDI capable soundcard, or if you want to take advantage of
- your TiMidity samples, then you can ask TiMidity to become an ALSA sequencer
- output. Here is a quick way to do so:
- timidity -iAqqq -B2,8 -Os1S -s 44100 &
- If you get distorted output with this setting try dropping the -B2,8 or
- changing the value.
-
- Then the TiMidity port will be visible from the 'aconnect -o -l' list. You
- should launch it as root, since it will try to set up some real time
- priority.
-
- 7.5.0) Using MP3 files for CD audio:
- ------ -----------------------------
- Use LAME or some other mp3 encoder to rip the cd audio tracks to files. Name
- the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
- to use this option. You'll need to rip the file from the CD as a WAV file,
- then encode the MP3 files in constant bit rate sampled at 22 kHz. This can
- be done with the following LAME command line:
-
- lame -t -q 0 -b 96 --resample 22.05 track1.wav track1.mp3
-
-
- 7.5.1) Using Ogg Vorbis files for CD audio:
- ------ ------------------------------------
- Use oggenc or some other vorbis encoder to encode the audio tracks to files.
- Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis
- support to use this option. You'll need to rip the files from the CD as a WAV
- file, then encode the vorbis files to be sampled at 22 kHz. This can be done
- with the following oggenc command line with the value after q specifying
- the desired quality from 0 to 10:
-
- oggenc -q 5 --resample 22050 track1.wav
-
-
- 7.5.2) Compressing MONSTER.SOU with MP3:
- ------ ---------------------------------
- You need LAME, and our extract util from the scummvm-tools package to perform
- this task, and ScummVM must be compiled with MAD support.
-
- Make a backup file of your MONSTER.SOU before attempting this. Copy your
- MONSTER.SOU file to a temporary folder. Then run:
-
- extract monster.sou
-
- In about 30 minutes or so, you will have a much smaller monster.so3 file,
- copy this file to your game directory. You can safely remove the monster.sou
- file.
-
-
- 7.5.3) Compressing MONSTER.SOU with Ogg Vorbis:
- ------ ----------------------------------------
- As above but run:
-
- extract --vorbis monster.sou
-
- This should produce a smaller monster.sog file, which you should copy to your
- game directory.
-
-
- 7.5.4) Compressing sfx/speech in Simon the Sorcerer 1 and 2
- ------ ----------------------------------------------------
- You need LAME, and our simon2mp3 util from the scummvm-tools package to perform
- this task, and ScummVM must be compiled with MAD support.
-
- Make a backup of the file before attempting this. Copy the file to a
- temporary folder. Then run:
-
- simon2mp3 effects.voc (For simon1talkie)
- simon2mp3 simon.voc (For simon1talkie)
- simon2mp3 simon.wav (For simon1win)
- simon2mp3 simon2.voc (For simon2talkie)
- simon2mp3 simon2.wav (For simon2win)
-
-
- In about 30 minutes or so, you will have a much smaller *.mp3 file, copy this
- file to your game dir. You can safely remove the old file.
-
-
- 8.0) Configuration file:
- ---- -------------------
- By default, the configuration file is saved in, and loaded from:
-
- Windows: <windir>\scummvm.ini,
- Unix: ~/.scummvmrc
- Mac OS X: ~/Library/Preferences/ScummVM Preferences
- Others: scummvm.ini in the current directory
-
- An example config file looks as follows:
-
- [scummvm]
- gfx_mode=supereagle
- fullscreen=true
- savepath=C:\saves\
-
- [germandott]
- gameid=tentacle
- path=C:\german\tentacle\
- description=German version of DOTT
-
- [tentacle]
- path=C:\tentacle\
- nosubtitles=true
- master_volume=98
- music_volume=40
- sfx_volume=255
-
- [loomcd]
- cdrom=1
- path=C:\loom\
- talkspeed=55
-
- [monkey2]
- path=C:\amiga_mi2\
- music_driver=windows
- amiga=true
-
- The following keywords are recognized:
-
- amiga bool Tells ScummVM whether or not a game is the
- Amiga version
- basename string
- path string The path to where a game's data files are
- read_only bool If true, ScummVM will never try to overwrite
- the configuration file.
- save_slot
- savepath The path to where a game will store its
- savegames.
- versioninfo string The version of the ScummVM that created the
- configuration file.
-
- gameid string The real id of a game. Useful if you have
- several versions of the same game, and want
- different aliases for them. See the example.
- description string The description of the game as it will appear
- in the launcher.
-
- language string Specify language (en, de, fr, it, pt, es, jp,
- zh, kr,se, gb, hb)
- nosubtitles bool Set to true to suppress subtitles.
- talkspeed number Text speed (default: 60)
-
- fullscreen bool Fullscreen mode
- aspect_ratio bool Enable aspect ratio correction
- gfx_mode string Graphics mode (normal, 2x, 3x, 2xsai,
- super2xsai, supereagle, advmame2x, advmame3x,
- tv2x, dotmatrix)
-
- cdrom int Number of CD-ROM unit to use for audio. If
- negative, don't even try to access the CD-ROM.
- master_volume int The master volume setting (0-255)
- music_driver string The music engine to use.
- music_volume int The music volume setting (0-255)
- multi_midi bool If true, enable combination Adlib and native
- MIDI.
- native_mt32 bool If true, disable GM emulation and assume that
- there is a true Roland MT-32 available.
- sfx_volume int The sfx volume setting (0-255)
- tempo int The music tempo (50-200) (default: 100)
-
- floppy_intro bool Use floppy version of introduction in Beneath
- a Steel Sky (CD version)
-
- debuglevel int Enable debug output. The higher number, the
- more verbose output.
-
- 9.0 Compiling:
- --- ----------
- You need SDL-1.2.2 or newer (older versions may work, but are unsupported), and
- a supported compiler. Several compilers, including GCC, mingw and Microsoft
- Visual C++ are supported. If you wish to use MP3-compressed CD tracks or
- .SOU files, you will need to install the MAD library and define
- USE_MAD. Tools for compressing .SOU files to .SO3 files can be
- found in the 'tools' CVS module, or in the 'scummvm-tools' package.
-
- You can also comment/uncomment appropriate lines in the build.rules file to
- use sdl_gl.cpp instead of sdl.cpp. This allows hardware accelerated bilinear
- filtering by using OpenGL textures.
-
- On Win9x/NT/XP you can define USE_WINDBG and attach WinDbg to browse debug
- messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
-
- GCC:
- * Type make (or gmake if that's what GNU make is called on your
- system) and hopefully ScummVM will compile for you.
-
- Mingw:
- * Open Makefile.mingw, alter SDL paths and choose compiling options.
- * Type make -f Makefile.mingw, hopefully ScummVM will compile for you.
-
- Microsoft Visual C++:
- * Open the workspace, scummwm.dsw
- * Enter the path to the SDL include files in Tools|Options|Directories
- * Now it should compile successfully.
-
- PocketPC - Windows CE:
- * Download the SDLAudio library:
- http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip
- * Open and compile the SDLAudio WCEBuild/WCEBuild workspace in EVC++
- * Open the ScummVM wince/PocketScumm workspace
- * Enter the SDLAudio directory to your includes path
- * Enter the compiled SDLAudio.lib to your link libraries list
- * Now it should compile successfully
-
- Debian GNU/Linux:
- * Install the packages 'build-essential', 'fakeroot', 'debhelper',
- 'libsdl1.2-dev', and 'libmad0-dev' on your system.
- * Optional: Install the 'libvorbis-dev' and/or the 'libasound2-dev'
- packages, and edit the Makefile to turn on support for Ogg Vorbis
- and/or the ALSA sequencer.
- * Run 'make deb'.
- * Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done.
-
- Mac OS X:
- * Make sure you have the developer tools installed.
- * Edit backends/sdl/build.rules, and enable the Mac OS X specific
- line(s).
- * Depending on where you have installed SDL, you have to add the
- location of its headers to the INCLUDES variables. For example if you
- installed SDL via Fink, you can add this at the end of build.rules:
- INCLUDES+= -I/sw/include
- * You can now 'make' to create a command line binary.
- * To get a version you can run from Finder, type 'make bundle' which
- will create ScummVM.app.
-
- X.X Credits:
- --- --------
- The ScummVM team:
- James Brown - Lead developer
- Max Horn - Lead developer
- Robert Goeffringmann - Engine: Beneath a Steel Sky (maintainer)
- Jonathan Gray - Engine: SCUMM
- Oliver Kiehl - Engine: Beneath a Steel Sky, Simon
- Pawel Kolodziejski - Engine: SCUMM (Codecs, iMUSE, Smush, etc.)
- Joost Peters - Engine: Beneath a Steel Sky
- Chris Apers - Port: PalmOS
- Nicolas Bacca - Port: PocketPC/WinCE port
- Marcus Comstedt - Port: Dreamcast
- Ruediger Hanke - Port: MorphOS
- Travis Howell - Port: Win32, Engine: Simon (maintainer)
- Peter Moraliyski - Port: GP32
- Lionel Ulmer - Port: X11
- Torbjorn Andersson - Generic bugfixer and patch submitter
- Jamieson Christian - iMUSE, MIDI, all things musical.
- Jochen Hoenicke - Speaker & PCjr sound support, Adlib work
- Jeremy Newman - Webmaster
-
- Retired Team Members:
- Ralph Brorsen - Help with GUI implementation
- Vincent Hamm - Co-Founder
- Felix Jakschitsch - Zak256 reverse engineering
- Mutwin Kraus - Original MacOS porter
- Ludvig Strigeus - Original ScummVM and SimonVM author
-
- Contributors:
- Stuart Caie - Decoders for Simon 1 Amiga data files
- Janne Huttunen - V3 actor mask support, Dig/FT Smush audio
- Kovacs Endre Janos - Several fixes for Simon1
- Jeroen Janssen - Numerous readability and bugfix patches
- Claudio Matsuoka - Daily Linux/BeOS builds
- Gregory Montoir - AdvanceMAME Scale-2X, TV 2x and dot matrix
- implementation
- Mikesch Nepomuk - MI1 VGA floppy patches.
- Nicolas Noble - Config file and ALSA support
- Edward Rudd - Fixes for playing MP3 versions of MI1/Loom audio
- Daniel Schepler - Final MI1 CD music support/
- Initial Ogg Vorbis support
- Andre Souza - SDL-based OpenGL renderer
- Tim 'realmz' - Initial MI1 CD music support
-
- And to all the contributors, users, and beta testers we've missed.
- Thanks!
-
- Special thanks to:
- Sander Buskens - For his work on the initial reversing of Monkey2
- Kevin Carnes - For Scumm16, the basis of ScummVM older gfx codec
- Jim Leiterman - Various info on his Fm Towns/Marty SCUMM ports
- Jimmi Thogersen - For ScummRev, and much obscure code/documentation
-
- Tony Warriner and everyone at Revolution Software Ltd. for sharing
- with us the source of some of their brilliant games, allowing us to
- release Beneath a Steel Sky as freeware... and generally being
- supportive above and beyond the call of duty.
-
- Aric Wilmunder, Ron Gilbert, David Fox, Vince Lee, and all those at
- LucasFilm/LucasArts who made SCUMM the insane mess to reimplement
- that it is today. Feel free to drop us a line and tell us what you
- think, guys!
-
-
-
- ------------------------------------------------------------------------
- Good Luck and Happy Adventuring!
- The ScummVM team.
- http://www.scummvm.org/
- ------------------------------------------------------------------------
-